@babylonjs/core 7.8.0 → 7.8.2
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/Behaviors/Meshes/sixDofDragBehavior.js +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +5 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.states.d.ts +1 -0
- package/Engines/AbstractEngine/abstractEngine.states.js +1 -0
- package/Engines/AbstractEngine/abstractEngine.states.js.map +1 -1
- package/Engines/{Extensions/engine.views.d.ts → AbstractEngine/abstractEngine.views.d.ts} +1 -2
- package/Engines/{Extensions/engine.views.js → AbstractEngine/abstractEngine.views.js} +10 -10
- package/Engines/AbstractEngine/abstractEngine.views.js.map +1 -0
- package/Engines/AbstractEngine/index.d.ts +1 -0
- package/Engines/AbstractEngine/index.js +1 -0
- package/Engines/AbstractEngine/index.js.map +1 -1
- package/Engines/Extensions/engine.alpha.d.ts +2 -2
- package/Engines/Extensions/engine.alpha.js.map +1 -1
- package/Engines/Extensions/engine.cubeTexture.d.ts +10 -4
- package/Engines/Extensions/engine.cubeTexture.js +10 -0
- package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/Extensions/engine.dynamicBuffer.d.ts +2 -2
- package/Engines/Extensions/engine.dynamicBuffer.js.map +1 -1
- package/Engines/Extensions/engine.dynamicTexture.d.ts +2 -2
- package/Engines/Extensions/engine.dynamicTexture.js.map +1 -1
- package/Engines/Extensions/engine.multiRender.d.ts +2 -2
- package/Engines/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/Extensions/engine.prefilteredCubeTexture.d.ts +22 -0
- package/Engines/Extensions/engine.prefilteredCubeTexture.js +88 -0
- package/Engines/Extensions/engine.prefilteredCubeTexture.js.map +1 -0
- package/Engines/Extensions/engine.rawTexture.d.ts +2 -63
- package/Engines/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/Extensions/engine.readTexture.d.ts +2 -2
- package/Engines/Extensions/engine.readTexture.js.map +1 -1
- package/Engines/Extensions/engine.renderTarget.d.ts +5 -11
- package/Engines/Extensions/engine.renderTarget.js +37 -0
- package/Engines/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/Extensions/engine.renderTargetCube.d.ts +2 -2
- package/Engines/Extensions/engine.renderTargetCube.js.map +1 -1
- package/Engines/Extensions/engine.renderTargetTexture.d.ts +14 -0
- package/Engines/Extensions/engine.renderTargetTexture.js +16 -0
- package/Engines/Extensions/engine.renderTargetTexture.js.map +1 -0
- package/Engines/Extensions/engine.videoTexture.d.ts +2 -2
- package/Engines/Extensions/engine.videoTexture.js.map +1 -1
- package/Engines/Extensions/index.d.ts +2 -1
- package/Engines/Extensions/index.js +2 -1
- package/Engines/Extensions/index.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.alpha.d.ts +3 -27
- package/Engines/WebGPU/Extensions/engine.alpha.js +1 -0
- package/Engines/WebGPU/Extensions/engine.alpha.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.cubeTexture.d.ts +10 -4
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js +9 -0
- package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.dynamicTexture.d.ts +2 -2
- package/Engines/WebGPU/Extensions/engine.dynamicTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +2 -2
- package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.rawTexture.d.ts +2 -50
- package/Engines/WebGPU/Extensions/engine.rawTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.readTexture.d.ts +2 -2
- package/Engines/WebGPU/Extensions/engine.readTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTarget.d.ts +3 -11
- package/Engines/WebGPU/Extensions/engine.renderTarget.js +1 -0
- package/Engines/WebGPU/Extensions/engine.renderTarget.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTargetCube.d.ts +2 -2
- package/Engines/WebGPU/Extensions/engine.renderTargetCube.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.renderTargetTexture.d.ts +14 -0
- package/Engines/WebGPU/Extensions/engine.renderTargetTexture.js +10 -0
- package/Engines/WebGPU/Extensions/engine.renderTargetTexture.js.map +1 -0
- package/Engines/WebGPU/Extensions/engine.videoTexture.d.ts +2 -2
- package/Engines/WebGPU/Extensions/engine.videoTexture.js.map +1 -1
- package/Engines/WebGPU/Extensions/index.d.ts +1 -0
- package/Engines/WebGPU/Extensions/index.js +1 -0
- package/Engines/WebGPU/Extensions/index.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.d.ts +4 -0
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +4 -0
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/abstractEngine.d.ts +13 -351
- package/Engines/abstractEngine.js +90 -5
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.d.ts +11 -30
- package/Engines/engine.js +0 -69
- package/Engines/engine.js.map +1 -1
- package/Engines/nativeEngine.d.ts +4 -7
- package/Engines/nativeEngine.js +3 -8
- package/Engines/nativeEngine.js.map +1 -1
- package/Engines/thinEngine.d.ts +7 -18
- package/Engines/thinEngine.js +4 -146
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +4 -26
- package/Engines/webgpuEngine.js +3 -51
- package/Engines/webgpuEngine.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/TBNBlock.js +14 -7
- package/Materials/Node/Blocks/Fragment/TBNBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js +19 -11
- package/Materials/Node/Blocks/Fragment/heightToNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +47 -20
- package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +3 -1
- package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +4 -4
- package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
- package/Materials/Node/Blocks/biPlanarBlock.js +1 -2
- package/Materials/Node/Blocks/biPlanarBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.js +1 -1
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.js +1 -1
- package/Materials/Node/Blocks/triPlanarBlock.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.d.ts +2 -0
- package/Materials/Node/nodeMaterialBuildState.js +7 -0
- package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
- package/Materials/Textures/Filtering/hdrFiltering.d.ts +1 -0
- package/Materials/Textures/Filtering/hdrFiltering.js +2 -1
- package/Materials/Textures/Filtering/hdrFiltering.js.map +1 -1
- package/Materials/Textures/Loaders/basisTextureLoader.d.ts +1 -0
- package/Materials/Textures/Loaders/basisTextureLoader.js +1 -0
- package/Materials/Textures/Loaders/basisTextureLoader.js.map +1 -1
- package/Materials/Textures/Loaders/ddsTextureLoader.d.ts +1 -0
- package/Materials/Textures/Loaders/ddsTextureLoader.js +1 -0
- package/Materials/Textures/Loaders/ddsTextureLoader.js.map +1 -1
- package/Materials/Textures/Loaders/ktxTextureLoader.d.ts +1 -0
- package/Materials/Textures/Loaders/ktxTextureLoader.js +1 -0
- package/Materials/Textures/Loaders/ktxTextureLoader.js.map +1 -1
- package/Materials/Textures/baseTexture.d.ts +1 -0
- package/Materials/Textures/baseTexture.js +1 -0
- package/Materials/Textures/baseTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.d.ts +2 -1
- package/Materials/Textures/cubeTexture.js +3 -2
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/dynamicTexture.d.ts +1 -1
- package/Materials/Textures/dynamicTexture.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.d.ts +11 -0
- package/Materials/Textures/renderTargetTexture.js +10 -0
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/effect.d.ts +8 -23
- package/Materials/effect.js +2 -25
- package/Materials/effect.js.map +1 -1
- package/Misc/dds.d.ts +2 -22
- package/Misc/dds.js +0 -95
- package/Misc/dds.js.map +1 -1
- package/Misc/minMaxReducer.d.ts +1 -0
- package/Misc/minMaxReducer.js +1 -0
- package/Misc/minMaxReducer.js.map +1 -1
- package/Misc/screenshotTools.d.ts +1 -0
- package/Misc/screenshotTools.js +1 -0
- package/Misc/screenshotTools.js.map +1 -1
- package/Morph/morphTargetManager.d.ts +6 -0
- package/Morph/morphTargetManager.js +13 -0
- package/Morph/morphTargetManager.js.map +1 -1
- package/Physics/v2/IPhysicsEnginePlugin.d.ts +1 -0
- package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
- package/Physics/v2/Plugins/havokPlugin.d.ts +11 -1
- package/Physics/v2/Plugins/havokPlugin.js +25 -1
- package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
- package/Physics/v2/physicsAggregate.js +3 -3
- package/Physics/v2/physicsAggregate.js.map +1 -1
- package/Physics/v2/physicsBody.d.ts +6 -0
- package/Physics/v2/physicsBody.js +7 -0
- package/Physics/v2/physicsBody.js.map +1 -1
- package/PostProcesses/postProcess.d.ts +37 -2
- package/PostProcesses/postProcess.js +34 -0
- package/PostProcesses/postProcess.js.map +1 -1
- package/Rendering/depthPeelingRenderer.d.ts +1 -0
- package/Rendering/depthPeelingRenderer.js +1 -0
- package/Rendering/depthPeelingRenderer.js.map +1 -1
- package/Rendering/geometryBufferRenderer.d.ts +1 -0
- package/Rendering/geometryBufferRenderer.js +1 -0
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/prePassRenderer.d.ts +1 -0
- package/Rendering/prePassRenderer.js +1 -0
- package/Rendering/prePassRenderer.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/bumpFragment.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/bumpFragment.js +61 -0
- package/ShadersWGSL/ShadersInclude/bumpFragment.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.d.ts +6 -0
- package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.js +40 -0
- package/ShadersWGSL/ShadersInclude/bumpFragmentFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js +69 -0
- package/ShadersWGSL/ShadersInclude/bumpFragmentMainFunctions.js.map +1 -0
- package/ShadersWGSL/ShadersInclude/samplerFragmentDeclaration.d.ts +5 -0
- package/ShadersWGSL/ShadersInclude/samplerFragmentDeclaration.js +27 -0
- package/ShadersWGSL/ShadersInclude/samplerFragmentDeclaration.js.map +1 -0
- package/package.json +1 -1
- package/Engines/Extensions/engine.views.js.map +0 -1
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@@ -169,7 +169,7 @@ export class SixDofDragBehavior extends BaseSixDofDragBehavior {
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const worldPivot = this._ownerNode.getAbsolutePivotPoint();
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if (pointerCount === 1) {
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this._targetPosition.copyFrom(this._ownerNode.absolutePosition);
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-
this._targetOrientation.copyFrom(this._ownerNode.
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+
this._targetOrientation.copyFrom(this._ownerNode.rotationQuaternion);
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this._targetScaling.copyFrom(this._ownerNode.absoluteScaling);
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if (this.faceCameraOnDragStart && this._scene.activeCamera) {
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const toCamera = TmpVectors.Vector3[0];
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@@ -1 +1 @@
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1
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-
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ACxC;IACL,CAAC;CACJ","sourcesContent":["import type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Vector3, Quaternion, Matrix, TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { BaseSixDofDragBehavior } from \"./baseSixDofDragBehavior\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Space } from \"../../Maths/math.axis\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray\r\n */\r\nexport class SixDofDragBehavior extends BaseSixDofDragBehavior {\r\n private _sceneRenderObserver: Nullable<Observer<Scene>> = null;\r\n private _virtualTransformNode: TransformNode;\r\n\r\n protected _targetPosition = new Vector3(0, 0, 0);\r\n protected _targetOrientation = new Quaternion();\r\n protected _targetScaling = new Vector3(1, 1, 1);\r\n protected _startingPosition = new Vector3(0, 0, 0);\r\n protected _startingOrientation = new Quaternion();\r\n protected _startingScaling = new Vector3(1, 1, 1);\r\n\r\n /**\r\n * Fires when position is updated\r\n */\r\n public onPositionChangedObservable = new Observable<{ position: Vector3 }>();\r\n\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 /**\r\n * If the object should rotate to face the drag origin\r\n */\r\n public rotateDraggedObject = true;\r\n\r\n /**\r\n * If `rotateDraggedObject` is set to `true`, this parameter determines if we are only rotating around the y axis (yaw)\r\n */\r\n public rotateAroundYOnly = false;\r\n\r\n /**\r\n * Should the behavior rotate 1:1 with the motion controller, when one is used.\r\n */\r\n public rotateWithMotionController = true;\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public override get name(): string {\r\n return \"SixDofDrag\";\r\n }\r\n\r\n /**\r\n * Use this flag to update the target but not move the owner node towards the target\r\n */\r\n public disableMovement: boolean = false;\r\n\r\n /**\r\n * Should the object rotate towards the camera when we start dragging it\r\n */\r\n public faceCameraOnDragStart = false;\r\n\r\n /**\r\n * Attaches the six DoF drag behavior\r\n * In XR mode the mesh and its children will have their isNearGrabbable property set to true\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n */\r\n public override attach(ownerNode: Mesh): void {\r\n super.attach(ownerNode);\r\n\r\n ownerNode.isNearGrabbable = true;\r\n // if it has children, make sure they are grabbable too\r\n ownerNode.getChildMeshes().forEach((m) => {\r\n m.isNearGrabbable = true;\r\n });\r\n\r\n // Node that will save the owner's transform\r\n this._virtualTransformNode = new TransformNode(\"virtual_sixDof\", BaseSixDofDragBehavior._virtualScene);\r\n this._virtualTransformNode.rotationQuaternion = Quaternion.Identity();\r\n\r\n // On every frame move towards target scaling to avoid jitter caused by vr controllers\r\n this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(() => {\r\n if (this.currentDraggingPointerIds.length === 1 && this._moving && !this.disableMovement) {\r\n // 1 pointer only drags mesh\r\n const deltaToAdd = TmpVectors.Vector3[0];\r\n deltaToAdd.copyFrom(this._targetPosition).subtractInPlace(ownerNode.absolutePosition).scaleInPlace(this.dragDeltaRatio);\r\n const deltaToAddTransformed = TmpVectors.Vector3[1];\r\n deltaToAddTransformed.copyFrom(deltaToAdd);\r\n // If the node has a parent, transform the delta to local space, so it can be added to the\r\n // position in local space\r\n if (ownerNode.parent) {\r\n const parentRotationMatrixInverse = TmpVectors.Matrix[0];\r\n (ownerNode.parent as TransformNode).absoluteRotationQuaternion.toRotationMatrix(parentRotationMatrixInverse);\r\n parentRotationMatrixInverse.invert();\r\n Vector3.TransformNormalToRef(deltaToAdd, parentRotationMatrixInverse, deltaToAddTransformed);\r\n }\r\n ownerNode.position.addInPlace(deltaToAddTransformed);\r\n\r\n this.onPositionChangedObservable.notifyObservers({ position: ownerNode.absolutePosition });\r\n\r\n // Only rotate the mesh if it's parent has uniform scaling\r\n if (!ownerNode.parent || ((ownerNode.parent as TransformNode).scaling && !(ownerNode.parent as TransformNode).scaling.isNonUniformWithinEpsilon(0.001))) {\r\n const rotationToApply = TmpVectors.Quaternion[0];\r\n rotationToApply.copyFrom(this._targetOrientation);\r\n if (ownerNode.parent) {\r\n const parentRotationInverse = TmpVectors.Quaternion[0];\r\n parentRotationInverse.copyFrom((ownerNode.parent as TransformNode).absoluteRotationQuaternion);\r\n parentRotationInverse.invertInPlace();\r\n parentRotationInverse.multiplyToRef(this._targetOrientation, rotationToApply);\r\n }\r\n Quaternion.SlerpToRef(ownerNode.rotationQuaternion!, rotationToApply, this.dragDeltaRatio, ownerNode.rotationQuaternion!);\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _getPositionOffsetAround(transformationLocalOrigin: Vector3, scaling: number, rotation: Quaternion): Vector3 {\r\n const translationMatrix = TmpVectors.Matrix[0]; // T\r\n const translationMatrixInv = TmpVectors.Matrix[1]; // T'\r\n const rotationMatrix = TmpVectors.Matrix[2]; // R\r\n const scaleMatrix = TmpVectors.Matrix[3]; // S\r\n const finalMatrix = TmpVectors.Matrix[4]; // T' x R x S x T\r\n\r\n Matrix.TranslationToRef(transformationLocalOrigin.x, transformationLocalOrigin.y, transformationLocalOrigin.z, translationMatrix); // T\r\n Matrix.TranslationToRef(-transformationLocalOrigin.x, -transformationLocalOrigin.y, -transformationLocalOrigin.z, translationMatrixInv); // T'\r\n Matrix.FromQuaternionToRef(rotation, rotationMatrix); // R\r\n Matrix.ScalingToRef(scaling, scaling, scaling, scaleMatrix);\r\n translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R\r\n finalMatrix.multiplyToRef(scaleMatrix, finalMatrix); // T' x R x S\r\n finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x S x T\r\n\r\n return finalMatrix.getTranslation();\r\n }\r\n\r\n private _onePointerPositionUpdated(worldDeltaPosition: Vector3, worldDeltaRotation: Quaternion) {\r\n const pointerDelta = TmpVectors.Vector3[0];\r\n pointerDelta.setAll(0);\r\n\r\n if (this._dragging === this._dragType.DRAG) {\r\n if (this.rotateDraggedObject) {\r\n if (this.rotateAroundYOnly) {\r\n // Convert change in rotation to only y axis rotation\r\n Quaternion.RotationYawPitchRollToRef(worldDeltaRotation.toEulerAngles().y, 0, 0, TmpVectors.Quaternion[0]);\r\n } else {\r\n TmpVectors.Quaternion[0].copyFrom(worldDeltaRotation);\r\n }\r\n TmpVectors.Quaternion[0].multiplyToRef(this._startingOrientation, this._targetOrientation);\r\n }\r\n } else if (this._dragging === this._dragType.NEAR_DRAG || (this._dragging === this._dragType.DRAG_WITH_CONTROLLER && this.rotateWithMotionController)) {\r\n worldDeltaRotation.multiplyToRef(this._startingOrientation, this._targetOrientation);\r\n }\r\n\r\n this._targetPosition.copyFrom(this._startingPosition).addInPlace(worldDeltaPosition);\r\n }\r\n\r\n private _twoPointersPositionUpdated() {\r\n const startingPosition0 = this._virtualMeshesInfo[this.currentDraggingPointerIds[0]].startingPosition;\r\n const startingPosition1 = this._virtualMeshesInfo[this.currentDraggingPointerIds[1]].startingPosition;\r\n const startingCenter = TmpVectors.Vector3[0];\r\n startingPosition0.addToRef(startingPosition1, startingCenter);\r\n startingCenter.scaleInPlace(0.5);\r\n const startingVector = TmpVectors.Vector3[1];\r\n startingPosition1.subtractToRef(startingPosition0, startingVector);\r\n\r\n const currentPosition0 = this._virtualMeshesInfo[this.currentDraggingPointerIds[0]].dragMesh.absolutePosition;\r\n const currentPosition1 = this._virtualMeshesInfo[this.currentDraggingPointerIds[1]].dragMesh.absolutePosition;\r\n const currentCenter = TmpVectors.Vector3[2];\r\n currentPosition0.addToRef(currentPosition1, currentCenter);\r\n currentCenter.scaleInPlace(0.5);\r\n const currentVector = TmpVectors.Vector3[3];\r\n currentPosition1.subtractToRef(currentPosition0, currentVector);\r\n\r\n const scaling = currentVector.length() / startingVector.length();\r\n const translation = currentCenter.subtract(startingCenter);\r\n const rotationQuaternion = Quaternion.FromEulerAngles(\r\n 0,\r\n Vector3.GetAngleBetweenVectorsOnPlane(startingVector.normalize(), currentVector.normalize(), Vector3.UpReadOnly),\r\n 0\r\n );\r\n\r\n const oldParent = this._ownerNode.parent;\r\n this._ownerNode.setParent(null);\r\n\r\n const positionOffset = this._getPositionOffsetAround(startingCenter.subtract(this._virtualTransformNode.getAbsolutePivotPoint()), scaling, rotationQuaternion);\r\n this._virtualTransformNode.rotationQuaternion!.multiplyToRef(rotationQuaternion, this._ownerNode.rotationQuaternion!);\r\n this._virtualTransformNode.scaling.scaleToRef(scaling, this._ownerNode.scaling);\r\n this._virtualTransformNode.position.addToRef(translation.addInPlace(positionOffset), this._ownerNode.position);\r\n this.onPositionChangedObservable.notifyObservers({ position: this._ownerNode.position });\r\n\r\n this._ownerNode.setParent(oldParent);\r\n }\r\n\r\n protected override _targetDragStart() {\r\n const pointerCount = this.currentDraggingPointerIds.length;\r\n\r\n if (!this._ownerNode.rotationQuaternion) {\r\n this._ownerNode.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._ownerNode.rotation.y, this._ownerNode.rotation.x, this._ownerNode.rotation.z);\r\n }\r\n const worldPivot = this._ownerNode.getAbsolutePivotPoint();\r\n\r\n if (pointerCount === 1) {\r\n this._targetPosition.copyFrom(this._ownerNode.absolutePosition);\r\n this._targetOrientation.copyFrom(this._ownerNode.absoluteRotationQuaternion);\r\n this._targetScaling.copyFrom(this._ownerNode.absoluteScaling);\r\n\r\n if (this.faceCameraOnDragStart && this._scene.activeCamera) {\r\n const toCamera = TmpVectors.Vector3[0];\r\n this._scene.activeCamera.position.subtractToRef(worldPivot, toCamera);\r\n toCamera.normalize();\r\n const quat = TmpVectors.Quaternion[0];\r\n if (this._scene.useRightHandedSystem) {\r\n Quaternion.FromLookDirectionRHToRef(toCamera, new Vector3(0, 1, 0), quat);\r\n } else {\r\n Quaternion.FromLookDirectionLHToRef(toCamera, new Vector3(0, 1, 0), quat);\r\n }\r\n quat.normalize();\r\n Quaternion.RotationYawPitchRollToRef(quat.toEulerAngles().y, 0, 0, TmpVectors.Quaternion[0]);\r\n this._targetOrientation.copyFrom(TmpVectors.Quaternion[0]);\r\n }\r\n this._startingPosition.copyFrom(this._targetPosition);\r\n this._startingOrientation.copyFrom(this._targetOrientation);\r\n this._startingScaling.copyFrom(this._targetScaling);\r\n } else if (pointerCount === 2) {\r\n this._virtualTransformNode.setPivotPoint(new Vector3(0, 0, 0), Space.LOCAL);\r\n this._virtualTransformNode.position.copyFrom(this._ownerNode.absolutePosition);\r\n this._virtualTransformNode.scaling.copyFrom(this._ownerNode.absoluteScaling);\r\n this._virtualTransformNode.rotationQuaternion!.copyFrom(this._ownerNode.absoluteRotationQuaternion);\r\n this._virtualTransformNode.setPivotPoint(worldPivot, Space.WORLD);\r\n this._resetVirtualMeshesPosition();\r\n }\r\n }\r\n\r\n protected override _targetDrag(worldDeltaPosition: Vector3, worldDeltaRotation: Quaternion) {\r\n if (this.currentDraggingPointerIds.length === 1) {\r\n this._onePointerPositionUpdated(worldDeltaPosition, worldDeltaRotation);\r\n } else if (this.currentDraggingPointerIds.length === 2) {\r\n this._twoPointersPositionUpdated();\r\n }\r\n }\r\n\r\n protected override _targetDragEnd() {\r\n if (this.currentDraggingPointerIds.length === 1) {\r\n // We still have 1 active pointer, we must simulate a dragstart with a reseted position/orientation\r\n this._resetVirtualMeshesPosition();\r\n const previousFaceCameraFlag = this.faceCameraOnDragStart;\r\n this.faceCameraOnDragStart = false;\r\n this._targetDragStart();\r\n this.faceCameraOnDragStart = previousFaceCameraFlag;\r\n }\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public override detach(): void {\r\n super.detach();\r\n\r\n if (this._ownerNode) {\r\n this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);\r\n }\r\n\r\n if (this._virtualTransformNode) {\r\n this._virtualTransformNode.dispose();\r\n }\r\n }\r\n}\r\n"]}
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1
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+
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type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { Vector3, Quaternion, Matrix, TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { BaseSixDofDragBehavior } from \"./baseSixDofDragBehavior\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Space } from \"../../Maths/math.axis\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray\r\n */\r\nexport class SixDofDragBehavior extends BaseSixDofDragBehavior {\r\n private _sceneRenderObserver: Nullable<Observer<Scene>> = null;\r\n private _virtualTransformNode: TransformNode;\r\n\r\n protected _targetPosition = new Vector3(0, 0, 0);\r\n protected _targetOrientation = new Quaternion();\r\n protected _targetScaling = new Vector3(1, 1, 1);\r\n protected _startingPosition = new Vector3(0, 0, 0);\r\n protected _startingOrientation = new Quaternion();\r\n protected _startingScaling = new Vector3(1, 1, 1);\r\n\r\n /**\r\n * Fires when position is updated\r\n */\r\n public onPositionChangedObservable = new Observable<{ position: Vector3 }>();\r\n\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 /**\r\n * If the object should rotate to face the drag origin\r\n */\r\n public rotateDraggedObject = true;\r\n\r\n /**\r\n * If `rotateDraggedObject` is set to `true`, this parameter determines if we are only rotating around the y axis (yaw)\r\n */\r\n public rotateAroundYOnly = false;\r\n\r\n /**\r\n * Should the behavior rotate 1:1 with the motion controller, when one is used.\r\n */\r\n public rotateWithMotionController = true;\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public override get name(): string {\r\n return \"SixDofDrag\";\r\n }\r\n\r\n /**\r\n * Use this flag to update the target but not move the owner node towards the target\r\n */\r\n public disableMovement: boolean = false;\r\n\r\n /**\r\n * Should the object rotate towards the camera when we start dragging it\r\n */\r\n public faceCameraOnDragStart = false;\r\n\r\n /**\r\n * Attaches the six DoF drag behavior\r\n * In XR mode the mesh and its children will have their isNearGrabbable property set to true\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n */\r\n public override attach(ownerNode: Mesh): void {\r\n super.attach(ownerNode);\r\n\r\n ownerNode.isNearGrabbable = true;\r\n // if it has children, make sure they are grabbable too\r\n ownerNode.getChildMeshes().forEach((m) => {\r\n m.isNearGrabbable = true;\r\n });\r\n\r\n // Node that will save the owner's transform\r\n this._virtualTransformNode = new TransformNode(\"virtual_sixDof\", BaseSixDofDragBehavior._virtualScene);\r\n this._virtualTransformNode.rotationQuaternion = Quaternion.Identity();\r\n\r\n // On every frame move towards target scaling to avoid jitter caused by vr controllers\r\n this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(() => {\r\n if (this.currentDraggingPointerIds.length === 1 && this._moving && !this.disableMovement) {\r\n // 1 pointer only drags mesh\r\n const deltaToAdd = TmpVectors.Vector3[0];\r\n deltaToAdd.copyFrom(this._targetPosition).subtractInPlace(ownerNode.absolutePosition).scaleInPlace(this.dragDeltaRatio);\r\n const deltaToAddTransformed = TmpVectors.Vector3[1];\r\n deltaToAddTransformed.copyFrom(deltaToAdd);\r\n // If the node has a parent, transform the delta to local space, so it can be added to the\r\n // position in local space\r\n if (ownerNode.parent) {\r\n const parentRotationMatrixInverse = TmpVectors.Matrix[0];\r\n (ownerNode.parent as TransformNode).absoluteRotationQuaternion.toRotationMatrix(parentRotationMatrixInverse);\r\n parentRotationMatrixInverse.invert();\r\n Vector3.TransformNormalToRef(deltaToAdd, parentRotationMatrixInverse, deltaToAddTransformed);\r\n }\r\n ownerNode.position.addInPlace(deltaToAddTransformed);\r\n\r\n this.onPositionChangedObservable.notifyObservers({ position: ownerNode.absolutePosition });\r\n\r\n // Only rotate the mesh if it's parent has uniform scaling\r\n if (!ownerNode.parent || ((ownerNode.parent as TransformNode).scaling && !(ownerNode.parent as TransformNode).scaling.isNonUniformWithinEpsilon(0.001))) {\r\n const rotationToApply = TmpVectors.Quaternion[0];\r\n rotationToApply.copyFrom(this._targetOrientation);\r\n if (ownerNode.parent) {\r\n const parentRotationInverse = TmpVectors.Quaternion[0];\r\n parentRotationInverse.copyFrom((ownerNode.parent as TransformNode).absoluteRotationQuaternion);\r\n parentRotationInverse.invertInPlace();\r\n parentRotationInverse.multiplyToRef(this._targetOrientation, rotationToApply);\r\n }\r\n Quaternion.SlerpToRef(ownerNode.rotationQuaternion!, rotationToApply, this.dragDeltaRatio, ownerNode.rotationQuaternion!);\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _getPositionOffsetAround(transformationLocalOrigin: Vector3, scaling: number, rotation: Quaternion): Vector3 {\r\n const translationMatrix = TmpVectors.Matrix[0]; // T\r\n const translationMatrixInv = TmpVectors.Matrix[1]; // T'\r\n const rotationMatrix = TmpVectors.Matrix[2]; // R\r\n const scaleMatrix = TmpVectors.Matrix[3]; // S\r\n const finalMatrix = TmpVectors.Matrix[4]; // T' x R x S x T\r\n\r\n Matrix.TranslationToRef(transformationLocalOrigin.x, transformationLocalOrigin.y, transformationLocalOrigin.z, translationMatrix); // T\r\n Matrix.TranslationToRef(-transformationLocalOrigin.x, -transformationLocalOrigin.y, -transformationLocalOrigin.z, translationMatrixInv); // T'\r\n Matrix.FromQuaternionToRef(rotation, rotationMatrix); // R\r\n Matrix.ScalingToRef(scaling, scaling, scaling, scaleMatrix);\r\n translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R\r\n finalMatrix.multiplyToRef(scaleMatrix, finalMatrix); // T' x R x S\r\n finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x S x T\r\n\r\n return finalMatrix.getTranslation();\r\n }\r\n\r\n private _onePointerPositionUpdated(worldDeltaPosition: Vector3, worldDeltaRotation: Quaternion) {\r\n const pointerDelta = TmpVectors.Vector3[0];\r\n pointerDelta.setAll(0);\r\n\r\n if (this._dragging === this._dragType.DRAG) {\r\n if (this.rotateDraggedObject) {\r\n if (this.rotateAroundYOnly) {\r\n // Convert change in rotation to only y axis rotation\r\n Quaternion.RotationYawPitchRollToRef(worldDeltaRotation.toEulerAngles().y, 0, 0, TmpVectors.Quaternion[0]);\r\n } else {\r\n TmpVectors.Quaternion[0].copyFrom(worldDeltaRotation);\r\n }\r\n TmpVectors.Quaternion[0].multiplyToRef(this._startingOrientation, this._targetOrientation);\r\n }\r\n } else if (this._dragging === this._dragType.NEAR_DRAG || (this._dragging === this._dragType.DRAG_WITH_CONTROLLER && this.rotateWithMotionController)) {\r\n worldDeltaRotation.multiplyToRef(this._startingOrientation, this._targetOrientation);\r\n }\r\n\r\n this._targetPosition.copyFrom(this._startingPosition).addInPlace(worldDeltaPosition);\r\n }\r\n\r\n private _twoPointersPositionUpdated() {\r\n const startingPosition0 = this._virtualMeshesInfo[this.currentDraggingPointerIds[0]].startingPosition;\r\n const startingPosition1 = this._virtualMeshesInfo[this.currentDraggingPointerIds[1]].startingPosition;\r\n const startingCenter = TmpVectors.Vector3[0];\r\n startingPosition0.addToRef(startingPosition1, startingCenter);\r\n startingCenter.scaleInPlace(0.5);\r\n const startingVector = TmpVectors.Vector3[1];\r\n startingPosition1.subtractToRef(startingPosition0, startingVector);\r\n\r\n const currentPosition0 = this._virtualMeshesInfo[this.currentDraggingPointerIds[0]].dragMesh.absolutePosition;\r\n const currentPosition1 = this._virtualMeshesInfo[this.currentDraggingPointerIds[1]].dragMesh.absolutePosition;\r\n const currentCenter = TmpVectors.Vector3[2];\r\n currentPosition0.addToRef(currentPosition1, currentCenter);\r\n currentCenter.scaleInPlace(0.5);\r\n const currentVector = TmpVectors.Vector3[3];\r\n currentPosition1.subtractToRef(currentPosition0, currentVector);\r\n\r\n const scaling = currentVector.length() / startingVector.length();\r\n const translation = currentCenter.subtract(startingCenter);\r\n const rotationQuaternion = Quaternion.FromEulerAngles(\r\n 0,\r\n Vector3.GetAngleBetweenVectorsOnPlane(startingVector.normalize(), currentVector.normalize(), Vector3.UpReadOnly),\r\n 0\r\n );\r\n\r\n const oldParent = this._ownerNode.parent;\r\n this._ownerNode.setParent(null);\r\n\r\n const positionOffset = this._getPositionOffsetAround(startingCenter.subtract(this._virtualTransformNode.getAbsolutePivotPoint()), scaling, rotationQuaternion);\r\n this._virtualTransformNode.rotationQuaternion!.multiplyToRef(rotationQuaternion, this._ownerNode.rotationQuaternion!);\r\n this._virtualTransformNode.scaling.scaleToRef(scaling, this._ownerNode.scaling);\r\n this._virtualTransformNode.position.addToRef(translation.addInPlace(positionOffset), this._ownerNode.position);\r\n this.onPositionChangedObservable.notifyObservers({ position: this._ownerNode.position });\r\n\r\n this._ownerNode.setParent(oldParent);\r\n }\r\n\r\n protected override _targetDragStart() {\r\n const pointerCount = this.currentDraggingPointerIds.length;\r\n\r\n if (!this._ownerNode.rotationQuaternion) {\r\n this._ownerNode.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._ownerNode.rotation.y, this._ownerNode.rotation.x, this._ownerNode.rotation.z);\r\n }\r\n const worldPivot = this._ownerNode.getAbsolutePivotPoint();\r\n\r\n if (pointerCount === 1) {\r\n this._targetPosition.copyFrom(this._ownerNode.absolutePosition);\r\n this._targetOrientation.copyFrom(this._ownerNode.rotationQuaternion);\r\n this._targetScaling.copyFrom(this._ownerNode.absoluteScaling);\r\n\r\n if (this.faceCameraOnDragStart && this._scene.activeCamera) {\r\n const toCamera = TmpVectors.Vector3[0];\r\n this._scene.activeCamera.position.subtractToRef(worldPivot, toCamera);\r\n toCamera.normalize();\r\n const quat = TmpVectors.Quaternion[0];\r\n if (this._scene.useRightHandedSystem) {\r\n Quaternion.FromLookDirectionRHToRef(toCamera, new Vector3(0, 1, 0), quat);\r\n } else {\r\n Quaternion.FromLookDirectionLHToRef(toCamera, new Vector3(0, 1, 0), quat);\r\n }\r\n quat.normalize();\r\n Quaternion.RotationYawPitchRollToRef(quat.toEulerAngles().y, 0, 0, TmpVectors.Quaternion[0]);\r\n this._targetOrientation.copyFrom(TmpVectors.Quaternion[0]);\r\n }\r\n this._startingPosition.copyFrom(this._targetPosition);\r\n this._startingOrientation.copyFrom(this._targetOrientation);\r\n this._startingScaling.copyFrom(this._targetScaling);\r\n } else if (pointerCount === 2) {\r\n this._virtualTransformNode.setPivotPoint(new Vector3(0, 0, 0), Space.LOCAL);\r\n this._virtualTransformNode.position.copyFrom(this._ownerNode.absolutePosition);\r\n this._virtualTransformNode.scaling.copyFrom(this._ownerNode.absoluteScaling);\r\n this._virtualTransformNode.rotationQuaternion!.copyFrom(this._ownerNode.absoluteRotationQuaternion);\r\n this._virtualTransformNode.setPivotPoint(worldPivot, Space.WORLD);\r\n this._resetVirtualMeshesPosition();\r\n }\r\n }\r\n\r\n protected override _targetDrag(worldDeltaPosition: Vector3, worldDeltaRotation: Quaternion) {\r\n if (this.currentDraggingPointerIds.length === 1) {\r\n this._onePointerPositionUpdated(worldDeltaPosition, worldDeltaRotation);\r\n } else if (this.currentDraggingPointerIds.length === 2) {\r\n this._twoPointersPositionUpdated();\r\n }\r\n }\r\n\r\n protected override _targetDragEnd() {\r\n if (this.currentDraggingPointerIds.length === 1) {\r\n // We still have 1 active pointer, we must simulate a dragstart with a reseted position/orientation\r\n this._resetVirtualMeshesPosition();\r\n const previousFaceCameraFlag = this.faceCameraOnDragStart;\r\n this.faceCameraOnDragStart = false;\r\n this._targetDragStart();\r\n this.faceCameraOnDragStart = previousFaceCameraFlag;\r\n }\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public override detach(): void {\r\n super.detach();\r\n\r\n if (this._ownerNode) {\r\n this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);\r\n }\r\n\r\n if (this._virtualTransformNode) {\r\n this._virtualTransformNode.dispose();\r\n }\r\n }\r\n}\r\n"]}
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@@ -52,7 +52,11 @@ export class BaseCameraPointersInput {
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52
52
|
this._pointA = null;
|
|
53
53
|
this._pointB = null;
|
|
54
54
|
}
|
|
55
|
-
else if (p.type !== PointerEventTypes.POINTERDOWN &&
|
|
55
|
+
else if (p.type !== PointerEventTypes.POINTERDOWN &&
|
|
56
|
+
p.type !== PointerEventTypes.POINTERDOUBLETAP &&
|
|
57
|
+
isTouch &&
|
|
58
|
+
this._pointA?.pointerId !== evt.pointerId &&
|
|
59
|
+
this._pointB?.pointerId !== evt.pointerId) {
|
|
56
60
|
return; // If we get a non-down event for a touch that we're not tracking, ignore it
|
|
57
61
|
}
|
|
58
62
|
else if (p.type === PointerEventTypes.POINTERDOWN && (this._currentActiveButton === -1 || isTouch)) {
|
|
@@ -1 +1 @@
|
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|
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 (p.type !== PointerEventTypes.POINTERDOWN && isTouch && this._pointA?.pointerId !== evt.pointerId && this._pointB?.pointerId !== evt.pointerId) {\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.onTouch(this._pointA, offsetX, offsetY);\r\n\r\n this._pointA.x = evt.clientX;\r\n this._pointA.y = evt.clientY;\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 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.onTouch(this._pointA, offsetX, offsetY);\r\n\r\n this._pointA.x = evt.clientX;\r\n this._pointA.y = evt.clientY;\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"]}
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@@ -1 +1 @@
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type { Nullable } from \"../../types\";\r\nimport { AbstractEngine } from \"../abstractEngine\";\r\nimport { Constants } from \"../constants\";\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n export interface AbstractEngine {\r\n /** @internal */\r\n _cachedStencilBuffer: boolean;\r\n /** @internal */\r\n _cachedStencilFunction: number;\r\n /** @internal */\r\n _cachedStencilMask: number;\r\n /** @internal */\r\n _cachedStencilOperationPass: number;\r\n /** @internal */\r\n _cachedStencilOperationFail: number;\r\n /** @internal */\r\n _cachedStencilOperationDepthFail: number;\r\n /** @internal */\r\n _cachedStencilReference: number;\r\n\r\n /**\r\n * Gets the current depth function\r\n * @returns a number defining the depth function\r\n */\r\n getDepthFunction(): Nullable<number>;\r\n\r\n /**\r\n * Sets the current depth function\r\n * @param depthFunc defines the function to use\r\n */\r\n setDepthFunction(depthFunc: number): void;\r\n\r\n /**\r\n * Sets the current depth function to GREATER\r\n */\r\n setDepthFunctionToGreater(): void;\r\n\r\n /**\r\n * Sets the current depth function to GEQUAL\r\n */\r\n setDepthFunctionToGreaterOrEqual(): void;\r\n\r\n /**\r\n * Sets the current depth function to LESS\r\n */\r\n setDepthFunctionToLess(): void;\r\n\r\n /**\r\n * Sets the current depth function to LEQUAL\r\n */\r\n setDepthFunctionToLessOrEqual(): void;\r\n\r\n /**\r\n * Gets a boolean indicating if depth writing is enabled\r\n * @returns the current depth writing state\r\n */\r\n getDepthWrite(): boolean;\r\n\r\n /**\r\n * Enable or disable depth writing\r\n * @param enable defines the state to set\r\n */\r\n setDepthWrite(enable: boolean): void;\r\n\r\n /**\r\n * Gets the current stencil operation when stencil passes\r\n * @returns a number defining stencil operation to use when stencil passes\r\n */\r\n getStencilOperationPass(): number;\r\n\r\n /**\r\n * Gets a boolean indicating if stencil buffer is enabled\r\n * @returns the current stencil buffer state\r\n */\r\n getStencilBuffer(): boolean;\r\n\r\n /**\r\n * Enable or disable the stencil buffer\r\n * @param enable defines if the stencil buffer must be enabled or disabled\r\n */\r\n setStencilBuffer(enable: boolean): void;\r\n\r\n /**\r\n * Gets the current stencil mask\r\n * @returns a number defining the new stencil mask to use\r\n */\r\n getStencilMask(): number;\r\n /**\r\n * Sets the current stencil mask\r\n * @param mask defines the new stencil mask to use\r\n */\r\n setStencilMask(mask: number): void;\r\n\r\n /**\r\n * Gets the current stencil function\r\n * @returns a number defining the stencil function to use\r\n */\r\n getStencilFunction(): number;\r\n\r\n /**\r\n * Gets the current stencil reference value\r\n * @returns a number defining the stencil reference value to use\r\n */\r\n getStencilFunctionReference(): number;\r\n\r\n /**\r\n * Gets the current stencil mask\r\n * @returns a number defining the stencil mask to use\r\n */\r\n getStencilFunctionMask(): number;\r\n\r\n /**\r\n * Sets the current stencil function\r\n * @param stencilFunc defines the new stencil function to use\r\n */\r\n setStencilFunction(stencilFunc: number): void;\r\n\r\n /**\r\n * Sets the current stencil reference\r\n * @param reference defines the new stencil reference to use\r\n */\r\n setStencilFunctionReference(reference: number): void;\r\n\r\n /**\r\n * Sets the current stencil mask\r\n * @param mask defines the new stencil mask to use\r\n */\r\n setStencilFunctionMask(mask: number): void;\r\n\r\n /**\r\n * Gets the current stencil operation when stencil fails\r\n * @returns a number defining stencil operation to use when stencil fails\r\n */\r\n getStencilOperationFail(): number;\r\n\r\n /**\r\n * Gets the current stencil operation when depth fails\r\n * @returns a number defining stencil operation to use when depth fails\r\n */\r\n getStencilOperationDepthFail(): number;\r\n\r\n /**\r\n * Sets the stencil operation to use when stencil fails\r\n * @param operation defines the stencil operation to use when stencil fails\r\n */\r\n setStencilOperationFail(operation: number): void;\r\n\r\n /**\r\n * Sets the stencil operation to use when depth fails\r\n * @param operation defines the stencil operation to use when depth fails\r\n */\r\n setStencilOperationDepthFail(operation: number): void;\r\n\r\n /**\r\n * Sets the stencil operation to use when stencil passes\r\n * @param operation defines the stencil operation to use when stencil passes\r\n */\r\n setStencilOperationPass(operation: number): void;\r\n\r\n /**\r\n * Caches the state of the stencil buffer\r\n */\r\n cacheStencilState(): void;\r\n\r\n /**\r\n * Restores the state of the stencil buffer\r\n */\r\n restoreStencilState(): void;\r\n\r\n /**\r\n * Sets alpha constants used by some alpha blending modes\r\n * @param r defines the red component\r\n * @param g defines the green component\r\n * @param b defines the blue component\r\n * @param a defines the alpha component\r\n */\r\n setAlphaConstants(r: number, g: number, b: number, a: number): void;\r\n\r\n /**\r\n * Gets the current alpha mode\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/transparent_rendering\r\n * @returns the current alpha mode\r\n */\r\n getAlphaMode(): number;\r\n\r\n /**\r\n * Gets the current alpha equation.\r\n * @returns the current alpha equation\r\n */\r\n getAlphaEquation(): number;\r\n }\r\n}\r\n\r\nAbstractEngine.prototype.getInputElement = function (): Nullable<HTMLElement> {\r\n return this._renderingCanvas;\r\n};\r\n\r\nAbstractEngine.prototype.getDepthFunction = function (): Nullable<number> {\r\n return this._depthCullingState.depthFunc;\r\n};\r\n\r\nAbstractEngine.prototype.setDepthFunction = function (depthFunc: number) {\r\n this._depthCullingState.depthFunc = depthFunc;\r\n};\r\n\r\nAbstractEngine.prototype.setDepthFunctionToGreater = function (): void {\r\n this.setDepthFunction(Constants.GREATER);\r\n};\r\n\r\nAbstractEngine.prototype.setDepthFunctionToGreaterOrEqual = function (): void {\r\n this.setDepthFunction(Constants.GEQUAL);\r\n};\r\n\r\nAbstractEngine.prototype.setDepthFunctionToLess = function (): void {\r\n this.setDepthFunction(Constants.LESS);\r\n};\r\nAbstractEngine.prototype.setDepthFunctionToLessOrEqual = function (): void {\r\n this.setDepthFunction(Constants.LEQUAL);\r\n};\r\n\r\nAbstractEngine.prototype.getDepthWrite = function (): boolean {\r\n return this._depthCullingState.depthMask;\r\n};\r\n\r\nAbstractEngine.prototype.setDepthWrite = function (enable: boolean): void {\r\n this._depthCullingState.depthMask = enable;\r\n};\r\n\r\nAbstractEngine.prototype.getStencilBuffer = function (): boolean {\r\n return this._stencilState.stencilTest;\r\n};\r\n\r\nAbstractEngine.prototype.setStencilBuffer = function (enable: boolean): void {\r\n this._stencilState.stencilTest = enable;\r\n};\r\n\r\nAbstractEngine.prototype.getStencilMask = function (): number {\r\n return this._stencilState.stencilMask;\r\n};\r\n\r\nAbstractEngine.prototype.setStencilMask = function (mask: number): void {\r\n this._stencilState.stencilMask = mask;\r\n};\r\n\r\nAbstractEngine.prototype.getStencilFunction = function (): number {\r\n return this._stencilState.stencilFunc;\r\n};\r\n\r\nAbstractEngine.prototype.getStencilFunctionReference = function (): number {\r\n return this._stencilState.stencilFuncRef;\r\n};\r\n\r\nAbstractEngine.prototype.getStencilFunctionMask = function (): number {\r\n return this._stencilState.stencilFuncMask;\r\n};\r\n\r\nAbstractEngine.prototype.setStencilFunction = function (stencilFunc: number) {\r\n this._stencilState.stencilFunc = stencilFunc;\r\n};\r\n\r\nAbstractEngine.prototype.setStencilFunctionReference = function (reference: number): void {\r\n this._stencilState.stencilFuncRef = reference;\r\n};\r\n\r\nAbstractEngine.prototype.setStencilFunctionMask = function (mask: number): void {\r\n this._stencilState.stencilFuncMask = mask;\r\n};\r\n\r\nAbstractEngine.prototype.getStencilOperationFail = function (): number {\r\n return this._stencilState.stencilOpStencilFail;\r\n};\r\n\r\nAbstractEngine.prototype.getStencilOperationDepthFail = function (): number {\r\n return this._stencilState.stencilOpDepthFail;\r\n};\r\n\r\nAbstractEngine.prototype.getStencilOperationPass = function (): number {\r\n return this._stencilState.stencilOpStencilDepthPass;\r\n};\r\n\r\nAbstractEngine.prototype.setStencilOperationFail = function (operation: number): void {\r\n this._stencilState.stencilOpStencilFail = operation;\r\n};\r\n\r\nAbstractEngine.prototype.setStencilOperationDepthFail = function (operation: number): void {\r\n this._stencilState.stencilOpDepthFail = operation;\r\n};\r\n\r\nAbstractEngine.prototype.setStencilOperationPass = function (operation: number): void {\r\n this._stencilState.stencilOpStencilDepthPass = operation;\r\n};\r\n\r\nAbstractEngine.prototype.cacheStencilState = function (): void {\r\n this._cachedStencilBuffer = this.getStencilBuffer();\r\n this._cachedStencilFunction = this.getStencilFunction();\r\n this._cachedStencilMask = this.getStencilMask();\r\n this._cachedStencilOperationPass = this.getStencilOperationPass();\r\n this._cachedStencilOperationFail = this.getStencilOperationFail();\r\n this._cachedStencilOperationDepthFail = this.getStencilOperationDepthFail();\r\n this._cachedStencilReference = this.getStencilFunctionReference();\r\n};\r\n\r\nAbstractEngine.prototype.restoreStencilState = function (): void {\r\n this.setStencilFunction(this._cachedStencilFunction);\r\n this.setStencilMask(this._cachedStencilMask);\r\n this.setStencilBuffer(this._cachedStencilBuffer);\r\n this.setStencilOperationPass(this._cachedStencilOperationPass);\r\n this.setStencilOperationFail(this._cachedStencilOperationFail);\r\n this.setStencilOperationDepthFail(this._cachedStencilOperationDepthFail);\r\n this.setStencilFunctionReference(this._cachedStencilReference);\r\n};\r\n\r\nAbstractEngine.prototype.setAlphaConstants = function (r: number, g: number, b: number, a: number): void {\r\n this._alphaState.setAlphaBlendConstants(r, g, b, a);\r\n};\r\n\r\nAbstractEngine.prototype.getAlphaMode = function (): number {\r\n return this._alphaMode;\r\n};\r\n\r\nAbstractEngine.prototype.getAlphaEquation = function (): number {\r\n return this._alphaEquation;\r\n};\r\n"]}
|
|
1
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+
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type { Nullable } from \"../../types\";\r\nimport { AbstractEngine } from \"../abstractEngine\";\r\nimport { Constants } from \"../constants\";\r\n\r\nimport \"./abstractEngine.alpha\";\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n export interface AbstractEngine {\r\n /** @internal */\r\n _cachedStencilBuffer: boolean;\r\n /** @internal */\r\n _cachedStencilFunction: number;\r\n /** @internal */\r\n _cachedStencilMask: number;\r\n /** @internal */\r\n _cachedStencilOperationPass: number;\r\n /** @internal */\r\n _cachedStencilOperationFail: number;\r\n /** @internal */\r\n _cachedStencilOperationDepthFail: number;\r\n /** @internal */\r\n _cachedStencilReference: number;\r\n\r\n /**\r\n * Gets the current depth function\r\n * @returns a number defining the depth function\r\n */\r\n getDepthFunction(): Nullable<number>;\r\n\r\n /**\r\n * Sets the current depth function\r\n * @param depthFunc defines the function to use\r\n */\r\n setDepthFunction(depthFunc: number): void;\r\n\r\n /**\r\n * Sets the current depth function to GREATER\r\n */\r\n setDepthFunctionToGreater(): void;\r\n\r\n /**\r\n * Sets the current depth function to GEQUAL\r\n */\r\n setDepthFunctionToGreaterOrEqual(): void;\r\n\r\n /**\r\n * Sets the current depth function to LESS\r\n */\r\n setDepthFunctionToLess(): void;\r\n\r\n /**\r\n * Sets the current depth function to LEQUAL\r\n */\r\n setDepthFunctionToLessOrEqual(): void;\r\n\r\n /**\r\n * Gets a boolean indicating if depth writing is enabled\r\n * @returns the current depth writing state\r\n */\r\n getDepthWrite(): boolean;\r\n\r\n /**\r\n * Enable or disable depth writing\r\n * @param enable defines the state to set\r\n */\r\n setDepthWrite(enable: boolean): void;\r\n\r\n /**\r\n * Gets the current stencil operation when stencil passes\r\n * @returns a number defining stencil operation to use when stencil passes\r\n */\r\n getStencilOperationPass(): number;\r\n\r\n /**\r\n * Gets a boolean indicating if stencil buffer is enabled\r\n * @returns the current stencil buffer state\r\n */\r\n getStencilBuffer(): boolean;\r\n\r\n /**\r\n * Enable or disable the stencil buffer\r\n * @param enable defines if the stencil buffer must be enabled or disabled\r\n */\r\n setStencilBuffer(enable: boolean): void;\r\n\r\n /**\r\n * Gets the current stencil mask\r\n * @returns a number defining the new stencil mask to use\r\n */\r\n getStencilMask(): number;\r\n /**\r\n * Sets the current stencil mask\r\n * @param mask defines the new stencil mask to use\r\n */\r\n setStencilMask(mask: number): void;\r\n\r\n /**\r\n * Gets the current stencil function\r\n * @returns a number defining the stencil function to use\r\n */\r\n getStencilFunction(): number;\r\n\r\n /**\r\n * Gets the current stencil reference value\r\n * @returns a number defining the stencil reference value to use\r\n */\r\n getStencilFunctionReference(): number;\r\n\r\n /**\r\n * Gets the current stencil mask\r\n * @returns a number defining the stencil mask to use\r\n */\r\n getStencilFunctionMask(): number;\r\n\r\n /**\r\n * Sets the current stencil function\r\n * @param stencilFunc defines the new stencil function to use\r\n */\r\n setStencilFunction(stencilFunc: number): void;\r\n\r\n /**\r\n * Sets the current stencil reference\r\n * @param reference defines the new stencil reference to use\r\n */\r\n setStencilFunctionReference(reference: number): void;\r\n\r\n /**\r\n * Sets the current stencil mask\r\n * @param mask defines the new stencil mask to use\r\n */\r\n setStencilFunctionMask(mask: number): void;\r\n\r\n /**\r\n * Gets the current stencil operation when stencil fails\r\n * @returns a number defining stencil operation to use when stencil fails\r\n */\r\n getStencilOperationFail(): number;\r\n\r\n /**\r\n * Gets the current stencil operation when depth fails\r\n * @returns a number defining stencil operation to use when depth fails\r\n */\r\n getStencilOperationDepthFail(): number;\r\n\r\n /**\r\n * Sets the stencil operation to use when stencil fails\r\n * @param operation defines the stencil operation to use when stencil fails\r\n */\r\n setStencilOperationFail(operation: number): void;\r\n\r\n /**\r\n * Sets the stencil operation to use when depth fails\r\n * @param operation defines the stencil operation to use when depth fails\r\n */\r\n setStencilOperationDepthFail(operation: number): void;\r\n\r\n /**\r\n * Sets the stencil operation to use when stencil passes\r\n * @param operation defines the stencil operation to use when stencil passes\r\n */\r\n setStencilOperationPass(operation: number): void;\r\n\r\n /**\r\n * Caches the state of the stencil buffer\r\n */\r\n cacheStencilState(): void;\r\n\r\n /**\r\n * Restores the state of the stencil buffer\r\n */\r\n restoreStencilState(): void;\r\n\r\n /**\r\n * Sets alpha constants used by some alpha blending modes\r\n * @param r defines the red component\r\n * @param g defines the green component\r\n * @param b defines the blue component\r\n * @param a defines the alpha component\r\n */\r\n setAlphaConstants(r: number, g: number, b: number, a: number): void;\r\n\r\n /**\r\n * Gets the current alpha mode\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/transparent_rendering\r\n * @returns the current alpha mode\r\n */\r\n getAlphaMode(): number;\r\n\r\n /**\r\n * Gets the current alpha equation.\r\n * @returns the current alpha equation\r\n */\r\n getAlphaEquation(): number;\r\n }\r\n}\r\n\r\nAbstractEngine.prototype.getInputElement = function (): Nullable<HTMLElement> {\r\n return this._renderingCanvas;\r\n};\r\n\r\nAbstractEngine.prototype.getDepthFunction = function (): Nullable<number> {\r\n return this._depthCullingState.depthFunc;\r\n};\r\n\r\nAbstractEngine.prototype.setDepthFunction = function (depthFunc: number) {\r\n this._depthCullingState.depthFunc = depthFunc;\r\n};\r\n\r\nAbstractEngine.prototype.setDepthFunctionToGreater = function (): void {\r\n this.setDepthFunction(Constants.GREATER);\r\n};\r\n\r\nAbstractEngine.prototype.setDepthFunctionToGreaterOrEqual = function (): void {\r\n this.setDepthFunction(Constants.GEQUAL);\r\n};\r\n\r\nAbstractEngine.prototype.setDepthFunctionToLess = function (): void {\r\n this.setDepthFunction(Constants.LESS);\r\n};\r\nAbstractEngine.prototype.setDepthFunctionToLessOrEqual = function (): void {\r\n this.setDepthFunction(Constants.LEQUAL);\r\n};\r\n\r\nAbstractEngine.prototype.getDepthWrite = function (): boolean {\r\n return this._depthCullingState.depthMask;\r\n};\r\n\r\nAbstractEngine.prototype.setDepthWrite = function (enable: boolean): void {\r\n this._depthCullingState.depthMask = enable;\r\n};\r\n\r\nAbstractEngine.prototype.getStencilBuffer = function (): boolean {\r\n return this._stencilState.stencilTest;\r\n};\r\n\r\nAbstractEngine.prototype.setStencilBuffer = function (enable: boolean): void {\r\n this._stencilState.stencilTest = enable;\r\n};\r\n\r\nAbstractEngine.prototype.getStencilMask = function (): number {\r\n return this._stencilState.stencilMask;\r\n};\r\n\r\nAbstractEngine.prototype.setStencilMask = function (mask: number): void {\r\n this._stencilState.stencilMask = mask;\r\n};\r\n\r\nAbstractEngine.prototype.getStencilFunction = function (): number {\r\n return this._stencilState.stencilFunc;\r\n};\r\n\r\nAbstractEngine.prototype.getStencilFunctionReference = function (): number {\r\n return this._stencilState.stencilFuncRef;\r\n};\r\n\r\nAbstractEngine.prototype.getStencilFunctionMask = function (): number {\r\n return this._stencilState.stencilFuncMask;\r\n};\r\n\r\nAbstractEngine.prototype.setStencilFunction = function (stencilFunc: number) {\r\n this._stencilState.stencilFunc = stencilFunc;\r\n};\r\n\r\nAbstractEngine.prototype.setStencilFunctionReference = function (reference: number): void {\r\n this._stencilState.stencilFuncRef = reference;\r\n};\r\n\r\nAbstractEngine.prototype.setStencilFunctionMask = function (mask: number): void {\r\n this._stencilState.stencilFuncMask = mask;\r\n};\r\n\r\nAbstractEngine.prototype.getStencilOperationFail = function (): number {\r\n return this._stencilState.stencilOpStencilFail;\r\n};\r\n\r\nAbstractEngine.prototype.getStencilOperationDepthFail = function (): number {\r\n return this._stencilState.stencilOpDepthFail;\r\n};\r\n\r\nAbstractEngine.prototype.getStencilOperationPass = function (): number {\r\n return this._stencilState.stencilOpStencilDepthPass;\r\n};\r\n\r\nAbstractEngine.prototype.setStencilOperationFail = function (operation: number): void {\r\n this._stencilState.stencilOpStencilFail = operation;\r\n};\r\n\r\nAbstractEngine.prototype.setStencilOperationDepthFail = function (operation: number): void {\r\n this._stencilState.stencilOpDepthFail = operation;\r\n};\r\n\r\nAbstractEngine.prototype.setStencilOperationPass = function (operation: number): void {\r\n this._stencilState.stencilOpStencilDepthPass = operation;\r\n};\r\n\r\nAbstractEngine.prototype.cacheStencilState = function (): void {\r\n this._cachedStencilBuffer = this.getStencilBuffer();\r\n this._cachedStencilFunction = this.getStencilFunction();\r\n this._cachedStencilMask = this.getStencilMask();\r\n this._cachedStencilOperationPass = this.getStencilOperationPass();\r\n this._cachedStencilOperationFail = this.getStencilOperationFail();\r\n this._cachedStencilOperationDepthFail = this.getStencilOperationDepthFail();\r\n this._cachedStencilReference = this.getStencilFunctionReference();\r\n};\r\n\r\nAbstractEngine.prototype.restoreStencilState = function (): void {\r\n this.setStencilFunction(this._cachedStencilFunction);\r\n this.setStencilMask(this._cachedStencilMask);\r\n this.setStencilBuffer(this._cachedStencilBuffer);\r\n this.setStencilOperationPass(this._cachedStencilOperationPass);\r\n this.setStencilOperationFail(this._cachedStencilOperationFail);\r\n this.setStencilOperationDepthFail(this._cachedStencilOperationDepthFail);\r\n this.setStencilFunctionReference(this._cachedStencilReference);\r\n};\r\n\r\nAbstractEngine.prototype.setAlphaConstants = function (r: number, g: number, b: number, a: number): void {\r\n this._alphaState.setAlphaBlendConstants(r, g, b, a);\r\n};\r\n\r\nAbstractEngine.prototype.getAlphaMode = function (): number {\r\n return this._alphaMode;\r\n};\r\n\r\nAbstractEngine.prototype.getAlphaEquation = function (): number {\r\n return this._alphaEquation;\r\n};\r\n"]}
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import { Engine } from "../engine";
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AbstractEngine.prototype.registerView = function (canvas, camera, clearBeforeCopy) {
|
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|
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|
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|
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|
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AbstractEngine.prototype.unRegisterView = function (canvas) {
|
|
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|
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|
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}
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|
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};
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|
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AbstractEngine.prototype._renderViewStep = function (view) {
|
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|
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|
|
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75
|
const context = canvas.getContext("2d");
|
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if (!context) {
|
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|
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|
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|
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|
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|
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AbstractEngine.prototype._renderViews = function () {
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|
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|
|
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}
|
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|
|
|
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|
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|
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|
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};
|
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//# sourceMappingURL=
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|
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|
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|
+
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Can help if the scene clear color has alpha < 1 */\r\n clearBeforeCopy?: boolean;\r\n /** Indicates if the view is enabled (true by default) */\r\n enabled: boolean;\r\n /** Defines a custom function to handle canvas size changes. (the canvas to render into is provided to the callback) */\r\n customResize?: (canvas: HTMLCanvasElement) => void;\r\n}\r\n\r\ndeclare module \"../../Engines/abstractEngine\" {\r\n export interface AbstractEngine {\r\n /** @internal */\r\n _inputElement: Nullable<HTMLElement>;\r\n\r\n /**\r\n * Gets or sets the HTML element to use for attaching events\r\n */\r\n inputElement: Nullable<HTMLElement>;\r\n\r\n /**\r\n * Observable to handle when a change to inputElement occurs\r\n * @internal\r\n */\r\n _onEngineViewChanged?: () => void;\r\n\r\n /**\r\n * Will be triggered before the view renders\r\n */\r\n readonly onBeforeViewRenderObservable: Observable<EngineView>;\r\n /**\r\n * Will be triggered after the view rendered\r\n */\r\n readonly onAfterViewRenderObservable: Observable<EngineView>;\r\n\r\n /**\r\n * Gets the current engine view\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/multiCanvas\r\n */\r\n activeView: Nullable<EngineView>;\r\n\r\n /** Gets or sets the list of views */\r\n views: EngineView[];\r\n\r\n /**\r\n * Register a new child canvas\r\n * @param canvas defines the canvas to register\r\n * @param camera defines an optional camera or array of cameras to use with this canvas (it will overwrite the scene.activeCamera / scene.activeCameras for this view). Support for array of cameras @since\r\n * @param clearBeforeCopy Indicates if the destination view canvas should be cleared before copying the parent canvas. Can help if the scene clear color has alpha \\< 1\r\n * @returns the associated view\r\n */\r\n registerView(canvas: HTMLCanvasElement, camera?: Camera | Camera[], clearBeforeCopy?: boolean): EngineView;\r\n\r\n /**\r\n * Remove a registered child canvas\r\n * @param canvas defines the canvas to remove\r\n * @returns the current engine\r\n */\r\n unRegisterView(canvas: HTMLCanvasElement): AbstractEngine;\r\n\r\n /**\r\n * @internal\r\n */\r\n _renderViewStep(view: EngineView): boolean;\r\n }\r\n}\r\n\r\nconst _onBeforeViewRenderObservable = new Observable<EngineView>();\r\nconst _onAfterViewRenderObservable = new Observable<EngineView>();\r\n\r\nObject.defineProperty(AbstractEngine.prototype, \"onBeforeViewRenderObservable\", {\r\n get: function (this: AbstractEngine) {\r\n return _onBeforeViewRenderObservable;\r\n },\r\n});\r\n\r\nObject.defineProperty(AbstractEngine.prototype, \"onAfterViewRenderObservable\", {\r\n get: function (this: AbstractEngine) {\r\n return _onAfterViewRenderObservable;\r\n },\r\n});\r\n\r\nObject.defineProperty(AbstractEngine.prototype, \"inputElement\", {\r\n get: function (this: AbstractEngine) {\r\n return this._inputElement;\r\n },\r\n set: function (this: AbstractEngine, value: HTMLElement) {\r\n if (this._inputElement !== value) {\r\n this._inputElement = value;\r\n this._onEngineViewChanged?.();\r\n }\r\n },\r\n});\r\n\r\nAbstractEngine.prototype.getInputElement = function (): Nullable<HTMLElement> {\r\n return this.inputElement || this.getRenderingCanvas();\r\n};\r\n\r\nAbstractEngine.prototype.registerView = function (canvas: HTMLCanvasElement, camera?: Camera | Camera[], clearBeforeCopy?: boolean): EngineView {\r\n if (!this.views) {\r\n this.views = [];\r\n }\r\n\r\n for (const view of this.views) {\r\n if (view.target === canvas) {\r\n return view;\r\n }\r\n }\r\n\r\n const masterCanvas = this.getRenderingCanvas();\r\n if (masterCanvas) {\r\n canvas.width = masterCanvas.width;\r\n canvas.height = masterCanvas.height;\r\n }\r\n\r\n const newView = { target: canvas, camera, clearBeforeCopy, enabled: true, id: (Math.random() * 100000).toFixed() };\r\n this.views.push(newView);\r\n\r\n if (camera && !Array.isArray(camera)) {\r\n camera.onDisposeObservable.add(() => {\r\n this.unRegisterView(canvas);\r\n });\r\n }\r\n\r\n return newView;\r\n};\r\n\r\nAbstractEngine.prototype.unRegisterView = function (canvas: HTMLCanvasElement): AbstractEngine {\r\n if (!this.views || this.views.length === 0) {\r\n return this;\r\n }\r\n\r\n for (const view of this.views) {\r\n if (view.target === canvas) {\r\n const index = this.views.indexOf(view);\r\n\r\n if (index !== -1) {\r\n this.views.splice(index, 1);\r\n }\r\n break;\r\n }\r\n }\r\n\r\n return this;\r\n};\r\n\r\nAbstractEngine.prototype._renderViewStep = function (view: EngineView): boolean {\r\n const canvas = view.target;\r\n const context = canvas.getContext(\"2d\");\r\n if (!context) {\r\n return true;\r\n }\r\n const parent = this.getRenderingCanvas()!;\r\n\r\n _onBeforeViewRenderObservable.notifyObservers(view);\r\n const camera = view.camera;\r\n let previewCamera: Nullable<Camera> = null;\r\n let previewCameras: Nullable<Camera[]> = null;\r\n let scene: Nullable<Scene> = null;\r\n if (camera) {\r\n scene = Array.isArray(camera) ? camera[0].getScene() : camera.getScene();\r\n\r\n previewCamera = scene.activeCamera;\r\n previewCameras = scene.activeCameras;\r\n\r\n this.activeView = view;\r\n\r\n if (Array.isArray(camera)) {\r\n scene.activeCameras = camera;\r\n } else {\r\n scene.activeCamera = camera;\r\n scene.activeCameras = null;\r\n }\r\n }\r\n\r\n if (view.customResize) {\r\n view.customResize(canvas);\r\n } else {\r\n // Set sizes\r\n const width = Math.floor(canvas.clientWidth / this._hardwareScalingLevel);\r\n const height = Math.floor(canvas.clientHeight / this._hardwareScalingLevel);\r\n\r\n const dimsChanged = width !== canvas.width || parent.width !== canvas.width || height !== canvas.height || parent.height !== canvas.height;\r\n if (canvas.clientWidth && canvas.clientHeight && dimsChanged) {\r\n canvas.width = width;\r\n canvas.height = height;\r\n this.setSize(width, height);\r\n }\r\n }\r\n\r\n if (!parent.width || !parent.height) {\r\n return false;\r\n }\r\n\r\n // Render the frame\r\n this._renderFrame();\r\n\r\n this.flushFramebuffer();\r\n\r\n // Copy to target\r\n if (view.clearBeforeCopy) {\r\n context.clearRect(0, 0, parent.width, parent.height);\r\n }\r\n context.drawImage(parent, 0, 0);\r\n\r\n // Restore\r\n if (scene) {\r\n scene.activeCameras = previewCameras;\r\n scene.activeCamera = previewCamera;\r\n }\r\n _onAfterViewRenderObservable.notifyObservers(view);\r\n return true;\r\n};\r\n\r\nAbstractEngine.prototype._renderViews = function () {\r\n if (!this.views || this.views.length === 0) {\r\n return false;\r\n }\r\n\r\n const parent = this.getRenderingCanvas();\r\n\r\n if (!parent) {\r\n return false;\r\n }\r\n\r\n let inputElementView;\r\n for (const view of this.views) {\r\n if (!view.enabled) {\r\n continue;\r\n }\r\n const canvas = view.target;\r\n // Always render the view correspondent to the inputElement for last\r\n if (canvas === this.inputElement) {\r\n inputElementView = view;\r\n continue;\r\n }\r\n\r\n if (!this._renderViewStep(view)) {\r\n return false;\r\n }\r\n }\r\n\r\n if (inputElementView) {\r\n if (!this._renderViewStep(inputElementView)) {\r\n return false;\r\n }\r\n }\r\n\r\n this.activeView = null;\r\n\r\n return true;\r\n};\r\n"]}
|
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@@ -1 +1 @@
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1
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/AbstractEngine/index.ts"],"names":[],"mappings":"AAAA,kCAAkC;AAClC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,gCAAgC,CAAC;AAC/C,cAAc,sBAAsB,CAAC;AACrC,cAAc,yBAAyB,CAAC;AACxC,cAAc,wBAAwB,CAAC;AACvC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,0BAA0B,CAAC;AACzC,cAAc,wBAAwB,CAAC","sourcesContent":["/* eslint-disable import/export */\r\nexport * from \"./abstractEngine.cubeTexture\";\r\nexport * from \"./abstractEngine.loadingScreen\";\r\nexport * from \"./abstractEngine.dom\";\r\nexport * from \"./abstractEngine.states\";\r\nexport * from \"./abstractEngine.query\";\r\nexport * from \"./abstractEngine.renderPass\";\r\nexport * from \"./abstractEngine.texture\";\r\nexport * from \"./abstractEngine.alpha\";\r\n"]}
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{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/AbstractEngine/index.ts"],"names":[],"mappings":"AAAA,kCAAkC;AAClC,cAAc,8BAA8B,CAAC;AAC7C,cAAc,gCAAgC,CAAC;AAC/C,cAAc,sBAAsB,CAAC;AACrC,cAAc,yBAAyB,CAAC;AACxC,cAAc,wBAAwB,CAAC;AACvC,cAAc,6BAA6B,CAAC;AAC5C,cAAc,0BAA0B,CAAC;AACzC,cAAc,wBAAwB,CAAC;AACvC,cAAc,wBAAwB,CAAC","sourcesContent":["/* eslint-disable import/export */\r\nexport * from \"./abstractEngine.cubeTexture\";\r\nexport * from \"./abstractEngine.loadingScreen\";\r\nexport * from \"./abstractEngine.dom\";\r\nexport * from \"./abstractEngine.states\";\r\nexport * from \"./abstractEngine.query\";\r\nexport * from \"./abstractEngine.renderPass\";\r\nexport * from \"./abstractEngine.texture\";\r\nexport * from \"./abstractEngine.alpha\";\r\nexport * from \"./abstractEngine.views\";\r\n"]}
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{ ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { Constants } from \"../constants\";\r\n\r\ndeclare module \"../../Engines/thinEngine\" {\r\n export interface ThinEngine {\r\n /**\r\n * Sets the current alpha mode\r\n * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)\r\n * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/transparent_rendering\r\n */\r\n setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.setAlphaMode = function (mode: number, noDepthWriteChange: boolean = false): void {\r\n if (this._alphaMode === mode) {\r\n if (!noDepthWriteChange) {\r\n // Make sure we still have the correct depth mask according to the alpha mode (a transparent material could have forced writting to the depth buffer, for instance)\r\n const depthMask = mode === Constants.ALPHA_DISABLE;\r\n if (this.depthCullingState.depthMask !== depthMask) {\r\n this.depthCullingState.depthMask = depthMask;\r\n }\r\n }\r\n return;\r\n }\r\n\r\n switch (mode) {\r\n case Constants.ALPHA_DISABLE:\r\n this._alphaState.alphaBlend = false;\r\n break;\r\n case Constants.ALPHA_PREMULTIPLIED:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_PREMULTIPLIED_PORTERDUFF:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_COMBINE:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_ONEONE:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_ADD:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_SUBTRACT:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_MULTIPLY:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_MAXIMIZED:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_INTERPOLATE:\r\n this._alphaState.setAlphaBlendFunctionParameters(\r\n this._gl.CONSTANT_COLOR,\r\n this._gl.ONE_MINUS_CONSTANT_COLOR,\r\n this._gl.CONSTANT_ALPHA,\r\n this._gl.ONE_MINUS_CONSTANT_ALPHA\r\n );\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_SCREENMODE:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_ONEONE_ONEONE:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_ALPHATOCOLOR:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ZERO);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_REVERSEONEMINUS:\r\n this._alphaState.setAlphaBlendFunctionParameters(\r\n this._gl.ONE_MINUS_DST_COLOR,\r\n this._gl.ONE_MINUS_SRC_COLOR,\r\n this._gl.ONE_MINUS_DST_ALPHA,\r\n this._gl.ONE_MINUS_SRC_ALPHA\r\n );\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_SRC_DSTONEMINUSSRCALPHA:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_ONEONE_ONEZERO:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ONE, this._gl.ZERO);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_EXCLUSION:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE_MINUS_DST_COLOR, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ZERO, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_LAYER_ACCUMULATE:\r\n // Same as ALPHA_COMBINE but accumulates (1 - alpha) values in the alpha channel for a later readout in order independant transparency\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n }\r\n if (!noDepthWriteChange) {\r\n this.depthCullingState.depthMask = mode === Constants.ALPHA_DISABLE;\r\n }\r\n this._alphaMode = mode;\r\n};\r\n"]}
|
|
1
|
+
{"version":3,"file":"engine.alpha.js","sourceRoot":"","sources":["../../../../../dev/core/src/Engines/Extensions/engine.alpha.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AACtD,OAAO,EAAE,SAAS,EAAE,MAAM,cAAc,CAAC;AAczC,UAAU,CAAC,SAAS,CAAC,YAAY,GAAG,UAAU,IAAY,EAAE,qBAA8B,KAAK;IAC3F,IAAI,IAAI,CAAC,UAAU,KAAK,IAAI,EAAE;QAC1B,IAAI,CAAC,kBAAkB,EAAE;YACrB,mKAAmK;YACnK,MAAM,SAAS,GAAG,IAAI,KAAK,SAAS,CAAC,aAAa,CAAC;YACnD,IAAI,IAAI,CAAC,iBAAiB,CAAC,SAAS,KAAK,SAAS,EAAE;gBAChD,IAAI,CAAC,iBAAiB,CAAC,SAAS,GAAG,SAAS,CAAC;aAChD;SACJ;QACD,OAAO;KACV;IAED,QAAQ,IAAI,EAAE;QACV,KAAK,SAAS,CAAC,aAAa;YACxB,IAAI,CAAC,WAAW,CAAC,UAAU,GAAG,KAAK,CAAC;YACpC,MAAM;QACV,KAAK,SAAS,CAAC,mBAAmB;YAC9B,IAAI,CAAC,WAAW,CAAC,+BAA+B,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,mBAAmB,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;YACzH,IAAI,CAAC,WAAW,CAAC,UAAU,GAAG,IAAI,CAAC;YACnC,MAAM;QACV,KAAK,SAAS,CAAC,8BAA8B;YACzC,IAAI,CAAC,WAAW,CAAC,+BAA+B,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,mBAAmB,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,mBAAmB,CAAC,CAAC;YACzI,IAAI,CAAC,WAAW,CAAC,UAAU,GAAG,IAAI,CAAC;YACnC,MAAM;QACV,KAAK,SAAS,CAAC,aAAa;YACxB,IAAI,CAAC,WAAW,CAAC,+BAA+B,CAAC,IAAI,CAAC,GAAG,CAAC,SAAS,EAAE,IAAI,CAAC,GAAG,CAAC,mBAAmB,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;YAC/H,IAAI,CAAC,WAAW,CAAC,UAAU,GAAG,IAAI,CAAC;YACnC,MAAM;QACV,KAAK,SAAS,CAAC,YAAY;YACvB,IAAI,CAAC,WAAW,CAAC,+BAA+B,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;YAC1G,IAAI,CAAC,WAAW,CAAC,UAAU,GAAG,IAAI,CAAC;YACnC,MAAM;QACV,KAAK,SAAS,CAAC,SAAS;YACpB,IAAI,CAAC,WAAW,CAAC,+BAA+B,CAAC,IAAI,CAAC,GAAG,CAAC,SAAS,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;YAChH,IAAI,CAAC,WAAW,CAAC,UAAU,GAAG,IAAI,CAAC;YACnC,MAAM;QACV,KAAK,SAAS,CAAC,cAAc;YACzB,IAAI,CAAC,WAAW,CAAC,+BAA+B,CAAC,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG,CAAC,mBAAmB,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;YAC1H,IAAI,CAAC,WAAW,CAAC,UAAU,GAAG,IAAI,CAAC;YACnC,MAAM;QACV,KAAK,SAAS,CAAC,cAAc;YACzB,IAAI,CAAC,WAAW,CAAC,+BAA+B,CAAC,IAAI,CAAC,GAAG,CAAC,SAAS,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;YAChH,IAAI,CAAC,WAAW,CAAC,UAAU,GAAG,IAAI,CAAC;YACnC,MAAM;QACV,KAAK,SAAS,CAAC,eAAe;YAC1B,IAAI,CAAC,WAAW,CAAC,+BAA+B,CAAC,IAAI,CAAC,GAAG,CAAC,SAAS,EAAE,IAAI,CAAC,GAAG,CAAC,mBAAmB,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;YAC/H,IAAI,CAAC,WAAW,CAAC,UAAU,GAAG,IAAI,CAAC;YACnC,MAAM;QACV,KAAK,SAAS,CAAC,iBAAiB;YAC5B,IAAI,CAAC,WAAW,CAAC,+BAA+B,CAC5C,IAAI,CAAC,GAAG,CAAC,cAAc,EACvB,IAAI,CAAC,GAAG,CAAC,wBAAwB,EACjC,IAAI,CAAC,GAAG,CAAC,cAAc,EACvB,IAAI,CAAC,GAAG,CAAC,wBAAwB,CACpC,CAAC;YACF,IAAI,CAAC,WAAW,CAAC,UAAU,GAAG,IAAI,CAAC;YACnC,MAAM;QACV,KAAK,SAAS,CAAC,gBAAgB;YAC3B,IAAI,CAAC,WAAW,CAAC,+BAA+B,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,mBAAmB,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,mBAAmB,CAAC,CAAC;YACzI,IAAI,CAAC,WAAW,CAAC,UAAU,GAAG,IAAI,CAAC;YACnC,MAAM;QACV,KAAK,SAAS,CAAC,mBAAmB;YAC9B,IAAI,CAAC,WAAW,CAAC,+BAA+B,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;YACzG,IAAI,CAAC,WAAW,CAAC,UAAU,GAAG,IAAI,CAAC;YACnC,MAAM;QACV,KAAK,SAAS,CAAC,kBAAkB;YAC7B,IAAI,CAAC,WAAW,CAAC,+BAA+B,CAAC,IAAI,CAAC,GAAG,CAAC,SAAS,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;YACjH,IAAI,CAAC,WAAW,CAAC,UAAU,GAAG,IAAI,CAAC;YACnC,MAAM;QACV,KAAK,SAAS,CAAC,qBAAqB;YAChC,IAAI,CAAC,WAAW,CAAC,+BAA+B,CAC5C,IAAI,CAAC,GAAG,CAAC,mBAAmB,EAC5B,IAAI,CAAC,GAAG,CAAC,mBAAmB,EAC5B,IAAI,CAAC,GAAG,CAAC,mBAAmB,EAC5B,IAAI,CAAC,GAAG,CAAC,mBAAmB,CAC/B,CAAC;YACF,IAAI,CAAC,WAAW,CAAC,UAAU,GAAG,IAAI,CAAC;YACnC,MAAM;QACV,KAAK,SAAS,CAAC,6BAA6B;YACxC,IAAI,CAAC,WAAW,CAAC,+BAA+B,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,mBAAmB,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,mBAAmB,CAAC,CAAC;YACzI,IAAI,CAAC,WAAW,CAAC,UAAU,GAAG,IAAI,CAAC;YACnC,MAAM;QACV,KAAK,SAAS,CAAC,oBAAoB;YAC/B,IAAI,CAAC,WAAW,CAAC,+BAA+B,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;YAC1G,IAAI,CAAC,WAAW,CAAC,UAAU,GAAG,IAAI,CAAC;YACnC,MAAM;QACV,KAAK,SAAS,CAAC,eAAe;YAC1B,IAAI,CAAC,WAAW,CAAC,+BAA+B,CAAC,IAAI,CAAC,GAAG,CAAC,mBAAmB,EAAE,IAAI,CAAC,GAAG,CAAC,mBAAmB,EAAE,IAAI,CAAC,GAAG,CAAC,IAAI,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC;YAC1I,IAAI,CAAC,WAAW,CAAC,UAAU,GAAG,IAAI,CAAC;YACnC,MAAM;QACV,KAAK,SAAS,CAAC,sBAAsB;YACjC,sIAAsI;YACtI,IAAI,CAAC,WAAW,CAAC,+BAA+B,CAAC,IAAI,CAAC,GAAG,CAAC,SAAS,EAAE,IAAI,CAAC,GAAG,CAAC,mBAAmB,EAAE,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,IAAI,CAAC,GAAG,CAAC,mBAAmB,CAAC,CAAC;YAC/I,IAAI,CAAC,WAAW,CAAC,UAAU,GAAG,IAAI,CAAC;YACnC,MAAM;KACb;IACD,IAAI,CAAC,kBAAkB,EAAE;QACrB,IAAI,CAAC,iBAAiB,CAAC,SAAS,GAAG,IAAI,KAAK,SAAS,CAAC,a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{ ThinEngine } from \"../../Engines/thinEngine\";\r\nimport { Constants } from \"../constants\";\r\n\r\ndeclare module \"../abstractEngine\" {\r\n export interface AbstractEngine {\r\n /**\r\n * Sets the current alpha mode\r\n * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)\r\n * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/transparent_rendering\r\n */\r\n setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;\r\n }\r\n}\r\n\r\nThinEngine.prototype.setAlphaMode = function (mode: number, noDepthWriteChange: boolean = false): void {\r\n if (this._alphaMode === mode) {\r\n if (!noDepthWriteChange) {\r\n // Make sure we still have the correct depth mask according to the alpha mode (a transparent material could have forced writting to the depth buffer, for instance)\r\n const depthMask = mode === Constants.ALPHA_DISABLE;\r\n if (this.depthCullingState.depthMask !== depthMask) {\r\n this.depthCullingState.depthMask = depthMask;\r\n }\r\n }\r\n return;\r\n }\r\n\r\n switch (mode) {\r\n case Constants.ALPHA_DISABLE:\r\n this._alphaState.alphaBlend = false;\r\n break;\r\n case Constants.ALPHA_PREMULTIPLIED:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_PREMULTIPLIED_PORTERDUFF:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_COMBINE:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_ONEONE:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_ADD:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_SUBTRACT:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_MULTIPLY:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_MAXIMIZED:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_INTERPOLATE:\r\n this._alphaState.setAlphaBlendFunctionParameters(\r\n this._gl.CONSTANT_COLOR,\r\n this._gl.ONE_MINUS_CONSTANT_COLOR,\r\n this._gl.CONSTANT_ALPHA,\r\n this._gl.ONE_MINUS_CONSTANT_ALPHA\r\n );\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_SCREENMODE:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_ONEONE_ONEONE:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ONE, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_ALPHATOCOLOR:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ZERO);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_REVERSEONEMINUS:\r\n this._alphaState.setAlphaBlendFunctionParameters(\r\n this._gl.ONE_MINUS_DST_COLOR,\r\n this._gl.ONE_MINUS_SRC_COLOR,\r\n this._gl.ONE_MINUS_DST_ALPHA,\r\n this._gl.ONE_MINUS_SRC_ALPHA\r\n );\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_SRC_DSTONEMINUSSRCALPHA:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_ONEONE_ONEZERO:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ONE, this._gl.ZERO);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_EXCLUSION:\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE_MINUS_DST_COLOR, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ZERO, this._gl.ONE);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n case Constants.ALPHA_LAYER_ACCUMULATE:\r\n // Same as ALPHA_COMBINE but accumulates (1 - alpha) values in the alpha channel for a later readout in order independant transparency\r\n this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);\r\n this._alphaState.alphaBlend = true;\r\n break;\r\n }\r\n if (!noDepthWriteChange) {\r\n this.depthCullingState.depthMask = mode === Constants.ALPHA_DISABLE;\r\n }\r\n this._alphaMode = mode;\r\n};\r\n"]}
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@@ -2,8 +2,12 @@ import { InternalTexture } from "../../Materials/Textures/internalTexture";
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2
2
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import type { Nullable } from "../../types";
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3
3
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import type { Scene } from "../../scene";
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4
4
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import type { DepthTextureCreationOptions } from "../../Materials/Textures/textureCreationOptions";
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5
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-
declare module "../../Engines/
|
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6
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-
interface
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5
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+
declare module "../../Engines/abstractEngine" {
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6
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+
interface AbstractEngine {
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7
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+
/**
|
|
8
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+
* @internal
|
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9
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+
*/
|
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10
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+
_setCubeMapTextureParams(texture: InternalTexture, loadMipmap: boolean, maxLevel?: number): void;
|
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7
11
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/**
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8
12
|
* Creates a depth stencil cube texture.
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9
13
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* This is only available in WebGL 2.
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@@ -63,8 +67,10 @@ declare module "../../Engines/thinEngine" {
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63
67
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/** @internal */
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64
68
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createCubeTextureBase(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, beforeLoadCubeDataCallback: Nullable<(texture: InternalTexture, data: ArrayBufferView | ArrayBufferView[]) => void>, imageHandler: Nullable<(texture: InternalTexture, imgs: HTMLImageElement[] | ImageBitmap[]) => void>, useSRGBBuffer: boolean): InternalTexture;
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65
69
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/**
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66
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-
*
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70
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+
* Force the mipmap generation for the given render target texture
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71
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+
* @param texture defines the render target texture to use
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72
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+
* @param unbind defines whether or not to unbind the texture after generation. Defaults to true.
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67
73
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*/
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68
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-
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74
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+
generateMipMapsForCubemap(texture: InternalTexture, unbind?: boolean): void;
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69
75
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}
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70
76
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}
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