@babylonjs/core 8.3.1 → 8.4.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (336) hide show
  1. package/Animations/animation.d.ts +4 -0
  2. package/Animations/animation.js +22 -13
  3. package/Animations/animation.js.map +1 -1
  4. package/Animations/animation.optimizations.d.ts +31 -0
  5. package/Animations/animation.optimizations.js +41 -0
  6. package/Animations/animation.optimizations.js.map +1 -0
  7. package/Animations/index.d.ts +1 -0
  8. package/Animations/index.js +1 -0
  9. package/Animations/index.js.map +1 -1
  10. package/Animations/pathCursor.js +3 -1
  11. package/Animations/pathCursor.js.map +1 -1
  12. package/Animations/runtimeAnimation.d.ts +3 -1
  13. package/Animations/runtimeAnimation.js +127 -116
  14. package/Animations/runtimeAnimation.js.map +1 -1
  15. package/Audio/audioSceneComponent.js +4 -4
  16. package/Audio/audioSceneComponent.js.map +1 -1
  17. package/Behaviors/Meshes/attachToBoxBehavior.js +6 -6
  18. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  19. package/Behaviors/Meshes/fadeInOutBehavior.js +3 -2
  20. package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
  21. package/Behaviors/Meshes/multiPointerScaleBehavior.js +6 -4
  22. package/Behaviors/Meshes/multiPointerScaleBehavior.js.map +1 -1
  23. package/Behaviors/Meshes/sixDofDragBehavior.js +3 -2
  24. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  25. package/Bones/skeleton.js +6 -6
  26. package/Bones/skeleton.js.map +1 -1
  27. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +2 -2
  28. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  29. package/Cameras/VR/vrExperienceHelper.js +2 -2
  30. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  31. package/Cameras/arcRotateCamera.js +6 -2
  32. package/Cameras/arcRotateCamera.js.map +1 -1
  33. package/Cameras/camera.js +2 -2
  34. package/Cameras/camera.js.map +1 -1
  35. package/Cameras/deviceOrientationCamera.js +3 -2
  36. package/Cameras/deviceOrientationCamera.js.map +1 -1
  37. package/Collisions/gpuPicker.d.ts +1 -0
  38. package/Collisions/gpuPicker.js +14 -4
  39. package/Collisions/gpuPicker.js.map +1 -1
  40. package/Debug/axesViewer.js +3 -2
  41. package/Debug/axesViewer.js.map +1 -1
  42. package/Debug/directionalLightFrustumViewer.js +4 -4
  43. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  44. package/Debug/physicsViewer.js +7 -6
  45. package/Debug/physicsViewer.js.map +1 -1
  46. package/Debug/skeletonViewer.js +4 -4
  47. package/Debug/skeletonViewer.js.map +1 -1
  48. package/Engines/Processors/shaderCodeNode.js +2 -2
  49. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  50. package/Engines/abstractEngine.d.ts +1 -0
  51. package/Engines/abstractEngine.js +14 -8
  52. package/Engines/abstractEngine.js.map +1 -1
  53. package/Engines/constants.d.ts +27 -5
  54. package/Engines/constants.js +27 -5
  55. package/Engines/constants.js.map +1 -1
  56. package/Engines/engine.js +8 -8
  57. package/Engines/engine.js.map +1 -1
  58. package/Engines/webgpuEngine.js +6 -2
  59. package/Engines/webgpuEngine.js.map +1 -1
  60. package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.js +2 -2
  61. package/FlowGraph/Blocks/Data/Transformers/flowGraphJsonPointerParserBlock.js.map +1 -1
  62. package/FlowGraph/Blocks/Data/flowGraphDataSwitchBlock.js +3 -2
  63. package/FlowGraph/Blocks/Data/flowGraphDataSwitchBlock.js.map +1 -1
  64. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js +3 -2
  65. package/FlowGraph/Blocks/Event/flowGraphReceiveCustomEventBlock.js.map +1 -1
  66. package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.js +2 -2
  67. package/FlowGraph/Blocks/Event/flowGraphSendCustomEventBlock.js.map +1 -1
  68. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js +3 -2
  69. package/FlowGraph/Blocks/Execution/ControlFlow/flowGraphSwitchBlock.js.map +1 -1
  70. package/FlowGraph/flowGraphAsyncExecutionBlock.js +5 -3
  71. package/FlowGraph/flowGraphAsyncExecutionBlock.js.map +1 -1
  72. package/FlowGraph/flowGraphBlock.js +3 -2
  73. package/FlowGraph/flowGraphBlock.js.map +1 -1
  74. package/FlowGraph/flowGraphCoordinator.js +10 -6
  75. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  76. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +2 -2
  77. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  78. package/FrameGraph/Node/nodeRenderGraphBlock.js +5 -4
  79. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  80. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +4 -3
  81. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
  82. package/Gamepads/gamepadManager.js +2 -2
  83. package/Gamepads/gamepadManager.js.map +1 -1
  84. package/Gizmos/axisDragGizmo.js +3 -2
  85. package/Gizmos/axisDragGizmo.js.map +1 -1
  86. package/Gizmos/axisScaleGizmo.js +6 -4
  87. package/Gizmos/axisScaleGizmo.js.map +1 -1
  88. package/Gizmos/boundingBoxGizmo.js +28 -26
  89. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  90. package/Gizmos/cameraGizmo.js +6 -3
  91. package/Gizmos/cameraGizmo.js.map +1 -1
  92. package/Gizmos/gizmo.js +11 -10
  93. package/Gizmos/gizmo.js.map +1 -1
  94. package/Gizmos/gizmoManager.js +16 -12
  95. package/Gizmos/gizmoManager.js.map +1 -1
  96. package/Gizmos/lightGizmo.js +3 -2
  97. package/Gizmos/lightGizmo.js.map +1 -1
  98. package/Gizmos/planeDragGizmo.js +3 -2
  99. package/Gizmos/planeDragGizmo.js.map +1 -1
  100. package/Gizmos/planeRotationGizmo.js +3 -2
  101. package/Gizmos/planeRotationGizmo.js.map +1 -1
  102. package/Gizmos/positionGizmo.js +41 -28
  103. package/Gizmos/positionGizmo.js.map +1 -1
  104. package/Gizmos/rotationGizmo.js +26 -18
  105. package/Gizmos/rotationGizmo.js.map +1 -1
  106. package/Gizmos/scaleGizmo.js +47 -32
  107. package/Gizmos/scaleGizmo.js.map +1 -1
  108. package/Layers/effectLayerSceneComponent.js +4 -4
  109. package/Layers/effectLayerSceneComponent.js.map +1 -1
  110. package/Layers/layerSceneComponent.js +4 -4
  111. package/Layers/layerSceneComponent.js.map +1 -1
  112. package/LensFlares/lensFlareSystemSceneComponent.js +4 -4
  113. package/LensFlares/lensFlareSystemSceneComponent.js.map +1 -1
  114. package/Lights/Shadows/shadowGenerator.js +3 -3
  115. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  116. package/Lights/light.js +4 -4
  117. package/Lights/light.js.map +1 -1
  118. package/Loading/Plugins/babylonFileLoader.js +54 -46
  119. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  120. package/Loading/loadingScreen.js +4 -3
  121. package/Loading/loadingScreen.js.map +1 -1
  122. package/Loading/sceneLoader.js +15 -12
  123. package/Loading/sceneLoader.js.map +1 -1
  124. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +9 -3
  125. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  126. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +11 -0
  127. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  128. package/Materials/Node/Blocks/Input/inputBlock.js +18 -31
  129. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  130. package/Materials/Node/Blocks/baseMathBlock.js +3 -1
  131. package/Materials/Node/Blocks/baseMathBlock.js.map +1 -1
  132. package/Materials/Node/Blocks/customBlock.js +53 -43
  133. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  134. package/Materials/Node/Enums/nodeMaterialModes.d.ts +3 -1
  135. package/Materials/Node/Enums/nodeMaterialModes.js +2 -0
  136. package/Materials/Node/Enums/nodeMaterialModes.js.map +1 -1
  137. package/Materials/Node/nodeMaterial.d.ts +5 -0
  138. package/Materials/Node/nodeMaterial.js +33 -20
  139. package/Materials/Node/nodeMaterial.js.map +1 -1
  140. package/Materials/Node/nodeMaterialBlock.js +7 -4
  141. package/Materials/Node/nodeMaterialBlock.js.map +1 -1
  142. package/Materials/Node/nodeMaterialBuildState.d.ts +13 -2
  143. package/Materials/Node/nodeMaterialBuildState.js +72 -7
  144. package/Materials/Node/nodeMaterialBuildState.js.map +1 -1
  145. package/Materials/Node/nodeMaterialDefault.d.ts +5 -0
  146. package/Materials/Node/nodeMaterialDefault.js +28 -0
  147. package/Materials/Node/nodeMaterialDefault.js.map +1 -1
  148. package/Materials/Textures/cubeTexture.js +3 -1
  149. package/Materials/Textures/cubeTexture.js.map +1 -1
  150. package/Materials/Textures/videoTexture.js +5 -4
  151. package/Materials/Textures/videoTexture.js.map +1 -1
  152. package/Materials/materialDefines.js +3 -1
  153. package/Materials/materialDefines.js.map +1 -1
  154. package/Materials/multiMaterial.js +3 -1
  155. package/Materials/multiMaterial.js.map +1 -1
  156. package/Materials/shaderMaterial.js +3 -2
  157. package/Materials/shaderMaterial.js.map +1 -1
  158. package/Materials/shadowDepthWrapper.js +6 -0
  159. package/Materials/shadowDepthWrapper.js.map +1 -1
  160. package/Materials/uniformBuffer.js +4 -0
  161. package/Materials/uniformBuffer.js.map +1 -1
  162. package/Meshes/Compression/dracoEncoder.js +2 -2
  163. package/Meshes/Compression/dracoEncoder.js.map +1 -1
  164. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +32 -15
  165. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  166. package/Meshes/GreasedLine/greasedLineMesh.js +6 -6
  167. package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
  168. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +4 -3
  169. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  170. package/Meshes/Node/Blocks/mathBlock.js +3 -1
  171. package/Meshes/Node/Blocks/mathBlock.js.map +1 -1
  172. package/Meshes/Node/nodeGeometryBlock.js +8 -5
  173. package/Meshes/Node/nodeGeometryBlock.js.map +1 -1
  174. package/Meshes/abstractMesh.js +2 -2
  175. package/Meshes/abstractMesh.js.map +1 -1
  176. package/Meshes/geodesicMesh.js +2 -2
  177. package/Meshes/geodesicMesh.js.map +1 -1
  178. package/Meshes/mesh.js +6 -6
  179. package/Meshes/mesh.js.map +1 -1
  180. package/Meshes/mesh.vertexData.functions.js +11 -10
  181. package/Meshes/mesh.vertexData.functions.js.map +1 -1
  182. package/Meshes/mesh.vertexData.subdivide.js +10 -10
  183. package/Meshes/mesh.vertexData.subdivide.js.map +1 -1
  184. package/Meshes/meshSimplification.js +10 -10
  185. package/Meshes/meshSimplification.js.map +1 -1
  186. package/Meshes/meshUtils.js +6 -3
  187. package/Meshes/meshUtils.js.map +1 -1
  188. package/Meshes/polygonMesh.js +10 -10
  189. package/Meshes/polygonMesh.js.map +1 -1
  190. package/Misc/PerformanceViewer/performanceViewerCollector.js +4 -4
  191. package/Misc/PerformanceViewer/performanceViewerCollector.js.map +1 -1
  192. package/Misc/arrayTools.js +2 -2
  193. package/Misc/arrayTools.js.map +1 -1
  194. package/Misc/asyncLock.js +9 -9
  195. package/Misc/asyncLock.js.map +1 -1
  196. package/Misc/basis.js +4 -2
  197. package/Misc/basis.js.map +1 -1
  198. package/Misc/deepCopier.js +3 -2
  199. package/Misc/deepCopier.js.map +1 -1
  200. package/Misc/deepMerger.js +3 -2
  201. package/Misc/deepMerger.js.map +1 -1
  202. package/Misc/fileTools.js +4 -4
  203. package/Misc/fileTools.js.map +1 -1
  204. package/Misc/greasedLineTools.js +14 -13
  205. package/Misc/greasedLineTools.js.map +1 -1
  206. package/Misc/logger.js +3 -2
  207. package/Misc/logger.js.map +1 -1
  208. package/Misc/observable.d.ts +3 -2
  209. package/Misc/observable.extensions.js +4 -4
  210. package/Misc/observable.extensions.js.map +1 -1
  211. package/Misc/observable.js +5 -4
  212. package/Misc/observable.js.map +1 -1
  213. package/Misc/sceneSerializer.js +5 -4
  214. package/Misc/sceneSerializer.js.map +1 -1
  215. package/Misc/snapshotRenderingHelper.js +3 -1
  216. package/Misc/snapshotRenderingHelper.js.map +1 -1
  217. package/Misc/tags.js +2 -2
  218. package/Misc/tags.js.map +1 -1
  219. package/Misc/trajectoryClassifier.js +8 -8
  220. package/Misc/trajectoryClassifier.js.map +1 -1
  221. package/Particles/IParticleSystem.d.ts +1 -1
  222. package/Particles/IParticleSystem.js.map +1 -1
  223. package/Particles/baseParticleSystem.d.ts +11 -3
  224. package/Particles/baseParticleSystem.js +37 -3
  225. package/Particles/baseParticleSystem.js.map +1 -1
  226. package/Particles/gpuParticleSystem.js +1 -14
  227. package/Particles/gpuParticleSystem.js.map +1 -1
  228. package/Particles/particle.js +2 -2
  229. package/Particles/particle.js.map +1 -1
  230. package/Particles/particleSystem.js +15 -13
  231. package/Particles/particleSystem.js.map +1 -1
  232. package/Particles/thinParticleSystem.js +3 -16
  233. package/Particles/thinParticleSystem.js.map +1 -1
  234. package/Physics/physicsHelper.js +18 -14
  235. package/Physics/physicsHelper.js.map +1 -1
  236. package/Physics/v1/Plugins/ammoJSPlugin.js +10 -8
  237. package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
  238. package/Physics/v1/Plugins/cannonJSPlugin.js +13 -8
  239. package/Physics/v1/Plugins/cannonJSPlugin.js.map +1 -1
  240. package/Physics/v1/Plugins/oimoJSPlugin.js +9 -8
  241. package/Physics/v1/Plugins/oimoJSPlugin.js.map +1 -1
  242. package/Physics/v1/physicsEngine.js +4 -4
  243. package/Physics/v1/physicsEngine.js.map +1 -1
  244. package/Physics/v1/physicsImpostor.js +10 -21
  245. package/Physics/v1/physicsImpostor.js.map +1 -1
  246. package/Physics/v2/Plugins/havokPlugin.js +12 -10
  247. package/Physics/v2/Plugins/havokPlugin.js.map +1 -1
  248. package/Physics/v2/ragdoll.js +4 -4
  249. package/Physics/v2/ragdoll.js.map +1 -1
  250. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js +3 -2
  251. package/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline.js.map +1 -1
  252. package/PostProcesses/RenderPipeline/postProcessRenderEffect.js +8 -6
  253. package/PostProcesses/RenderPipeline/postProcessRenderEffect.js.map +1 -1
  254. package/PostProcesses/depthOfFieldMergePostProcess.js +4 -3
  255. package/PostProcesses/depthOfFieldMergePostProcess.js.map +1 -1
  256. package/Rendering/GlobalIllumination/giRSMManager.js +6 -6
  257. package/Rendering/GlobalIllumination/giRSMManager.js.map +1 -1
  258. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +14 -14
  259. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  260. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +14 -12
  261. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  262. package/Rendering/iblCdfGenerator.js +4 -4
  263. package/Rendering/iblCdfGenerator.js.map +1 -1
  264. package/Rendering/objectRenderer.js +2 -2
  265. package/Rendering/objectRenderer.js.map +1 -1
  266. package/Rendering/reflectiveShadowMap.js +7 -5
  267. package/Rendering/reflectiveShadowMap.js.map +1 -1
  268. package/ShadersWGSL/gaussianSplatting.vertex.js +1 -1
  269. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  270. package/Sprites/spriteMap.js +2 -2
  271. package/Sprites/spriteMap.js.map +1 -1
  272. package/XR/features/WebXRAbstractFeature.js +2 -2
  273. package/XR/features/WebXRAbstractFeature.js.map +1 -1
  274. package/XR/features/WebXRAnchorSystem.js +4 -4
  275. package/XR/features/WebXRAnchorSystem.js.map +1 -1
  276. package/XR/features/WebXRBackgroundRemover.js +3 -1
  277. package/XR/features/WebXRBackgroundRemover.js.map +1 -1
  278. package/XR/features/WebXRControllerMovement.js +6 -3
  279. package/XR/features/WebXRControllerMovement.js.map +1 -1
  280. package/XR/features/WebXRControllerPhysics.js +12 -7
  281. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  282. package/XR/features/WebXRControllerPointerSelection.js +12 -7
  283. package/XR/features/WebXRControllerPointerSelection.js.map +1 -1
  284. package/XR/features/WebXRControllerTeleportation.js +11 -7
  285. package/XR/features/WebXRControllerTeleportation.js.map +1 -1
  286. package/XR/features/WebXRDepthSensing.js +6 -6
  287. package/XR/features/WebXRDepthSensing.js.map +1 -1
  288. package/XR/features/WebXRHandTracking.js +60 -24
  289. package/XR/features/WebXRHandTracking.js.map +1 -1
  290. package/XR/features/WebXRHitTest.js +4 -4
  291. package/XR/features/WebXRHitTest.js.map +1 -1
  292. package/XR/features/WebXRImageTracking.js +2 -2
  293. package/XR/features/WebXRImageTracking.js.map +1 -1
  294. package/XR/features/WebXRLayers.js +2 -2
  295. package/XR/features/WebXRLayers.js.map +1 -1
  296. package/XR/features/WebXRNearInteraction.js +12 -7
  297. package/XR/features/WebXRNearInteraction.js.map +1 -1
  298. package/XR/features/WebXRRawCameraAccess.js +9 -4
  299. package/XR/features/WebXRRawCameraAccess.js.map +1 -1
  300. package/XR/features/WebXRSpaceWarp.js +2 -2
  301. package/XR/features/WebXRSpaceWarp.js.map +1 -1
  302. package/XR/motionController/webXRAbstractMotionController.js +19 -8
  303. package/XR/motionController/webXRAbstractMotionController.js.map +1 -1
  304. package/XR/motionController/webXRGenericMotionController.js +2 -2
  305. package/XR/motionController/webXRGenericMotionController.js.map +1 -1
  306. package/XR/motionController/webXRHTCViveMotionController.js +5 -4
  307. package/XR/motionController/webXRHTCViveMotionController.js.map +1 -1
  308. package/XR/motionController/webXRMicrosoftMixedRealityController.js +9 -6
  309. package/XR/motionController/webXRMicrosoftMixedRealityController.js.map +1 -1
  310. package/XR/motionController/webXRMotionControllerManager.js +4 -4
  311. package/XR/motionController/webXRMotionControllerManager.js.map +1 -1
  312. package/XR/motionController/webXROculusTouchMotionController.js +5 -4
  313. package/XR/motionController/webXROculusTouchMotionController.js.map +1 -1
  314. package/XR/motionController/webXRProfiledMotionController.js +15 -10
  315. package/XR/motionController/webXRProfiledMotionController.js.map +1 -1
  316. package/XR/webXRCamera.js +3 -2
  317. package/XR/webXRCamera.js.map +1 -1
  318. package/XR/webXREnterExitUI.js +5 -4
  319. package/XR/webXREnterExitUI.js.map +1 -1
  320. package/XR/webXRExperienceHelper.js +2 -2
  321. package/XR/webXRExperienceHelper.js.map +1 -1
  322. package/XR/webXRFeaturesManager.js +10 -7
  323. package/XR/webXRFeaturesManager.js.map +1 -1
  324. package/XR/webXRInput.js +8 -8
  325. package/XR/webXRInput.js.map +1 -1
  326. package/XR/webXRInputSource.js +4 -1
  327. package/XR/webXRInputSource.js.map +1 -1
  328. package/XR/webXRRenderTargetTextureProvider.js +3 -1
  329. package/XR/webXRRenderTargetTextureProvider.js.map +1 -1
  330. package/assetContainer.js +156 -135
  331. package/assetContainer.js.map +1 -1
  332. package/node.js +2 -2
  333. package/node.js.map +1 -1
  334. package/package.json +1 -1
  335. package/scene.js +18 -11
  336. package/scene.js.map +1 -1
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type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { IMotionControllerProfile, IMotionControllerMeshMap } from \"./webXRAbstractMotionController\";\r\nimport { WebXRAbstractMotionController } from \"./webXRAbstractMotionController\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { SceneLoader } from \"../../Loading/sceneLoader\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { Axis, Space } from \"../../Maths/math.axis\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport { WebXRControllerComponent } from \"./webXRControllerComponent\";\r\nimport { CreateSphere } from \"../../Meshes/Builders/sphereBuilder\";\r\nimport { StandardMaterial } from \"../../Materials/standardMaterial\";\r\nimport { Logger } from \"../../Misc/logger\";\r\n\r\n/**\r\n * A profiled motion controller has its profile loaded from an online repository.\r\n * The class is responsible of loading the model, mapping the keys and enabling model-animations\r\n */\r\nexport class WebXRProfiledMotionController extends WebXRAbstractMotionController {\r\n private _buttonMeshMapping: {\r\n [buttonName: string]: {\r\n mainMesh?: AbstractMesh;\r\n states: {\r\n [state: string]: IMotionControllerMeshMap;\r\n };\r\n };\r\n } = {};\r\n private _touchDots: { [visKey: string]: AbstractMesh } = {};\r\n\r\n /**\r\n * The profile ID of this controller. Will be populated when the controller initializes.\r\n */\r\n public profileId: string;\r\n\r\n constructor(\r\n scene: Scene,\r\n xrInput: XRInputSource,\r\n _profile: IMotionControllerProfile,\r\n private _repositoryUrl: string,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private controllerCache?: Array<{\r\n filename: string;\r\n path: string;\r\n meshes: AbstractMesh[];\r\n }>\r\n ) {\r\n super(scene, _profile.layouts[xrInput.handedness || \"none\"], xrInput.gamepad as any, xrInput.handedness, undefined, controllerCache);\r\n this.profileId = _profile.profileId;\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n if (!this.controllerCache) {\r\n Object.keys(this._touchDots).forEach((visResKey) => {\r\n this._touchDots[visResKey].dispose();\r\n });\r\n }\r\n }\r\n\r\n protected _getFilenameAndPath(): { filename: string; path: string } {\r\n return {\r\n filename: this.layout.assetPath,\r\n path: `${this._repositoryUrl}/profiles/${this.profileId}/`,\r\n };\r\n }\r\n\r\n protected _getModelLoadingConstraints(): boolean {\r\n const glbLoaded = SceneLoader.IsPluginForExtensionAvailable(\".glb\");\r\n if (!glbLoaded) {\r\n Logger.Warn(\"glTF / glb loader was not registered, using generic controller instead\");\r\n }\r\n return glbLoaded;\r\n }\r\n\r\n protected _processLoadedModel(_meshes: AbstractMesh[]): void {\r\n this.getComponentIds().forEach((type) => {\r\n const componentInLayout = this.layout.components[type];\r\n this._buttonMeshMapping[type] = {\r\n mainMesh: this._getChildByName(this.rootMesh!, componentInLayout.rootNodeName),\r\n states: {},\r\n };\r\n Object.keys(componentInLayout.visualResponses).forEach((visualResponseKey) => {\r\n const visResponse = componentInLayout.visualResponses[visualResponseKey];\r\n if (visResponse.valueNodeProperty === \"transform\") {\r\n this._buttonMeshMapping[type].states[visualResponseKey] = {\r\n valueMesh: this._getChildByName(this.rootMesh!, visResponse.valueNodeName!),\r\n minMesh: this._getChildByName(this.rootMesh!, visResponse.minNodeName!),\r\n maxMesh: this._getChildByName(this.rootMesh!, visResponse.maxNodeName!),\r\n };\r\n } else {\r\n // visibility, usually for touchpads\r\n const nameOfMesh =\r\n componentInLayout.type === WebXRControllerComponent.TOUCHPAD_TYPE && componentInLayout.touchPointNodeName\r\n ? componentInLayout.touchPointNodeName\r\n : visResponse.valueNodeName!;\r\n this._buttonMeshMapping[type].states[visualResponseKey] = {\r\n valueMesh: this._getChildByName(this.rootMesh!, nameOfMesh),\r\n };\r\n if (componentInLayout.type === WebXRControllerComponent.TOUCHPAD_TYPE && !this._touchDots[visualResponseKey]) {\r\n const dot = CreateSphere(\r\n visualResponseKey + \"dot\",\r\n {\r\n diameter: 0.0015,\r\n segments: 8,\r\n },\r\n this.scene\r\n );\r\n dot.material = new StandardMaterial(visualResponseKey + \"mat\", this.scene);\r\n (<StandardMaterial>dot.material).diffuseColor = Color3.Red();\r\n dot.parent = this._buttonMeshMapping[type].states[visualResponseKey].valueMesh || null;\r\n dot.isVisible = false;\r\n this._touchDots[visualResponseKey] = dot;\r\n }\r\n }\r\n });\r\n });\r\n }\r\n\r\n protected _setRootMesh(meshes: AbstractMesh[]): void {\r\n this.rootMesh = new Mesh(this.profileId + \"-\" + this.handedness, this.scene);\r\n this.rootMesh.isPickable = false;\r\n let rootMesh;\r\n // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'\r\n for (let i = 0; i < meshes.length; i++) {\r\n const mesh = meshes[i];\r\n\r\n mesh.isPickable = false;\r\n\r\n if (!mesh.parent) {\r\n // Handle root node, attach to the new parentMesh\r\n rootMesh = mesh;\r\n }\r\n }\r\n\r\n if (rootMesh) {\r\n rootMesh.setParent(this.rootMesh);\r\n }\r\n if (!this.scene.useRightHandedSystem) {\r\n this.rootMesh.rotate(Axis.Y, Math.PI, Space.WORLD);\r\n }\r\n }\r\n\r\n protected _updateModel(_xrFrame: XRFrame): void {\r\n if (this.disableAnimation) {\r\n return;\r\n }\r\n this.getComponentIds().forEach((id) => {\r\n const component = this.getComponent(id);\r\n if (!component.hasChanges) {\r\n return;\r\n }\r\n const meshes = this._buttonMeshMapping[id];\r\n const componentInLayout = this.layout.components[id];\r\n Object.keys(componentInLayout.visualResponses).forEach((visualResponseKey) => {\r\n const visResponse = componentInLayout.visualResponses[visualResponseKey];\r\n let value = component.value;\r\n if (visResponse.componentProperty === \"xAxis\") {\r\n value = component.axes.x;\r\n } else if (visResponse.componentProperty === \"yAxis\") {\r\n value = component.axes.y;\r\n }\r\n if (visResponse.valueNodeProperty === \"transform\") {\r\n this._lerpTransform(meshes.states[visualResponseKey], value, visResponse.componentProperty !== \"button\");\r\n } else {\r\n // visibility\r\n const valueMesh = meshes.states[visualResponseKey].valueMesh;\r\n if (valueMesh) {\r\n valueMesh.isVisible = component.touched || component.pressed;\r\n }\r\n if (this._touchDots[visualResponseKey]) {\r\n this._touchDots[visualResponseKey].isVisible = component.touched || component.pressed;\r\n }\r\n }\r\n });\r\n });\r\n }\r\n}\r\n"]}
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type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { IMotionControllerProfile, IMotionControllerMeshMap } from \"./webXRAbstractMotionController\";\r\nimport { WebXRAbstractMotionController } from \"./webXRAbstractMotionController\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { SceneLoader } from \"../../Loading/sceneLoader\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { Axis, Space } from \"../../Maths/math.axis\";\r\nimport { Color3 } from \"../../Maths/math.color\";\r\nimport { WebXRControllerComponent } from \"./webXRControllerComponent\";\r\nimport { CreateSphere } from \"../../Meshes/Builders/sphereBuilder\";\r\nimport { StandardMaterial } from \"../../Materials/standardMaterial\";\r\nimport { Logger } from \"../../Misc/logger\";\r\n\r\n/**\r\n * A profiled motion controller has its profile loaded from an online repository.\r\n * The class is responsible of loading the model, mapping the keys and enabling model-animations\r\n */\r\nexport class WebXRProfiledMotionController extends WebXRAbstractMotionController {\r\n private _buttonMeshMapping: {\r\n [buttonName: string]: {\r\n mainMesh?: AbstractMesh;\r\n states: {\r\n [state: string]: IMotionControllerMeshMap;\r\n };\r\n };\r\n } = {};\r\n private _touchDots: { [visKey: string]: AbstractMesh } = {};\r\n\r\n /**\r\n * The profile ID of this controller. Will be populated when the controller initializes.\r\n */\r\n public profileId: string;\r\n\r\n constructor(\r\n scene: Scene,\r\n xrInput: XRInputSource,\r\n _profile: IMotionControllerProfile,\r\n private _repositoryUrl: string,\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n private controllerCache?: Array<{\r\n filename: string;\r\n path: string;\r\n meshes: AbstractMesh[];\r\n }>\r\n ) {\r\n super(scene, _profile.layouts[xrInput.handedness || \"none\"], xrInput.gamepad as any, xrInput.handedness, undefined, controllerCache);\r\n this.profileId = _profile.profileId;\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n if (!this.controllerCache) {\r\n const keys = Object.keys(this._touchDots);\r\n for (const visResKey of keys) {\r\n this._touchDots[visResKey].dispose();\r\n }\r\n }\r\n }\r\n\r\n protected _getFilenameAndPath(): { filename: string; path: string } {\r\n return {\r\n filename: this.layout.assetPath,\r\n path: `${this._repositoryUrl}/profiles/${this.profileId}/`,\r\n };\r\n }\r\n\r\n protected _getModelLoadingConstraints(): boolean {\r\n const glbLoaded = SceneLoader.IsPluginForExtensionAvailable(\".glb\");\r\n if (!glbLoaded) {\r\n Logger.Warn(\"glTF / glb loader was not registered, using generic controller instead\");\r\n }\r\n return glbLoaded;\r\n }\r\n\r\n protected _processLoadedModel(_meshes: AbstractMesh[]): void {\r\n const ids = this.getComponentIds();\r\n\r\n for (const type of ids) {\r\n const componentInLayout = this.layout.components[type];\r\n this._buttonMeshMapping[type] = {\r\n mainMesh: this._getChildByName(this.rootMesh!, componentInLayout.rootNodeName),\r\n states: {},\r\n };\r\n const keys = Object.keys(componentInLayout.visualResponses);\r\n for (const visualResponseKey of keys) {\r\n const visResponse = componentInLayout.visualResponses[visualResponseKey];\r\n if (visResponse.valueNodeProperty === \"transform\") {\r\n this._buttonMeshMapping[type].states[visualResponseKey] = {\r\n valueMesh: this._getChildByName(this.rootMesh!, visResponse.valueNodeName!),\r\n minMesh: this._getChildByName(this.rootMesh!, visResponse.minNodeName!),\r\n maxMesh: this._getChildByName(this.rootMesh!, visResponse.maxNodeName!),\r\n };\r\n } else {\r\n // visibility, usually for touchpads\r\n const nameOfMesh =\r\n componentInLayout.type === WebXRControllerComponent.TOUCHPAD_TYPE && componentInLayout.touchPointNodeName\r\n ? componentInLayout.touchPointNodeName\r\n : visResponse.valueNodeName!;\r\n this._buttonMeshMapping[type].states[visualResponseKey] = {\r\n valueMesh: this._getChildByName(this.rootMesh!, nameOfMesh),\r\n };\r\n if (componentInLayout.type === WebXRControllerComponent.TOUCHPAD_TYPE && !this._touchDots[visualResponseKey]) {\r\n const dot = CreateSphere(\r\n visualResponseKey + \"dot\",\r\n {\r\n diameter: 0.0015,\r\n segments: 8,\r\n },\r\n this.scene\r\n );\r\n dot.material = new StandardMaterial(visualResponseKey + \"mat\", this.scene);\r\n (<StandardMaterial>dot.material).diffuseColor = Color3.Red();\r\n dot.parent = this._buttonMeshMapping[type].states[visualResponseKey].valueMesh || null;\r\n dot.isVisible = false;\r\n this._touchDots[visualResponseKey] = dot;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n protected _setRootMesh(meshes: AbstractMesh[]): void {\r\n this.rootMesh = new Mesh(this.profileId + \"-\" + this.handedness, this.scene);\r\n this.rootMesh.isPickable = false;\r\n let rootMesh;\r\n // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'\r\n for (let i = 0; i < meshes.length; i++) {\r\n const mesh = meshes[i];\r\n\r\n mesh.isPickable = false;\r\n\r\n if (!mesh.parent) {\r\n // Handle root node, attach to the new parentMesh\r\n rootMesh = mesh;\r\n }\r\n }\r\n\r\n if (rootMesh) {\r\n rootMesh.setParent(this.rootMesh);\r\n }\r\n if (!this.scene.useRightHandedSystem) {\r\n this.rootMesh.rotate(Axis.Y, Math.PI, Space.WORLD);\r\n }\r\n }\r\n\r\n protected _updateModel(_xrFrame: XRFrame): void {\r\n if (this.disableAnimation) {\r\n return;\r\n }\r\n const ids = this.getComponentIds();\r\n\r\n for (const id of ids) {\r\n const component = this.getComponent(id);\r\n if (!component.hasChanges) {\r\n return;\r\n }\r\n const meshes = this._buttonMeshMapping[id];\r\n const componentInLayout = this.layout.components[id];\r\n const keys = Object.keys(componentInLayout.visualResponses);\r\n for (const visualResponseKey of keys) {\r\n const visResponse = componentInLayout.visualResponses[visualResponseKey];\r\n let value = component.value;\r\n if (visResponse.componentProperty === \"xAxis\") {\r\n value = component.axes.x;\r\n } else if (visResponse.componentProperty === \"yAxis\") {\r\n value = component.axes.y;\r\n }\r\n if (visResponse.valueNodeProperty === \"transform\") {\r\n this._lerpTransform(meshes.states[visualResponseKey], value, visResponse.componentProperty !== \"button\");\r\n } else {\r\n // visibility\r\n const valueMesh = meshes.states[visualResponseKey].valueMesh;\r\n if (valueMesh) {\r\n valueMesh.isVisible = component.touched || component.pressed;\r\n }\r\n if (this._touchDots[visualResponseKey]) {\r\n this._touchDots[visualResponseKey].isVisible = component.touched || component.pressed;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n}\r\n"]}
package/XR/webXRCamera.js CHANGED
@@ -234,7 +234,8 @@ export class WebXRCamera extends FreeCamera {
234
234
  if (this.rigCameras.length !== pose.views.length) {
235
235
  this._updateNumberOfRigCameras(pose.views.length);
236
236
  }
237
- pose.views.forEach((view, i) => {
237
+ for (let i = 0; i < pose.views.length; i++) {
238
+ const view = pose.views[i];
238
239
  const currentRig = this.rigCameras[i];
239
240
  // update right and left, where applicable
240
241
  if (!currentRig.isLeftCamera && !currentRig.isRightCamera) {
@@ -299,7 +300,7 @@ export class WebXRCamera extends FreeCamera {
299
300
  }
300
301
  // Replicate parent rig camera behavior
301
302
  currentRig.layerMask = this.layerMask;
302
- });
303
+ }
303
304
  }
304
305
  _updateNumberOfRigCameras(viewCount = 1) {
305
306
  while (this.rigCameras.length < viewCount) {
@@ -1 +1 @@
1
- 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{ Vector3, Matrix, Quaternion, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { FreeCamera } from \"../Cameras/freeCamera\";\r\nimport { TargetCamera } from \"../Cameras/targetCamera\";\r\nimport type { WebXRSessionManager } from \"./webXRSessionManager\";\r\nimport { Viewport } from \"../Maths/math.viewport\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { WebXRTrackingState } from \"./webXRTypes\";\r\n\r\n/**\r\n * WebXR Camera which holds the views for the xrSession\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/webXR/webXRCamera\r\n */\r\nexport class WebXRCamera extends FreeCamera {\r\n private static _ScaleReadOnly = Vector3.One();\r\n\r\n private _firstFrame = false;\r\n private _referenceQuaternion: Quaternion = Quaternion.Identity();\r\n private _referencedPosition: Vector3 = new Vector3();\r\n private _trackingState: WebXRTrackingState = WebXRTrackingState.NOT_TRACKING;\r\n\r\n /**\r\n * This will be triggered after the first XR Frame initialized the camera,\r\n * including the right number of views and their rendering parameters\r\n */\r\n public onXRCameraInitializedObservable = new Observable<WebXRCamera>();\r\n\r\n /**\r\n * Observable raised before camera teleportation\r\n * @deprecated use onBeforeCameraTeleport of the teleportation feature instead\r\n */\r\n public onBeforeCameraTeleport = new Observable<Vector3>();\r\n\r\n /**\r\n * Observable raised after camera teleportation\r\n * @deprecated use onAfterCameraTeleport of the teleportation feature instead\r\n */\r\n public onAfterCameraTeleport = new Observable<Vector3>();\r\n\r\n /**\r\n * Notifies when the camera's tracking state has changed.\r\n * Notice - will also be triggered when tracking has started (at the beginning of the session)\r\n */\r\n public onTrackingStateChanged = new Observable<WebXRTrackingState>();\r\n\r\n /**\r\n * Should position compensation execute on first frame.\r\n * This is used when copying the position from a native (non XR) camera\r\n */\r\n public compensateOnFirstFrame: boolean = true;\r\n\r\n /**\r\n * The last XRViewerPose from the current XRFrame\r\n * @internal\r\n */\r\n public _lastXRViewerPose?: XRViewerPose;\r\n\r\n /**\r\n * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager\r\n * @param name the name of the camera\r\n * @param scene the scene to add the camera to\r\n * @param _xrSessionManager a constructed xr session manager\r\n */\r\n constructor(\r\n name: string,\r\n scene: Scene,\r\n private _xrSessionManager: WebXRSessionManager\r\n ) {\r\n super(name, Vector3.Zero(), scene);\r\n\r\n // Initial camera configuration\r\n this.minZ = 0.1;\r\n this.rotationQuaternion = new Quaternion();\r\n this.cameraRigMode = Camera.RIG_MODE_CUSTOM;\r\n this.updateUpVectorFromRotation = true;\r\n this._updateNumberOfRigCameras(1);\r\n // freeze projection matrix, which will be copied later\r\n this.freezeProjectionMatrix();\r\n this._deferOnly = true;\r\n\r\n this._xrSessionManager.onXRSessionInit.add(() => {\r\n this._referencedPosition.copyFromFloats(0, 0, 0);\r\n this._referenceQuaternion.copyFromFloats(0, 0, 0, 1);\r\n // first frame - camera's y position should be 0 for the correct offset\r\n this._firstFrame = this.compensateOnFirstFrame;\r\n this._xrSessionManager.onWorldScaleFactorChangedObservable.add(() => {\r\n // only run if in session\r\n if (!this._xrSessionManager.currentFrame) {\r\n return;\r\n }\r\n this._updateDepthNearFar();\r\n });\r\n });\r\n\r\n // Check transformation changes on each frame. Callback is added to be first so that the transformation will be\r\n // applied to the rest of the elements using the referenceSpace object\r\n this._xrSessionManager.onXRFrameObservable.add(\r\n () => {\r\n if (this._firstFrame) {\r\n this._updateFromXRSession();\r\n }\r\n if (this.onXRCameraInitializedObservable.hasObservers()) {\r\n this.onXRCameraInitializedObservable.notifyObservers(this);\r\n this.onXRCameraInitializedObservable.clear();\r\n }\r\n\r\n if (this._deferredUpdated) {\r\n this.position.copyFrom(this._deferredPositionUpdate);\r\n this.rotationQuaternion.copyFrom(this._deferredRotationQuaternionUpdate);\r\n }\r\n\r\n this._updateReferenceSpace();\r\n this._updateFromXRSession();\r\n },\r\n undefined,\r\n true\r\n );\r\n }\r\n\r\n /**\r\n * Get the current XR tracking state of the camera\r\n */\r\n public get trackingState(): WebXRTrackingState {\r\n return this._trackingState;\r\n }\r\n\r\n private _setTrackingState(newState: WebXRTrackingState) {\r\n if (this._trackingState !== newState) {\r\n this._trackingState = newState;\r\n this.onTrackingStateChanged.notifyObservers(newState);\r\n }\r\n }\r\n\r\n /**\r\n * Return the user's height, unrelated to the current ground.\r\n * This will be the y position of this camera, when ground level is 0.\r\n *\r\n * Note - this value is multiplied by the worldScalingFactor (if set), so it will be in the same units as the scene.\r\n */\r\n public get realWorldHeight(): number {\r\n const basePose = this._xrSessionManager.currentFrame && this._xrSessionManager.currentFrame.getViewerPose(this._xrSessionManager.baseReferenceSpace);\r\n if (basePose && basePose.transform) {\r\n return basePose.transform.position.y * this._xrSessionManager.worldScalingFactor;\r\n } else {\r\n return 0;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _updateForDualEyeDebugging(/*pupilDistance = 0.01*/) {\r\n // Create initial camera rigs\r\n this._updateNumberOfRigCameras(2);\r\n this.rigCameras[0].viewport = new Viewport(0, 0, 0.5, 1.0);\r\n // this.rigCameras[0].position.x = -pupilDistance / 2;\r\n this.rigCameras[0].outputRenderTarget = null;\r\n this.rigCameras[1].viewport = new Viewport(0.5, 0, 0.5, 1.0);\r\n // this.rigCameras[1].position.x = pupilDistance / 2;\r\n this.rigCameras[1].outputRenderTarget = null;\r\n }\r\n\r\n /**\r\n * Sets this camera's transformation based on a non-vr camera\r\n * @param otherCamera the non-vr camera to copy the transformation from\r\n * @param resetToBaseReferenceSpace should XR reset to the base reference space\r\n */\r\n public setTransformationFromNonVRCamera(otherCamera: Camera = this.getScene().activeCamera!, resetToBaseReferenceSpace: boolean = true) {\r\n if (!otherCamera || otherCamera === this) {\r\n return;\r\n }\r\n const mat = otherCamera.computeWorldMatrix();\r\n mat.decompose(undefined, this.rotationQuaternion, this.position);\r\n // set the ground level\r\n this.position.y = 0;\r\n Quaternion.FromEulerAnglesToRef(0, this.rotationQuaternion.toEulerAngles().y, 0, this.rotationQuaternion);\r\n this._firstFrame = true;\r\n if (resetToBaseReferenceSpace) {\r\n this._xrSessionManager.resetReferenceSpace();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current instance class name (\"WebXRCamera\").\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"WebXRCamera\";\r\n }\r\n\r\n /**\r\n * Set the target for the camera to look at.\r\n * Note that this only rotates around the Y axis, as opposed to the default behavior of other cameras\r\n * @param target the target to set the camera to look at\r\n */\r\n public override setTarget(target: Vector3): void {\r\n // only rotate around the y axis!\r\n const tmpVector = TmpVectors.Vector3[1];\r\n target.subtractToRef(this.position, tmpVector);\r\n tmpVector.y = 0;\r\n tmpVector.normalize();\r\n const yRotation = Math.atan2(tmpVector.x, tmpVector.z);\r\n this.rotationQuaternion.toEulerAnglesToRef(tmpVector);\r\n Quaternion.FromEulerAnglesToRef(tmpVector.x, yRotation, tmpVector.z, this.rotationQuaternion);\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n this._lastXRViewerPose = undefined;\r\n this.onTrackingStateChanged.clear();\r\n }\r\n\r\n private _updateDepthNearFar() {\r\n const far = (this.maxZ || 10000) * this._xrSessionManager.worldScalingFactor;\r\n const xrRenderState: XRRenderStateInit = {\r\n // if maxZ is 0 it should be \"Infinity\", but it doesn't work with the WebXR API. Setting to a large number.\r\n depthFar: far,\r\n depthNear: this.minZ,\r\n };\r\n\r\n this._xrSessionManager.updateRenderState(xrRenderState);\r\n this._cache.minZ = this.minZ;\r\n this._cache.maxZ = far;\r\n }\r\n\r\n private _rotate180 = new Quaternion(0, 1, 0, 0);\r\n\r\n private _updateFromXRSession() {\r\n const pose = this._xrSessionManager.currentFrame && this._xrSessionManager.currentFrame.getViewerPose(this._xrSessionManager.referenceSpace);\r\n this._lastXRViewerPose = pose || undefined;\r\n if (!pose) {\r\n this._setTrackingState(WebXRTrackingState.NOT_TRACKING);\r\n return;\r\n }\r\n\r\n // Set the tracking state. if it didn't change it is a no-op\r\n const trackingState = pose.emulatedPosition ? WebXRTrackingState.TRACKING_LOST : WebXRTrackingState.TRACKING;\r\n this._setTrackingState(trackingState);\r\n\r\n // check min/max Z and update if not the same as in cache\r\n if (this.minZ !== this._cache.minZ || this.maxZ !== this._cache.maxZ) {\r\n this._updateDepthNearFar();\r\n }\r\n\r\n if (pose.transform) {\r\n const orientation = pose.transform.orientation;\r\n if (pose.transform.orientation.x === undefined) {\r\n // Babylon native polyfill can return an undefined orientation value\r\n // When not initialized\r\n return;\r\n }\r\n const pos = pose.transform.position;\r\n this._referencedPosition.set(pos.x, pos.y, pos.z).scaleInPlace(this._xrSessionManager.worldScalingFactor);\r\n\r\n this._referenceQuaternion.set(orientation.x, orientation.y, orientation.z, orientation.w);\r\n if (!this._scene.useRightHandedSystem) {\r\n this._referencedPosition.z *= -1;\r\n this._referenceQuaternion.z *= -1;\r\n this._referenceQuaternion.w *= -1;\r\n } else {\r\n this._referenceQuaternion.multiplyInPlace(this._rotate180);\r\n }\r\n\r\n if (this._firstFrame) {\r\n this._firstFrame = false;\r\n // we have the XR reference, now use this to find the offset to get the camera to be\r\n // in the right position\r\n\r\n // set the height to correlate to the current height\r\n this.position.y += this._referencedPosition.y;\r\n // avoid using the head rotation on the first frame.\r\n this._referenceQuaternion.copyFromFloats(0, 0, 0, 1);\r\n } else {\r\n // update position and rotation as reference\r\n this.rotationQuaternion.copyFrom(this._referenceQuaternion);\r\n this.position.copyFrom(this._referencedPosition);\r\n }\r\n }\r\n\r\n // Update camera rigs\r\n if (this.rigCameras.length !== pose.views.length) {\r\n this._updateNumberOfRigCameras(pose.views.length);\r\n }\r\n\r\n pose.views.forEach((view: XRView, i: number) => {\r\n const currentRig = <TargetCamera>this.rigCameras[i];\r\n // update right and left, where applicable\r\n if (!currentRig.isLeftCamera && !currentRig.isRightCamera) {\r\n if (view.eye === \"right\") {\r\n currentRig._isRightCamera = true;\r\n } else if (view.eye === \"left\") {\r\n currentRig._isLeftCamera = true;\r\n }\r\n }\r\n // add any custom render targets to this camera, if available in the scene\r\n const customRenderTargets = this.getScene().customRenderTargets;\r\n // use a for loop\r\n for (let i = 0; i < customRenderTargets.length; i++) {\r\n const rt = customRenderTargets[i];\r\n // make sure we don't add the same render target twice\r\n if (currentRig.customRenderTargets.indexOf(rt) === -1) {\r\n currentRig.customRenderTargets.push(rt);\r\n }\r\n }\r\n // Update view/projection matrix\r\n const pos = view.transform.position;\r\n const orientation = view.transform.orientation;\r\n\r\n currentRig.parent = this.parent;\r\n\r\n currentRig.position.set(pos.x, pos.y, pos.z).scaleInPlace(this._xrSessionManager.worldScalingFactor);\r\n currentRig.rotationQuaternion.set(orientation.x, orientation.y, orientation.z, orientation.w);\r\n if (!this._scene.useRightHandedSystem) {\r\n currentRig.position.z *= -1;\r\n currentRig.rotationQuaternion.z *= -1;\r\n currentRig.rotationQuaternion.w *= -1;\r\n } else {\r\n currentRig.rotationQuaternion.multiplyInPlace(this._rotate180);\r\n }\r\n Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, currentRig._projectionMatrix);\r\n\r\n if (!this._scene.useRightHandedSystem) {\r\n currentRig._projectionMatrix.toggleProjectionMatrixHandInPlace();\r\n }\r\n\r\n // fov\r\n const fov = Math.atan2(1, view.projectionMatrix[5]) * 2;\r\n currentRig.fov = fov;\r\n // first camera?\r\n if (i === 0) {\r\n this.fov = fov;\r\n this._projectionMatrix.copyFrom(currentRig._projectionMatrix);\r\n }\r\n\r\n const renderTargetTexture = this._xrSessionManager.getRenderTargetTextureForView(view);\r\n this._renderingMultiview = renderTargetTexture?._texture?.isMultiview || false;\r\n if (this._renderingMultiview) {\r\n // For multiview, the render target texture is the same per-view (just the slice index is different),\r\n // so we only need to set the output render target once for the rig parent.\r\n if (i == 0) {\r\n this._xrSessionManager.trySetViewportForView(this.viewport, view);\r\n this.outputRenderTarget = renderTargetTexture;\r\n }\r\n } else {\r\n // Update viewport\r\n this._xrSessionManager.trySetViewportForView(currentRig.viewport, view);\r\n\r\n // Set cameras to render to the session's render target\r\n currentRig.outputRenderTarget = renderTargetTexture || this._xrSessionManager.getRenderTargetTextureForView(view);\r\n }\r\n\r\n // Replicate parent rig camera behavior\r\n currentRig.layerMask = this.layerMask;\r\n });\r\n }\r\n\r\n private _updateNumberOfRigCameras(viewCount = 1) {\r\n while (this.rigCameras.length < viewCount) {\r\n const newCamera = new TargetCamera(\"XR-RigCamera: \" + this.rigCameras.length, Vector3.Zero(), this.getScene());\r\n newCamera.minZ = 0.1;\r\n newCamera.rotationQuaternion = new Quaternion();\r\n newCamera.updateUpVectorFromRotation = true;\r\n newCamera.isRigCamera = true;\r\n newCamera.rigParent = this;\r\n // do not compute projection matrix, provided by XR\r\n newCamera.freezeProjectionMatrix();\r\n this.rigCameras.push(newCamera);\r\n }\r\n while (this.rigCameras.length > viewCount) {\r\n const removedCamera = this.rigCameras.pop();\r\n if (removedCamera) {\r\n removedCamera.dispose();\r\n }\r\n }\r\n }\r\n\r\n private _updateReferenceSpace() {\r\n // were position & rotation updated OUTSIDE of the xr update loop\r\n if (!this.position.equals(this._referencedPosition) || !this.rotationQuaternion.equals(this._referenceQuaternion)) {\r\n const referencedMat = TmpVectors.Matrix[0];\r\n const poseMat = TmpVectors.Matrix[1];\r\n const transformMat = TmpVectors.Matrix[2];\r\n\r\n Matrix.ComposeToRef(WebXRCamera._ScaleReadOnly, this._referenceQuaternion, this._referencedPosition, referencedMat);\r\n Matrix.ComposeToRef(WebXRCamera._ScaleReadOnly, this.rotationQuaternion, this.position, poseMat);\r\n referencedMat.invert().multiplyToRef(poseMat, transformMat);\r\n transformMat.invert();\r\n\r\n if (!this._scene.useRightHandedSystem) {\r\n transformMat.toggleModelMatrixHandInPlace();\r\n }\r\n\r\n transformMat.decompose(undefined, this._referenceQuaternion, this._referencedPosition);\r\n const transform = new XRRigidTransform(\r\n {\r\n x: this._referencedPosition.x / this._xrSessionManager.worldScalingFactor,\r\n y: this._referencedPosition.y / this._xrSessionManager.worldScalingFactor,\r\n z: this._referencedPosition.z / this._xrSessionManager.worldScalingFactor,\r\n },\r\n {\r\n x: this._referenceQuaternion.x,\r\n y: this._referenceQuaternion.y,\r\n z: this._referenceQuaternion.z,\r\n w: this._referenceQuaternion.w,\r\n }\r\n );\r\n this._xrSessionManager.referenceSpace = this._xrSessionManager.referenceSpace.getOffsetReferenceSpace(transform);\r\n }\r\n }\r\n}\r\n"]}
1
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{ Vector3, Matrix, Quaternion, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport { FreeCamera } from \"../Cameras/freeCamera\";\r\nimport { TargetCamera } from \"../Cameras/targetCamera\";\r\nimport type { WebXRSessionManager } from \"./webXRSessionManager\";\r\nimport { Viewport } from \"../Maths/math.viewport\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport { WebXRTrackingState } from \"./webXRTypes\";\r\n\r\n/**\r\n * WebXR Camera which holds the views for the xrSession\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/webXR/webXRCamera\r\n */\r\nexport class WebXRCamera extends FreeCamera {\r\n private static _ScaleReadOnly = Vector3.One();\r\n\r\n private _firstFrame = false;\r\n private _referenceQuaternion: Quaternion = Quaternion.Identity();\r\n private _referencedPosition: Vector3 = new Vector3();\r\n private _trackingState: WebXRTrackingState = WebXRTrackingState.NOT_TRACKING;\r\n\r\n /**\r\n * This will be triggered after the first XR Frame initialized the camera,\r\n * including the right number of views and their rendering parameters\r\n */\r\n public onXRCameraInitializedObservable = new Observable<WebXRCamera>();\r\n\r\n /**\r\n * Observable raised before camera teleportation\r\n * @deprecated use onBeforeCameraTeleport of the teleportation feature instead\r\n */\r\n public onBeforeCameraTeleport = new Observable<Vector3>();\r\n\r\n /**\r\n * Observable raised after camera teleportation\r\n * @deprecated use onAfterCameraTeleport of the teleportation feature instead\r\n */\r\n public onAfterCameraTeleport = new Observable<Vector3>();\r\n\r\n /**\r\n * Notifies when the camera's tracking state has changed.\r\n * Notice - will also be triggered when tracking has started (at the beginning of the session)\r\n */\r\n public onTrackingStateChanged = new Observable<WebXRTrackingState>();\r\n\r\n /**\r\n * Should position compensation execute on first frame.\r\n * This is used when copying the position from a native (non XR) camera\r\n */\r\n public compensateOnFirstFrame: boolean = true;\r\n\r\n /**\r\n * The last XRViewerPose from the current XRFrame\r\n * @internal\r\n */\r\n public _lastXRViewerPose?: XRViewerPose;\r\n\r\n /**\r\n * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager\r\n * @param name the name of the camera\r\n * @param scene the scene to add the camera to\r\n * @param _xrSessionManager a constructed xr session manager\r\n */\r\n constructor(\r\n name: string,\r\n scene: Scene,\r\n private _xrSessionManager: WebXRSessionManager\r\n ) {\r\n super(name, Vector3.Zero(), scene);\r\n\r\n // Initial camera configuration\r\n this.minZ = 0.1;\r\n this.rotationQuaternion = new Quaternion();\r\n this.cameraRigMode = Camera.RIG_MODE_CUSTOM;\r\n this.updateUpVectorFromRotation = true;\r\n this._updateNumberOfRigCameras(1);\r\n // freeze projection matrix, which will be copied later\r\n this.freezeProjectionMatrix();\r\n this._deferOnly = true;\r\n\r\n this._xrSessionManager.onXRSessionInit.add(() => {\r\n this._referencedPosition.copyFromFloats(0, 0, 0);\r\n this._referenceQuaternion.copyFromFloats(0, 0, 0, 1);\r\n // first frame - camera's y position should be 0 for the correct offset\r\n this._firstFrame = this.compensateOnFirstFrame;\r\n this._xrSessionManager.onWorldScaleFactorChangedObservable.add(() => {\r\n // only run if in session\r\n if (!this._xrSessionManager.currentFrame) {\r\n return;\r\n }\r\n this._updateDepthNearFar();\r\n });\r\n });\r\n\r\n // Check transformation changes on each frame. Callback is added to be first so that the transformation will be\r\n // applied to the rest of the elements using the referenceSpace object\r\n this._xrSessionManager.onXRFrameObservable.add(\r\n () => {\r\n if (this._firstFrame) {\r\n this._updateFromXRSession();\r\n }\r\n if (this.onXRCameraInitializedObservable.hasObservers()) {\r\n this.onXRCameraInitializedObservable.notifyObservers(this);\r\n this.onXRCameraInitializedObservable.clear();\r\n }\r\n\r\n if (this._deferredUpdated) {\r\n this.position.copyFrom(this._deferredPositionUpdate);\r\n this.rotationQuaternion.copyFrom(this._deferredRotationQuaternionUpdate);\r\n }\r\n\r\n this._updateReferenceSpace();\r\n this._updateFromXRSession();\r\n },\r\n undefined,\r\n true\r\n );\r\n }\r\n\r\n /**\r\n * Get the current XR tracking state of the camera\r\n */\r\n public get trackingState(): WebXRTrackingState {\r\n return this._trackingState;\r\n }\r\n\r\n private _setTrackingState(newState: WebXRTrackingState) {\r\n if (this._trackingState !== newState) {\r\n this._trackingState = newState;\r\n this.onTrackingStateChanged.notifyObservers(newState);\r\n }\r\n }\r\n\r\n /**\r\n * Return the user's height, unrelated to the current ground.\r\n * This will be the y position of this camera, when ground level is 0.\r\n *\r\n * Note - this value is multiplied by the worldScalingFactor (if set), so it will be in the same units as the scene.\r\n */\r\n public get realWorldHeight(): number {\r\n const basePose = this._xrSessionManager.currentFrame && this._xrSessionManager.currentFrame.getViewerPose(this._xrSessionManager.baseReferenceSpace);\r\n if (basePose && basePose.transform) {\r\n return basePose.transform.position.y * this._xrSessionManager.worldScalingFactor;\r\n } else {\r\n return 0;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _updateForDualEyeDebugging(/*pupilDistance = 0.01*/) {\r\n // Create initial camera rigs\r\n this._updateNumberOfRigCameras(2);\r\n this.rigCameras[0].viewport = new Viewport(0, 0, 0.5, 1.0);\r\n // this.rigCameras[0].position.x = -pupilDistance / 2;\r\n this.rigCameras[0].outputRenderTarget = null;\r\n this.rigCameras[1].viewport = new Viewport(0.5, 0, 0.5, 1.0);\r\n // this.rigCameras[1].position.x = pupilDistance / 2;\r\n this.rigCameras[1].outputRenderTarget = null;\r\n }\r\n\r\n /**\r\n * Sets this camera's transformation based on a non-vr camera\r\n * @param otherCamera the non-vr camera to copy the transformation from\r\n * @param resetToBaseReferenceSpace should XR reset to the base reference space\r\n */\r\n public setTransformationFromNonVRCamera(otherCamera: Camera = this.getScene().activeCamera!, resetToBaseReferenceSpace: boolean = true) {\r\n if (!otherCamera || otherCamera === this) {\r\n return;\r\n }\r\n const mat = otherCamera.computeWorldMatrix();\r\n mat.decompose(undefined, this.rotationQuaternion, this.position);\r\n // set the ground level\r\n this.position.y = 0;\r\n Quaternion.FromEulerAnglesToRef(0, this.rotationQuaternion.toEulerAngles().y, 0, this.rotationQuaternion);\r\n this._firstFrame = true;\r\n if (resetToBaseReferenceSpace) {\r\n this._xrSessionManager.resetReferenceSpace();\r\n }\r\n }\r\n\r\n /**\r\n * Gets the current instance class name (\"WebXRCamera\").\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"WebXRCamera\";\r\n }\r\n\r\n /**\r\n * Set the target for the camera to look at.\r\n * Note that this only rotates around the Y axis, as opposed to the default behavior of other cameras\r\n * @param target the target to set the camera to look at\r\n */\r\n public override setTarget(target: Vector3): void {\r\n // only rotate around the y axis!\r\n const tmpVector = TmpVectors.Vector3[1];\r\n target.subtractToRef(this.position, tmpVector);\r\n tmpVector.y = 0;\r\n tmpVector.normalize();\r\n const yRotation = Math.atan2(tmpVector.x, tmpVector.z);\r\n this.rotationQuaternion.toEulerAnglesToRef(tmpVector);\r\n Quaternion.FromEulerAnglesToRef(tmpVector.x, yRotation, tmpVector.z, this.rotationQuaternion);\r\n }\r\n\r\n public override dispose() {\r\n super.dispose();\r\n this._lastXRViewerPose = undefined;\r\n this.onTrackingStateChanged.clear();\r\n }\r\n\r\n private _updateDepthNearFar() {\r\n const far = (this.maxZ || 10000) * this._xrSessionManager.worldScalingFactor;\r\n const xrRenderState: XRRenderStateInit = {\r\n // if maxZ is 0 it should be \"Infinity\", but it doesn't work with the WebXR API. Setting to a large number.\r\n depthFar: far,\r\n depthNear: this.minZ,\r\n };\r\n\r\n this._xrSessionManager.updateRenderState(xrRenderState);\r\n this._cache.minZ = this.minZ;\r\n this._cache.maxZ = far;\r\n }\r\n\r\n private _rotate180 = new Quaternion(0, 1, 0, 0);\r\n\r\n private _updateFromXRSession() {\r\n const pose = this._xrSessionManager.currentFrame && this._xrSessionManager.currentFrame.getViewerPose(this._xrSessionManager.referenceSpace);\r\n this._lastXRViewerPose = pose || undefined;\r\n if (!pose) {\r\n this._setTrackingState(WebXRTrackingState.NOT_TRACKING);\r\n return;\r\n }\r\n\r\n // Set the tracking state. if it didn't change it is a no-op\r\n const trackingState = pose.emulatedPosition ? WebXRTrackingState.TRACKING_LOST : WebXRTrackingState.TRACKING;\r\n this._setTrackingState(trackingState);\r\n\r\n // check min/max Z and update if not the same as in cache\r\n if (this.minZ !== this._cache.minZ || this.maxZ !== this._cache.maxZ) {\r\n this._updateDepthNearFar();\r\n }\r\n\r\n if (pose.transform) {\r\n const orientation = pose.transform.orientation;\r\n if (pose.transform.orientation.x === undefined) {\r\n // Babylon native polyfill can return an undefined orientation value\r\n // When not initialized\r\n return;\r\n }\r\n const pos = pose.transform.position;\r\n this._referencedPosition.set(pos.x, pos.y, pos.z).scaleInPlace(this._xrSessionManager.worldScalingFactor);\r\n\r\n this._referenceQuaternion.set(orientation.x, orientation.y, orientation.z, orientation.w);\r\n if (!this._scene.useRightHandedSystem) {\r\n this._referencedPosition.z *= -1;\r\n this._referenceQuaternion.z *= -1;\r\n this._referenceQuaternion.w *= -1;\r\n } else {\r\n this._referenceQuaternion.multiplyInPlace(this._rotate180);\r\n }\r\n\r\n if (this._firstFrame) {\r\n this._firstFrame = false;\r\n // we have the XR reference, now use this to find the offset to get the camera to be\r\n // in the right position\r\n\r\n // set the height to correlate to the current height\r\n this.position.y += this._referencedPosition.y;\r\n // avoid using the head rotation on the first frame.\r\n this._referenceQuaternion.copyFromFloats(0, 0, 0, 1);\r\n } else {\r\n // update position and rotation as reference\r\n this.rotationQuaternion.copyFrom(this._referenceQuaternion);\r\n this.position.copyFrom(this._referencedPosition);\r\n }\r\n }\r\n\r\n // Update camera rigs\r\n if (this.rigCameras.length !== pose.views.length) {\r\n this._updateNumberOfRigCameras(pose.views.length);\r\n }\r\n\r\n for (let i = 0; i < pose.views.length; i++) {\r\n const view = pose.views[i];\r\n const currentRig = <TargetCamera>this.rigCameras[i];\r\n // update right and left, where applicable\r\n if (!currentRig.isLeftCamera && !currentRig.isRightCamera) {\r\n if (view.eye === \"right\") {\r\n currentRig._isRightCamera = true;\r\n } else if (view.eye === \"left\") {\r\n currentRig._isLeftCamera = true;\r\n }\r\n }\r\n // add any custom render targets to this camera, if available in the scene\r\n const customRenderTargets = this.getScene().customRenderTargets;\r\n // use a for loop\r\n for (let i = 0; i < customRenderTargets.length; i++) {\r\n const rt = customRenderTargets[i];\r\n // make sure we don't add the same render target twice\r\n if (currentRig.customRenderTargets.indexOf(rt) === -1) {\r\n currentRig.customRenderTargets.push(rt);\r\n }\r\n }\r\n // Update view/projection matrix\r\n const pos = view.transform.position;\r\n const orientation = view.transform.orientation;\r\n\r\n currentRig.parent = this.parent;\r\n\r\n currentRig.position.set(pos.x, pos.y, pos.z).scaleInPlace(this._xrSessionManager.worldScalingFactor);\r\n currentRig.rotationQuaternion.set(orientation.x, orientation.y, orientation.z, orientation.w);\r\n if (!this._scene.useRightHandedSystem) {\r\n currentRig.position.z *= -1;\r\n currentRig.rotationQuaternion.z *= -1;\r\n currentRig.rotationQuaternion.w *= -1;\r\n } else {\r\n currentRig.rotationQuaternion.multiplyInPlace(this._rotate180);\r\n }\r\n Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, currentRig._projectionMatrix);\r\n\r\n if (!this._scene.useRightHandedSystem) {\r\n currentRig._projectionMatrix.toggleProjectionMatrixHandInPlace();\r\n }\r\n\r\n // fov\r\n const fov = Math.atan2(1, view.projectionMatrix[5]) * 2;\r\n currentRig.fov = fov;\r\n // first camera?\r\n if (i === 0) {\r\n this.fov = fov;\r\n this._projectionMatrix.copyFrom(currentRig._projectionMatrix);\r\n }\r\n\r\n const renderTargetTexture = this._xrSessionManager.getRenderTargetTextureForView(view);\r\n this._renderingMultiview = renderTargetTexture?._texture?.isMultiview || false;\r\n if (this._renderingMultiview) {\r\n // For multiview, the render target texture is the same per-view (just the slice index is different),\r\n // so we only need to set the output render target once for the rig parent.\r\n if (i == 0) {\r\n this._xrSessionManager.trySetViewportForView(this.viewport, view);\r\n this.outputRenderTarget = renderTargetTexture;\r\n }\r\n } else {\r\n // Update viewport\r\n this._xrSessionManager.trySetViewportForView(currentRig.viewport, view);\r\n\r\n // Set cameras to render to the session's render target\r\n currentRig.outputRenderTarget = renderTargetTexture || this._xrSessionManager.getRenderTargetTextureForView(view);\r\n }\r\n\r\n // Replicate parent rig camera behavior\r\n currentRig.layerMask = this.layerMask;\r\n }\r\n }\r\n\r\n private _updateNumberOfRigCameras(viewCount = 1) {\r\n while (this.rigCameras.length < viewCount) {\r\n const newCamera = new TargetCamera(\"XR-RigCamera: \" + this.rigCameras.length, Vector3.Zero(), this.getScene());\r\n newCamera.minZ = 0.1;\r\n newCamera.rotationQuaternion = new Quaternion();\r\n newCamera.updateUpVectorFromRotation = true;\r\n newCamera.isRigCamera = true;\r\n newCamera.rigParent = this;\r\n // do not compute projection matrix, provided by XR\r\n newCamera.freezeProjectionMatrix();\r\n this.rigCameras.push(newCamera);\r\n }\r\n while (this.rigCameras.length > viewCount) {\r\n const removedCamera = this.rigCameras.pop();\r\n if (removedCamera) {\r\n removedCamera.dispose();\r\n }\r\n }\r\n }\r\n\r\n private _updateReferenceSpace() {\r\n // were position & rotation updated OUTSIDE of the xr update loop\r\n if (!this.position.equals(this._referencedPosition) || !this.rotationQuaternion.equals(this._referenceQuaternion)) {\r\n const referencedMat = TmpVectors.Matrix[0];\r\n const poseMat = TmpVectors.Matrix[1];\r\n const transformMat = TmpVectors.Matrix[2];\r\n\r\n Matrix.ComposeToRef(WebXRCamera._ScaleReadOnly, this._referenceQuaternion, this._referencedPosition, referencedMat);\r\n Matrix.ComposeToRef(WebXRCamera._ScaleReadOnly, this.rotationQuaternion, this.position, poseMat);\r\n referencedMat.invert().multiplyToRef(poseMat, transformMat);\r\n transformMat.invert();\r\n\r\n if (!this._scene.useRightHandedSystem) {\r\n transformMat.toggleModelMatrixHandInPlace();\r\n }\r\n\r\n transformMat.decompose(undefined, this._referenceQuaternion, this._referencedPosition);\r\n const transform = new XRRigidTransform(\r\n {\r\n x: this._referencedPosition.x / this._xrSessionManager.worldScalingFactor,\r\n y: this._referencedPosition.y / this._xrSessionManager.worldScalingFactor,\r\n z: this._referencedPosition.z / this._xrSessionManager.worldScalingFactor,\r\n },\r\n {\r\n x: this._referenceQuaternion.x,\r\n y: this._referenceQuaternion.y,\r\n z: this._referenceQuaternion.z,\r\n w: this._referenceQuaternion.w,\r\n }\r\n );\r\n this._xrSessionManager.referenceSpace = this._xrSessionManager.referenceSpace.getOffsetReferenceSpace(transform);\r\n }\r\n }\r\n}\r\n"]}
@@ -146,7 +146,8 @@ export class WebXREnterExitUI {
146
146
  }
147
147
  });
148
148
  const results = await Promise.all(supportedPromises);
149
- results.forEach((supported, i) => {
149
+ for (let i = 0; i < results.length; i++) {
150
+ const supported = results[i];
150
151
  if (supported) {
151
152
  this.overlay.appendChild(this._buttons[i].element);
152
153
  this._buttons[i].element.onclick = this._enterXRWithButtonIndex.bind(this, i);
@@ -154,7 +155,7 @@ export class WebXREnterExitUI {
154
155
  else {
155
156
  Tools.Warn(`Session mode "${this._buttons[i].sessionMode}" not supported in browser`);
156
157
  }
157
- });
158
+ }
158
159
  }
159
160
  /**
160
161
  * Creates UI to allow the user to enter/exit XR mode
@@ -207,9 +208,9 @@ export class WebXREnterExitUI {
207
208
  }
208
209
  _updateButtons(activeButton) {
209
210
  this._activeButton = activeButton;
210
- this._buttons.forEach((b) => {
211
+ for (const b of this._buttons) {
211
212
  b.update(this._activeButton);
212
- });
213
+ }
213
214
  this.activeButtonChangedObservable.notifyObservers(this._activeButton);
214
215
  }
215
216
  }
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport type { WebXRExperienceHelper } from \"./webXRExperienceHelper\";\r\nimport type { WebXRRenderTarget } from \"./webXRTypes\";\r\nimport { WebXRState } from \"./webXRTypes\";\r\nimport { Tools } from \"../Misc/tools\";\r\n/**\r\n * Button which can be used to enter a different mode of XR\r\n */\r\nexport class WebXREnterExitUIButton {\r\n /**\r\n * Creates a WebXREnterExitUIButton\r\n * @param element button element\r\n * @param sessionMode XR initialization session mode\r\n * @param referenceSpaceType the type of reference space to be used\r\n */\r\n constructor(\r\n /** button element */\r\n public element: HTMLElement,\r\n /** XR initialization options for the button */\r\n public sessionMode: XRSessionMode,\r\n /** Reference space type */\r\n public referenceSpaceType: XRReferenceSpaceType\r\n ) {}\r\n\r\n /**\r\n * Extendable function which can be used to update the button's visuals when the state changes\r\n * @param activeButton the current active button in the UI\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public update(activeButton: Nullable<WebXREnterExitUIButton>) {}\r\n}\r\n\r\n/**\r\n * Options to create the webXR UI\r\n */\r\nexport class WebXREnterExitUIOptions {\r\n /**\r\n * User provided buttons to enable/disable WebXR. The system will provide default if not set\r\n */\r\n customButtons?: Array<WebXREnterExitUIButton>;\r\n /**\r\n * A reference space type to use when creating the default button.\r\n * Default is local-floor\r\n */\r\n referenceSpaceType?: XRReferenceSpaceType;\r\n /**\r\n * Context to enter xr with\r\n */\r\n renderTarget?: Nullable<WebXRRenderTarget>;\r\n /**\r\n * A session mode to use when creating the default button.\r\n * Default is immersive-vr\r\n */\r\n sessionMode?: XRSessionMode;\r\n\r\n /**\r\n * A list of optional features to init the session with\r\n */\r\n optionalFeatures?: string[];\r\n\r\n /**\r\n * A list of optional features to init the session with\r\n */\r\n requiredFeatures?: string[];\r\n\r\n /**\r\n * If set, the `sessiongranted` event will not be registered. `sessiongranted` is used to move seamlessly between WebXR experiences.\r\n * If set to true the user will be forced to press the \"enter XR\" button even if sessiongranted event was triggered.\r\n * If not set and a sessiongranted event was triggered, the XR session will start automatically.\r\n */\r\n ignoreSessionGrantedEvent?: boolean;\r\n\r\n /**\r\n * If defined, this function will be executed if the UI encounters an error when entering XR\r\n */\r\n onError?: (error: any) => void;\r\n}\r\n/**\r\n * UI to allow the user to enter/exit XR mode\r\n */\r\nexport class WebXREnterExitUI implements IDisposable {\r\n private _activeButton: Nullable<WebXREnterExitUIButton> = null;\r\n private _buttons: Array<WebXREnterExitUIButton> = [];\r\n private _helper: WebXRExperienceHelper;\r\n private _renderTarget?: WebXRRenderTarget;\r\n /**\r\n * The HTML Div Element to which buttons are added.\r\n */\r\n public readonly overlay: HTMLDivElement;\r\n\r\n /**\r\n * Fired every time the active button is changed.\r\n *\r\n * When xr is entered via a button that launches xr that button will be the callback parameter\r\n *\r\n * When exiting xr the callback parameter will be null)\r\n */\r\n public activeButtonChangedObservable = new Observable<Nullable<WebXREnterExitUIButton>>();\r\n\r\n /**\r\n * Construct a new EnterExit UI class\r\n *\r\n * @param _scene babylon scene object to use\r\n * @param options (read-only) version of the options passed to this UI\r\n */\r\n public constructor(\r\n private _scene: Scene,\r\n /** version of the options passed to this UI */\r\n public options: WebXREnterExitUIOptions\r\n ) {\r\n this.overlay = document.createElement(\"div\");\r\n this.overlay.classList.add(\"xr-button-overlay\");\r\n\r\n // prepare for session granted event\r\n if (!options.ignoreSessionGrantedEvent && (navigator as any).xr) {\r\n (navigator as any).xr.addEventListener(\"sessiongranted\", this._onSessionGranted);\r\n }\r\n\r\n // if served over HTTP, warn people.\r\n // Hopefully the browsers will catch up\r\n if (typeof window !== \"undefined\") {\r\n if (window.location && window.location.protocol === \"http:\" && window.location.hostname !== \"localhost\") {\r\n Tools.Warn(\"WebXR can only be served over HTTPS\");\r\n throw new Error(\"WebXR can only be served over HTTPS\");\r\n }\r\n }\r\n\r\n if (options.customButtons) {\r\n this._buttons = options.customButtons;\r\n } else {\r\n this.overlay.style.cssText = \"z-index:11;position: absolute; right: 20px;bottom: 50px;\";\r\n const sessionMode = options.sessionMode || \"immersive-vr\";\r\n const referenceSpaceType = options.referenceSpaceType || \"local-floor\";\r\n const url =\r\n typeof SVGSVGElement === \"undefined\"\r\n ? \"https://cdn.babylonjs.com/Assets/vrButton.png\"\r\n : \"data:image/svg+xml;charset=UTF-8,%3Csvg%20xmlns%3D%22http%3A//www.w3.org/2000/svg%22%20width%3D%222048%22%20height%3D%221152%22%20viewBox%3D%220%200%202048%201152%22%20version%3D%221.1%22%3E%3Cpath%20transform%3D%22rotate%28180%201024%2C576.0000000000001%29%22%20d%3D%22m1109%2C896q17%2C0%2030%2C-12t13%2C-30t-12.5%2C-30.5t-30.5%2C-12.5l-170%2C0q-18%2C0%20-30.5%2C12.5t-12.5%2C30.5t13%2C30t30%2C12l170%2C0zm-85%2C256q59%2C0%20132.5%2C-1.5t154.5%2C-5.5t164.5%2C-11.5t163%2C-20t150%2C-30t124.5%2C-41.5q23%2C-11%2042%2C-24t38%2C-30q27%2C-25%2041%2C-61.5t14%2C-72.5l0%2C-257q0%2C-123%20-47%2C-232t-128%2C-190t-190%2C-128t-232%2C-47l-81%2C0q-37%2C0%20-68.5%2C14t-60.5%2C34.5t-55.5%2C45t-53%2C45t-53%2C34.5t-55.5%2C14t-55.5%2C-14t-53%2C-34.5t-53%2C-45t-55.5%2C-45t-60.5%2C-34.5t-68.5%2C-14l-81%2C0q-123%2C0%20-232%2C47t-190%2C128t-128%2C190t-47%2C232l0%2C257q0%2C68%2038%2C115t97%2C73q54%2C24%20124.5%2C41.5t150%2C30t163%2C20t164.5%2C11.5t154.5%2C5.5t132.5%2C1.5zm939%2C-298q0%2C39%20-24.5%2C67t-58.5%2C42q-54%2C23%20-122%2C39.5t-143.5%2C28t-155.5%2C19t-157%2C11t-148.5%2C5t-129.5%2C1.5q-59%2C0%20-130%2C-1.5t-148%2C-5t-157%2C-11t-155.5%2C-19t-143.5%2C-28t-122%2C-39.5q-34%2C-14%20-58.5%2C-42t-24.5%2C-67l0%2C-257q0%2C-106%2040.5%2C-199t110%2C-162.5t162.5%2C-109.5t199%2C-40l81%2C0q27%2C0%2052%2C14t50%2C34.5t51%2C44.5t55.5%2C44.5t63.5%2C34.5t74%2C14t74%2C-14t63.5%2C-34.5t55.5%2C-44.5t51%2C-44.5t50%2C-34.5t52%2C-14l14%2C0q37%2C0%2070%2C0.5t64.5%2C4.5t63.5%2C12t68%2C23q71%2C30%20128.5%2C78.5t98.5%2C110t63.5%2C133.5t22.5%2C149l0%2C257z%22%20fill%3D%22white%22%20/%3E%3C/svg%3E%0A\";\r\n let css =\r\n \".babylonVRicon { color: #868686; border-color: #868686; border-style: solid; margin-left: 10px; height: 50px; width: 80px; background-color: rgba(51,51,51,0.7); background-image: url(\" +\r\n url +\r\n \"); background-size: 80%; background-repeat:no-repeat; background-position: center; border: none; outline: none; transition: transform 0.125s ease-out } .babylonVRicon:hover { transform: scale(1.05) } .babylonVRicon:active {background-color: rgba(51,51,51,1) } .babylonVRicon:focus {background-color: rgba(51,51,51,1) }\";\r\n css += '.babylonVRicon.vrdisplaypresenting { background-image: none;} .vrdisplaypresenting::after { content: \"EXIT\"} .xr-error::after { content: \"ERROR\"}';\r\n\r\n const style = document.createElement(\"style\");\r\n style.appendChild(document.createTextNode(css));\r\n document.getElementsByTagName(\"head\")[0].appendChild(style);\r\n const hmdBtn = document.createElement(\"button\");\r\n hmdBtn.className = \"babylonVRicon\";\r\n hmdBtn.title = `${sessionMode} - ${referenceSpaceType}`;\r\n this._buttons.push(new WebXREnterExitUIButton(hmdBtn, sessionMode, referenceSpaceType));\r\n this._buttons[this._buttons.length - 1].update = function (activeButton: WebXREnterExitUIButton) {\r\n this.element.style.display = activeButton === null || activeButton === this ? \"\" : \"none\";\r\n hmdBtn.className = \"babylonVRicon\" + (activeButton === this ? \" vrdisplaypresenting\" : \"\");\r\n };\r\n this._updateButtons(null);\r\n }\r\n\r\n const renderCanvas = _scene.getEngine().getInputElement();\r\n if (renderCanvas && renderCanvas.parentNode) {\r\n renderCanvas.parentNode.appendChild(this.overlay);\r\n _scene.onDisposeObservable.addOnce(() => {\r\n this.dispose();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Set the helper to be used with this UI component.\r\n * The UI is bound to an experience helper. If not provided the UI can still be used but the events should be registered by the developer.\r\n *\r\n * @param helper the experience helper to attach\r\n * @param renderTarget an optional render target (in case it is created outside of the helper scope)\r\n * @returns a promise that resolves when the ui is ready\r\n */\r\n public async setHelperAsync(helper: WebXRExperienceHelper, renderTarget?: WebXRRenderTarget): Promise<void> {\r\n this._helper = helper;\r\n this._renderTarget = renderTarget;\r\n const supportedPromises = this._buttons.map((btn) => {\r\n return helper.sessionManager.isSessionSupportedAsync(btn.sessionMode);\r\n });\r\n helper.onStateChangedObservable.add((state) => {\r\n if (state == WebXRState.NOT_IN_XR) {\r\n this._updateButtons(null);\r\n }\r\n });\r\n const results = await Promise.all(supportedPromises);\r\n results.forEach((supported, i) => {\r\n if (supported) {\r\n this.overlay.appendChild(this._buttons[i].element);\r\n this._buttons[i].element.onclick = this._enterXRWithButtonIndex.bind(this, i);\r\n } else {\r\n Tools.Warn(`Session mode \"${this._buttons[i].sessionMode}\" not supported in browser`);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Creates UI to allow the user to enter/exit XR mode\r\n * @param scene the scene to add the ui to\r\n * @param helper the xr experience helper to enter/exit xr with\r\n * @param options options to configure the UI\r\n * @returns the created ui\r\n */\r\n public static async CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI> {\r\n const ui = new WebXREnterExitUI(scene, options);\r\n await ui.setHelperAsync(helper, options.renderTarget || undefined);\r\n return ui;\r\n }\r\n\r\n private async _enterXRWithButtonIndex(idx: number = 0) {\r\n if (this._helper.state == WebXRState.IN_XR) {\r\n await this._helper.exitXRAsync();\r\n this._updateButtons(null);\r\n } else if (this._helper.state == WebXRState.NOT_IN_XR) {\r\n try {\r\n await this._helper.enterXRAsync(this._buttons[idx].sessionMode, this._buttons[idx].referenceSpaceType, this._renderTarget, {\r\n optionalFeatures: this.options.optionalFeatures,\r\n requiredFeatures: this.options.requiredFeatures,\r\n });\r\n this._updateButtons(this._buttons[idx]);\r\n } catch (e) {\r\n // make sure button is visible\r\n this._updateButtons(null);\r\n const element = this._buttons[idx].element;\r\n const prevTitle = element.title;\r\n element.title = \"Error entering XR session : \" + prevTitle;\r\n element.classList.add(\"xr-error\");\r\n if (this.options.onError) {\r\n this.options.onError(e);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the XR UI component\r\n */\r\n public dispose() {\r\n const renderCanvas = this._scene.getEngine().getInputElement();\r\n if (renderCanvas && renderCanvas.parentNode && renderCanvas.parentNode.contains(this.overlay)) {\r\n renderCanvas.parentNode.removeChild(this.overlay);\r\n }\r\n this.activeButtonChangedObservable.clear();\r\n (navigator as any).xr.removeEventListener(\"sessiongranted\", this._onSessionGranted);\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _onSessionGranted = (evt: { session: XRSession }) => {\r\n // This section is for future reference.\r\n // As per specs, evt.session.mode should have the supported session mode, but no browser supports it for now.\r\n\r\n // // check if the session granted is the same as the one requested\r\n // const grantedMode = (evt.session as any).mode;\r\n // if (grantedMode) {\r\n // this._buttons.some((btn, idx) => {\r\n // if (btn.sessionMode === grantedMode) {\r\n // this._enterXRWithButtonIndex(idx);\r\n // return true;\r\n // }\r\n // return false;\r\n // });\r\n // } else\r\n\r\n if (this._helper) {\r\n this._enterXRWithButtonIndex(0);\r\n }\r\n };\r\n\r\n private _updateButtons(activeButton: Nullable<WebXREnterExitUIButton>) {\r\n this._activeButton = activeButton;\r\n this._buttons.forEach((b) => {\r\n b.update(this._activeButton);\r\n });\r\n this.activeButtonChangedObservable.notifyObservers(this._activeButton);\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport type { WebXRExperienceHelper } from \"./webXRExperienceHelper\";\r\nimport type { WebXRRenderTarget } from \"./webXRTypes\";\r\nimport { WebXRState } from \"./webXRTypes\";\r\nimport { Tools } from \"../Misc/tools\";\r\n/**\r\n * Button which can be used to enter a different mode of XR\r\n */\r\nexport class WebXREnterExitUIButton {\r\n /**\r\n * Creates a WebXREnterExitUIButton\r\n * @param element button element\r\n * @param sessionMode XR initialization session mode\r\n * @param referenceSpaceType the type of reference space to be used\r\n */\r\n constructor(\r\n /** button element */\r\n public element: HTMLElement,\r\n /** XR initialization options for the button */\r\n public sessionMode: XRSessionMode,\r\n /** Reference space type */\r\n public referenceSpaceType: XRReferenceSpaceType\r\n ) {}\r\n\r\n /**\r\n * Extendable function which can be used to update the button's visuals when the state changes\r\n * @param activeButton the current active button in the UI\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public update(activeButton: Nullable<WebXREnterExitUIButton>) {}\r\n}\r\n\r\n/**\r\n * Options to create the webXR UI\r\n */\r\nexport class WebXREnterExitUIOptions {\r\n /**\r\n * User provided buttons to enable/disable WebXR. The system will provide default if not set\r\n */\r\n customButtons?: Array<WebXREnterExitUIButton>;\r\n /**\r\n * A reference space type to use when creating the default button.\r\n * Default is local-floor\r\n */\r\n referenceSpaceType?: XRReferenceSpaceType;\r\n /**\r\n * Context to enter xr with\r\n */\r\n renderTarget?: Nullable<WebXRRenderTarget>;\r\n /**\r\n * A session mode to use when creating the default button.\r\n * Default is immersive-vr\r\n */\r\n sessionMode?: XRSessionMode;\r\n\r\n /**\r\n * A list of optional features to init the session with\r\n */\r\n optionalFeatures?: string[];\r\n\r\n /**\r\n * A list of optional features to init the session with\r\n */\r\n requiredFeatures?: string[];\r\n\r\n /**\r\n * If set, the `sessiongranted` event will not be registered. `sessiongranted` is used to move seamlessly between WebXR experiences.\r\n * If set to true the user will be forced to press the \"enter XR\" button even if sessiongranted event was triggered.\r\n * If not set and a sessiongranted event was triggered, the XR session will start automatically.\r\n */\r\n ignoreSessionGrantedEvent?: boolean;\r\n\r\n /**\r\n * If defined, this function will be executed if the UI encounters an error when entering XR\r\n */\r\n onError?: (error: any) => void;\r\n}\r\n/**\r\n * UI to allow the user to enter/exit XR mode\r\n */\r\nexport class WebXREnterExitUI implements IDisposable {\r\n private _activeButton: Nullable<WebXREnterExitUIButton> = null;\r\n private _buttons: Array<WebXREnterExitUIButton> = [];\r\n private _helper: WebXRExperienceHelper;\r\n private _renderTarget?: WebXRRenderTarget;\r\n /**\r\n * The HTML Div Element to which buttons are added.\r\n */\r\n public readonly overlay: HTMLDivElement;\r\n\r\n /**\r\n * Fired every time the active button is changed.\r\n *\r\n * When xr is entered via a button that launches xr that button will be the callback parameter\r\n *\r\n * When exiting xr the callback parameter will be null)\r\n */\r\n public activeButtonChangedObservable = new Observable<Nullable<WebXREnterExitUIButton>>();\r\n\r\n /**\r\n * Construct a new EnterExit UI class\r\n *\r\n * @param _scene babylon scene object to use\r\n * @param options (read-only) version of the options passed to this UI\r\n */\r\n public constructor(\r\n private _scene: Scene,\r\n /** version of the options passed to this UI */\r\n public options: WebXREnterExitUIOptions\r\n ) {\r\n this.overlay = document.createElement(\"div\");\r\n this.overlay.classList.add(\"xr-button-overlay\");\r\n\r\n // prepare for session granted event\r\n if (!options.ignoreSessionGrantedEvent && (navigator as any).xr) {\r\n (navigator as any).xr.addEventListener(\"sessiongranted\", this._onSessionGranted);\r\n }\r\n\r\n // if served over HTTP, warn people.\r\n // Hopefully the browsers will catch up\r\n if (typeof window !== \"undefined\") {\r\n if (window.location && window.location.protocol === \"http:\" && window.location.hostname !== \"localhost\") {\r\n Tools.Warn(\"WebXR can only be served over HTTPS\");\r\n throw new Error(\"WebXR can only be served over HTTPS\");\r\n }\r\n }\r\n\r\n if (options.customButtons) {\r\n this._buttons = options.customButtons;\r\n } else {\r\n this.overlay.style.cssText = \"z-index:11;position: absolute; right: 20px;bottom: 50px;\";\r\n const sessionMode = options.sessionMode || \"immersive-vr\";\r\n const referenceSpaceType = options.referenceSpaceType || \"local-floor\";\r\n const url =\r\n typeof SVGSVGElement === \"undefined\"\r\n ? \"https://cdn.babylonjs.com/Assets/vrButton.png\"\r\n : \"data:image/svg+xml;charset=UTF-8,%3Csvg%20xmlns%3D%22http%3A//www.w3.org/2000/svg%22%20width%3D%222048%22%20height%3D%221152%22%20viewBox%3D%220%200%202048%201152%22%20version%3D%221.1%22%3E%3Cpath%20transform%3D%22rotate%28180%201024%2C576.0000000000001%29%22%20d%3D%22m1109%2C896q17%2C0%2030%2C-12t13%2C-30t-12.5%2C-30.5t-30.5%2C-12.5l-170%2C0q-18%2C0%20-30.5%2C12.5t-12.5%2C30.5t13%2C30t30%2C12l170%2C0zm-85%2C256q59%2C0%20132.5%2C-1.5t154.5%2C-5.5t164.5%2C-11.5t163%2C-20t150%2C-30t124.5%2C-41.5q23%2C-11%2042%2C-24t38%2C-30q27%2C-25%2041%2C-61.5t14%2C-72.5l0%2C-257q0%2C-123%20-47%2C-232t-128%2C-190t-190%2C-128t-232%2C-47l-81%2C0q-37%2C0%20-68.5%2C14t-60.5%2C34.5t-55.5%2C45t-53%2C45t-53%2C34.5t-55.5%2C14t-55.5%2C-14t-53%2C-34.5t-53%2C-45t-55.5%2C-45t-60.5%2C-34.5t-68.5%2C-14l-81%2C0q-123%2C0%20-232%2C47t-190%2C128t-128%2C190t-47%2C232l0%2C257q0%2C68%2038%2C115t97%2C73q54%2C24%20124.5%2C41.5t150%2C30t163%2C20t164.5%2C11.5t154.5%2C5.5t132.5%2C1.5zm939%2C-298q0%2C39%20-24.5%2C67t-58.5%2C42q-54%2C23%20-122%2C39.5t-143.5%2C28t-155.5%2C19t-157%2C11t-148.5%2C5t-129.5%2C1.5q-59%2C0%20-130%2C-1.5t-148%2C-5t-157%2C-11t-155.5%2C-19t-143.5%2C-28t-122%2C-39.5q-34%2C-14%20-58.5%2C-42t-24.5%2C-67l0%2C-257q0%2C-106%2040.5%2C-199t110%2C-162.5t162.5%2C-109.5t199%2C-40l81%2C0q27%2C0%2052%2C14t50%2C34.5t51%2C44.5t55.5%2C44.5t63.5%2C34.5t74%2C14t74%2C-14t63.5%2C-34.5t55.5%2C-44.5t51%2C-44.5t50%2C-34.5t52%2C-14l14%2C0q37%2C0%2070%2C0.5t64.5%2C4.5t63.5%2C12t68%2C23q71%2C30%20128.5%2C78.5t98.5%2C110t63.5%2C133.5t22.5%2C149l0%2C257z%22%20fill%3D%22white%22%20/%3E%3C/svg%3E%0A\";\r\n let css =\r\n \".babylonVRicon { color: #868686; border-color: #868686; border-style: solid; margin-left: 10px; height: 50px; width: 80px; background-color: rgba(51,51,51,0.7); background-image: url(\" +\r\n url +\r\n \"); background-size: 80%; background-repeat:no-repeat; background-position: center; border: none; outline: none; transition: transform 0.125s ease-out } .babylonVRicon:hover { transform: scale(1.05) } .babylonVRicon:active {background-color: rgba(51,51,51,1) } .babylonVRicon:focus {background-color: rgba(51,51,51,1) }\";\r\n css += '.babylonVRicon.vrdisplaypresenting { background-image: none;} .vrdisplaypresenting::after { content: \"EXIT\"} .xr-error::after { content: \"ERROR\"}';\r\n\r\n const style = document.createElement(\"style\");\r\n style.appendChild(document.createTextNode(css));\r\n document.getElementsByTagName(\"head\")[0].appendChild(style);\r\n const hmdBtn = document.createElement(\"button\");\r\n hmdBtn.className = \"babylonVRicon\";\r\n hmdBtn.title = `${sessionMode} - ${referenceSpaceType}`;\r\n this._buttons.push(new WebXREnterExitUIButton(hmdBtn, sessionMode, referenceSpaceType));\r\n this._buttons[this._buttons.length - 1].update = function (activeButton: WebXREnterExitUIButton) {\r\n this.element.style.display = activeButton === null || activeButton === this ? \"\" : \"none\";\r\n hmdBtn.className = \"babylonVRicon\" + (activeButton === this ? \" vrdisplaypresenting\" : \"\");\r\n };\r\n this._updateButtons(null);\r\n }\r\n\r\n const renderCanvas = _scene.getEngine().getInputElement();\r\n if (renderCanvas && renderCanvas.parentNode) {\r\n renderCanvas.parentNode.appendChild(this.overlay);\r\n _scene.onDisposeObservable.addOnce(() => {\r\n this.dispose();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Set the helper to be used with this UI component.\r\n * The UI is bound to an experience helper. If not provided the UI can still be used but the events should be registered by the developer.\r\n *\r\n * @param helper the experience helper to attach\r\n * @param renderTarget an optional render target (in case it is created outside of the helper scope)\r\n * @returns a promise that resolves when the ui is ready\r\n */\r\n public async setHelperAsync(helper: WebXRExperienceHelper, renderTarget?: WebXRRenderTarget): Promise<void> {\r\n this._helper = helper;\r\n this._renderTarget = renderTarget;\r\n const supportedPromises = this._buttons.map((btn) => {\r\n return helper.sessionManager.isSessionSupportedAsync(btn.sessionMode);\r\n });\r\n helper.onStateChangedObservable.add((state) => {\r\n if (state == WebXRState.NOT_IN_XR) {\r\n this._updateButtons(null);\r\n }\r\n });\r\n const results = await Promise.all(supportedPromises);\r\n for (let i = 0; i < results.length; i++) {\r\n const supported = results[i];\r\n if (supported) {\r\n this.overlay.appendChild(this._buttons[i].element);\r\n this._buttons[i].element.onclick = this._enterXRWithButtonIndex.bind(this, i);\r\n } else {\r\n Tools.Warn(`Session mode \"${this._buttons[i].sessionMode}\" not supported in browser`);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Creates UI to allow the user to enter/exit XR mode\r\n * @param scene the scene to add the ui to\r\n * @param helper the xr experience helper to enter/exit xr with\r\n * @param options options to configure the UI\r\n * @returns the created ui\r\n */\r\n public static async CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI> {\r\n const ui = new WebXREnterExitUI(scene, options);\r\n await ui.setHelperAsync(helper, options.renderTarget || undefined);\r\n return ui;\r\n }\r\n\r\n private async _enterXRWithButtonIndex(idx: number = 0) {\r\n if (this._helper.state == WebXRState.IN_XR) {\r\n await this._helper.exitXRAsync();\r\n this._updateButtons(null);\r\n } else if (this._helper.state == WebXRState.NOT_IN_XR) {\r\n try {\r\n await this._helper.enterXRAsync(this._buttons[idx].sessionMode, this._buttons[idx].referenceSpaceType, this._renderTarget, {\r\n optionalFeatures: this.options.optionalFeatures,\r\n requiredFeatures: this.options.requiredFeatures,\r\n });\r\n this._updateButtons(this._buttons[idx]);\r\n } catch (e) {\r\n // make sure button is visible\r\n this._updateButtons(null);\r\n const element = this._buttons[idx].element;\r\n const prevTitle = element.title;\r\n element.title = \"Error entering XR session : \" + prevTitle;\r\n element.classList.add(\"xr-error\");\r\n if (this.options.onError) {\r\n this.options.onError(e);\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Disposes of the XR UI component\r\n */\r\n public dispose() {\r\n const renderCanvas = this._scene.getEngine().getInputElement();\r\n if (renderCanvas && renderCanvas.parentNode && renderCanvas.parentNode.contains(this.overlay)) {\r\n renderCanvas.parentNode.removeChild(this.overlay);\r\n }\r\n this.activeButtonChangedObservable.clear();\r\n (navigator as any).xr.removeEventListener(\"sessiongranted\", this._onSessionGranted);\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _onSessionGranted = (evt: { session: XRSession }) => {\r\n // This section is for future reference.\r\n // As per specs, evt.session.mode should have the supported session mode, but no browser supports it for now.\r\n\r\n // // check if the session granted is the same as the one requested\r\n // const grantedMode = (evt.session as any).mode;\r\n // if (grantedMode) {\r\n // this._buttons.some((btn, idx) => {\r\n // if (btn.sessionMode === grantedMode) {\r\n // this._enterXRWithButtonIndex(idx);\r\n // return true;\r\n // }\r\n // return false;\r\n // });\r\n // } else\r\n\r\n if (this._helper) {\r\n this._enterXRWithButtonIndex(0);\r\n }\r\n };\r\n\r\n private _updateButtons(activeButton: Nullable<WebXREnterExitUIButton>) {\r\n this._activeButton = activeButton;\r\n for (const b of this._buttons) {\r\n b.update(this._activeButton);\r\n }\r\n this.activeButtonChangedObservable.notifyObservers(this._activeButton);\r\n }\r\n}\r\n"]}
@@ -147,9 +147,9 @@ export class WebXRExperienceHelper {
147
147
  this._setState(1 /* WebXRState.EXITING_XR */);
148
148
  }
149
149
  // Reset camera rigs output render target to ensure sessions render target is not drawn after it ends
150
- this.camera.rigCameras.forEach((c) => {
150
+ for (const c of this.camera.rigCameras) {
151
151
  c.outputRenderTarget = null;
152
- });
152
+ }
153
153
  // Restore scene settings
154
154
  this._scene.autoClear = this._originalSceneAutoClear;
155
155
  this._scene.activeCamera = this._nonVRCamera;
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { WebXRSessionManager } from \"./webXRSessionManager\";\r\nimport { WebXRCamera } from \"./webXRCamera\";\r\nimport type { WebXRRenderTarget } from \"./webXRTypes\";\r\nimport { WebXRState } from \"./webXRTypes\";\r\nimport { WebXRFeatureName, WebXRFeaturesManager } from \"./webXRFeaturesManager\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { UniversalCamera } from \"../Cameras/universalCamera\";\r\nimport { Quaternion, Vector3 } from \"../Maths/math.vector\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { AbstractEngine } from \"core/Engines/abstractEngine\";\r\n\r\n/**\r\n * Options for setting up XR spectator camera.\r\n */\r\nexport interface WebXRSpectatorModeOption {\r\n /**\r\n * Expected refresh rate (frames per sec) for a spectator camera.\r\n */\r\n fps?: number;\r\n /**\r\n * The index of rigCameras array in a WebXR camera.\r\n */\r\n preferredCameraIndex?: number;\r\n}\r\n\r\n/**\r\n * Base set of functionality needed to create an XR experience (WebXRSessionManager, Camera, StateManagement, etc.)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/webXR/webXRExperienceHelpers\r\n */\r\nexport class WebXRExperienceHelper implements IDisposable {\r\n private _nonVRCamera: Nullable<Camera> = null;\r\n private _attachedToElement: boolean = false;\r\n private _spectatorCamera: Nullable<UniversalCamera> = null;\r\n private _originalSceneAutoClear = true;\r\n private _supported = false;\r\n private _spectatorMode = false;\r\n private _lastTimestamp = 0;\r\n\r\n /**\r\n * Camera used to render xr content\r\n */\r\n public camera: WebXRCamera;\r\n /** A features manager for this xr session */\r\n public featuresManager: WebXRFeaturesManager;\r\n /**\r\n * Observers registered here will be triggered after the camera's initial transformation is set\r\n * This can be used to set a different ground level or an extra rotation.\r\n *\r\n * Note that ground level is considered to be at 0. The height defined by the XR camera will be added\r\n * to the position set after this observable is done executing.\r\n */\r\n public onInitialXRPoseSetObservable = new Observable<WebXRCamera>();\r\n /**\r\n * Fires when the state of the experience helper has changed\r\n */\r\n public onStateChangedObservable = new Observable<WebXRState>();\r\n /** Session manager used to keep track of xr session */\r\n public sessionManager: WebXRSessionManager;\r\n /**\r\n * The current state of the XR experience (eg. transitioning, in XR or not in XR)\r\n */\r\n public state: WebXRState = WebXRState.NOT_IN_XR;\r\n\r\n /**\r\n * Creates a WebXRExperienceHelper\r\n * @param _scene The scene the helper should be created in\r\n */\r\n private constructor(private _scene: Scene) {\r\n this.sessionManager = new WebXRSessionManager(_scene);\r\n this.camera = new WebXRCamera(\"webxr\", _scene, this.sessionManager);\r\n this.featuresManager = new WebXRFeaturesManager(this.sessionManager);\r\n\r\n _scene.onDisposeObservable.addOnce(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n /**\r\n * Creates the experience helper\r\n * @param scene the scene to attach the experience helper to\r\n * @returns a promise for the experience helper\r\n */\r\n public static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper> {\r\n const helper = new WebXRExperienceHelper(scene);\r\n return helper.sessionManager\r\n .initializeAsync()\r\n .then(() => {\r\n helper._supported = true;\r\n return helper;\r\n })\r\n .catch((e) => {\r\n helper._setState(WebXRState.NOT_IN_XR);\r\n helper.dispose();\r\n throw e;\r\n });\r\n }\r\n\r\n /**\r\n * Disposes of the experience helper\r\n */\r\n public dispose() {\r\n this.exitXRAsync();\r\n this.camera.dispose();\r\n this.onStateChangedObservable.clear();\r\n this.onInitialXRPoseSetObservable.clear();\r\n this.sessionManager.dispose();\r\n this._spectatorCamera?.dispose();\r\n if (this._nonVRCamera) {\r\n this._scene.activeCamera = this._nonVRCamera;\r\n }\r\n }\r\n\r\n /**\r\n * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)\r\n * @param sessionMode options for the XR session\r\n * @param referenceSpaceType frame of reference of the XR session\r\n * @param renderTarget the output canvas that will be used to enter XR mode\r\n * @param sessionCreationOptions optional XRSessionInit object to init the session with\r\n * @returns promise that resolves after xr mode has entered\r\n */\r\n public async enterXRAsync(\r\n sessionMode: XRSessionMode,\r\n referenceSpaceType: XRReferenceSpaceType,\r\n renderTarget: WebXRRenderTarget = this.sessionManager.getWebXRRenderTarget(),\r\n sessionCreationOptions: XRSessionInit = {}\r\n ): Promise<WebXRSessionManager> {\r\n if (!this._supported) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"WebXR not supported in this browser or environment\";\r\n }\r\n this._setState(WebXRState.ENTERING_XR);\r\n if (referenceSpaceType !== \"viewer\" && referenceSpaceType !== \"local\") {\r\n sessionCreationOptions.optionalFeatures = sessionCreationOptions.optionalFeatures || [];\r\n sessionCreationOptions.optionalFeatures.push(referenceSpaceType);\r\n }\r\n sessionCreationOptions = await this.featuresManager._extendXRSessionInitObject(sessionCreationOptions);\r\n // we currently recommend \"unbounded\" space in AR (#7959)\r\n if (sessionMode === \"immersive-ar\" && referenceSpaceType !== \"unbounded\") {\r\n Logger.Warn(\"We recommend using 'unbounded' reference space type when using 'immersive-ar' session mode\");\r\n }\r\n // make sure that the session mode is supported\r\n try {\r\n await this.sessionManager.initializeSessionAsync(sessionMode, sessionCreationOptions);\r\n await this.sessionManager.setReferenceSpaceTypeAsync(referenceSpaceType);\r\n\r\n const xrRenderState: XRRenderStateInit = {\r\n // if maxZ is 0 it should be \"Infinity\", but it doesn't work with the WebXR API. Setting to a large number.\r\n depthFar: this.camera.maxZ || 10000,\r\n depthNear: this.camera.minZ,\r\n };\r\n\r\n // The layers feature will have already initialized the xr session's layers on session init.\r\n if (!this.featuresManager.getEnabledFeature(WebXRFeatureName.LAYERS)) {\r\n const baseLayer = await renderTarget.initializeXRLayerAsync(this.sessionManager.session);\r\n xrRenderState.baseLayer = baseLayer;\r\n }\r\n\r\n this.sessionManager.updateRenderState(xrRenderState);\r\n // run the render loop\r\n this.sessionManager.runXRRenderLoop();\r\n // Cache pre xr scene settings\r\n this._originalSceneAutoClear = this._scene.autoClear;\r\n this._nonVRCamera = this._scene.activeCamera;\r\n this._attachedToElement = !!this._nonVRCamera?.inputs?.attachedToElement;\r\n this._nonVRCamera?.detachControl();\r\n\r\n this._scene.activeCamera = this.camera;\r\n // do not compensate when AR session is used\r\n if (sessionMode !== \"immersive-ar\") {\r\n this._nonXRToXRCamera();\r\n } else {\r\n // Kept here, TODO - check if needed\r\n this._scene.autoClear = false;\r\n this.camera.compensateOnFirstFrame = false;\r\n // reset the camera's position to the origin\r\n this.camera.position.set(0, 0, 0);\r\n this.camera.rotationQuaternion.set(0, 0, 0, 1);\r\n this.onInitialXRPoseSetObservable.notifyObservers(this.camera);\r\n }\r\n\r\n // Vision Pro suspends the audio context when entering XR, so we resume it here if needed.\r\n AbstractEngine.audioEngine?._resumeAudioContextOnStateChange();\r\n\r\n this.sessionManager.onXRSessionEnded.addOnce(() => {\r\n // when using the back button and not the exit button (default on mobile), the session is ending but the EXITING state was not set\r\n if (this.state !== WebXRState.EXITING_XR) {\r\n this._setState(WebXRState.EXITING_XR);\r\n }\r\n // Reset camera rigs output render target to ensure sessions render target is not drawn after it ends\r\n this.camera.rigCameras.forEach((c) => {\r\n c.outputRenderTarget = null;\r\n });\r\n\r\n // Restore scene settings\r\n this._scene.autoClear = this._originalSceneAutoClear;\r\n this._scene.activeCamera = this._nonVRCamera;\r\n if (this._attachedToElement && this._nonVRCamera) {\r\n this._nonVRCamera.attachControl(!!this._nonVRCamera.inputs.noPreventDefault);\r\n }\r\n if (sessionMode !== \"immersive-ar\" && this.camera.compensateOnFirstFrame) {\r\n if ((<any>this._nonVRCamera).setPosition) {\r\n (<any>this._nonVRCamera).setPosition(this.camera.position);\r\n } else {\r\n this._nonVRCamera!.position.copyFrom(this.camera.position);\r\n }\r\n }\r\n\r\n this._setState(WebXRState.NOT_IN_XR);\r\n });\r\n\r\n // Wait until the first frame arrives before setting state to in xr\r\n this.sessionManager.onXRFrameObservable.addOnce(() => {\r\n this._setState(WebXRState.IN_XR);\r\n });\r\n return this.sessionManager;\r\n } catch (e) {\r\n Logger.Log(e);\r\n Logger.Log(e.message);\r\n this._setState(WebXRState.NOT_IN_XR);\r\n throw e;\r\n }\r\n }\r\n\r\n /**\r\n * Exits XR mode and returns the scene to its original state\r\n * @returns promise that resolves after xr mode has exited\r\n */\r\n public exitXRAsync() {\r\n // only exit if state is IN_XR\r\n if (this.state !== WebXRState.IN_XR) {\r\n return Promise.resolve();\r\n }\r\n this._setState(WebXRState.EXITING_XR);\r\n return this.sessionManager.exitXRAsync();\r\n }\r\n\r\n /**\r\n * Enable spectator mode for desktop VR experiences.\r\n * When spectator mode is enabled a camera will be attached to the desktop canvas and will\r\n * display the first rig camera's view on the desktop canvas.\r\n * Please note that this will degrade performance, as it requires another camera render.\r\n * It is also not recommended to enable this in devices like the quest, as it brings no benefit there.\r\n * @param options giving WebXRSpectatorModeOption for specutator camera to setup when the spectator mode is enabled.\r\n */\r\n public enableSpectatorMode(options?: WebXRSpectatorModeOption): void {\r\n if (!this._spectatorMode) {\r\n this._spectatorMode = true;\r\n this._switchSpectatorMode(options);\r\n }\r\n }\r\n\r\n /**\r\n * Disable spectator mode for desktop VR experiences.\r\n */\r\n public disableSpecatatorMode(): void {\r\n if (this._spectatorMode) {\r\n this._spectatorMode = false;\r\n this._switchSpectatorMode();\r\n }\r\n }\r\n\r\n private _switchSpectatorMode(options?: WebXRSpectatorModeOption): void {\r\n const fps = options?.fps ? options.fps : 1000.0;\r\n const refreshRate = (1.0 / fps) * 1000.0;\r\n const cameraIndex = options?.preferredCameraIndex ? options?.preferredCameraIndex : 0;\r\n\r\n const updateSpectatorCamera = () => {\r\n if (this._spectatorCamera) {\r\n const delta = this.sessionManager.currentTimestamp - this._lastTimestamp;\r\n if (delta >= refreshRate) {\r\n this._lastTimestamp = this.sessionManager.currentTimestamp;\r\n this._spectatorCamera.position.copyFrom(this.camera.rigCameras[cameraIndex].globalPosition);\r\n this._spectatorCamera.rotationQuaternion.copyFrom(this.camera.rigCameras[cameraIndex].absoluteRotation);\r\n }\r\n }\r\n };\r\n if (this._spectatorMode) {\r\n if (cameraIndex >= this.camera.rigCameras.length) {\r\n throw new Error(\"the preferred camera index is beyond the length of rig camera array.\");\r\n }\r\n const onStateChanged = () => {\r\n if (this.state === WebXRState.IN_XR) {\r\n this._spectatorCamera = new UniversalCamera(\"webxr-spectator\", Vector3.Zero(), this._scene);\r\n this._spectatorCamera.rotationQuaternion = new Quaternion();\r\n this._scene.activeCameras = [this.camera, this._spectatorCamera];\r\n this.sessionManager.onXRFrameObservable.add(updateSpectatorCamera);\r\n this._scene.onAfterRenderCameraObservable.add((camera) => {\r\n if (camera === this.camera) {\r\n // reset the dimensions object for correct resizing\r\n (this._scene.getEngine() as ThinEngine).framebufferDimensionsObject = null;\r\n }\r\n });\r\n } else if (this.state === WebXRState.EXITING_XR) {\r\n this.sessionManager.onXRFrameObservable.removeCallback(updateSpectatorCamera);\r\n this._scene.activeCameras = null;\r\n }\r\n };\r\n this.onStateChangedObservable.add(onStateChanged);\r\n onStateChanged();\r\n } else {\r\n this.sessionManager.onXRFrameObservable.removeCallback(updateSpectatorCamera);\r\n this._scene.activeCameras = [this.camera];\r\n }\r\n }\r\n\r\n private _nonXRToXRCamera() {\r\n this.camera.setTransformationFromNonVRCamera(this._nonVRCamera!);\r\n this.onInitialXRPoseSetObservable.notifyObservers(this.camera);\r\n }\r\n\r\n private _setState(val: WebXRState) {\r\n if (this.state === val) {\r\n return;\r\n }\r\n this.state = val;\r\n this.onStateChangedObservable.notifyObservers(this.state);\r\n }\r\n}\r\n"]}
1
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type { Nullable } from \"../types\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { IDisposable, Scene } from \"../scene\";\r\nimport type { Camera } from \"../Cameras/camera\";\r\nimport { WebXRSessionManager } from \"./webXRSessionManager\";\r\nimport { WebXRCamera } from \"./webXRCamera\";\r\nimport type { WebXRRenderTarget } from \"./webXRTypes\";\r\nimport { WebXRState } from \"./webXRTypes\";\r\nimport { WebXRFeatureName, WebXRFeaturesManager } from \"./webXRFeaturesManager\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { UniversalCamera } from \"../Cameras/universalCamera\";\r\nimport { Quaternion, Vector3 } from \"../Maths/math.vector\";\r\nimport type { ThinEngine } from \"../Engines/thinEngine\";\r\nimport { AbstractEngine } from \"core/Engines/abstractEngine\";\r\n\r\n/**\r\n * Options for setting up XR spectator camera.\r\n */\r\nexport interface WebXRSpectatorModeOption {\r\n /**\r\n * Expected refresh rate (frames per sec) for a spectator camera.\r\n */\r\n fps?: number;\r\n /**\r\n * The index of rigCameras array in a WebXR camera.\r\n */\r\n preferredCameraIndex?: number;\r\n}\r\n\r\n/**\r\n * Base set of functionality needed to create an XR experience (WebXRSessionManager, Camera, StateManagement, etc.)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/webXR/webXRExperienceHelpers\r\n */\r\nexport class WebXRExperienceHelper implements IDisposable {\r\n private _nonVRCamera: Nullable<Camera> = null;\r\n private _attachedToElement: boolean = false;\r\n private _spectatorCamera: Nullable<UniversalCamera> = null;\r\n private _originalSceneAutoClear = true;\r\n private _supported = false;\r\n private _spectatorMode = false;\r\n private _lastTimestamp = 0;\r\n\r\n /**\r\n * Camera used to render xr content\r\n */\r\n public camera: WebXRCamera;\r\n /** A features manager for this xr session */\r\n public featuresManager: WebXRFeaturesManager;\r\n /**\r\n * Observers registered here will be triggered after the camera's initial transformation is set\r\n * This can be used to set a different ground level or an extra rotation.\r\n *\r\n * Note that ground level is considered to be at 0. The height defined by the XR camera will be added\r\n * to the position set after this observable is done executing.\r\n */\r\n public onInitialXRPoseSetObservable = new Observable<WebXRCamera>();\r\n /**\r\n * Fires when the state of the experience helper has changed\r\n */\r\n public onStateChangedObservable = new Observable<WebXRState>();\r\n /** Session manager used to keep track of xr session */\r\n public sessionManager: WebXRSessionManager;\r\n /**\r\n * The current state of the XR experience (eg. transitioning, in XR or not in XR)\r\n */\r\n public state: WebXRState = WebXRState.NOT_IN_XR;\r\n\r\n /**\r\n * Creates a WebXRExperienceHelper\r\n * @param _scene The scene the helper should be created in\r\n */\r\n private constructor(private _scene: Scene) {\r\n this.sessionManager = new WebXRSessionManager(_scene);\r\n this.camera = new WebXRCamera(\"webxr\", _scene, this.sessionManager);\r\n this.featuresManager = new WebXRFeaturesManager(this.sessionManager);\r\n\r\n _scene.onDisposeObservable.addOnce(() => {\r\n this.dispose();\r\n });\r\n }\r\n\r\n /**\r\n * Creates the experience helper\r\n * @param scene the scene to attach the experience helper to\r\n * @returns a promise for the experience helper\r\n */\r\n public static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper> {\r\n const helper = new WebXRExperienceHelper(scene);\r\n return helper.sessionManager\r\n .initializeAsync()\r\n .then(() => {\r\n helper._supported = true;\r\n return helper;\r\n })\r\n .catch((e) => {\r\n helper._setState(WebXRState.NOT_IN_XR);\r\n helper.dispose();\r\n throw e;\r\n });\r\n }\r\n\r\n /**\r\n * Disposes of the experience helper\r\n */\r\n public dispose() {\r\n this.exitXRAsync();\r\n this.camera.dispose();\r\n this.onStateChangedObservable.clear();\r\n this.onInitialXRPoseSetObservable.clear();\r\n this.sessionManager.dispose();\r\n this._spectatorCamera?.dispose();\r\n if (this._nonVRCamera) {\r\n this._scene.activeCamera = this._nonVRCamera;\r\n }\r\n }\r\n\r\n /**\r\n * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)\r\n * @param sessionMode options for the XR session\r\n * @param referenceSpaceType frame of reference of the XR session\r\n * @param renderTarget the output canvas that will be used to enter XR mode\r\n * @param sessionCreationOptions optional XRSessionInit object to init the session with\r\n * @returns promise that resolves after xr mode has entered\r\n */\r\n public async enterXRAsync(\r\n sessionMode: XRSessionMode,\r\n referenceSpaceType: XRReferenceSpaceType,\r\n renderTarget: WebXRRenderTarget = this.sessionManager.getWebXRRenderTarget(),\r\n sessionCreationOptions: XRSessionInit = {}\r\n ): Promise<WebXRSessionManager> {\r\n if (!this._supported) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"WebXR not supported in this browser or environment\";\r\n }\r\n this._setState(WebXRState.ENTERING_XR);\r\n if (referenceSpaceType !== \"viewer\" && referenceSpaceType !== \"local\") {\r\n sessionCreationOptions.optionalFeatures = sessionCreationOptions.optionalFeatures || [];\r\n sessionCreationOptions.optionalFeatures.push(referenceSpaceType);\r\n }\r\n sessionCreationOptions = await this.featuresManager._extendXRSessionInitObject(sessionCreationOptions);\r\n // we currently recommend \"unbounded\" space in AR (#7959)\r\n if (sessionMode === \"immersive-ar\" && referenceSpaceType !== \"unbounded\") {\r\n Logger.Warn(\"We recommend using 'unbounded' reference space type when using 'immersive-ar' session mode\");\r\n }\r\n // make sure that the session mode is supported\r\n try {\r\n await this.sessionManager.initializeSessionAsync(sessionMode, sessionCreationOptions);\r\n await this.sessionManager.setReferenceSpaceTypeAsync(referenceSpaceType);\r\n\r\n const xrRenderState: XRRenderStateInit = {\r\n // if maxZ is 0 it should be \"Infinity\", but it doesn't work with the WebXR API. Setting to a large number.\r\n depthFar: this.camera.maxZ || 10000,\r\n depthNear: this.camera.minZ,\r\n };\r\n\r\n // The layers feature will have already initialized the xr session's layers on session init.\r\n if (!this.featuresManager.getEnabledFeature(WebXRFeatureName.LAYERS)) {\r\n const baseLayer = await renderTarget.initializeXRLayerAsync(this.sessionManager.session);\r\n xrRenderState.baseLayer = baseLayer;\r\n }\r\n\r\n this.sessionManager.updateRenderState(xrRenderState);\r\n // run the render loop\r\n this.sessionManager.runXRRenderLoop();\r\n // Cache pre xr scene settings\r\n this._originalSceneAutoClear = this._scene.autoClear;\r\n this._nonVRCamera = this._scene.activeCamera;\r\n this._attachedToElement = !!this._nonVRCamera?.inputs?.attachedToElement;\r\n this._nonVRCamera?.detachControl();\r\n\r\n this._scene.activeCamera = this.camera;\r\n // do not compensate when AR session is used\r\n if (sessionMode !== \"immersive-ar\") {\r\n this._nonXRToXRCamera();\r\n } else {\r\n // Kept here, TODO - check if needed\r\n this._scene.autoClear = false;\r\n this.camera.compensateOnFirstFrame = false;\r\n // reset the camera's position to the origin\r\n this.camera.position.set(0, 0, 0);\r\n this.camera.rotationQuaternion.set(0, 0, 0, 1);\r\n this.onInitialXRPoseSetObservable.notifyObservers(this.camera);\r\n }\r\n\r\n // Vision Pro suspends the audio context when entering XR, so we resume it here if needed.\r\n AbstractEngine.audioEngine?._resumeAudioContextOnStateChange();\r\n\r\n this.sessionManager.onXRSessionEnded.addOnce(() => {\r\n // when using the back button and not the exit button (default on mobile), the session is ending but the EXITING state was not set\r\n if (this.state !== WebXRState.EXITING_XR) {\r\n this._setState(WebXRState.EXITING_XR);\r\n }\r\n // Reset camera rigs output render target to ensure sessions render target is not drawn after it ends\r\n for (const c of this.camera.rigCameras) {\r\n c.outputRenderTarget = null;\r\n }\r\n\r\n // Restore scene settings\r\n this._scene.autoClear = this._originalSceneAutoClear;\r\n this._scene.activeCamera = this._nonVRCamera;\r\n if (this._attachedToElement && this._nonVRCamera) {\r\n this._nonVRCamera.attachControl(!!this._nonVRCamera.inputs.noPreventDefault);\r\n }\r\n if (sessionMode !== \"immersive-ar\" && this.camera.compensateOnFirstFrame) {\r\n if ((<any>this._nonVRCamera).setPosition) {\r\n (<any>this._nonVRCamera).setPosition(this.camera.position);\r\n } else {\r\n this._nonVRCamera!.position.copyFrom(this.camera.position);\r\n }\r\n }\r\n\r\n this._setState(WebXRState.NOT_IN_XR);\r\n });\r\n\r\n // Wait until the first frame arrives before setting state to in xr\r\n this.sessionManager.onXRFrameObservable.addOnce(() => {\r\n this._setState(WebXRState.IN_XR);\r\n });\r\n return this.sessionManager;\r\n } catch (e) {\r\n Logger.Log(e);\r\n Logger.Log(e.message);\r\n this._setState(WebXRState.NOT_IN_XR);\r\n throw e;\r\n }\r\n }\r\n\r\n /**\r\n * Exits XR mode and returns the scene to its original state\r\n * @returns promise that resolves after xr mode has exited\r\n */\r\n public exitXRAsync() {\r\n // only exit if state is IN_XR\r\n if (this.state !== WebXRState.IN_XR) {\r\n return Promise.resolve();\r\n }\r\n this._setState(WebXRState.EXITING_XR);\r\n return this.sessionManager.exitXRAsync();\r\n }\r\n\r\n /**\r\n * Enable spectator mode for desktop VR experiences.\r\n * When spectator mode is enabled a camera will be attached to the desktop canvas and will\r\n * display the first rig camera's view on the desktop canvas.\r\n * Please note that this will degrade performance, as it requires another camera render.\r\n * It is also not recommended to enable this in devices like the quest, as it brings no benefit there.\r\n * @param options giving WebXRSpectatorModeOption for specutator camera to setup when the spectator mode is enabled.\r\n */\r\n public enableSpectatorMode(options?: WebXRSpectatorModeOption): void {\r\n if (!this._spectatorMode) {\r\n this._spectatorMode = true;\r\n this._switchSpectatorMode(options);\r\n }\r\n }\r\n\r\n /**\r\n * Disable spectator mode for desktop VR experiences.\r\n */\r\n public disableSpecatatorMode(): void {\r\n if (this._spectatorMode) {\r\n this._spectatorMode = false;\r\n this._switchSpectatorMode();\r\n }\r\n }\r\n\r\n private _switchSpectatorMode(options?: WebXRSpectatorModeOption): void {\r\n const fps = options?.fps ? options.fps : 1000.0;\r\n const refreshRate = (1.0 / fps) * 1000.0;\r\n const cameraIndex = options?.preferredCameraIndex ? options?.preferredCameraIndex : 0;\r\n\r\n const updateSpectatorCamera = () => {\r\n if (this._spectatorCamera) {\r\n const delta = this.sessionManager.currentTimestamp - this._lastTimestamp;\r\n if (delta >= refreshRate) {\r\n this._lastTimestamp = this.sessionManager.currentTimestamp;\r\n this._spectatorCamera.position.copyFrom(this.camera.rigCameras[cameraIndex].globalPosition);\r\n this._spectatorCamera.rotationQuaternion.copyFrom(this.camera.rigCameras[cameraIndex].absoluteRotation);\r\n }\r\n }\r\n };\r\n if (this._spectatorMode) {\r\n if (cameraIndex >= this.camera.rigCameras.length) {\r\n throw new Error(\"the preferred camera index is beyond the length of rig camera array.\");\r\n }\r\n const onStateChanged = () => {\r\n if (this.state === WebXRState.IN_XR) {\r\n this._spectatorCamera = new UniversalCamera(\"webxr-spectator\", Vector3.Zero(), this._scene);\r\n this._spectatorCamera.rotationQuaternion = new Quaternion();\r\n this._scene.activeCameras = [this.camera, this._spectatorCamera];\r\n this.sessionManager.onXRFrameObservable.add(updateSpectatorCamera);\r\n this._scene.onAfterRenderCameraObservable.add((camera) => {\r\n if (camera === this.camera) {\r\n // reset the dimensions object for correct resizing\r\n (this._scene.getEngine() as ThinEngine).framebufferDimensionsObject = null;\r\n }\r\n });\r\n } else if (this.state === WebXRState.EXITING_XR) {\r\n this.sessionManager.onXRFrameObservable.removeCallback(updateSpectatorCamera);\r\n this._scene.activeCameras = null;\r\n }\r\n };\r\n this.onStateChangedObservable.add(onStateChanged);\r\n onStateChanged();\r\n } else {\r\n this.sessionManager.onXRFrameObservable.removeCallback(updateSpectatorCamera);\r\n this._scene.activeCameras = [this.camera];\r\n }\r\n }\r\n\r\n private _nonXRToXRCamera() {\r\n this.camera.setTransformationFromNonVRCamera(this._nonVRCamera!);\r\n this.onInitialXRPoseSetObservable.notifyObservers(this.camera);\r\n }\r\n\r\n private _setState(val: WebXRState) {\r\n if (this.state === val) {\r\n return;\r\n }\r\n this.state = val;\r\n this.onStateChangedObservable.notifyObservers(this.state);\r\n }\r\n}\r\n"]}
@@ -105,22 +105,24 @@ export class WebXRFeaturesManager {
105
105
  this._features = {};
106
106
  // when session starts / initialized - attach
107
107
  this._xrSessionManager.onXRSessionInit.add(() => {
108
- this.getEnabledFeatures().forEach((featureName) => {
108
+ const features = this.getEnabledFeatures();
109
+ for (const featureName of features) {
109
110
  const feature = this._features[featureName];
110
111
  if (feature.enabled && !feature.featureImplementation.attached && !feature.featureImplementation.disableAutoAttach) {
111
112
  this.attachFeature(featureName);
112
113
  }
113
- });
114
+ }
114
115
  });
115
116
  // when session ends - detach
116
117
  this._xrSessionManager.onXRSessionEnded.add(() => {
117
- this.getEnabledFeatures().forEach((featureName) => {
118
+ const features = this.getEnabledFeatures();
119
+ for (const featureName of features) {
118
120
  const feature = this._features[featureName];
119
121
  if (feature.enabled && feature.featureImplementation.attached) {
120
122
  // detach, but don't disable!
121
123
  this.detachFeature(featureName);
122
124
  }
123
- });
125
+ }
124
126
  });
125
127
  }
126
128
  /**
@@ -241,9 +243,10 @@ export class WebXRFeaturesManager {
241
243
  * dispose this features manager
242
244
  */
243
245
  dispose() {
244
- this.getEnabledFeatures().forEach((feature) => {
245
- this.disableFeature(feature);
246
- });
246
+ const features = this.getEnabledFeatures();
247
+ for (const featureName of features) {
248
+ this.disableFeature(featureName);
249
+ }
247
250
  }
248
251
  /**
249
252
  * Enable a feature using its name and a version. This will enable it in the scene, and will be responsible to attach it when the session starts.