@babylonjs/core 8.37.0 → 8.37.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (211) hide show
  1. package/Animations/animationGroup.js +1 -4
  2. package/Animations/animationGroup.js.map +1 -1
  3. package/Behaviors/Cameras/interpolatingBehavior.d.ts +58 -0
  4. package/Behaviors/Cameras/interpolatingBehavior.js +157 -0
  5. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -0
  6. package/Cameras/Inputs/arcRotateCameraPointersInput.d.ts +5 -20
  7. package/Cameras/Inputs/arcRotateCameraPointersInput.js +9 -69
  8. package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
  9. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +11 -9
  10. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  11. package/Cameras/Inputs/geospatialCameraKeyboardInput.d.ts +81 -0
  12. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +223 -0
  13. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -0
  14. package/Cameras/Inputs/geospatialCameraMouseWheelInput.js +1 -1
  15. package/Cameras/Inputs/geospatialCameraMouseWheelInput.js.map +1 -1
  16. package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +17 -21
  17. package/Cameras/Inputs/geospatialCameraPointersInput.js +49 -71
  18. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  19. package/Cameras/Inputs/orbitCameraPointersInput.d.ts +49 -0
  20. package/Cameras/Inputs/orbitCameraPointersInput.js +105 -0
  21. package/Cameras/Inputs/orbitCameraPointersInput.js.map +1 -0
  22. package/Cameras/Limits/geospatialLimits.d.ts +60 -0
  23. package/Cameras/Limits/geospatialLimits.js +89 -0
  24. package/Cameras/Limits/geospatialLimits.js.map +1 -0
  25. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +1 -1
  26. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  27. package/Cameras/VR/vrExperienceHelper.js +2 -2
  28. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  29. package/Cameras/cameraMovement.d.ts +150 -0
  30. package/Cameras/cameraMovement.js +190 -0
  31. package/Cameras/cameraMovement.js.map +1 -0
  32. package/Cameras/deviceOrientationCamera.js +5 -3
  33. package/Cameras/deviceOrientationCamera.js.map +1 -1
  34. package/Cameras/flyCamera.d.ts +2 -1
  35. package/Cameras/flyCamera.js.map +1 -1
  36. package/Cameras/geospatialCamera.d.ts +78 -49
  37. package/Cameras/geospatialCamera.js +210 -191
  38. package/Cameras/geospatialCamera.js.map +1 -1
  39. package/Cameras/geospatialCameraInputsManager.d.ts +5 -0
  40. package/Cameras/geospatialCameraInputsManager.js +9 -0
  41. package/Cameras/geospatialCameraInputsManager.js.map +1 -1
  42. package/Cameras/geospatialCameraMovement.d.ts +66 -0
  43. package/Cameras/geospatialCameraMovement.js +199 -0
  44. package/Cameras/geospatialCameraMovement.js.map +1 -0
  45. package/Cameras/targetCamera.d.ts +1 -1
  46. package/Cameras/targetCamera.js +2 -2
  47. package/Cameras/targetCamera.js.map +1 -1
  48. package/Decorators/nodeDecorator.d.ts +9 -7
  49. package/Decorators/nodeDecorator.js +9 -7
  50. package/Decorators/nodeDecorator.js.map +1 -1
  51. package/Engines/Native/nativeInterfaces.d.ts +14 -6
  52. package/Engines/Native/nativeInterfaces.js +6 -1
  53. package/Engines/Native/nativeInterfaces.js.map +1 -1
  54. package/Engines/WebGPU/webgpuTextureManager.js +2 -2
  55. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  56. package/Engines/abstractEngine.js +2 -2
  57. package/Engines/abstractEngine.js.map +1 -1
  58. package/Engines/nativeEngine.js +2 -2
  59. package/Engines/nativeEngine.js.map +1 -1
  60. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +1 -1
  61. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
  62. package/FlowGraph/flowGraphMath.d.ts +25 -0
  63. package/FlowGraph/flowGraphMath.js +40 -0
  64. package/FlowGraph/flowGraphMath.js.map +1 -0
  65. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +1 -1
  66. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
  67. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js +1 -1
  68. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -1
  69. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +1 -1
  70. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +1 -1
  71. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +1 -1
  72. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js +1 -1
  73. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js +1 -1
  74. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js +1 -1
  75. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js +1 -1
  76. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.js +1 -1
  77. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.js.map +1 -1
  78. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js +1 -1
  79. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js.map +1 -1
  80. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +6 -0
  81. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +26 -0
  82. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  83. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +6 -0
  84. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +48 -22
  85. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  86. package/FrameGraph/Node/Blocks/Textures/clearBlock.js +3 -3
  87. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
  88. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +1 -1
  89. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +1 -1
  90. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
  91. package/FrameGraph/Node/nodeRenderGraph.js +2 -1
  92. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  93. package/FrameGraph/Passes/{cullPass.d.ts → objectListPass.d.ts} +8 -8
  94. package/FrameGraph/Passes/{cullPass.js → objectListPass.js} +9 -9
  95. package/FrameGraph/Passes/objectListPass.js.map +1 -0
  96. package/FrameGraph/Passes/renderPass.d.ts +6 -2
  97. package/FrameGraph/Passes/renderPass.js +14 -2
  98. package/FrameGraph/Passes/renderPass.js.map +1 -1
  99. package/FrameGraph/Tasks/Misc/cullObjectsTask.js +2 -2
  100. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
  101. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +8 -0
  102. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +10 -0
  103. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  104. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +8 -0
  105. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +13 -0
  106. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  107. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -1
  108. package/FrameGraph/Tasks/Texture/clearTextureTask.js +7 -5
  109. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  110. package/FrameGraph/frameGraph.d.ts +10 -4
  111. package/FrameGraph/frameGraph.js +22 -9
  112. package/FrameGraph/frameGraph.js.map +1 -1
  113. package/FrameGraph/frameGraphTask.js +3 -3
  114. package/FrameGraph/frameGraphTask.js.map +1 -1
  115. package/FrameGraph/index.d.ts +1 -1
  116. package/FrameGraph/index.js +1 -1
  117. package/FrameGraph/index.js.map +1 -1
  118. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +1 -1
  119. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  120. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +5 -1
  121. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -1
  122. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js +6 -5
  123. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js.map +1 -1
  124. package/Materials/shaderMaterial.d.ts +9 -0
  125. package/Materials/shaderMaterial.js +39 -2
  126. package/Materials/shaderMaterial.js.map +1 -1
  127. package/Maths/math.vector.functions.d.ts +5 -24
  128. package/Maths/math.vector.functions.js +32 -35
  129. package/Maths/math.vector.functions.js.map +1 -1
  130. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +1 -0
  131. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +51 -16
  132. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  133. package/Meshes/csg2.js +1 -1
  134. package/Meshes/csg2.js.map +1 -1
  135. package/Meshes/thinInstanceMesh.js +15 -0
  136. package/Meshes/thinInstanceMesh.js.map +1 -1
  137. package/Misc/fileTools.js.map +1 -1
  138. package/Misc/tools.d.ts +3 -0
  139. package/Misc/tools.js +43 -4
  140. package/Misc/tools.js.map +1 -1
  141. package/Particles/EmitterTypes/coneParticleEmitter.d.ts +3 -1
  142. package/Particles/EmitterTypes/coneParticleEmitter.js +7 -1
  143. package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
  144. package/Particles/Node/Blocks/Emitters/coneShapeBlock.d.ts +9 -0
  145. package/Particles/Node/Blocks/Emitters/coneShapeBlock.js +43 -12
  146. package/Particles/Node/Blocks/Emitters/coneShapeBlock.js.map +1 -1
  147. package/Particles/Node/Blocks/Update/basicColorUpdateBlock.d.ts +1 -1
  148. package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js +1 -1
  149. package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js.map +1 -1
  150. package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.d.ts +1 -1
  151. package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js +3 -3
  152. package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js.map +1 -1
  153. package/Particles/Node/Blocks/Update/updateSizeBlock.d.ts +35 -0
  154. package/Particles/Node/Blocks/Update/updateSizeBlock.js +73 -0
  155. package/Particles/Node/Blocks/Update/updateSizeBlock.js.map +1 -0
  156. package/Particles/Node/Blocks/index.d.ts +1 -0
  157. package/Particles/Node/Blocks/index.js +1 -0
  158. package/Particles/Node/Blocks/index.js.map +1 -1
  159. package/Particles/Node/Blocks/particleInputBlock.js +2 -0
  160. package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
  161. package/Particles/Node/Blocks/particleRandomBlock.d.ts +5 -2
  162. package/Particles/Node/Blocks/particleRandomBlock.js +32 -14
  163. package/Particles/Node/Blocks/particleRandomBlock.js.map +1 -1
  164. package/Particles/Node/Blocks/systemBlock.d.ts +20 -12
  165. package/Particles/Node/Blocks/systemBlock.js +26 -22
  166. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  167. package/Particles/Node/Enums/nodeParticleContextualSources.d.ts +5 -1
  168. package/Particles/Node/Enums/nodeParticleContextualSources.js +4 -0
  169. package/Particles/Node/Enums/nodeParticleContextualSources.js.map +1 -1
  170. package/Particles/Node/nodeParticleBuildState.d.ts +5 -5
  171. package/Particles/Node/nodeParticleBuildState.js +11 -7
  172. package/Particles/Node/nodeParticleBuildState.js.map +1 -1
  173. package/Particles/Node/nodeParticleSystemSet.helper.d.ts +0 -2
  174. package/Particles/Node/nodeParticleSystemSet.helper.js +524 -147
  175. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  176. package/Particles/particle.d.ts +4 -0
  177. package/Particles/particle.js +2 -0
  178. package/Particles/particle.js.map +1 -1
  179. package/Particles/thinParticleSystem.d.ts +3 -7
  180. package/Particles/thinParticleSystem.function.d.ts +1 -1
  181. package/Particles/thinParticleSystem.function.js +9 -6
  182. package/Particles/thinParticleSystem.function.js.map +1 -1
  183. package/Particles/thinParticleSystem.js +5 -7
  184. package/Particles/thinParticleSystem.js.map +1 -1
  185. package/Shaders/ShadersInclude/gaussianSplatting.js +5 -1
  186. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  187. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js +2 -1
  188. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
  189. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +1 -1
  190. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  191. package/Shaders/gaussianSplatting.vertex.js +3 -3
  192. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  193. package/Shaders/gaussianSplattingDepth.vertex.js +2 -2
  194. package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -1
  195. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +35 -1
  196. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  197. package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.js +2 -1
  198. package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
  199. package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.js +1 -2
  200. package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  201. package/ShadersWGSL/gaussianSplatting.vertex.js +3 -3
  202. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  203. package/ShadersWGSL/gaussianSplattingDepth.vertex.js +2 -2
  204. package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
  205. package/XR/webXRCamera.d.ts +5 -1
  206. package/XR/webXRCamera.js +2 -2
  207. package/XR/webXRCamera.js.map +1 -1
  208. package/XR/webXRExperienceHelper.js +1 -1
  209. package/XR/webXRExperienceHelper.js.map +1 -1
  210. package/package.json +1 -1
  211. package/FrameGraph/Passes/cullPass.js.map +0 -1
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1
+ 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type { Behavior } from \"../behavior\";\r\nimport { CubicEase, EasingFunction } from \"../../Animations/easing\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Animatable } from \"../../Animations/animatable.core\";\r\nimport { Animation } from \"../../Animations/animation\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { IColor3Like, IColor4Like, IMatrixLike, IQuaternionLike, IVector2Like, IVector3Like } from \"../../Maths/math.like\";\r\n\r\nexport type AllowedAnimValue = number | IVector2Like | IVector3Like | IQuaternionLike | IMatrixLike | IColor3Like | IColor4Like | SizeLike | undefined;\r\n\r\n/**\r\n * Animate camera property changes with an interpolation effect\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors\r\n */\r\nexport class InterpolatingBehavior<C extends Camera = Camera> implements Behavior<C> {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n public get name(): string {\r\n return \"Interpolating\";\r\n }\r\n\r\n /**\r\n * The easing function to use for interpolation\r\n */\r\n public easingFunction: EasingFunction = new CubicEase();\r\n\r\n /**\r\n * The easing mode (default is EASINGMODE_EASEINOUT)\r\n */\r\n public easingMode = EasingFunction.EASINGMODE_EASEINOUT;\r\n\r\n /**\r\n * Duration of the animation in milliseconds\r\n */\r\n public transitionDuration = 450;\r\n\r\n private _attachedCamera: Nullable<C> = null;\r\n private _animatables: Map<string, Animatable> = new Map<string, Animatable>();\r\n private _promiseResolve?: () => void;\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n constructor() {\r\n this.easingFunction.setEasingMode(this.easingMode);\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init(): void {\r\n // Nothing to do on init\r\n }\r\n\r\n /**\r\n * Attaches the behavior to a camera\r\n * @param camera The camera to attach to\r\n */\r\n public attach(camera: C): void {\r\n this._attachedCamera = camera;\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the camera\r\n */\r\n public detach(): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n this.stopAllAnimations();\r\n this._attachedCamera = null;\r\n }\r\n\r\n public get isInterpolating(): boolean {\r\n return this._animatables.size > 0;\r\n }\r\n\r\n /**\r\n * Stops and removes all animations\r\n */\r\n public stopAllAnimations(): void {\r\n if (this._attachedCamera) {\r\n this._animatables.forEach((animatable) => animatable.stop());\r\n }\r\n this._animatables.clear();\r\n this._promiseResolve?.();\r\n this._promiseResolve = undefined;\r\n }\r\n\r\n public updateProperties<K extends keyof C>(properties: Map<K, AllowedAnimValue>): void {\r\n properties.forEach((value, key) => {\r\n if (value !== undefined) {\r\n const animatable = this._animatables.get(String(key));\r\n animatable && (animatable.target = value as unknown as any);\r\n }\r\n });\r\n }\r\n\r\n public async animatePropertiesAsync<K extends keyof C>(\r\n properties: Map<K, AllowedAnimValue>,\r\n transitionDuration: number = this.transitionDuration,\r\n easingFn: EasingFunction = this.easingFunction\r\n ): Promise<void> {\r\n const promise = new Promise<void>((resolve) => {\r\n this._promiseResolve = resolve;\r\n this.stopAllAnimations();\r\n if (!this._attachedCamera) {\r\n this._promiseResolve = undefined;\r\n return resolve();\r\n }\r\n const camera = this._attachedCamera;\r\n const scene = camera.getScene();\r\n\r\n const checkClear = (animation: string) => {\r\n this._animatables.delete(animation);\r\n if (this._animatables.size === 0) {\r\n this._promiseResolve = undefined;\r\n resolve();\r\n }\r\n };\r\n\r\n properties.forEach((value, key) => {\r\n if (value !== undefined) {\r\n const propertyName = String(key);\r\n const animation = Animation.CreateAnimation(propertyName, GetAnimationType(value), 60, easingFn);\r\n const animatable = Animation.TransitionTo(propertyName, value, camera, scene, 60, animation, transitionDuration, () => checkClear(propertyName));\r\n if (animatable) {\r\n this._animatables.set(propertyName, animatable);\r\n }\r\n }\r\n });\r\n });\r\n return await promise;\r\n }\r\n}\r\n\r\n// Structural type-guards (no instanceof)\r\nfunction IsQuaternionLike(v: any): v is IQuaternionLike {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\" && typeof v.z === \"number\" && typeof v.w === \"number\";\r\n}\r\n\r\nfunction IsMatrixLike(v: any): v is IMatrixLike {\r\n return v != null && (Array.isArray((v as any).m) || typeof (v as any).m === \"object\");\r\n}\r\n\r\nfunction IsVector3Like(v: any): v is IVector3Like {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\" && typeof v.z === \"number\";\r\n}\r\n\r\nfunction IsVector2Like(v: any): v is IVector2Like {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\";\r\n}\r\n\r\nfunction IsColor3Like(v: any): v is IColor3Like {\r\n return v != null && typeof v.r === \"number\" && typeof v.g === \"number\" && typeof v.b === \"number\";\r\n}\r\n\r\nfunction IsColor4Like(v: any): v is IColor4Like {\r\n return v != null && typeof v.r === \"number\" && typeof v.g === \"number\" && typeof v.b === \"number\" && typeof v.a === \"number\";\r\n}\r\n\r\nexport type SizeLike = { width: number; height: number };\r\n\r\nfunction IsSizeLike(v: any): v is SizeLike {\r\n return v != null && typeof v.width === \"number\" && typeof v.height === \"number\";\r\n}\r\n\r\nconst GetAnimationType = (value: AllowedAnimValue): number => {\r\n if (IsQuaternionLike(value)) {\r\n return Animation.ANIMATIONTYPE_QUATERNION;\r\n }\r\n if (IsMatrixLike(value)) {\r\n return Animation.ANIMATIONTYPE_MATRIX;\r\n }\r\n if (IsVector3Like(value)) {\r\n return Animation.ANIMATIONTYPE_VECTOR3;\r\n }\r\n if (IsVector2Like(value)) {\r\n return Animation.ANIMATIONTYPE_VECTOR2;\r\n }\r\n if (IsColor3Like(value)) {\r\n return Animation.ANIMATIONTYPE_COLOR3;\r\n }\r\n if (IsColor4Like(value)) {\r\n return Animation.ANIMATIONTYPE_COLOR4;\r\n }\r\n if (IsSizeLike(value)) {\r\n return Animation.ANIMATIONTYPE_SIZE;\r\n }\r\n\r\n // Fallback to float for numbers and unknown shapes\r\n return Animation.ANIMATIONTYPE_FLOAT;\r\n};\r\n"]}
@@ -1,13 +1,13 @@
1
1
  import type { Nullable } from "../../types.js";
2
2
  import type { ArcRotateCamera } from "../../Cameras/arcRotateCamera.js";
3
- import { BaseCameraPointersInput } from "../../Cameras/Inputs/BaseCameraPointersInput.js";
3
+ import { OrbitCameraPointersInput } from "../../Cameras/Inputs/orbitCameraPointersInput.js";
4
4
  import type { PointerTouch } from "../../Events/pointerEvents.js";
5
5
  import type { IPointerEvent } from "../../Events/deviceInputEvents.js";
6
6
  /**
7
7
  * Manage the pointers inputs to control an arc rotate camera.
8
8
  * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
9
9
  */
10
- export declare class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
10
+ export declare class ArcRotateCameraPointersInput extends OrbitCameraPointersInput {
11
11
  /**
12
12
  * Defines the camera the input is attached to.
13
13
  */
@@ -53,42 +53,27 @@ export declare class ArcRotateCameraPointersInput extends BaseCameraPointersInpu
53
53
  * Overrides pinchDeltaPercentage and pinchPrecision.
54
54
  */
55
55
  useNaturalPinchZoom: boolean;
56
- /**
57
- * Defines whether zoom (2 fingers pinch) is enabled through multitouch
58
- */
59
- pinchZoom: boolean;
60
56
  /**
61
57
  * Defines the pointer panning sensibility or how fast is the camera moving.
62
58
  */
63
59
  panningSensibility: number;
64
- /**
65
- * Defines whether panning (2 fingers swipe) is enabled through multitouch.
66
- */
67
- multiTouchPanning: boolean;
68
- /**
69
- * Defines whether panning is enabled for both pan (2 fingers swipe) and
70
- * zoom (pinch) through multitouch.
71
- */
72
- multiTouchPanAndZoom: boolean;
73
60
  /**
74
61
  * Revers pinch action direction.
75
62
  */
76
63
  pinchInwards: boolean;
77
64
  private _isPanClick;
78
- private _twoFingerActivityCount;
79
- private _isPinching;
80
65
  /**
81
66
  * Move camera from multi touch panning positions.
82
67
  * @param previousMultiTouchPanPosition
83
68
  * @param multiTouchPanPosition
84
69
  */
85
- private _computeMultiTouchPanning;
70
+ protected _computeMultiTouchPanning(previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
86
71
  /**
87
- * Move camera from pinch zoom distances.
72
+ * Move camera from multitouch (pinch) zoom distances.
88
73
  * @param previousPinchSquaredDistance
89
74
  * @param pinchSquaredDistance
90
75
  */
91
- private _computePinchZoom;
76
+ protected _computePinchZoom(previousPinchSquaredDistance: number, pinchSquaredDistance: number): void;
92
77
  /**
93
78
  * Called on pointer POINTERMOVE event if only a single touch is active.
94
79
  * @param point current touch point
@@ -1,12 +1,12 @@
1
1
  import { __decorate } from "../../tslib.es6.js";
2
2
  import { serialize } from "../../Misc/decorators.js";
3
3
  import { CameraInputTypes } from "../../Cameras/cameraInputsManager.js";
4
- import { BaseCameraPointersInput } from "../../Cameras/Inputs/BaseCameraPointersInput.js";
4
+ import { OrbitCameraPointersInput } from "../../Cameras/Inputs/orbitCameraPointersInput.js";
5
5
  /**
6
6
  * Manage the pointers inputs to control an arc rotate camera.
7
7
  * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
8
8
  */
9
- export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
9
+ export class ArcRotateCameraPointersInput extends OrbitCameraPointersInput {
10
10
  constructor() {
11
11
  super(...arguments);
12
12
  /**
@@ -41,30 +41,15 @@ export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
41
41
  * Overrides pinchDeltaPercentage and pinchPrecision.
42
42
  */
43
43
  this.useNaturalPinchZoom = false;
44
- /**
45
- * Defines whether zoom (2 fingers pinch) is enabled through multitouch
46
- */
47
- this.pinchZoom = true;
48
44
  /**
49
45
  * Defines the pointer panning sensibility or how fast is the camera moving.
50
46
  */
51
47
  this.panningSensibility = 1000.0;
52
- /**
53
- * Defines whether panning (2 fingers swipe) is enabled through multitouch.
54
- */
55
- this.multiTouchPanning = true;
56
- /**
57
- * Defines whether panning is enabled for both pan (2 fingers swipe) and
58
- * zoom (pinch) through multitouch.
59
- */
60
- this.multiTouchPanAndZoom = true;
61
48
  /**
62
49
  * Revers pinch action direction.
63
50
  */
64
51
  this.pinchInwards = true;
65
52
  this._isPanClick = false;
66
- this._twoFingerActivityCount = 0;
67
- this._isPinching = false;
68
53
  }
69
54
  /**
70
55
  * Gets the class name of the current input.
@@ -87,7 +72,7 @@ export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
87
72
  }
88
73
  }
89
74
  /**
90
- * Move camera from pinch zoom distances.
75
+ * Move camera from multitouch (pinch) zoom distances.
91
76
  * @param previousPinchSquaredDistance
92
77
  * @param pinchSquaredDistance
93
78
  */
@@ -139,44 +124,9 @@ export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
139
124
  * @param multiTouchPanPosition multi-touch position in current step
140
125
  */
141
126
  onMultiTouch(pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition) {
142
- if (previousPinchSquaredDistance === 0 && previousMultiTouchPanPosition === null) {
143
- // First time this method is called for new pinch.
144
- // Next time this is called there will be a
145
- // previousPinchSquaredDistance and pinchSquaredDistance to compare.
146
- return;
147
- }
148
- if (pinchSquaredDistance === 0 && multiTouchPanPosition === null) {
149
- // Last time this method is called at the end of a pinch.
150
- return;
151
- }
152
- // Zoom and panning enabled together
153
- if (this.multiTouchPanAndZoom) {
154
- this._computePinchZoom(previousPinchSquaredDistance, pinchSquaredDistance);
155
- this._computeMultiTouchPanning(previousMultiTouchPanPosition, multiTouchPanPosition);
156
- // Zoom and panning enabled but only one at a time
157
- }
158
- else if (this.multiTouchPanning && this.pinchZoom) {
159
- this._twoFingerActivityCount++;
160
- if (this._isPinching ||
161
- (this._twoFingerActivityCount < 20 && Math.abs(Math.sqrt(pinchSquaredDistance) - Math.sqrt(previousPinchSquaredDistance)) > this.camera.pinchToPanMaxDistance)) {
162
- // Since pinch has not been active long, assume we intend to zoom.
163
- this._computePinchZoom(previousPinchSquaredDistance, pinchSquaredDistance);
164
- // Since we are pinching, remain pinching on next iteration.
165
- this._isPinching = true;
166
- }
167
- else {
168
- // Pause between pinch starting and moving implies not a zoom event. Pan instead.
169
- this._computeMultiTouchPanning(previousMultiTouchPanPosition, multiTouchPanPosition);
170
- }
171
- // Panning enabled, zoom disabled
172
- }
173
- else if (this.multiTouchPanning) {
174
- this._computeMultiTouchPanning(previousMultiTouchPanPosition, multiTouchPanPosition);
175
- // Zoom enabled, panning disabled
176
- }
177
- else if (this.pinchZoom) {
178
- this._computePinchZoom(previousPinchSquaredDistance, pinchSquaredDistance);
179
- }
127
+ this._shouldStartPinchZoom =
128
+ this._twoFingerActivityCount < 20 && Math.abs(Math.sqrt(pinchSquaredDistance) - Math.sqrt(previousPinchSquaredDistance)) > this.camera.pinchToPanMaxDistance;
129
+ super.onMultiTouch(pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);
180
130
  }
181
131
  /**
182
132
  * Called each time a new POINTERDOWN event occurs. Ie, for each button
@@ -185,6 +135,7 @@ export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
185
135
  */
186
136
  onButtonDown(evt) {
187
137
  this._isPanClick = evt.button === this.camera._panningMouseButton;
138
+ super.onButtonDown(evt);
188
139
  }
189
140
  /**
190
141
  * Called each time a new POINTERUP event occurs. Ie, for each button
@@ -192,16 +143,14 @@ export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
192
143
  * @param _evt Defines the event to track
193
144
  */
194
145
  onButtonUp(_evt) {
195
- this._twoFingerActivityCount = 0;
196
- this._isPinching = false;
146
+ super.onButtonUp(_evt);
197
147
  }
198
148
  /**
199
149
  * Called when window becomes inactive.
200
150
  */
201
151
  onLostFocus() {
202
152
  this._isPanClick = false;
203
- this._twoFingerActivityCount = 0;
204
- this._isPinching = false;
153
+ super.onLostFocus();
205
154
  }
206
155
  }
207
156
  /**
@@ -226,17 +175,8 @@ __decorate([
226
175
  __decorate([
227
176
  serialize()
228
177
  ], ArcRotateCameraPointersInput.prototype, "useNaturalPinchZoom", void 0);
229
- __decorate([
230
- serialize()
231
- ], ArcRotateCameraPointersInput.prototype, "pinchZoom", void 0);
232
178
  __decorate([
233
179
  serialize()
234
180
  ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
235
- __decorate([
236
- serialize()
237
- ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
238
- __decorate([
239
- serialize()
240
- ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
241
181
  CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
242
182
  //# sourceMappingURL=arcRotateCameraPointersInput.js.map
@@ -1 +1 @@
1
- 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type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { BaseCameraPointersInput } from \"../../Cameras/Inputs/BaseCameraPointersInput\";\r\nimport type { PointerTouch } from \"../../Events/pointerEvents\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * Manage the pointers inputs to control an arc rotate camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class ArcRotateCameraPointersInput extends BaseCameraPointersInput {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: ArcRotateCamera;\r\n\r\n /**\r\n * The minimum radius used for pinch, to avoid radius lock at 0\r\n */\r\n public static MinimumRadiusForPinch: number = 0.001;\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"ArcRotateCameraPointersInput\";\r\n }\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n @serialize()\r\n public override buttons = [0, 1, 2];\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X axis or how fast is\r\n * the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibilityX = 1000.0;\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the Y axis or how fast is\r\n * the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibilityY = 1000.0;\r\n\r\n /**\r\n * Defines the pointer pinch precision or how fast is the camera zooming.\r\n */\r\n @serialize()\r\n public pinchPrecision = 12.0;\r\n\r\n /**\r\n * pinchDeltaPercentage will be used instead of pinchPrecision if different\r\n * from 0.\r\n * It defines the percentage of current camera.radius to use as delta when\r\n * pinch zoom is used.\r\n */\r\n @serialize()\r\n public pinchDeltaPercentage = 0;\r\n\r\n /**\r\n * When useNaturalPinchZoom is true, multi touch zoom will zoom in such\r\n * that any object in the plane at the camera's target point will scale\r\n * perfectly with finger motion.\r\n * Overrides pinchDeltaPercentage and pinchPrecision.\r\n */\r\n @serialize()\r\n public useNaturalPinchZoom: boolean = false;\r\n\r\n /**\r\n * Defines whether zoom (2 fingers pinch) is enabled through multitouch\r\n */\r\n @serialize()\r\n public pinchZoom: boolean = true;\r\n\r\n /**\r\n * Defines the pointer panning sensibility or how fast is the camera moving.\r\n */\r\n @serialize()\r\n public panningSensibility: number = 1000.0;\r\n\r\n /**\r\n * Defines whether panning (2 fingers swipe) is enabled through multitouch.\r\n */\r\n @serialize()\r\n public multiTouchPanning: boolean = true;\r\n\r\n /**\r\n * Defines whether panning is enabled for both pan (2 fingers swipe) and\r\n * zoom (pinch) through multitouch.\r\n */\r\n @serialize()\r\n public multiTouchPanAndZoom: boolean = true;\r\n\r\n /**\r\n * Revers pinch action direction.\r\n */\r\n public pinchInwards = true;\r\n\r\n private _isPanClick: boolean = false;\r\n private _twoFingerActivityCount: number = 0;\r\n private _isPinching: boolean = false;\r\n\r\n /**\r\n * Move camera from multi touch panning positions.\r\n * @param previousMultiTouchPanPosition\r\n * @param multiTouchPanPosition\r\n */\r\n private _computeMultiTouchPanning(previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void {\r\n if (this.panningSensibility !== 0 && previousMultiTouchPanPosition && multiTouchPanPosition) {\r\n const moveDeltaX = multiTouchPanPosition.x - previousMultiTouchPanPosition.x;\r\n const moveDeltaY = multiTouchPanPosition.y - previousMultiTouchPanPosition.y;\r\n this.camera.inertialPanningX += -moveDeltaX / this.panningSensibility;\r\n this.camera.inertialPanningY += moveDeltaY / this.panningSensibility;\r\n }\r\n }\r\n\r\n /**\r\n * Move camera from pinch zoom distances.\r\n * @param previousPinchSquaredDistance\r\n * @param pinchSquaredDistance\r\n */\r\n private _computePinchZoom(previousPinchSquaredDistance: number, pinchSquaredDistance: number): void {\r\n const radius = this.camera.radius || ArcRotateCameraPointersInput.MinimumRadiusForPinch;\r\n if (this.useNaturalPinchZoom) {\r\n this.camera.radius = (radius * Math.sqrt(previousPinchSquaredDistance)) / Math.sqrt(pinchSquaredDistance);\r\n } else if (this.pinchDeltaPercentage) {\r\n this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) * 0.001 * radius * this.pinchDeltaPercentage;\r\n } else {\r\n this.camera.inertialRadiusOffset +=\r\n (pinchSquaredDistance - previousPinchSquaredDistance) /\r\n ((this.pinchPrecision * (this.pinchInwards ? 1 : -1) * (this.angularSensibilityX + this.angularSensibilityY)) / 2);\r\n }\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if only a single touch is active.\r\n * @param point current touch point\r\n * @param offsetX offset on X\r\n * @param offsetY offset on Y\r\n */\r\n public override onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {\r\n if (this.panningSensibility !== 0 && ((this._ctrlKey && this.camera._useCtrlForPanning) || this._isPanClick)) {\r\n this.camera.inertialPanningX += -offsetX / this.panningSensibility;\r\n this.camera.inertialPanningY += offsetY / this.panningSensibility;\r\n } else {\r\n this.camera.inertialAlphaOffset -= offsetX / this.angularSensibilityX;\r\n this.camera.inertialBetaOffset -= offsetY / this.angularSensibilityY;\r\n }\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERDOUBLETAP event.\r\n */\r\n public override onDoubleTap() {\r\n if (this.camera.useInputToRestoreState) {\r\n this.camera.restoreState();\r\n }\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if multiple touches are active.\r\n * @param pointA point A\r\n * @param pointB point B\r\n * @param previousPinchSquaredDistance distance between points in previous pinch\r\n * @param pinchSquaredDistance distance between points in current pinch\r\n * @param previousMultiTouchPanPosition multi-touch position in previous step\r\n * @param multiTouchPanPosition multi-touch position in current step\r\n */\r\n public override onMultiTouch(\r\n pointA: Nullable<PointerTouch>,\r\n pointB: Nullable<PointerTouch>,\r\n previousPinchSquaredDistance: number,\r\n pinchSquaredDistance: number,\r\n previousMultiTouchPanPosition: Nullable<PointerTouch>,\r\n multiTouchPanPosition: Nullable<PointerTouch>\r\n ): void {\r\n if (previousPinchSquaredDistance === 0 && previousMultiTouchPanPosition === null) {\r\n // First time this method is called for new pinch.\r\n // Next time this is called there will be a\r\n // previousPinchSquaredDistance and pinchSquaredDistance to compare.\r\n return;\r\n }\r\n if (pinchSquaredDistance === 0 && multiTouchPanPosition === null) {\r\n // Last time this method is called at the end of a pinch.\r\n return;\r\n }\r\n\r\n // Zoom and panning enabled together\r\n if (this.multiTouchPanAndZoom) {\r\n this._computePinchZoom(previousPinchSquaredDistance, pinchSquaredDistance);\r\n this._computeMultiTouchPanning(previousMultiTouchPanPosition, multiTouchPanPosition);\r\n\r\n // Zoom and panning enabled but only one at a time\r\n } else if (this.multiTouchPanning && this.pinchZoom) {\r\n this._twoFingerActivityCount++;\r\n\r\n if (\r\n this._isPinching ||\r\n (this._twoFingerActivityCount < 20 && Math.abs(Math.sqrt(pinchSquaredDistance) - Math.sqrt(previousPinchSquaredDistance)) > this.camera.pinchToPanMaxDistance)\r\n ) {\r\n // Since pinch has not been active long, assume we intend to zoom.\r\n this._computePinchZoom(previousPinchSquaredDistance, pinchSquaredDistance);\r\n\r\n // Since we are pinching, remain pinching on next iteration.\r\n this._isPinching = true;\r\n } else {\r\n // Pause between pinch starting and moving implies not a zoom event. Pan instead.\r\n this._computeMultiTouchPanning(previousMultiTouchPanPosition, multiTouchPanPosition);\r\n }\r\n\r\n // Panning enabled, zoom disabled\r\n } else if (this.multiTouchPanning) {\r\n this._computeMultiTouchPanning(previousMultiTouchPanPosition, multiTouchPanPosition);\r\n\r\n // Zoom enabled, panning disabled\r\n } else if (this.pinchZoom) {\r\n this._computePinchZoom(previousPinchSquaredDistance, pinchSquaredDistance);\r\n }\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERDOWN event occurs. Ie, for each button\r\n * press.\r\n * @param evt Defines the event to track\r\n */\r\n public override onButtonDown(evt: IPointerEvent): void {\r\n this._isPanClick = evt.button === this.camera._panningMouseButton;\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERUP event occurs. Ie, for each button\r\n * release.\r\n * @param _evt Defines the event to track\r\n */\r\n public override onButtonUp(_evt: IPointerEvent): void {\r\n this._twoFingerActivityCount = 0;\r\n this._isPinching = false;\r\n }\r\n\r\n /**\r\n * Called when window becomes inactive.\r\n */\r\n public override onLostFocus(): void {\r\n this._isPanClick = false;\r\n this._twoFingerActivityCount = 0;\r\n this._isPinching = false;\r\n }\r\n}\r\n(<any>CameraInputTypes)[\"ArcRotateCameraPointersInput\"] = ArcRotateCameraPointersInput;\r\n"]}
1
+ 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type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { OrbitCameraPointersInput } from \"../../Cameras/Inputs/orbitCameraPointersInput\";\r\nimport type { PointerTouch } from \"../../Events/pointerEvents\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * Manage the pointers inputs to control an arc rotate camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class ArcRotateCameraPointersInput extends OrbitCameraPointersInput {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: ArcRotateCamera;\r\n\r\n /**\r\n * The minimum radius used for pinch, to avoid radius lock at 0\r\n */\r\n public static MinimumRadiusForPinch: number = 0.001;\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"ArcRotateCameraPointersInput\";\r\n }\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n @serialize()\r\n public override buttons = [0, 1, 2];\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X axis or how fast is\r\n * the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibilityX = 1000.0;\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the Y axis or how fast is\r\n * the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibilityY = 1000.0;\r\n\r\n /**\r\n * Defines the pointer pinch precision or how fast is the camera zooming.\r\n */\r\n @serialize()\r\n public pinchPrecision = 12.0;\r\n\r\n /**\r\n * pinchDeltaPercentage will be used instead of pinchPrecision if different\r\n * from 0.\r\n * It defines the percentage of current camera.radius to use as delta when\r\n * pinch zoom is used.\r\n */\r\n @serialize()\r\n public pinchDeltaPercentage = 0;\r\n\r\n /**\r\n * When useNaturalPinchZoom is true, multi touch zoom will zoom in such\r\n * that any object in the plane at the camera's target point will scale\r\n * perfectly with finger motion.\r\n * Overrides pinchDeltaPercentage and pinchPrecision.\r\n */\r\n @serialize()\r\n public useNaturalPinchZoom: boolean = false;\r\n\r\n /**\r\n * Defines the pointer panning sensibility or how fast is the camera moving.\r\n */\r\n @serialize()\r\n public panningSensibility: number = 1000.0;\r\n\r\n /**\r\n * Revers pinch action direction.\r\n */\r\n public pinchInwards = true;\r\n\r\n private _isPanClick: boolean = false;\r\n\r\n /**\r\n * Move camera from multi touch panning positions.\r\n * @param previousMultiTouchPanPosition\r\n * @param multiTouchPanPosition\r\n */\r\n protected override _computeMultiTouchPanning(previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void {\r\n if (this.panningSensibility !== 0 && previousMultiTouchPanPosition && multiTouchPanPosition) {\r\n const moveDeltaX = multiTouchPanPosition.x - previousMultiTouchPanPosition.x;\r\n const moveDeltaY = multiTouchPanPosition.y - previousMultiTouchPanPosition.y;\r\n this.camera.inertialPanningX += -moveDeltaX / this.panningSensibility;\r\n this.camera.inertialPanningY += moveDeltaY / this.panningSensibility;\r\n }\r\n }\r\n\r\n /**\r\n * Move camera from multitouch (pinch) zoom distances.\r\n * @param previousPinchSquaredDistance\r\n * @param pinchSquaredDistance\r\n */\r\n protected override _computePinchZoom(previousPinchSquaredDistance: number, pinchSquaredDistance: number): void {\r\n const radius = this.camera.radius || ArcRotateCameraPointersInput.MinimumRadiusForPinch;\r\n if (this.useNaturalPinchZoom) {\r\n this.camera.radius = (radius * Math.sqrt(previousPinchSquaredDistance)) / Math.sqrt(pinchSquaredDistance);\r\n } else if (this.pinchDeltaPercentage) {\r\n this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) * 0.001 * radius * this.pinchDeltaPercentage;\r\n } else {\r\n this.camera.inertialRadiusOffset +=\r\n (pinchSquaredDistance - previousPinchSquaredDistance) /\r\n ((this.pinchPrecision * (this.pinchInwards ? 1 : -1) * (this.angularSensibilityX + this.angularSensibilityY)) / 2);\r\n }\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if only a single touch is active.\r\n * @param point current touch point\r\n * @param offsetX offset on X\r\n * @param offsetY offset on Y\r\n */\r\n public override onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {\r\n if (this.panningSensibility !== 0 && ((this._ctrlKey && this.camera._useCtrlForPanning) || this._isPanClick)) {\r\n this.camera.inertialPanningX += -offsetX / this.panningSensibility;\r\n this.camera.inertialPanningY += offsetY / this.panningSensibility;\r\n } else {\r\n this.camera.inertialAlphaOffset -= offsetX / this.angularSensibilityX;\r\n this.camera.inertialBetaOffset -= offsetY / this.angularSensibilityY;\r\n }\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERDOUBLETAP event.\r\n */\r\n public override onDoubleTap() {\r\n if (this.camera.useInputToRestoreState) {\r\n this.camera.restoreState();\r\n }\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if multiple touches are active.\r\n * @param pointA point A\r\n * @param pointB point B\r\n * @param previousPinchSquaredDistance distance between points in previous pinch\r\n * @param pinchSquaredDistance distance between points in current pinch\r\n * @param previousMultiTouchPanPosition multi-touch position in previous step\r\n * @param multiTouchPanPosition multi-touch position in current step\r\n */\r\n public override onMultiTouch(\r\n pointA: Nullable<PointerTouch>,\r\n pointB: Nullable<PointerTouch>,\r\n previousPinchSquaredDistance: number,\r\n pinchSquaredDistance: number,\r\n previousMultiTouchPanPosition: Nullable<PointerTouch>,\r\n multiTouchPanPosition: Nullable<PointerTouch>\r\n ): void {\r\n this._shouldStartPinchZoom =\r\n this._twoFingerActivityCount < 20 && Math.abs(Math.sqrt(pinchSquaredDistance) - Math.sqrt(previousPinchSquaredDistance)) > this.camera.pinchToPanMaxDistance;\r\n super.onMultiTouch(pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERDOWN event occurs. Ie, for each button\r\n * press.\r\n * @param evt Defines the event to track\r\n */\r\n public override onButtonDown(evt: IPointerEvent): void {\r\n this._isPanClick = evt.button === this.camera._panningMouseButton;\r\n super.onButtonDown(evt);\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERUP event occurs. Ie, for each button\r\n * release.\r\n * @param _evt Defines the event to track\r\n */\r\n public override onButtonUp(_evt: IPointerEvent): void {\r\n super.onButtonUp(_evt);\r\n }\r\n\r\n /**\r\n * Called when window becomes inactive.\r\n */\r\n public override onLostFocus(): void {\r\n this._isPanClick = false;\r\n super.onLostFocus();\r\n }\r\n}\r\n(<any>CameraInputTypes)[\"ArcRotateCameraPointersInput\"] = ArcRotateCameraPointersInput;\r\n"]}
@@ -183,16 +183,18 @@ export class FreeCameraDeviceOrientationInput {
183
183
  if (!this._alpha) {
184
184
  return;
185
185
  }
186
- Quaternion.RotationYawPitchRollToRef(Tools.ToRadians(this._alpha), Tools.ToRadians(this._beta), -Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
187
- this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
188
- this._camera.rotationQuaternion.multiplyInPlace(this._constantTransform);
189
- if (this._camera.getScene().useRightHandedSystem) {
190
- this._camera.rotationQuaternion.y *= -1;
191
- }
192
- else {
193
- this._camera.rotationQuaternion.z *= -1;
186
+ if (this._camera.rotationQuaternion) {
187
+ Quaternion.RotationYawPitchRollToRef(Tools.ToRadians(this._alpha), Tools.ToRadians(this._beta), -Tools.ToRadians(this._gamma), this._camera.rotationQuaternion);
188
+ this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
189
+ this._camera.rotationQuaternion.multiplyInPlace(this._constantTransform);
190
+ if (this._camera.getScene().useRightHandedSystem) {
191
+ this._camera.rotationQuaternion.y *= -1;
192
+ }
193
+ else {
194
+ this._camera.rotationQuaternion.z *= -1;
195
+ }
196
+ this._camera.rotationQuaternion.w *= -1;
194
197
  }
195
- this._camera.rotationQuaternion.w *= -1;
196
198
  }
197
199
  /**
198
200
  * Gets the class name of the current input.
@@ -1 +1 @@
1
- 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type { Nullable } from \"../../types\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { Quaternion } from \"../../Maths/math.vector\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { FreeCameraInputsManager } from \"../../Cameras/freeCameraInputsManager\";\r\nimport { Observable } from \"../../Misc/observable\";\r\n\r\n// Module augmentation to abstract orientation inputs from camera.\r\ndeclare module \"../../Cameras/freeCameraInputsManager\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface FreeCameraInputsManager {\r\n /**\r\n * @internal\r\n */\r\n _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;\r\n /**\r\n * Add orientation input support to the input manager.\r\n * @param smoothFactor deviceOrientation smoothing. 0: no smoothing, 1: new data ignored, 0.9 recommended for smoothing\r\n * @returns the current input manager\r\n */\r\n addDeviceOrientation(smoothFactor?: number): FreeCameraInputsManager;\r\n }\r\n}\r\n\r\n/**\r\n * Add orientation input support to the input manager.\r\n * @param smoothFactor deviceOrientation smoothing. 0: no smoothing, 1: new data ignored, 0.9 recommended for smoothing\r\n * @returns the current input manager\r\n */\r\nFreeCameraInputsManager.prototype.addDeviceOrientation = function (smoothFactor?: number): FreeCameraInputsManager {\r\n if (!this._deviceOrientationInput) {\r\n this._deviceOrientationInput = new FreeCameraDeviceOrientationInput();\r\n if (smoothFactor) {\r\n this._deviceOrientationInput.smoothFactor = smoothFactor;\r\n }\r\n this.add(this._deviceOrientationInput);\r\n }\r\n\r\n return this;\r\n};\r\n\r\n/**\r\n * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.\r\n * Screen rotation is taken into account.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {\r\n private _camera: FreeCamera;\r\n\r\n private _screenOrientationAngle: number = 0;\r\n\r\n private _constantTransform: Quaternion;\r\n private _screenQuaternion: Quaternion = new Quaternion();\r\n\r\n private _alpha: number = 0;\r\n private _beta: number = 0;\r\n private _gamma: number = 0;\r\n\r\n /** alpha+beta+gamma smoothing. 0: no smoothing, 1: new data ignored, 0.9 recommended for smoothing */\r\n public smoothFactor: number = 0;\r\n\r\n /**\r\n * Can be used to detect if a device orientation sensor is available on a device\r\n * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)\r\n * @returns a promise that will resolve on orientation change\r\n */\r\n public static async WaitForOrientationChangeAsync(timeout?: number): Promise<void> {\r\n return await new Promise((res, rej) => {\r\n let gotValue = false;\r\n const eventHandler = () => {\r\n window.removeEventListener(\"deviceorientation\", eventHandler);\r\n gotValue = true;\r\n res();\r\n };\r\n\r\n // If timeout is populated reject the promise\r\n if (timeout) {\r\n setTimeout(() => {\r\n if (!gotValue) {\r\n window.removeEventListener(\"deviceorientation\", eventHandler);\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n rej(\"WaitForOrientationChangeAsync timed out\");\r\n }\r\n }, timeout);\r\n }\r\n\r\n if (typeof DeviceOrientationEvent !== \"undefined\" && typeof (<any>DeviceOrientationEvent).requestPermission === \"function\") {\r\n (<any>DeviceOrientationEvent)\r\n .requestPermission()\r\n // eslint-disable-next-line github/no-then\r\n .then((response: string) => {\r\n if (response == \"granted\") {\r\n window.addEventListener(\"deviceorientation\", eventHandler);\r\n } else {\r\n Tools.Warn(\"Permission not granted.\");\r\n }\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch((error: any) => {\r\n Tools.Error(error);\r\n });\r\n } else {\r\n window.addEventListener(\"deviceorientation\", eventHandler);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onDeviceOrientationChangedObservable = new Observable<void>();\r\n /**\r\n * Instantiates a new input\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\n constructor() {\r\n this._constantTransform = new Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));\r\n this._orientationChanged();\r\n }\r\n\r\n /**\r\n * Define the camera controlled by the input.\r\n */\r\n public get camera(): FreeCamera {\r\n return this._camera;\r\n }\r\n\r\n public set camera(camera: FreeCamera) {\r\n this._camera = camera;\r\n if (this._camera != null && !this._camera.rotationQuaternion) {\r\n this._camera.rotationQuaternion = new Quaternion();\r\n }\r\n if (this._camera) {\r\n this._camera.onDisposeObservable.add(() => {\r\n this._onDeviceOrientationChangedObservable.clear();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n */\r\n public attachControl(): void {\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n\r\n if (hostWindow) {\r\n const eventHandler = () => {\r\n hostWindow.addEventListener(\"orientationchange\", this._orientationChanged);\r\n hostWindow.addEventListener(\"deviceorientation\", this._deviceOrientation);\r\n //In certain cases, the attach control is called AFTER orientation was changed,\r\n //So this is needed.\r\n this._orientationChanged();\r\n };\r\n if (typeof DeviceOrientationEvent !== \"undefined\" && typeof (<any>DeviceOrientationEvent).requestPermission === \"function\") {\r\n (<any>DeviceOrientationEvent)\r\n .requestPermission()\r\n // eslint-disable-next-line github/no-then\r\n .then((response: string) => {\r\n if (response === \"granted\") {\r\n eventHandler();\r\n } else {\r\n Tools.Warn(\"Permission not granted.\");\r\n }\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch((error: any) => {\r\n Tools.Error(error);\r\n });\r\n } else {\r\n eventHandler();\r\n }\r\n }\r\n }\r\n\r\n private _orientationChanged = () => {\r\n this._screenOrientationAngle =\r\n <any>window.orientation !== undefined\r\n ? +(<any>window.orientation)\r\n : (<any>window.screen).orientation && (<any>window.screen).orientation[\"angle\"]\r\n ? (<any>window.screen).orientation.angle\r\n : 0;\r\n this._screenOrientationAngle = -Tools.ToRadians(this._screenOrientationAngle / 2);\r\n this._screenQuaternion.copyFromFloats(0, Math.sin(this._screenOrientationAngle), 0, Math.cos(this._screenOrientationAngle));\r\n };\r\n\r\n private _deviceOrientation = (evt: DeviceOrientationEvent) => {\r\n if (this.smoothFactor) {\r\n this._alpha = evt.alpha !== null ? Tools.SmoothAngleChange(this._alpha, evt.alpha, this.smoothFactor) : 0;\r\n this._beta = evt.beta !== null ? Tools.SmoothAngleChange(this._beta, evt.beta, this.smoothFactor) : 0;\r\n this._gamma = evt.gamma !== null ? Tools.SmoothAngleChange(this._gamma, evt.gamma, this.smoothFactor) : 0;\r\n } else {\r\n this._alpha = evt.alpha !== null ? evt.alpha : 0;\r\n this._beta = evt.beta !== null ? evt.beta : 0;\r\n this._gamma = evt.gamma !== null ? evt.gamma : 0;\r\n }\r\n\r\n if (evt.alpha !== null) {\r\n this._onDeviceOrientationChangedObservable.notifyObservers();\r\n }\r\n };\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n window.removeEventListener(\"orientationchange\", this._orientationChanged);\r\n window.removeEventListener(\"deviceorientation\", this._deviceOrientation);\r\n this._alpha = 0;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n // if no device orientation provided, don't update the rotation.\r\n // Only testing against alpha under the assumption that orientation will never be so exact when set.\r\n if (!this._alpha) {\r\n return;\r\n }\r\n Quaternion.RotationYawPitchRollToRef(Tools.ToRadians(this._alpha), Tools.ToRadians(this._beta), -Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);\r\n this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);\r\n this._camera.rotationQuaternion.multiplyInPlace(this._constantTransform);\r\n if (this._camera.getScene().useRightHandedSystem) {\r\n this._camera.rotationQuaternion.y *= -1;\r\n } else {\r\n this._camera.rotationQuaternion.z *= -1;\r\n }\r\n this._camera.rotationQuaternion.w *= -1;\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraDeviceOrientationInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"deviceOrientation\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraDeviceOrientationInput\"] = FreeCameraDeviceOrientationInput;\r\n"]}
1
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type { Nullable } from \"../../types\";\r\nimport type { ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport type { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { Quaternion } from \"../../Maths/math.vector\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { FreeCameraInputsManager } from \"../../Cameras/freeCameraInputsManager\";\r\nimport { Observable } from \"../../Misc/observable\";\r\n\r\n// Module augmentation to abstract orientation inputs from camera.\r\ndeclare module \"../../Cameras/freeCameraInputsManager\" {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n export interface FreeCameraInputsManager {\r\n /**\r\n * @internal\r\n */\r\n _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;\r\n /**\r\n * Add orientation input support to the input manager.\r\n * @param smoothFactor deviceOrientation smoothing. 0: no smoothing, 1: new data ignored, 0.9 recommended for smoothing\r\n * @returns the current input manager\r\n */\r\n addDeviceOrientation(smoothFactor?: number): FreeCameraInputsManager;\r\n }\r\n}\r\n\r\n/**\r\n * Add orientation input support to the input manager.\r\n * @param smoothFactor deviceOrientation smoothing. 0: no smoothing, 1: new data ignored, 0.9 recommended for smoothing\r\n * @returns the current input manager\r\n */\r\nFreeCameraInputsManager.prototype.addDeviceOrientation = function (smoothFactor?: number): FreeCameraInputsManager {\r\n if (!this._deviceOrientationInput) {\r\n this._deviceOrientationInput = new FreeCameraDeviceOrientationInput();\r\n if (smoothFactor) {\r\n this._deviceOrientationInput.smoothFactor = smoothFactor;\r\n }\r\n this.add(this._deviceOrientationInput);\r\n }\r\n\r\n return this;\r\n};\r\n\r\n/**\r\n * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.\r\n * Screen rotation is taken into account.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {\r\n private _camera: FreeCamera;\r\n\r\n private _screenOrientationAngle: number = 0;\r\n\r\n private _constantTransform: Quaternion;\r\n private _screenQuaternion: Quaternion = new Quaternion();\r\n\r\n private _alpha: number = 0;\r\n private _beta: number = 0;\r\n private _gamma: number = 0;\r\n\r\n /** alpha+beta+gamma smoothing. 0: no smoothing, 1: new data ignored, 0.9 recommended for smoothing */\r\n public smoothFactor: number = 0;\r\n\r\n /**\r\n * Can be used to detect if a device orientation sensor is available on a device\r\n * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)\r\n * @returns a promise that will resolve on orientation change\r\n */\r\n public static async WaitForOrientationChangeAsync(timeout?: number): Promise<void> {\r\n return await new Promise((res, rej) => {\r\n let gotValue = false;\r\n const eventHandler = () => {\r\n window.removeEventListener(\"deviceorientation\", eventHandler);\r\n gotValue = true;\r\n res();\r\n };\r\n\r\n // If timeout is populated reject the promise\r\n if (timeout) {\r\n setTimeout(() => {\r\n if (!gotValue) {\r\n window.removeEventListener(\"deviceorientation\", eventHandler);\r\n // eslint-disable-next-line @typescript-eslint/prefer-promise-reject-errors\r\n rej(\"WaitForOrientationChangeAsync timed out\");\r\n }\r\n }, timeout);\r\n }\r\n\r\n if (typeof DeviceOrientationEvent !== \"undefined\" && typeof (<any>DeviceOrientationEvent).requestPermission === \"function\") {\r\n (<any>DeviceOrientationEvent)\r\n .requestPermission()\r\n // eslint-disable-next-line github/no-then\r\n .then((response: string) => {\r\n if (response == \"granted\") {\r\n window.addEventListener(\"deviceorientation\", eventHandler);\r\n } else {\r\n Tools.Warn(\"Permission not granted.\");\r\n }\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch((error: any) => {\r\n Tools.Error(error);\r\n });\r\n } else {\r\n window.addEventListener(\"deviceorientation\", eventHandler);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onDeviceOrientationChangedObservable = new Observable<void>();\r\n /**\r\n * Instantiates a new input\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\n constructor() {\r\n this._constantTransform = new Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));\r\n this._orientationChanged();\r\n }\r\n\r\n /**\r\n * Define the camera controlled by the input.\r\n */\r\n public get camera(): FreeCamera {\r\n return this._camera;\r\n }\r\n\r\n public set camera(camera: FreeCamera) {\r\n this._camera = camera;\r\n if (this._camera != null && !this._camera.rotationQuaternion) {\r\n this._camera.rotationQuaternion = new Quaternion();\r\n }\r\n if (this._camera) {\r\n this._camera.onDisposeObservable.add(() => {\r\n this._onDeviceOrientationChangedObservable.clear();\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n */\r\n public attachControl(): void {\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n\r\n if (hostWindow) {\r\n const eventHandler = () => {\r\n hostWindow.addEventListener(\"orientationchange\", this._orientationChanged);\r\n hostWindow.addEventListener(\"deviceorientation\", this._deviceOrientation);\r\n //In certain cases, the attach control is called AFTER orientation was changed,\r\n //So this is needed.\r\n this._orientationChanged();\r\n };\r\n if (typeof DeviceOrientationEvent !== \"undefined\" && typeof (<any>DeviceOrientationEvent).requestPermission === \"function\") {\r\n (<any>DeviceOrientationEvent)\r\n .requestPermission()\r\n // eslint-disable-next-line github/no-then\r\n .then((response: string) => {\r\n if (response === \"granted\") {\r\n eventHandler();\r\n } else {\r\n Tools.Warn(\"Permission not granted.\");\r\n }\r\n })\r\n // eslint-disable-next-line github/no-then\r\n .catch((error: any) => {\r\n Tools.Error(error);\r\n });\r\n } else {\r\n eventHandler();\r\n }\r\n }\r\n }\r\n\r\n private _orientationChanged = () => {\r\n this._screenOrientationAngle =\r\n <any>window.orientation !== undefined\r\n ? +(<any>window.orientation)\r\n : (<any>window.screen).orientation && (<any>window.screen).orientation[\"angle\"]\r\n ? (<any>window.screen).orientation.angle\r\n : 0;\r\n this._screenOrientationAngle = -Tools.ToRadians(this._screenOrientationAngle / 2);\r\n this._screenQuaternion.copyFromFloats(0, Math.sin(this._screenOrientationAngle), 0, Math.cos(this._screenOrientationAngle));\r\n };\r\n\r\n private _deviceOrientation = (evt: DeviceOrientationEvent) => {\r\n if (this.smoothFactor) {\r\n this._alpha = evt.alpha !== null ? Tools.SmoothAngleChange(this._alpha, evt.alpha, this.smoothFactor) : 0;\r\n this._beta = evt.beta !== null ? Tools.SmoothAngleChange(this._beta, evt.beta, this.smoothFactor) : 0;\r\n this._gamma = evt.gamma !== null ? Tools.SmoothAngleChange(this._gamma, evt.gamma, this.smoothFactor) : 0;\r\n } else {\r\n this._alpha = evt.alpha !== null ? evt.alpha : 0;\r\n this._beta = evt.beta !== null ? evt.beta : 0;\r\n this._gamma = evt.gamma !== null ? evt.gamma : 0;\r\n }\r\n\r\n if (evt.alpha !== null) {\r\n this._onDeviceOrientationChangedObservable.notifyObservers();\r\n }\r\n };\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n window.removeEventListener(\"orientationchange\", this._orientationChanged);\r\n window.removeEventListener(\"deviceorientation\", this._deviceOrientation);\r\n this._alpha = 0;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n // if no device orientation provided, don't update the rotation.\r\n // Only testing against alpha under the assumption that orientation will never be so exact when set.\r\n if (!this._alpha) {\r\n return;\r\n }\r\n if (this._camera.rotationQuaternion) {\r\n Quaternion.RotationYawPitchRollToRef(Tools.ToRadians(this._alpha), Tools.ToRadians(this._beta), -Tools.ToRadians(this._gamma), this._camera.rotationQuaternion);\r\n\r\n this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);\r\n this._camera.rotationQuaternion.multiplyInPlace(this._constantTransform);\r\n if (this._camera.getScene().useRightHandedSystem) {\r\n this._camera.rotationQuaternion.y *= -1;\r\n } else {\r\n this._camera.rotationQuaternion.z *= -1;\r\n }\r\n this._camera.rotationQuaternion.w *= -1;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraDeviceOrientationInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"deviceOrientation\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraDeviceOrientationInput\"] = FreeCameraDeviceOrientationInput;\r\n"]}
@@ -0,0 +1,81 @@
1
+ import type { GeospatialCamera } from "../geospatialCamera.js";
2
+ import type { ICameraInput } from "../cameraInputsManager.js";
3
+ /**
4
+ * Manage the keyboard inputs to control the movement of a geospatial camera.
5
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
6
+ */
7
+ export declare class GeospatialCameraKeyboardInput implements ICameraInput<GeospatialCamera> {
8
+ /**
9
+ * Defines the camera the input is attached to.
10
+ */
11
+ camera: GeospatialCamera;
12
+ /**
13
+ * Defines the list of key codes associated with the up action (pan up)
14
+ */
15
+ keysUp: number[];
16
+ /**
17
+ * Defines the list of key codes associated with the down action (pan down)
18
+ */
19
+ keysDown: number[];
20
+ /**
21
+ * Defines the list of key codes associated with the left action (pan left)
22
+ */
23
+ keysLeft: number[];
24
+ /**
25
+ * Defines the list of key codes associated with the right action (pan right)
26
+ */
27
+ keysRight: number[];
28
+ /**
29
+ * Defines the list of key codes associated with zoom in (+ or =)
30
+ */
31
+ keysZoomIn: number[];
32
+ /**
33
+ * Defines the list of key codes associated with zoom out (-)
34
+ */
35
+ keysZoomOut: number[];
36
+ /**
37
+ * Defines the rotation sensitivity of the inputs.
38
+ * (How many pixels of pointer input to apply per keypress, before rotation speed factor is applied by movement class)
39
+ */
40
+ rotationSensitivity: number;
41
+ /**
42
+ * Defines the panning sensitivity of the inputs.
43
+ * (How many pixels of pointer input to apply per keypress, before pan speed factor is applied by movement class)
44
+ */
45
+ panSensitivity: number;
46
+ /**
47
+ * Defines the zooming sensitivity of the inputs.
48
+ * (How many pixels of pointer input to apply per keypress, before zoom speed factor is applied by movement class)
49
+ */
50
+ zoomSensitivity: number;
51
+ private _keys;
52
+ private _ctrlPressed;
53
+ private _onCanvasBlurObserver;
54
+ private _onKeyboardObserver;
55
+ private _engine;
56
+ private _scene;
57
+ /**
58
+ * Attach the input controls to a specific dom element to get the input from.
59
+ * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
60
+ */
61
+ attachControl(noPreventDefault?: boolean): void;
62
+ /**
63
+ * Detach the current controls from the specified dom element.
64
+ */
65
+ detachControl(): void;
66
+ /**
67
+ * Update the current camera state depending on the inputs that have been used this frame.
68
+ * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
69
+ */
70
+ checkInputs(): void;
71
+ /**
72
+ * Gets the class name of the current input.
73
+ * @returns the class name
74
+ */
75
+ getClassName(): string;
76
+ /**
77
+ * Get the friendly name associated with the input class.
78
+ * @returns the input friendly name
79
+ */
80
+ getSimpleName(): string;
81
+ }