@babylonjs/core 8.38.0 → 8.39.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animation.d.ts +2 -1
- package/Animations/animation.js +3 -2
- package/Animations/animation.js.map +1 -1
- package/Audio/Interfaces/ISoundOptions.d.ts +1 -1
- package/Audio/Interfaces/ISoundOptions.js.map +1 -1
- package/Audio/audioEngine.d.ts +3 -4
- package/Audio/audioEngine.js +9 -6
- package/Audio/audioEngine.js.map +1 -1
- package/Audio/sound.d.ts +33 -54
- package/Audio/sound.js +450 -718
- package/Audio/sound.js.map +1 -1
- package/AudioV2/abstractAudio/abstractAudioOutNode.d.ts +1 -1
- package/AudioV2/abstractAudio/abstractAudioOutNode.js +1 -1
- package/AudioV2/abstractAudio/abstractAudioOutNode.js.map +1 -1
- package/AudioV2/abstractAudio/abstractSound.d.ts +1 -1
- package/AudioV2/abstractAudio/abstractSound.js +2 -2
- package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
- package/AudioV2/abstractAudio/abstractSoundSource.d.ts +11 -3
- package/AudioV2/abstractAudio/abstractSoundSource.js +37 -1
- package/AudioV2/abstractAudio/abstractSoundSource.js.map +1 -1
- package/AudioV2/abstractAudio/audioBus.d.ts +8 -3
- package/AudioV2/abstractAudio/audioBus.js +24 -1
- package/AudioV2/abstractAudio/audioBus.js.map +1 -1
- package/AudioV2/abstractAudio/staticSound.d.ts +1 -1
- package/AudioV2/abstractAudio/staticSound.js +2 -2
- package/AudioV2/abstractAudio/staticSound.js.map +1 -1
- package/AudioV2/abstractAudio/streamingSound.d.ts +1 -1
- package/AudioV2/abstractAudio/streamingSound.js +2 -2
- package/AudioV2/abstractAudio/streamingSound.js.map +1 -1
- package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.d.ts +1 -1
- package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.js +3 -0
- package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.js.map +1 -1
- package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.d.ts +1 -0
- package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js +1 -0
- package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +12 -2
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +2 -0
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/spatialAudio.d.ts +6 -0
- package/AudioV2/abstractAudio/subProperties/spatialAudio.js +25 -0
- package/AudioV2/abstractAudio/subProperties/spatialAudio.js.map +1 -1
- package/AudioV2/webAudio/components/webAudioParameterComponent.js +2 -2
- package/AudioV2/webAudio/components/webAudioParameterComponent.js.map +1 -1
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +3 -0
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +14 -17
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
- package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js +1 -0
- package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js.map +1 -1
- package/AudioV2/webAudio/subProperties/spatialWebAudio.js +1 -0
- package/AudioV2/webAudio/subProperties/spatialWebAudio.js.map +1 -1
- package/AudioV2/webAudio/webAudioBus.d.ts +2 -7
- package/AudioV2/webAudio/webAudioBus.js +4 -24
- package/AudioV2/webAudio/webAudioBus.js.map +1 -1
- package/AudioV2/webAudio/webAudioEngine.js +1 -0
- package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
- package/AudioV2/webAudio/webAudioSoundSource.d.ts +2 -7
- package/AudioV2/webAudio/webAudioSoundSource.js +3 -24
- package/AudioV2/webAudio/webAudioSoundSource.js.map +1 -1
- package/AudioV2/webAudio/webAudioStaticSound.d.ts +3 -7
- package/AudioV2/webAudio/webAudioStaticSound.js +13 -26
- package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.d.ts +3 -7
- package/AudioV2/webAudio/webAudioStreamingSound.js +6 -23
- package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
- package/Behaviors/Cameras/autoRotationBehavior.d.ts +4 -0
- package/Behaviors/Cameras/autoRotationBehavior.js +7 -0
- package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
- package/Behaviors/Cameras/bouncingBehavior.d.ts +5 -0
- package/Behaviors/Cameras/bouncingBehavior.js +8 -0
- package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.d.ts +4 -0
- package/Behaviors/Cameras/framingBehavior.js +7 -0
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Behaviors/Cameras/interpolatingBehavior.d.ts +7 -1
- package/Behaviors/Cameras/interpolatingBehavior.js +11 -3
- package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
- package/Behaviors/Meshes/attachToBoxBehavior.d.ts +5 -0
- package/Behaviors/Meshes/attachToBoxBehavior.js +8 -1
- package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +5 -2
- package/Behaviors/Meshes/baseSixDofDragBehavior.js +8 -0
- package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/fadeInOutBehavior.d.ts +5 -0
- package/Behaviors/Meshes/fadeInOutBehavior.js +6 -0
- package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
- package/Behaviors/Meshes/handConstraintBehavior.d.ts +5 -0
- package/Behaviors/Meshes/handConstraintBehavior.js +8 -0
- package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
- package/Behaviors/Meshes/multiPointerScaleBehavior.d.ts +5 -0
- package/Behaviors/Meshes/multiPointerScaleBehavior.js +8 -0
- package/Behaviors/Meshes/multiPointerScaleBehavior.js.map +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.js +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/surfaceMagnetismBehavior.d.ts +5 -0
- package/Behaviors/Meshes/surfaceMagnetismBehavior.js +7 -0
- package/Behaviors/Meshes/surfaceMagnetismBehavior.js.map +1 -1
- package/Behaviors/behavior.d.ts +4 -0
- package/Behaviors/behavior.js.map +1 -1
- package/Cameras/geospatialCamera.d.ts +13 -5
- package/Cameras/geospatialCamera.js +116 -48
- package/Cameras/geospatialCamera.js.map +1 -1
- package/Cameras/geospatialCameraMovement.d.ts +6 -2
- package/Cameras/geospatialCameraMovement.js +11 -11
- package/Cameras/geospatialCameraMovement.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.d.ts +2 -1
- package/Engines/WebGPU/Extensions/engine.multiRender.js +5 -2
- package/Engines/WebGPU/Extensions/engine.multiRender.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureHelper.d.ts +1 -0
- package/Engines/WebGPU/webgpuTextureHelper.js +11 -0
- package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.d.ts +1 -0
- package/Engines/WebGPU/webgpuTextureManager.js +100 -9
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/abstractEngine.d.ts +2 -2
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/renderTargetWrapper.js +6 -1
- package/Engines/renderTargetWrapper.js.map +1 -1
- package/Engines/thinEngine.js +1 -1
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +7 -4
- package/Engines/webgpuEngine.js +53 -25
- package/Engines/webgpuEngine.js.map +1 -1
- package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.d.ts +74 -0
- package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.js +179 -0
- package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.js.map +1 -0
- package/FrameGraph/Node/Blocks/index.d.ts +2 -0
- package/FrameGraph/Node/Blocks/index.js +2 -0
- package/FrameGraph/Node/Blocks/index.js.map +1 -1
- package/FrameGraph/Node/Blocks/lightingVolumeBlock.d.ts +46 -0
- package/FrameGraph/Node/Blocks/lightingVolumeBlock.js +106 -0
- package/FrameGraph/Node/Blocks/lightingVolumeBlock.js.map +1 -0
- package/FrameGraph/Node/nodeRenderGraph.d.ts +22 -5
- package/FrameGraph/Node/nodeRenderGraph.js +39 -18
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Passes/pass.d.ts +2 -0
- package/FrameGraph/Passes/pass.js +2 -0
- package/FrameGraph/Passes/pass.js.map +1 -1
- package/FrameGraph/Passes/renderPass.d.ts +2 -0
- package/FrameGraph/Passes/renderPass.js +4 -0
- package/FrameGraph/Passes/renderPass.js.map +1 -1
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +31 -0
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +56 -0
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -0
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.d.ts +2 -2
- package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +30 -0
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +57 -0
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -0
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +91 -0
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +210 -0
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -0
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/frameGraph.d.ts +13 -4
- package/FrameGraph/frameGraph.js +45 -5
- package/FrameGraph/frameGraph.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.d.ts +2 -2
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/FrameGraph/frameGraphRenderTarget.d.ts +1 -0
- package/FrameGraph/frameGraphRenderTarget.js +3 -0
- package/FrameGraph/frameGraphRenderTarget.js.map +1 -1
- package/FrameGraph/frameGraphTask.d.ts +6 -0
- package/FrameGraph/frameGraphTask.js +17 -2
- package/FrameGraph/frameGraphTask.js.map +1 -1
- package/FrameGraph/frameGraphTypes.d.ts +2 -0
- package/FrameGraph/frameGraphTypes.js.map +1 -1
- package/FrameGraph/index.d.ts +2 -0
- package/FrameGraph/index.js +2 -0
- package/FrameGraph/index.js.map +1 -1
- package/Helpers/sceneHelpers.js +1 -1
- package/Helpers/sceneHelpers.js.map +1 -1
- package/Lights/index.d.ts +1 -0
- package/Lights/index.js +1 -0
- package/Lights/index.js.map +1 -1
- package/Lights/lightingVolume.d.ts +89 -0
- package/Lights/lightingVolume.js +435 -0
- package/Lights/lightingVolume.js.map +1 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +7 -0
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +19 -5
- package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
- package/Materials/Node/nodeMaterial.js +8 -2
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/floatingOriginMatrixOverrides.js +6 -5
- package/Materials/floatingOriginMatrixOverrides.js.map +1 -1
- package/Materials/uniformBuffer.d.ts +1 -0
- package/Materials/uniformBuffer.js +8 -1
- package/Materials/uniformBuffer.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +5 -2
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +138 -45
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
- package/Meshes/mesh.js +1 -1
- package/Meshes/mesh.js.map +1 -1
- package/Misc/screenshotTools.js +2 -8
- package/Misc/screenshotTools.js.map +1 -1
- package/Particles/solidParticle.d.ts +9 -0
- package/Particles/solidParticle.js +11 -0
- package/Particles/solidParticle.js.map +1 -1
- package/Particles/solidParticleSystem.d.ts +28 -0
- package/Particles/solidParticleSystem.js +75 -0
- package/Particles/solidParticleSystem.js.map +1 -1
- package/Physics/v2/characterController.d.ts +42 -2
- package/Physics/v2/characterController.js +140 -46
- package/Physics/v2/characterController.js.map +1 -1
- package/Shaders/volumetricLightingBlendVolume.fragment.d.ts +5 -0
- package/Shaders/volumetricLightingBlendVolume.fragment.js +21 -0
- package/Shaders/volumetricLightingBlendVolume.fragment.js.map +1 -0
- package/Shaders/volumetricLightingRenderVolume.fragment.d.ts +7 -0
- package/Shaders/volumetricLightingRenderVolume.fragment.js +25 -0
- package/Shaders/volumetricLightingRenderVolume.fragment.js.map +1 -0
- package/Shaders/volumetricLightingRenderVolume.vertex.d.ts +9 -0
- package/Shaders/volumetricLightingRenderVolume.vertex.js +18 -0
- package/Shaders/volumetricLightingRenderVolume.vertex.js.map +1 -0
- package/ShadersWGSL/gaussianSplattingDepth.fragment.d.ts +0 -1
- package/ShadersWGSL/gaussianSplattingDepth.fragment.js +0 -2
- package/ShadersWGSL/gaussianSplattingDepth.fragment.js.map +1 -1
- package/ShadersWGSL/lightingVolume.compute.d.ts +5 -0
- package/ShadersWGSL/lightingVolume.compute.js +27 -0
- package/ShadersWGSL/lightingVolume.compute.js.map +1 -0
- package/ShadersWGSL/volumetricLightingBlendVolume.fragment.d.ts +5 -0
- package/ShadersWGSL/volumetricLightingBlendVolume.fragment.js +22 -0
- package/ShadersWGSL/volumetricLightingBlendVolume.fragment.js.map +1 -0
- package/ShadersWGSL/volumetricLightingRenderVolume.fragment.d.ts +7 -0
- package/ShadersWGSL/volumetricLightingRenderVolume.fragment.js +27 -0
- package/ShadersWGSL/volumetricLightingRenderVolume.fragment.js.map +1 -0
- package/ShadersWGSL/volumetricLightingRenderVolume.vertex.d.ts +7 -0
- package/ShadersWGSL/volumetricLightingRenderVolume.vertex.js +17 -0
- package/ShadersWGSL/volumetricLightingRenderVolume.vertex.js.map +1 -0
- package/States/IStencilState.d.ts +48 -2
- package/States/IStencilState.js.map +1 -1
- package/package.json +1 -1
- package/scene.js +6 -4
- package/scene.js.map +1 -1
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@@ -4,8 +4,8 @@ import { Epsilon } from "../Maths/math.constants.js";
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import { Camera } from "./camera.js";
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import { GeospatialLimits } from "./Limits/geospatialLimits.js";
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import { ClampCenterFromPolesInPlace, ComputeLocalBasisToRefs, GeospatialCameraMovement } from "./geospatialCameraMovement.js";
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import { Vector3CopyToRef,
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import { Clamp } from "../Maths/math.scalar.functions.js";
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import { Vector3CopyToRef, Vector3Distance } from "../Maths/math.vector.functions.js";
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import { Clamp, NormalizeRadians } from "../Maths/math.scalar.functions.js";
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import { InterpolatingBehavior } from "../Behaviors/Cameras/interpolatingBehavior.js";
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/**
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* @experimental
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@@ -34,7 +34,7 @@ export class GeospatialCamera extends Camera {
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this._resetToDefault(this._limits);
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this._flyingBehavior = new InterpolatingBehavior();
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this.addBehavior(this._flyingBehavior);
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this.movement = new GeospatialCameraMovement(scene, this._limits, this.position, this.center, this._lookAtVector, pickPredicate);
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this.movement = new GeospatialCameraMovement(scene, this._limits, this.position, this.center, this._lookAtVector, pickPredicate, this._flyingBehavior);
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this.pickPredicate = pickPredicate;
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this.inputs = new GeospatialCameraInputsManager(this);
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this.inputs.addMouse().addMouseWheel().addKeyboard();
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return this._yaw;
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}
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/**
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* Sets the camera's yaw (rotation around the geocentric normal)
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* Sets the camera's yaw (rotation around the geocentric normal). Will wrap value to [-π, π)
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* @param yaw The desired yaw angle in radians (0 = north, π/2 = east)
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*/
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set yaw(yaw) {
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this._setOrientation(yaw, this.pitch, this.radius, this.center);
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yaw !== this._yaw && this._setOrientation(yaw, this.pitch, this.radius, this.center);
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}
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/**
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* Gets the camera's pitch (angle from looking straight at globe)
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return this._pitch;
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}
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* Sets the camera's pitch (angle from looking straight at globe). Will wrap value to [-π, π)
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* @param pitch The desired pitch angle in radians (0 = looking at planet center, π/2 = looking at horizon)
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*/
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set pitch(pitch) {
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this._setOrientation(this.yaw, pitch, this.radius, this.center);
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pitch !== this._pitch && this._setOrientation(this.yaw, pitch, this.radius, this.center);
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}
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get radius() {
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return this._radius;
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*/
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set radius(radius) {
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this._setOrientation(this.yaw, this.pitch, radius, this.center);
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radius !== this._radius && this._setOrientation(this.yaw, this.pitch, radius, this.center);
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}
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_checkLimits() {
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_setOrientation(yaw, pitch, radius, center) {
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*/
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updateFlyToDestination(targetYaw, targetPitch, targetRadius, targetCenter) {
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this._flyToTargets.set("pitch", targetPitch);
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this._flyToTargets.set("yaw", targetYaw != undefined ? NormalizeRadians(targetYaw) : undefined);
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this._flyToTargets.set("radius", targetRadius);
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this._flyToTargets.set("center", targetCenter);
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this._flyingBehavior.updateProperties(this._flyToTargets);
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* @param targetCenter
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* @param centerHopScale If supplied, will define the parabolic hop height scale for center animation to create a "bounce" effect
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* @returns Promise that will return when the animation is complete (or interuppted by pointer input)
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*/
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async flyToAsync(targetYaw, targetPitch, targetRadius, targetCenter, flightDurationMs = 1000, easingFunction) {
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async flyToAsync(targetYaw, targetPitch, targetRadius, targetCenter, flightDurationMs = 1000, easingFunction, centerHopScale) {
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this._flyToTargets.clear();
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this._flyToTargets.set("yaw", targetYaw);
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this._flyToTargets.set("pitch", targetPitch);
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this._flyToTargets.set("yaw", targetYaw !== undefined ? NormalizeRadians(targetYaw) : undefined);
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this._flyToTargets.set("pitch", targetPitch !== undefined ? NormalizeRadians(targetPitch) : undefined);
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this._flyToTargets.set("radius", targetRadius);
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this._flyToTargets.set("center", targetCenter);
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-
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+
let overrideAnimationFunction;
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+
if (targetCenter !== undefined && !targetCenter.equals(this.center)) {
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// Animate center directly with custom interpolation
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const start = this.center.clone();
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const end = targetCenter.clone();
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overrideAnimationFunction = (key, animation) => {
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if (key === "center") {
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182
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+
// Override the Vector3 interpolation to use SLERP + hop
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+
animation.vector3InterpolateFunction = (startValue, endValue, gradient) => {
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+
// gradient is the eased value (0 to 1) after easing function is applied
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+
// Slerp between start and end
|
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const newCenter = Vector3.SlerpToRef(start, end, gradient, this._tempCenter);
|
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+
// Apply parabolic hop if requested
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+
if (centerHopScale && centerHopScale > 0) {
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+
// Parabolic formula: peaks at t=0.5, returns to 0 at gradient=0 and gradient=1
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+
// if hopPeakT = .5 the denominator would be hopPeakT * hopPeakT - hopPeakT, which = -.25
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+
const hopPeakOffset = centerHopScale * Vector3Distance(start, end);
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const hopOffset = hopPeakOffset * Clamp((gradient * gradient - gradient) / -0.25);
|
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+
// Scale the center outward (away from origin)
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+
newCenter.scaleInPlace(1 + hopOffset / newCenter.length());
|
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+
}
|
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+
return newCenter;
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+
};
|
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|
+
}
|
|
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+
};
|
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+
}
|
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+
return await this._flyingBehavior.animatePropertiesAsync(this._flyToTargets, flightDurationMs, easingFunction, overrideAnimationFunction);
|
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202
|
}
|
|
175
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|
/**
|
|
176
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|
* Helper function to move camera towards a given point by radiusScale% of radius (by default 50%)
|
|
@@ -178,12 +206,13 @@ export class GeospatialCamera extends Camera {
|
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* @param radiusScale value between 0 and 1, % of radius to move
|
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207
|
* @param durationMs duration of flight, default 1s
|
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208
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* @param easingFn optional easing function for flight interpolation of properties
|
|
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|
+
* @param overshootRadiusScale optional scale to apply to the current radius to achieve a 'hop' animation
|
|
181
210
|
*/
|
|
182
|
-
async flyToPointAsync(destination, radiusScale = 0.5, durationMs = 1000, easingFn) {
|
|
183
|
-
const direction = destination.subtractToRef(this.position, this._tempPosition).normalize();
|
|
211
|
+
async flyToPointAsync(destination, radiusScale = 0.5, durationMs = 1000, easingFn, overshootRadiusScale) {
|
|
184
212
|
// Zoom to radiusScale% of radius towards the given destination point
|
|
185
|
-
const
|
|
186
|
-
|
|
213
|
+
const zoomDistance = this.radius * radiusScale;
|
|
214
|
+
const newRadius = this._getCenterAndRadiusFromZoomToPoint(destination, zoomDistance, this._tempCenter);
|
|
215
|
+
await this.flyToAsync(undefined, undefined, newRadius, this._tempCenter, durationMs, easingFn, overshootRadiusScale);
|
|
187
216
|
}
|
|
188
217
|
get limits() {
|
|
189
218
|
return this._limits;
|
|
@@ -251,54 +280,93 @@ export class GeospatialCamera extends Camera {
|
|
|
251
280
|
this._setOrientation(yaw, pitch, this._radius, this._geocentricRotationPt);
|
|
252
281
|
}
|
|
253
282
|
}
|
|
254
|
-
|
|
255
|
-
//
|
|
256
|
-
|
|
257
|
-
// Project zoom vector onto lookAt vector to find the amount the camera-to-center distance should change.
|
|
258
|
-
// - zoom vector is normalized
|
|
259
|
-
// - distance is how much to move in this call
|
|
260
|
-
const directionDotLookAt = Vector3Dot(zoomVector, this._lookAtVector);
|
|
261
|
-
const hasRadialComponent = Math.abs(directionDotLookAt) > Epsilon;
|
|
262
|
-
const requestedRadius = hasRadialComponent ? this._radius - distance * directionDotLookAt : this._radius;
|
|
283
|
+
_getCenterAndRadiusFromZoomToPoint(targetPoint, distance, newCenter) {
|
|
284
|
+
// Clamp new radius to limits
|
|
285
|
+
const requestedRadius = this._radius - distance;
|
|
263
286
|
const newRadius = Clamp(requestedRadius, this.limits.radiusMin, this.limits.radiusMax);
|
|
264
|
-
const
|
|
265
|
-
const
|
|
266
|
-
//
|
|
267
|
-
const
|
|
268
|
-
|
|
269
|
-
//
|
|
287
|
+
const actualDistance = this._radius - newRadius;
|
|
288
|
+
const actualRatio = actualDistance / this._radius;
|
|
289
|
+
// Direction from current center to target point
|
|
290
|
+
const directionToTarget = TmpVectors.Vector3[0];
|
|
291
|
+
targetPoint.subtractToRef(this._center, directionToTarget);
|
|
292
|
+
// Move center toward target by the ratio amount
|
|
293
|
+
const centerOffset = TmpVectors.Vector3[1];
|
|
294
|
+
directionToTarget.scaleToRef(actualRatio, centerOffset);
|
|
295
|
+
// Calculate new center
|
|
296
|
+
this._center.addToRef(centerOffset, newCenter);
|
|
297
|
+
// Preserve center altitude (distance from planet origin)
|
|
270
298
|
const currentCenterRadius = this._center.length();
|
|
271
299
|
const newCenterRadius = newCenter.length();
|
|
272
|
-
|
|
273
|
-
|
|
274
|
-
|
|
275
|
-
Vector3CopyToRef(newCenter, centerRef);
|
|
276
|
-
// Return new radius
|
|
300
|
+
if (newCenterRadius > Epsilon) {
|
|
301
|
+
newCenter.scaleInPlace(currentCenterRadius / newCenterRadius);
|
|
302
|
+
}
|
|
277
303
|
return newRadius;
|
|
278
304
|
}
|
|
279
|
-
|
|
280
|
-
|
|
281
|
-
|
|
282
|
-
|
|
305
|
+
/**
|
|
306
|
+
* Apply zoom by moving the camera toward/away from a target point.
|
|
307
|
+
*/
|
|
308
|
+
_applyZoom() {
|
|
309
|
+
const zoomDelta = this.movement.zoomDeltaCurrentFrame;
|
|
310
|
+
const pickedPoint = this.movement.computedPerFrameZoomPickPoint;
|
|
311
|
+
if (pickedPoint) {
|
|
312
|
+
// Zoom toward the picked point under cursor
|
|
313
|
+
this._zoomToPoint(pickedPoint, zoomDelta);
|
|
314
|
+
}
|
|
315
|
+
else {
|
|
316
|
+
// Zoom along lookAt vector (fallback when no surface under cursor)
|
|
317
|
+
this._zoomAlongLookAt(zoomDelta);
|
|
318
|
+
}
|
|
319
|
+
}
|
|
320
|
+
_zoomToPoint(targetPoint, distance) {
|
|
321
|
+
const newRadius = this._getCenterAndRadiusFromZoomToPoint(targetPoint, distance, this._tempCenter);
|
|
322
|
+
// Apply the new orientation
|
|
323
|
+
this._setOrientation(this._yaw, this._pitch, newRadius, this._tempCenter);
|
|
324
|
+
}
|
|
325
|
+
_zoomAlongLookAt(distance) {
|
|
326
|
+
// Clamp radius to limits
|
|
327
|
+
const requestedRadius = this._radius - distance;
|
|
328
|
+
const newRadius = Clamp(requestedRadius, this.limits.radiusMin, this.limits.radiusMax);
|
|
329
|
+
// Simply change radius without moving center
|
|
330
|
+
this._setOrientation(this._yaw, this._pitch, newRadius, this._center);
|
|
283
331
|
}
|
|
284
332
|
_checkInputs() {
|
|
285
333
|
this.inputs.checkInputs();
|
|
286
334
|
// Let movement class handle all per-frame logic
|
|
287
335
|
this.movement.computeCurrentFrameDeltas();
|
|
336
|
+
let recalculateCenter = false;
|
|
288
337
|
if (this.movement.panDeltaCurrentFrame.lengthSquared() > 0) {
|
|
289
338
|
this._applyGeocentricTranslation();
|
|
290
|
-
|
|
339
|
+
recalculateCenter = true;
|
|
291
340
|
}
|
|
292
341
|
if (this.movement.rotationDeltaCurrentFrame.lengthSquared() > 0) {
|
|
293
342
|
this._applyGeocentricRotation();
|
|
294
|
-
this._isViewMatrixDirty = true;
|
|
295
343
|
}
|
|
296
344
|
if (Math.abs(this.movement.zoomDeltaCurrentFrame) > Epsilon) {
|
|
297
|
-
this._applyZoom(
|
|
298
|
-
|
|
345
|
+
this._applyZoom();
|
|
346
|
+
recalculateCenter = true;
|
|
299
347
|
}
|
|
348
|
+
// After a movement impacting center or radius, recalculate the center point to ensure it's still on the surface.
|
|
349
|
+
recalculateCenter && this._recalculateCenter();
|
|
300
350
|
super._checkInputs();
|
|
301
351
|
}
|
|
352
|
+
_recalculateCenter() {
|
|
353
|
+
// Wait until dragging is complete to avoid wasted raycasting
|
|
354
|
+
if (!this.movement.isDragging) {
|
|
355
|
+
const newCenter = this.movement.pickAlongVector(this._lookAtVector);
|
|
356
|
+
if (newCenter?.pickedPoint) {
|
|
357
|
+
// Direction from new center to origin
|
|
358
|
+
const centerToOrigin = TmpVectors.Vector3[4];
|
|
359
|
+
centerToOrigin.copyFrom(newCenter.pickedPoint).negateInPlace().normalize();
|
|
360
|
+
// Check if this direction aligns with camera's lookAt vector
|
|
361
|
+
const dotProduct = Vector3.Dot(this._lookAtVector, centerToOrigin);
|
|
362
|
+
// Only update if the center is looking toward the origin (dot product > 0) to avoid a center on the opposite side of globe
|
|
363
|
+
if (dotProduct > 0) {
|
|
364
|
+
const newRadius = Vector3.Distance(this.position, newCenter.pickedPoint);
|
|
365
|
+
this._setOrientation(this._yaw, this._pitch, newRadius, newCenter.pickedPoint);
|
|
366
|
+
}
|
|
367
|
+
}
|
|
368
|
+
}
|
|
369
|
+
}
|
|
302
370
|
attachControl(noPreventDefault) {
|
|
303
371
|
this.inputs.attachElement(noPreventDefault);
|
|
304
372
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ GeospatialCameraInputsManager } from \"./geospatialCameraInputsManager\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport { Camera } from \"./camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { MeshPredicate } from \"../Culling/ray.core\";\r\nimport type { DeepImmutable } from \"../types\";\r\nimport { GeospatialLimits } from \"./Limits/geospatialLimits\";\r\nimport { ClampCenterFromPolesInPlace, ComputeLocalBasisToRefs, GeospatialCameraMovement } from \"./geospatialCameraMovement\";\r\nimport type { IVector3Like } from \"../Maths/math.like\";\r\nimport { Vector3CopyToRef, Vector3Dot } from \"../Maths/math.vector.functions\";\r\nimport { Clamp } from \"../Maths/math.scalar.functions\";\r\nimport type { AllowedAnimValue } from \"../Behaviors/Cameras/interpolatingBehavior\";\r\nimport { InterpolatingBehavior } from \"../Behaviors/Cameras/interpolatingBehavior\";\r\nimport type { EasingFunction } from \"../Animations/easing\";\r\n\r\ntype CameraOptions = {\r\n planetRadius: number; // Radius of the planet\r\n};\r\n\r\n/**\r\n * @experimental\r\n * This camera's movements are limited to a camera orbiting a globe, and as the API evolves it will introduce conversions between cartesian coordinates and true lat/long/alt\r\n *\r\n * Please note this is marked as experimental and the API (including the constructor!) will change until we remove that flag\r\n */\r\nexport class GeospatialCamera extends Camera {\r\n override inputs: GeospatialCameraInputsManager;\r\n\r\n /** If supplied, will be used when picking the globe */\r\n public pickPredicate?: MeshPredicate;\r\n\r\n /** Movement controller that turns input pixelDeltas into currentFrameDeltas used by camera*/\r\n public readonly movement: GeospatialCameraMovement;\r\n\r\n // Temp vars\r\n private _tempPosition: Vector3 = new Vector3();\r\n private _tempCenter = new Vector3();\r\n\r\n private _viewMatrix = new Matrix();\r\n private _isViewMatrixDirty: boolean;\r\n private _lookAtVector: Vector3 = new Vector3();\r\n\r\n /** Behavior used for smooth flying animations */\r\n private _flyingBehavior: InterpolatingBehavior<GeospatialCamera>;\r\n private _flyToTargets: Map<keyof GeospatialCamera, AllowedAnimValue> = new Map();\r\n\r\n constructor(name: string, scene: Scene, options: CameraOptions, pickPredicate?: MeshPredicate) {\r\n super(name, new Vector3(), scene);\r\n\r\n this._limits = new GeospatialLimits(options.planetRadius);\r\n this._resetToDefault(this._limits);\r\n\r\n this._flyingBehavior = new InterpolatingBehavior();\r\n this.addBehavior(this._flyingBehavior);\r\n\r\n this.movement = new GeospatialCameraMovement(scene, this._limits, this.position, this.center, this._lookAtVector, pickPredicate);\r\n\r\n this.pickPredicate = pickPredicate;\r\n this.inputs = new GeospatialCameraInputsManager(this);\r\n this.inputs.addMouse().addMouseWheel().addKeyboard();\r\n }\r\n\r\n private _center: Vector3 = new Vector3();\r\n /** The point on the globe that we are anchoring around. If no alternate rotation point is supplied, this will represent the center of screen*/\r\n public get center(): Vector3 {\r\n return this._center;\r\n }\r\n\r\n /**\r\n * Sets the camera position to orbit around a new center point\r\n * @param center The world position (ECEF) to orbit around\r\n */\r\n public set center(center: IVector3Like) {\r\n this._center.copyFromFloats(center.x, center.y, center.z);\r\n this._setOrientation(this._yaw, this._pitch, this._radius, this._center);\r\n }\r\n\r\n private _yaw: number = 0;\r\n /**\r\n * Gets the camera's yaw (rotation around the geocentric normal) in radians\r\n */\r\n public get yaw(): number {\r\n return this._yaw;\r\n }\r\n\r\n /**\r\n * Sets the camera's yaw (rotation around the geocentric normal)\r\n * @param yaw The desired yaw angle in radians (0 = north, π/2 = east)\r\n */\r\n public set yaw(yaw: number) {\r\n this._setOrientation(yaw, this.pitch, this.radius, this.center);\r\n }\r\n\r\n private _pitch: number = 0;\r\n\r\n /**\r\n * Gets the camera's pitch (angle from looking straight at globe)\r\n * Pitch is measured from looking straight down at planet center:\r\n * - zero pitch = looking straight at planet center (down)\r\n * - positive pitch = tilting up away from planet\r\n * - π/2 pitch = looking at horizon (perpendicular to geocentric normal)\r\n */\r\n public get pitch(): number {\r\n return this._pitch;\r\n }\r\n\r\n /**\r\n * Sets the camera's pitch (angle from looking straight at globe)\r\n * @param pitch The desired pitch angle in radians (0 = looking at planet center, π/2 = looking at horizon)\r\n */\r\n public set pitch(pitch: number) {\r\n this._setOrientation(this.yaw, pitch, this.radius, this.center);\r\n }\r\n\r\n private _radius: number = 0;\r\n public get radius(): number {\r\n return this._radius;\r\n }\r\n\r\n /**\r\n * Sets the camera's distance from the current center point\r\n * @param radius The desired radius\r\n */\r\n public set radius(radius: number) {\r\n this._setOrientation(this.yaw, this.pitch, radius, this.center);\r\n }\r\n\r\n protected _checkLimits() {\r\n const limits = this.limits;\r\n this._yaw = Clamp(this._yaw, limits.yawMin, limits.yawMax);\r\n this._pitch = Clamp(this._pitch, limits.pitchMin, limits.pitchMax);\r\n this._radius = Clamp(this._radius, limits.radiusMin, limits.radiusMax);\r\n this._center = ClampCenterFromPolesInPlace(this._center);\r\n }\r\n\r\n private _tempVect = new Vector3();\r\n private _tempEast = new Vector3();\r\n private _tempNorth = new Vector3();\r\n private _tempUp = new Vector3();\r\n\r\n private _setOrientation(yaw: number, pitch: number, radius: number, center: DeepImmutable<IVector3Like>): void {\r\n this._yaw = yaw;\r\n this._pitch = pitch;\r\n this._radius = radius;\r\n\r\n Vector3CopyToRef(center, this._center);\r\n\r\n // Clamp to limits\r\n this._checkLimits();\r\n\r\n // Refresh local basis at center (treat these as read-only for the whole call)\r\n ComputeLocalBasisToRefs(this._center, this._tempEast, this._tempNorth, this._tempUp);\r\n\r\n // Trig\r\n const yawScale = this._scene.useRightHandedSystem ? 1 : -1;\r\n const cosYaw = Math.cos(this._yaw * yawScale);\r\n const sinYaw = Math.sin(this._yaw * yawScale);\r\n const sinPitch = Math.sin(this._pitch); // horizontal weight\r\n const cosPitch = Math.cos(this._pitch); // vertical weight (toward center)\r\n\r\n // Temps\r\n const horiz = TmpVectors.Vector3[0];\r\n const t1 = TmpVectors.Vector3[1];\r\n const t2 = TmpVectors.Vector3[2];\r\n const right = TmpVectors.Vector3[3];\r\n\r\n // horizontalDirection = North*cosYaw + East*sinYaw (avoids mutating _temp basis vectors)\r\n horiz.copyFrom(this._tempNorth).scaleInPlace(cosYaw).addInPlace(t1.copyFrom(this._tempEast).scaleInPlace(sinYaw));\r\n\r\n // look = horiz*sinPitch - Up*cosPitch\r\n this._lookAtVector.copyFrom(horiz).scaleInPlace(sinPitch).addInPlace(t2.copyFrom(this._tempUp).scaleInPlace(-cosPitch)).normalize(); // keep it unit\r\n\r\n // Build an orthonormal up aligned with geocentric Up\r\n // right = normalize(cross(upRef, look))\r\n Vector3.CrossToRef(this._tempUp, this._lookAtVector, right);\r\n\r\n // up = normalize(cross(look, right))\r\n Vector3.CrossToRef(this._lookAtVector, right, this.upVector);\r\n\r\n // Position = center - look * radius (preserve unit look)\r\n this._tempVect.copyFrom(this._lookAtVector).scaleInPlace(-this._radius);\r\n this._tempPosition.copyFrom(this._center).addInPlace(this._tempVect);\r\n\r\n this._position.copyFrom(this._tempPosition);\r\n\r\n this._isViewMatrixDirty = true;\r\n }\r\n\r\n /** The point around which the camera will geocentrically rotate. Uses center (pt we are anchored to) if no alternateRotationPt is defined */\r\n private get _geocentricRotationPt(): Vector3 {\r\n return this.movement.alternateRotationPt ?? this.center;\r\n }\r\n\r\n /**\r\n * If camera is actively in flight, will update the target properties and use up the remaining duration from original flyTo call\r\n *\r\n * To start a new flyTo curve entirely, call into flyToAsync again (it will stop the inflight animation)\r\n * @param targetYaw\r\n * @param targetPitch\r\n * @param targetRadius\r\n * @param targetCenter\r\n */\r\n public updateFlyToDestination(targetYaw?: number, targetPitch?: number, targetRadius?: number, targetCenter?: Vector3): void {\r\n this._flyToTargets.clear();\r\n\r\n this._flyToTargets.set(\"yaw\", targetYaw);\r\n this._flyToTargets.set(\"pitch\", targetPitch);\r\n this._flyToTargets.set(\"radius\", targetRadius);\r\n this._flyToTargets.set(\"center\", targetCenter);\r\n\r\n this._flyingBehavior.updateProperties(this._flyToTargets);\r\n }\r\n\r\n /**\r\n * Animate camera towards passed in property values. If undefined, will use current value\r\n * @param targetYaw\r\n * @param targetPitch\r\n * @param targetRadius\r\n * @param targetCenter\r\n * @param flightDurationMs\r\n * @param easingFunction\r\n * @returns Promise that will return when the animation is complete (or interuppted by pointer input)\r\n */\r\n public async flyToAsync(\r\n targetYaw?: number,\r\n targetPitch?: number,\r\n targetRadius?: number,\r\n targetCenter?: Vector3,\r\n flightDurationMs: number = 1000,\r\n easingFunction?: EasingFunction\r\n ): Promise<void> {\r\n this._flyToTargets.clear();\r\n\r\n this._flyToTargets.set(\"yaw\", targetYaw);\r\n this._flyToTargets.set(\"pitch\", targetPitch);\r\n this._flyToTargets.set(\"radius\", targetRadius);\r\n this._flyToTargets.set(\"center\", targetCenter);\r\n\r\n return await this._flyingBehavior.animatePropertiesAsync(this._flyToTargets, flightDurationMs, easingFunction);\r\n }\r\n\r\n /**\r\n * Helper function to move camera towards a given point by radiusScale% of radius (by default 50%)\r\n * @param destination point to move towards\r\n * @param radiusScale value between 0 and 1, % of radius to move\r\n * @param durationMs duration of flight, default 1s\r\n * @param easingFn optional easing function for flight interpolation of properties\r\n */\r\n public async flyToPointAsync(destination: Vector3, radiusScale: number = 0.5, durationMs: number = 1000, easingFn?: EasingFunction) {\r\n const direction = destination.subtractToRef(this.position, this._tempPosition).normalize();\r\n // Zoom to radiusScale% of radius towards the given destination point\r\n const newRadius = this._getRadiusAndCenterFromZoomTowards(direction, this.radius * radiusScale, this._tempCenter);\r\n await this.flyToAsync(undefined, undefined, newRadius, this._tempCenter, durationMs, easingFn);\r\n }\r\n\r\n private _limits: GeospatialLimits;\r\n public get limits(): GeospatialLimits {\r\n return this._limits;\r\n }\r\n\r\n private _resetToDefault(limits: GeospatialLimits): void {\r\n // Camera configuration vars\r\n const maxCameraRadius = limits.altitudeMax !== undefined ? limits.planetRadius + limits.altitudeMax : undefined;\r\n const restingAltitude = maxCameraRadius ?? limits.planetRadius * 4;\r\n this.position.copyFromFloats(restingAltitude, 0, 0);\r\n this._center.copyFromFloats(limits.planetRadius, 0, 0);\r\n this._radius = Vector3.Distance(this.position, this.center);\r\n\r\n // Temp vars\r\n this._tempPosition = new Vector3();\r\n\r\n // View matrix calculation vars\r\n this._viewMatrix = Matrix.Identity();\r\n this._center.subtractToRef(this._position, this._lookAtVector).normalize(); // Lookat vector of the camera\r\n this.upVector = Vector3.Up(); // Up vector of the camera (does work for -X look at)\r\n this._isViewMatrixDirty = true;\r\n\r\n this._setOrientation(this._yaw, this._pitch, this._radius, this._center);\r\n }\r\n\r\n /** @internal */\r\n override _getViewMatrix() {\r\n if (!this._isViewMatrixDirty) {\r\n return this._viewMatrix;\r\n }\r\n this._isViewMatrixDirty = false;\r\n\r\n // Ensure vectors are normalized\r\n this.upVector.normalize();\r\n this._lookAtVector.normalize();\r\n\r\n // Calculate view matrix with camera position and center\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(this.position, this._center, this.upVector, this._viewMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(this.position, this._center, this.upVector, this._viewMatrix);\r\n }\r\n\r\n return this._viewMatrix;\r\n }\r\n\r\n /** @internal */\r\n override _isSynchronizedViewMatrix(): boolean {\r\n if (!super._isSynchronizedViewMatrix() || this._isViewMatrixDirty) {\r\n return false;\r\n }\r\n return true;\r\n }\r\n\r\n private _applyGeocentricTranslation() {\r\n // Store pending position (without any corrections applied)\r\n this.center.addToRef(this.movement.panDeltaCurrentFrame, this._tempPosition);\r\n\r\n if (!this.movement.isInterpolating) {\r\n // Calculate the position correction to keep camera at the same radius when applying translation\r\n this._tempPosition.normalize().scaleInPlace(this.center.length());\r\n }\r\n // Set center which will call _setOrientation\r\n this.center = this._tempPosition;\r\n }\r\n\r\n /**\r\n * This rotation keeps the camera oriented towards the globe as it orbits around it. This is different from cameraCentricRotation which is when the camera rotates around its own axis\r\n */\r\n private _applyGeocentricRotation(): void {\r\n const rotationDeltaCurrentFrame = this.movement.rotationDeltaCurrentFrame;\r\n if (rotationDeltaCurrentFrame.x !== 0 || rotationDeltaCurrentFrame.y !== 0) {\r\n const pitch = rotationDeltaCurrentFrame.x !== 0 ? Clamp(this._pitch + rotationDeltaCurrentFrame.x, 0, 0.5 * Math.PI - Epsilon) : this._pitch;\r\n const yaw = rotationDeltaCurrentFrame.y !== 0 ? this._yaw + rotationDeltaCurrentFrame.y : this._yaw;\r\n\r\n // TODO: If _geocentricRotationPt is not the center, this will need to be adjusted.\r\n this._setOrientation(yaw, pitch, this._radius, this._geocentricRotationPt);\r\n }\r\n }\r\n\r\n private _getRadiusAndCenterFromZoomTowards(zoomVector: Vector3, distance: number, centerRef: Vector3): number {\r\n // TODO this function will be re-worked shortly after checkin, becuase today it breaks down if you zoom to a point past the center\r\n // (ex: tilted view zooming towards cursor near horizon where the center is closer than the cursor point).\r\n\r\n // Project zoom vector onto lookAt vector to find the amount the camera-to-center distance should change.\r\n // - zoom vector is normalized\r\n // - distance is how much to move in this call\r\n const directionDotLookAt = Vector3Dot(zoomVector, this._lookAtVector);\r\n const hasRadialComponent = Math.abs(directionDotLookAt) > Epsilon;\r\n const requestedRadius = hasRadialComponent ? this._radius - distance * directionDotLookAt : this._radius;\r\n const newRadius = Clamp(requestedRadius, this.limits.radiusMin, this.limits.radiusMax);\r\n const actualRadiusChange = newRadius - this._radius;\r\n const actualDistanceChange = hasRadialComponent ? actualRadiusChange / directionDotLookAt : 0;\r\n\r\n // Use this to compute new camera position and new center position.\r\n const newCameraPosition = this._position.add(zoomVector.scale(-actualDistanceChange));\r\n const newCenter = newCameraPosition.add(this._lookAtVector.scaleToRef(newRadius, TmpVectors.Vector3[3]));\r\n\r\n // Rescale new center to maintain same altitude as the old center.\r\n const currentCenterRadius = this._center.length();\r\n const newCenterRadius = newCenter.length();\r\n const newCenterRescale = currentCenterRadius / newCenterRadius;\r\n newCenter.scaleInPlace(newCenterRescale);\r\n\r\n // Copy new center to ref\r\n Vector3CopyToRef(newCenter, centerRef);\r\n\r\n // Return new radius\r\n return newRadius;\r\n }\r\n\r\n private _applyZoom(zoomVector: Vector3, distance: number) {\r\n const newRadius = this._getRadiusAndCenterFromZoomTowards(zoomVector, distance, this._tempVect);\r\n\r\n // Apply changes\r\n this._setOrientation(this._yaw, this._pitch, newRadius, this._tempVect);\r\n }\r\n\r\n override _checkInputs(): void {\r\n this.inputs.checkInputs();\r\n\r\n // Let movement class handle all per-frame logic\r\n this.movement.computeCurrentFrameDeltas();\r\n\r\n if (this.movement.panDeltaCurrentFrame.lengthSquared() > 0) {\r\n this._applyGeocentricTranslation();\r\n this._isViewMatrixDirty = true;\r\n }\r\n if (this.movement.rotationDeltaCurrentFrame.lengthSquared() > 0) {\r\n this._applyGeocentricRotation();\r\n this._isViewMatrixDirty = true;\r\n }\r\n\r\n if (Math.abs(this.movement.zoomDeltaCurrentFrame) > Epsilon) {\r\n this._applyZoom(this.movement.computedPerFrameZoomVector, this.movement.zoomDeltaCurrentFrame);\r\n this._isViewMatrixDirty = true;\r\n }\r\n\r\n super._checkInputs();\r\n }\r\n\r\n override attachControl(noPreventDefault?: boolean): void {\r\n this.inputs.attachElement(noPreventDefault);\r\n }\r\n\r\n override detachControl(): void {\r\n this.inputs.detachElement();\r\n }\r\n}\r\n"]}
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{ GeospatialCameraInputsManager } from \"./geospatialCameraInputsManager\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport { Camera } from \"./camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { MeshPredicate } from \"../Culling/ray.core\";\r\nimport type { DeepImmutable } from \"../types\";\r\nimport { GeospatialLimits } from \"./Limits/geospatialLimits\";\r\nimport { ClampCenterFromPolesInPlace, ComputeLocalBasisToRefs, GeospatialCameraMovement } from \"./geospatialCameraMovement\";\r\nimport type { IVector3Like } from \"../Maths/math.like\";\r\nimport { Vector3CopyToRef, Vector3Distance } from \"../Maths/math.vector.functions\";\r\nimport { Clamp, NormalizeRadians } from \"../Maths/math.scalar.functions\";\r\nimport type { AllowedAnimValue } from \"../Behaviors/Cameras/interpolatingBehavior\";\r\nimport { InterpolatingBehavior } from \"../Behaviors/Cameras/interpolatingBehavior\";\r\nimport type { EasingFunction } from \"../Animations/easing\";\r\nimport type { Animation } from \"../Animations/animation\";\r\n\r\ntype CameraOptions = {\r\n planetRadius: number; // Radius of the planet\r\n};\r\n\r\n/**\r\n * @experimental\r\n * This camera's movements are limited to a camera orbiting a globe, and as the API evolves it will introduce conversions between cartesian coordinates and true lat/long/alt\r\n *\r\n * Please note this is marked as experimental and the API (including the constructor!) will change until we remove that flag\r\n */\r\nexport class GeospatialCamera extends Camera {\r\n override inputs: GeospatialCameraInputsManager;\r\n\r\n /** If supplied, will be used when picking the globe */\r\n public pickPredicate?: MeshPredicate;\r\n\r\n /** Movement controller that turns input pixelDeltas into currentFrameDeltas used by camera*/\r\n public readonly movement: GeospatialCameraMovement;\r\n\r\n // Temp vars\r\n private _tempPosition: Vector3 = new Vector3();\r\n private _tempCenter: Vector3 = new Vector3();\r\n\r\n private _viewMatrix = new Matrix();\r\n private _isViewMatrixDirty: boolean;\r\n private _lookAtVector: Vector3 = new Vector3();\r\n\r\n /** Behavior used for smooth flying animations */\r\n private _flyingBehavior: InterpolatingBehavior<GeospatialCamera>;\r\n private _flyToTargets: Map<keyof GeospatialCamera, AllowedAnimValue> = new Map();\r\n\r\n constructor(name: string, scene: Scene, options: CameraOptions, pickPredicate?: MeshPredicate) {\r\n super(name, new Vector3(), scene);\r\n\r\n this._limits = new GeospatialLimits(options.planetRadius);\r\n this._resetToDefault(this._limits);\r\n\r\n this._flyingBehavior = new InterpolatingBehavior();\r\n this.addBehavior(this._flyingBehavior);\r\n\r\n this.movement = new GeospatialCameraMovement(scene, this._limits, this.position, this.center, this._lookAtVector, pickPredicate, this._flyingBehavior);\r\n\r\n this.pickPredicate = pickPredicate;\r\n this.inputs = new GeospatialCameraInputsManager(this);\r\n this.inputs.addMouse().addMouseWheel().addKeyboard();\r\n }\r\n\r\n private _center: Vector3 = new Vector3();\r\n /** The point on the globe that we are anchoring around. If no alternate rotation point is supplied, this will represent the center of screen*/\r\n public get center(): Vector3 {\r\n return this._center;\r\n }\r\n\r\n /**\r\n * Sets the camera position to orbit around a new center point\r\n * @param center The world position (ECEF) to orbit around\r\n */\r\n public set center(center: IVector3Like) {\r\n this._center.copyFromFloats(center.x, center.y, center.z);\r\n this._setOrientation(this._yaw, this._pitch, this._radius, this._center);\r\n }\r\n\r\n private _yaw: number = 0;\r\n /**\r\n * Gets the camera's yaw (rotation around the geocentric normal) in radians\r\n */\r\n public get yaw(): number {\r\n return this._yaw;\r\n }\r\n\r\n /**\r\n * Sets the camera's yaw (rotation around the geocentric normal). Will wrap value to [-π, π)\r\n * @param yaw The desired yaw angle in radians (0 = north, π/2 = east)\r\n */\r\n public set yaw(yaw: number) {\r\n yaw !== this._yaw && this._setOrientation(yaw, this.pitch, this.radius, this.center);\r\n }\r\n\r\n private _pitch: number = 0;\r\n\r\n /**\r\n * Gets the camera's pitch (angle from looking straight at globe)\r\n * Pitch is measured from looking straight down at planet center:\r\n * - zero pitch = looking straight at planet center (down)\r\n * - positive pitch = tilting up away from planet\r\n * - π/2 pitch = looking at horizon (perpendicular to geocentric normal)\r\n */\r\n public get pitch(): number {\r\n return this._pitch;\r\n }\r\n\r\n /**\r\n * Sets the camera's pitch (angle from looking straight at globe). Will wrap value to [-π, π)\r\n * @param pitch The desired pitch angle in radians (0 = looking at planet center, π/2 = looking at horizon)\r\n */\r\n public set pitch(pitch: number) {\r\n pitch !== this._pitch && this._setOrientation(this.yaw, pitch, this.radius, this.center);\r\n }\r\n\r\n private _radius: number = 0;\r\n public get radius(): number {\r\n return this._radius;\r\n }\r\n\r\n /**\r\n * Sets the camera's distance from the current center point\r\n * @param radius The desired radius\r\n */\r\n public set radius(radius: number) {\r\n radius !== this._radius && this._setOrientation(this.yaw, this.pitch, radius, this.center);\r\n }\r\n\r\n protected _checkLimits() {\r\n const limits = this.limits;\r\n this._yaw = Clamp(this._yaw, limits.yawMin, limits.yawMax);\r\n this._pitch = Clamp(this._pitch, limits.pitchMin, limits.pitchMax);\r\n this._radius = Clamp(this._radius, limits.radiusMin, limits.radiusMax);\r\n this._center = ClampCenterFromPolesInPlace(this._center);\r\n }\r\n\r\n private _tempVect = new Vector3();\r\n private _tempEast = new Vector3();\r\n private _tempNorth = new Vector3();\r\n private _tempUp = new Vector3();\r\n\r\n private _setOrientation(yaw: number, pitch: number, radius: number, center: DeepImmutable<IVector3Like>): void {\r\n // Wrap yaw and pitch to [-π, π)\r\n this._yaw = NormalizeRadians(yaw);\r\n this._pitch = NormalizeRadians(pitch);\r\n this._radius = radius;\r\n\r\n Vector3CopyToRef(center, this._center);\r\n\r\n // Clamp to limits\r\n this._checkLimits();\r\n\r\n // Refresh local basis at center (treat these as read-only for the whole call)\r\n ComputeLocalBasisToRefs(this._center, this._tempEast, this._tempNorth, this._tempUp);\r\n\r\n // Trig\r\n const yawScale = this._scene.useRightHandedSystem ? 1 : -1;\r\n const cosYaw = Math.cos(this._yaw * yawScale);\r\n const sinYaw = Math.sin(this._yaw * yawScale);\r\n const sinPitch = Math.sin(this._pitch); // horizontal weight\r\n const cosPitch = Math.cos(this._pitch); // vertical weight (toward center)\r\n\r\n // Temps\r\n const horiz = TmpVectors.Vector3[0];\r\n const t1 = TmpVectors.Vector3[1];\r\n const t2 = TmpVectors.Vector3[2];\r\n const right = TmpVectors.Vector3[3];\r\n\r\n // horizontalDirection = North*cosYaw + East*sinYaw (avoids mutating _temp basis vectors)\r\n horiz.copyFrom(this._tempNorth).scaleInPlace(cosYaw).addInPlace(t1.copyFrom(this._tempEast).scaleInPlace(sinYaw));\r\n\r\n // look = horiz*sinPitch - Up*cosPitch\r\n this._lookAtVector.copyFrom(horiz).scaleInPlace(sinPitch).addInPlace(t2.copyFrom(this._tempUp).scaleInPlace(-cosPitch)).normalize(); // keep it unit\r\n\r\n // Build an orthonormal up aligned with geocentric Up\r\n // right = normalize(cross(upRef, look))\r\n Vector3.CrossToRef(this._tempUp, this._lookAtVector, right);\r\n\r\n // up = normalize(cross(look, right))\r\n Vector3.CrossToRef(this._lookAtVector, right, this.upVector);\r\n\r\n // Position = center - look * radius (preserve unit look)\r\n this._tempVect.copyFrom(this._lookAtVector).scaleInPlace(-this._radius);\r\n this._tempPosition.copyFrom(this._center).addInPlace(this._tempVect);\r\n\r\n this._position.copyFrom(this._tempPosition);\r\n\r\n this._isViewMatrixDirty = true;\r\n }\r\n\r\n /** The point around which the camera will geocentrically rotate. Uses center (pt we are anchored to) if no alternateRotationPt is defined */\r\n private get _geocentricRotationPt(): Vector3 {\r\n return this.movement.alternateRotationPt ?? this.center;\r\n }\r\n\r\n /**\r\n * If camera is actively in flight, will update the target properties and use up the remaining duration from original flyTo call\r\n *\r\n * To start a new flyTo curve entirely, call into flyToAsync again (it will stop the inflight animation)\r\n * @param targetYaw\r\n * @param targetPitch\r\n * @param targetRadius\r\n * @param targetCenter\r\n */\r\n public updateFlyToDestination(targetYaw?: number, targetPitch?: number, targetRadius?: number, targetCenter?: Vector3): void {\r\n this._flyToTargets.clear();\r\n\r\n this._flyToTargets.set(\"yaw\", targetYaw != undefined ? NormalizeRadians(targetYaw) : undefined);\r\n this._flyToTargets.set(\"pitch\", targetPitch != undefined ? NormalizeRadians(targetPitch) : undefined);\r\n this._flyToTargets.set(\"radius\", targetRadius);\r\n this._flyToTargets.set(\"center\", targetCenter);\r\n\r\n this._flyingBehavior.updateProperties(this._flyToTargets);\r\n }\r\n\r\n /**\r\n * Animate camera towards passed in property values. If undefined, will use current value\r\n * @param targetYaw\r\n * @param targetPitch\r\n * @param targetRadius\r\n * @param targetCenter\r\n * @param flightDurationMs\r\n * @param easingFunction\r\n * @param centerHopScale If supplied, will define the parabolic hop height scale for center animation to create a \"bounce\" effect\r\n * @returns Promise that will return when the animation is complete (or interuppted by pointer input)\r\n */\r\n public async flyToAsync(\r\n targetYaw?: number,\r\n targetPitch?: number,\r\n targetRadius?: number,\r\n targetCenter?: Vector3,\r\n flightDurationMs: number = 1000,\r\n easingFunction?: EasingFunction,\r\n centerHopScale?: number\r\n ): Promise<void> {\r\n this._flyToTargets.clear();\r\n\r\n this._flyToTargets.set(\"yaw\", targetYaw !== undefined ? NormalizeRadians(targetYaw) : undefined);\r\n this._flyToTargets.set(\"pitch\", targetPitch !== undefined ? NormalizeRadians(targetPitch) : undefined);\r\n this._flyToTargets.set(\"radius\", targetRadius);\r\n this._flyToTargets.set(\"center\", targetCenter);\r\n\r\n let overrideAnimationFunction;\r\n if (targetCenter !== undefined && !targetCenter.equals(this.center)) {\r\n // Animate center directly with custom interpolation\r\n const start = this.center.clone();\r\n const end = targetCenter.clone();\r\n\r\n overrideAnimationFunction = (key: string, animation: Animation): void => {\r\n if (key === \"center\") {\r\n // Override the Vector3 interpolation to use SLERP + hop\r\n animation.vector3InterpolateFunction = (startValue, endValue, gradient) => {\r\n // gradient is the eased value (0 to 1) after easing function is applied\r\n\r\n // Slerp between start and end\r\n const newCenter = Vector3.SlerpToRef(start, end, gradient, this._tempCenter);\r\n\r\n // Apply parabolic hop if requested\r\n if (centerHopScale && centerHopScale > 0) {\r\n // Parabolic formula: peaks at t=0.5, returns to 0 at gradient=0 and gradient=1\r\n // if hopPeakT = .5 the denominator would be hopPeakT * hopPeakT - hopPeakT, which = -.25\r\n const hopPeakOffset = centerHopScale * Vector3Distance(start, end);\r\n const hopOffset = hopPeakOffset * Clamp((gradient * gradient - gradient) / -0.25);\r\n // Scale the center outward (away from origin)\r\n newCenter.scaleInPlace(1 + hopOffset / newCenter.length());\r\n }\r\n\r\n return newCenter;\r\n };\r\n }\r\n };\r\n }\r\n\r\n return await this._flyingBehavior.animatePropertiesAsync(this._flyToTargets, flightDurationMs, easingFunction, overrideAnimationFunction);\r\n }\r\n\r\n /**\r\n * Helper function to move camera towards a given point by radiusScale% of radius (by default 50%)\r\n * @param destination point to move towards\r\n * @param radiusScale value between 0 and 1, % of radius to move\r\n * @param durationMs duration of flight, default 1s\r\n * @param easingFn optional easing function for flight interpolation of properties\r\n * @param overshootRadiusScale optional scale to apply to the current radius to achieve a 'hop' animation\r\n */\r\n public async flyToPointAsync(destination: Vector3, radiusScale: number = 0.5, durationMs: number = 1000, easingFn?: EasingFunction, overshootRadiusScale?: number) {\r\n // Zoom to radiusScale% of radius towards the given destination point\r\n const zoomDistance = this.radius * radiusScale;\r\n const newRadius = this._getCenterAndRadiusFromZoomToPoint(destination, zoomDistance, this._tempCenter);\r\n await this.flyToAsync(undefined, undefined, newRadius, this._tempCenter, durationMs, easingFn, overshootRadiusScale);\r\n }\r\n\r\n private _limits: GeospatialLimits;\r\n public get limits(): GeospatialLimits {\r\n return this._limits;\r\n }\r\n\r\n private _resetToDefault(limits: GeospatialLimits): void {\r\n // Camera configuration vars\r\n const maxCameraRadius = limits.altitudeMax !== undefined ? limits.planetRadius + limits.altitudeMax : undefined;\r\n const restingAltitude = maxCameraRadius ?? limits.planetRadius * 4;\r\n this.position.copyFromFloats(restingAltitude, 0, 0);\r\n this._center.copyFromFloats(limits.planetRadius, 0, 0);\r\n this._radius = Vector3.Distance(this.position, this.center);\r\n\r\n // Temp vars\r\n this._tempPosition = new Vector3();\r\n\r\n // View matrix calculation vars\r\n this._viewMatrix = Matrix.Identity();\r\n this._center.subtractToRef(this._position, this._lookAtVector).normalize(); // Lookat vector of the camera\r\n this.upVector = Vector3.Up(); // Up vector of the camera (does work for -X look at)\r\n this._isViewMatrixDirty = true;\r\n\r\n this._setOrientation(this._yaw, this._pitch, this._radius, this._center);\r\n }\r\n\r\n /** @internal */\r\n override _getViewMatrix() {\r\n if (!this._isViewMatrixDirty) {\r\n return this._viewMatrix;\r\n }\r\n this._isViewMatrixDirty = false;\r\n\r\n // Ensure vectors are normalized\r\n this.upVector.normalize();\r\n this._lookAtVector.normalize();\r\n\r\n // Calculate view matrix with camera position and center\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(this.position, this._center, this.upVector, this._viewMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(this.position, this._center, this.upVector, this._viewMatrix);\r\n }\r\n\r\n return this._viewMatrix;\r\n }\r\n\r\n /** @internal */\r\n override _isSynchronizedViewMatrix(): boolean {\r\n if (!super._isSynchronizedViewMatrix() || this._isViewMatrixDirty) {\r\n return false;\r\n }\r\n return true;\r\n }\r\n\r\n private _applyGeocentricTranslation() {\r\n // Store pending position (without any corrections applied)\r\n this.center.addToRef(this.movement.panDeltaCurrentFrame, this._tempPosition);\r\n\r\n if (!this.movement.isInterpolating) {\r\n // Calculate the position correction to keep camera at the same radius when applying translation\r\n this._tempPosition.normalize().scaleInPlace(this.center.length());\r\n }\r\n // Set center which will call _setOrientation\r\n this.center = this._tempPosition;\r\n }\r\n\r\n /**\r\n * This rotation keeps the camera oriented towards the globe as it orbits around it. This is different from cameraCentricRotation which is when the camera rotates around its own axis\r\n */\r\n private _applyGeocentricRotation(): void {\r\n const rotationDeltaCurrentFrame = this.movement.rotationDeltaCurrentFrame;\r\n if (rotationDeltaCurrentFrame.x !== 0 || rotationDeltaCurrentFrame.y !== 0) {\r\n const pitch = rotationDeltaCurrentFrame.x !== 0 ? Clamp(this._pitch + rotationDeltaCurrentFrame.x, 0, 0.5 * Math.PI - Epsilon) : this._pitch;\r\n const yaw = rotationDeltaCurrentFrame.y !== 0 ? this._yaw + rotationDeltaCurrentFrame.y : this._yaw;\r\n\r\n // TODO: If _geocentricRotationPt is not the center, this will need to be adjusted.\r\n this._setOrientation(yaw, pitch, this._radius, this._geocentricRotationPt);\r\n }\r\n }\r\n\r\n private _getCenterAndRadiusFromZoomToPoint(targetPoint: Vector3, distance: number, newCenter: Vector3): number {\r\n // Clamp new radius to limits\r\n const requestedRadius = this._radius - distance;\r\n const newRadius = Clamp(requestedRadius, this.limits.radiusMin, this.limits.radiusMax);\r\n const actualDistance = this._radius - newRadius;\r\n const actualRatio = actualDistance / this._radius;\r\n\r\n // Direction from current center to target point\r\n const directionToTarget = TmpVectors.Vector3[0];\r\n targetPoint.subtractToRef(this._center, directionToTarget);\r\n\r\n // Move center toward target by the ratio amount\r\n const centerOffset = TmpVectors.Vector3[1];\r\n directionToTarget.scaleToRef(actualRatio, centerOffset);\r\n\r\n // Calculate new center\r\n this._center.addToRef(centerOffset, newCenter);\r\n\r\n // Preserve center altitude (distance from planet origin)\r\n const currentCenterRadius = this._center.length();\r\n const newCenterRadius = newCenter.length();\r\n if (newCenterRadius > Epsilon) {\r\n newCenter.scaleInPlace(currentCenterRadius / newCenterRadius);\r\n }\r\n\r\n return newRadius;\r\n }\r\n\r\n /**\r\n * Apply zoom by moving the camera toward/away from a target point.\r\n */\r\n private _applyZoom() {\r\n const zoomDelta = this.movement.zoomDeltaCurrentFrame;\r\n const pickedPoint = this.movement.computedPerFrameZoomPickPoint;\r\n\r\n if (pickedPoint) {\r\n // Zoom toward the picked point under cursor\r\n this._zoomToPoint(pickedPoint, zoomDelta);\r\n } else {\r\n // Zoom along lookAt vector (fallback when no surface under cursor)\r\n this._zoomAlongLookAt(zoomDelta);\r\n }\r\n }\r\n\r\n private _zoomToPoint(targetPoint: Vector3, distance: number) {\r\n const newRadius = this._getCenterAndRadiusFromZoomToPoint(targetPoint, distance, this._tempCenter);\r\n // Apply the new orientation\r\n this._setOrientation(this._yaw, this._pitch, newRadius, this._tempCenter);\r\n }\r\n\r\n private _zoomAlongLookAt(distance: number) {\r\n // Clamp radius to limits\r\n const requestedRadius = this._radius - distance;\r\n const newRadius = Clamp(requestedRadius, this.limits.radiusMin, this.limits.radiusMax);\r\n\r\n // Simply change radius without moving center\r\n this._setOrientation(this._yaw, this._pitch, newRadius, this._center);\r\n }\r\n\r\n override _checkInputs(): void {\r\n this.inputs.checkInputs();\r\n\r\n // Let movement class handle all per-frame logic\r\n this.movement.computeCurrentFrameDeltas();\r\n\r\n let recalculateCenter = false;\r\n if (this.movement.panDeltaCurrentFrame.lengthSquared() > 0) {\r\n this._applyGeocentricTranslation();\r\n recalculateCenter = true;\r\n }\r\n if (this.movement.rotationDeltaCurrentFrame.lengthSquared() > 0) {\r\n this._applyGeocentricRotation();\r\n }\r\n\r\n if (Math.abs(this.movement.zoomDeltaCurrentFrame) > Epsilon) {\r\n this._applyZoom();\r\n recalculateCenter = true;\r\n }\r\n\r\n // After a movement impacting center or radius, recalculate the center point to ensure it's still on the surface.\r\n recalculateCenter && this._recalculateCenter();\r\n\r\n super._checkInputs();\r\n }\r\n\r\n private _recalculateCenter() {\r\n // Wait until dragging is complete to avoid wasted raycasting\r\n if (!this.movement.isDragging) {\r\n const newCenter = this.movement.pickAlongVector(this._lookAtVector);\r\n if (newCenter?.pickedPoint) {\r\n // Direction from new center to origin\r\n const centerToOrigin = TmpVectors.Vector3[4];\r\n centerToOrigin.copyFrom(newCenter.pickedPoint).negateInPlace().normalize();\r\n\r\n // Check if this direction aligns with camera's lookAt vector\r\n const dotProduct = Vector3.Dot(this._lookAtVector, centerToOrigin);\r\n\r\n // Only update if the center is looking toward the origin (dot product > 0) to avoid a center on the opposite side of globe\r\n if (dotProduct > 0) {\r\n const newRadius = Vector3.Distance(this.position, newCenter.pickedPoint);\r\n this._setOrientation(this._yaw, this._pitch, newRadius, newCenter.pickedPoint);\r\n }\r\n }\r\n }\r\n }\r\n override attachControl(noPreventDefault?: boolean): void {\r\n this.inputs.attachElement(noPreventDefault);\r\n }\r\n\r\n override detachControl(): void {\r\n this.inputs.detachElement();\r\n }\r\n}\r\n"]}
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import type { InterpolatingBehavior } from "../Behaviors/Cameras/interpolatingBehavior.js";
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import type { GeospatialCamera } from "./geospatialCamera.js";
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constructor(scene: Scene, limits: GeospatialLimits, cameraPosition: Vector3, _cameraCenter: Vector3, _cameraLookAt: Vector3, pickPredicate?: MeshPredicate);
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constructor(scene: Scene, limits: GeospatialLimits, cameraPosition: Vector3, _cameraCenter: Vector3, _cameraLookAt: Vector3, pickPredicate?: MeshPredicate, behavior?: InterpolatingBehavior<GeospatialCamera>);
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handleDrag(pointerX: number, pointerY: number): void;
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computeCurrentFrameDeltas(): void;
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pickAlongVector(vector: Vector3): Nullable<PickingInfo>;
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* - Zoom direction calculation (towards cursor vs along look vector)
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constructor(scene, limits, cameraPosition, _cameraCenter, _cameraLookAt, pickPredicate) {
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constructor(scene, limits, cameraPosition, _cameraCenter, _cameraLookAt, pickPredicate, behavior) {
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const pickResult = this._scene.pick(this._scene.pointerX, this._scene.pointerY, this.pickPredicate);
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pickResult.ray.direction.normalizeToRef(this.computedPerFrameZoomVector);
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// Store both the zoom picked point and the pick distance for use during inertia
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this.computedPerFrameZoomPickPoint = pickResult.pickedPoint;
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149
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else {
|
|
150
150
|
// If no hit under cursor, zoom along lookVector instead
|
|
151
|
-
this.
|
|
152
|
-
const lookPickResult = this.pickAlongVector(this.computedPerFrameZoomVector);
|
|
151
|
+
const lookPickResult = this.pickAlongVector(this._cameraLookAt);
|
|
153
152
|
pickDistance = lookPickResult?.distance;
|
|
154
153
|
this._storedZoomPickDistance = pickDistance;
|
|
154
|
+
this.computedPerFrameZoomPickPoint = undefined;
|
|
155
155
|
}
|
|
156
156
|
}
|
|
157
157
|
// Clamp distance based on limits and update center
|
|
@@ -185,7 +185,7 @@ export class GeospatialCameraMovement extends CameraMovement {
|
|
|
185
185
|
}
|
|
186
186
|
}
|
|
187
187
|
export function ClampCenterFromPolesInPlace(center) {
|
|
188
|
-
const sineOfSphericalLatitudeLimit = 0.
|
|
188
|
+
const sineOfSphericalLatitudeLimit = 0.998749218; // ~90 degrees
|
|
189
189
|
const centerMagnitude = center.length(); // distance from planet origin
|
|
190
190
|
if (centerMagnitude > Epsilon) {
|
|
191
191
|
const sineSphericalLat = centerMagnitude === 0 ? 0 : center.z / centerMagnitude;
|