@babylonjs/core 8.45.2 → 8.45.3

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 (38) hide show
  1. package/AudioV2/webAudio/components/webAudioParameterComponent.js +1 -3
  2. package/AudioV2/webAudio/components/webAudioParameterComponent.js.map +1 -1
  3. package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +4 -0
  4. package/Cameras/Inputs/geospatialCameraPointersInput.js +56 -3
  5. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  6. package/Cameras/geospatialCamera.d.ts +3 -2
  7. package/Cameras/geospatialCamera.js +4 -4
  8. package/Cameras/geospatialCamera.js.map +1 -1
  9. package/Engines/abstractEngine.js +2 -2
  10. package/Engines/abstractEngine.js.map +1 -1
  11. package/Particles/Node/Blocks/index.d.ts +2 -1
  12. package/Particles/Node/Blocks/index.js +2 -1
  13. package/Particles/Node/Blocks/index.js.map +1 -1
  14. package/Particles/Node/Blocks/particleLocalVariableBlock.d.ts +2 -0
  15. package/Particles/Node/Blocks/particleLocalVariableBlock.js +22 -10
  16. package/Particles/Node/Blocks/particleLocalVariableBlock.js.map +1 -1
  17. package/Particles/Node/Blocks/particleMathBlock.d.ts +4 -0
  18. package/Particles/Node/Blocks/particleMathBlock.js +4 -0
  19. package/Particles/Node/Blocks/particleMathBlock.js.map +1 -1
  20. package/Particles/Node/Blocks/particleNumberMathBlock.d.ts +60 -0
  21. package/Particles/Node/Blocks/particleNumberMathBlock.js +149 -0
  22. package/Particles/Node/Blocks/particleNumberMathBlock.js.map +1 -0
  23. package/Particles/Node/Blocks/{particleModuloBlock.d.ts → particleVectorMathBlock.d.ts} +25 -4
  24. package/Particles/Node/Blocks/{particleModuloBlock.js → particleVectorMathBlock.js} +59 -24
  25. package/Particles/Node/Blocks/particleVectorMathBlock.js.map +1 -0
  26. package/Particles/Node/Blocks/systemBlock.d.ts +4 -0
  27. package/Particles/Node/Blocks/systemBlock.js +25 -5
  28. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  29. package/Particles/Node/nodeParticleSystemSet.helper.js +1 -0
  30. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  31. package/Particles/baseParticleSystem.d.ts +1 -1
  32. package/Particles/baseParticleSystem.js +1 -1
  33. package/Particles/baseParticleSystem.js.map +1 -1
  34. package/Particles/particle.d.ts +4 -0
  35. package/Particles/particle.js +3 -0
  36. package/Particles/particle.js.map +1 -1
  37. package/package.json +1 -1
  38. package/Particles/Node/Blocks/particleModuloBlock.js.map +0 -1
@@ -65,9 +65,7 @@ export class _WebAudioParameterComponent {
65
65
  this._rampEndTime = startTime + duration;
66
66
  }
67
67
  catch (e) {
68
- Logger.Warn(`Audio parameter ramping failed. Setting value without ramping: ${e.message}`);
69
- this._param.value = value;
70
- this._rampEndTime = startTime;
68
+ Logger.Warn(`Audio parameter ramping failed: ${e.message}`);
71
69
  }
72
70
  }
73
71
  }
@@ -1 +1 @@
1
- {"version":3,"file":"webAudioParameterComponent.js","sourceRoot":"","sources":["../../../../../../dev/core/src/AudioV2/webAudio/components/webAudioParameterComponent.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAI9C,OAAO,EAAE,yBAAyB,EAAE,MAAM,kBAAkB,CAAC;AAG7D;;;;;GAKG;AACH,MAAM,eAAe,GAAG,QAAQ,CAAC;AAEjC,gBAAgB;AAChB,MAAM,OAAO,2BAA2B;IAMpC,gBAAgB;IAChB,YAAY,MAAuB,EAAE,KAAiB;QAN9C,iBAAY,GAAW,CAAC,CAAC;QAO7B,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC,KAAK,CAAC;IACpC,CAAC;IAED,gBAAgB;IAChB,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC,YAAY,CAAC;IACxD,CAAC;IAED,gBAAgB;IAChB,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC;IAC/B,CAAC;IAED,gBAAgB;IAChB,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC;IAC7B,CAAC;IAED,gBAAgB;IACT,OAAO;QACV,IAAI,CAAC,MAAM,GAAG,IAAK,CAAC;QACpB,IAAI,CAAC,OAAO,GAAG,IAAK,CAAC;IACzB,CAAC;IAED;;;;OAIG;IACI,cAAc,CAAC,KAAa,EAAE,UAAyD,IAAI;QAC9F,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,EAAE,CAAC;YAC1B,MAAM,CAAC,IAAI,CAAC,yDAAyD,KAAK,EAAE,CAAC,CAAC;YAC9E,OAAO;QACX,CAAC;QAED,IAAI,CAAC,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;QAErC,MAAM,KAAK,GAAG,OAAO,OAAO,EAAE,KAAK,KAAK,QAAQ,CAAC,CAAC,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC,8CAA+B,CAAC;QAClG,MAAM,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC,WAAW,CAAC;QAE3C,IAAI,KAAK,8CAAiC,EAAE,CAAC;YACzC,IAAI,CAAC,MAAM,CAAC,KAAK,GAAG,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;YAC9C,IAAI,CAAC,YAAY,GAAG,SAAS,CAAC;YAC9B,OAAO;QACX,CAAC;QAED,IAAI,QAAQ,GAAG,OAAO,OAAO,EAAE,QAAQ,KAAK,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,QAAQ,EAAE,IAAI,CAAC,OAAO,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,qBAAqB,CAAC;QAE3J,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAE1B,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,OAAO,CAAC,qBAAqB,EAAE,QAAQ,CAAC,CAAC,GAAG,eAAe,EAAE,CAAC;YACxF,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,KAAK,EAAE,SAAS,CAAC,CAAC;YAC7C,OAAO;QACX,CAAC;QAED,IAAI,CAAC;YACD,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,yBAAyB,CAAC,KAAK,EAAE,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,EAAE,SAAS,EAAE,QAAQ,CAAC,CAAC;YAC1J,IAAI,CAAC,YAAY,GAAG,SAAS,GAAG,QAAQ,CAAC;QAC7C,CAAC;QAAC,OAAO,CAAC,EAAE,CAAC;YACT,MAAM,CAAC,IAAI,CAAC,kEAAmE,CAAW,CAAC,OAAO,EAAE,CAAC,CAAC;YACtG,IAAI,CAAC,MAAM,CAAC,KAAK,GAAG,KAAK,CAAC;YAC1B,IAAI,CAAC,YAAY,GAAG,SAAS,CAAC;QAClC,CAAC;IACL,CAAC;CACJ","sourcesContent":["import { Logger } from \"../../../Misc/logger\";\nimport type { Nullable } from \"../../../types\";\nimport type { IAudioParameterRampOptions } from \"../../audioParameter\";\nimport { AudioParameterRampShape } from \"../../audioParameter\";\nimport { _GetAudioParamCurveValues } from \"../../audioUtils\";\nimport type { _WebAudioEngine } from \"../webAudioEngine\";\n\n/**\n * Minimum duration in seconds for a ramp to be considered valid.\n *\n * If the duration is less than this value, the value will be set immediately instead of being ramped smoothly since\n * there is no perceptual difference for such short durations, so a ramp is not needed.\n */\nconst MinRampDuration = 0.000001;\n\n/** @internal */\nexport class _WebAudioParameterComponent {\n private _rampEndTime: number = 0;\n private _engine: _WebAudioEngine;\n private _param: AudioParam;\n private _targetValue: number;\n\n /** @internal */\n constructor(engine: _WebAudioEngine, param: AudioParam) {\n this._engine = engine;\n this._param = param;\n this._targetValue = param.value;\n }\n\n /** @internal */\n public get isRamping(): boolean {\n return this._engine.currentTime < this._rampEndTime;\n }\n\n /** @internal */\n public get targetValue(): number {\n return this._targetValue;\n }\n\n public set targetValue(value: number) {\n this.setTargetValue(value);\n }\n\n /** @internal */\n public get value(): number {\n return this._param.value;\n }\n\n /** @internal */\n public dispose(): void {\n this._param = null!;\n this._engine = null!;\n }\n\n /**\n * Sets the target value of the audio parameter with an optional ramping duration and shape.\n *\n * @internal\n */\n public setTargetValue(value: number, options: Nullable<Partial<IAudioParameterRampOptions>> = null): void {\n if (!Number.isFinite(value)) {\n Logger.Warn(`Attempted to set audio parameter to non-finite value: ${value}`);\n return;\n }\n\n this._param.cancelScheduledValues(0);\n\n const shape = typeof options?.shape === \"string\" ? options.shape : AudioParameterRampShape.Linear;\n const startTime = this._engine.currentTime;\n\n if (shape === AudioParameterRampShape.None) {\n this._param.value = this._targetValue = value;\n this._rampEndTime = startTime;\n return;\n }\n\n let duration = typeof options?.duration === \"number\" ? Math.max(options.duration, this._engine.parameterRampDuration) : this._engine.parameterRampDuration;\n\n this._targetValue = value;\n\n if ((duration = Math.max(this._engine.parameterRampDuration, duration)) < MinRampDuration) {\n this._param.setValueAtTime(value, startTime);\n return;\n }\n\n try {\n this._param.setValueCurveAtTime(_GetAudioParamCurveValues(shape, Number.isFinite(this._param.value) ? this._param.value : 0, value), startTime, duration);\n this._rampEndTime = startTime + duration;\n } catch (e) {\n Logger.Warn(`Audio parameter ramping failed. Setting value without ramping: ${(e as Error).message}`);\n this._param.value = value;\n this._rampEndTime = startTime;\n }\n }\n}\n"]}
1
+ {"version":3,"file":"webAudioParameterComponent.js","sourceRoot":"","sources":["../../../../../../dev/core/src/AudioV2/webAudio/components/webAudioParameterComponent.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAI9C,OAAO,EAAE,yBAAyB,EAAE,MAAM,kBAAkB,CAAC;AAG7D;;;;;GAKG;AACH,MAAM,eAAe,GAAG,QAAQ,CAAC;AAEjC,gBAAgB;AAChB,MAAM,OAAO,2BAA2B;IAMpC,gBAAgB;IAChB,YAAY,MAAuB,EAAE,KAAiB;QAN9C,iBAAY,GAAW,CAAC,CAAC;QAO7B,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC;QACpB,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC,KAAK,CAAC;IACpC,CAAC;IAED,gBAAgB;IAChB,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,OAAO,CAAC,WAAW,GAAG,IAAI,CAAC,YAAY,CAAC;IACxD,CAAC;IAED,gBAAgB;IAChB,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC;IAC/B,CAAC;IAED,gBAAgB;IAChB,IAAW,KAAK;QACZ,OAAO,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC;IAC7B,CAAC;IAED,gBAAgB;IACT,OAAO;QACV,IAAI,CAAC,MAAM,GAAG,IAAK,CAAC;QACpB,IAAI,CAAC,OAAO,GAAG,IAAK,CAAC;IACzB,CAAC;IAED;;;;OAIG;IACI,cAAc,CAAC,KAAa,EAAE,UAAyD,IAAI;QAC9F,IAAI,CAAC,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,EAAE,CAAC;YAC1B,MAAM,CAAC,IAAI,CAAC,yDAAyD,KAAK,EAAE,CAAC,CAAC;YAC9E,OAAO;QACX,CAAC;QAED,IAAI,CAAC,MAAM,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC;QAErC,MAAM,KAAK,GAAG,OAAO,OAAO,EAAE,KAAK,KAAK,QAAQ,CAAC,CAAC,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC,8CAA+B,CAAC;QAClG,MAAM,SAAS,GAAG,IAAI,CAAC,OAAO,CAAC,WAAW,CAAC;QAE3C,IAAI,KAAK,8CAAiC,EAAE,CAAC;YACzC,IAAI,CAAC,MAAM,CAAC,KAAK,GAAG,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;YAC9C,IAAI,CAAC,YAAY,GAAG,SAAS,CAAC;YAC9B,OAAO;QACX,CAAC;QAED,IAAI,QAAQ,GAAG,OAAO,OAAO,EAAE,QAAQ,KAAK,QAAQ,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,QAAQ,EAAE,IAAI,CAAC,OAAO,CAAC,qBAAqB,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,qBAAqB,CAAC;QAE3J,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAE1B,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,OAAO,CAAC,qBAAqB,EAAE,QAAQ,CAAC,CAAC,GAAG,eAAe,EAAE,CAAC;YACxF,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC,KAAK,EAAE,SAAS,CAAC,CAAC;YAC7C,OAAO;QACX,CAAC;QAED,IAAI,CAAC;YACD,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,yBAAyB,CAAC,KAAK,EAAE,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,EAAE,SAAS,EAAE,QAAQ,CAAC,CAAC;YAC1J,IAAI,CAAC,YAAY,GAAG,SAAS,GAAG,QAAQ,CAAC;QAC7C,CAAC;QAAC,OAAO,CAAC,EAAE,CAAC;YACT,MAAM,CAAC,IAAI,CAAC,mCAAoC,CAAW,CAAC,OAAO,EAAE,CAAC,CAAC;QAC3E,CAAC;IACL,CAAC;CACJ","sourcesContent":["import { Logger } from \"../../../Misc/logger\";\nimport type { Nullable } from \"../../../types\";\nimport type { IAudioParameterRampOptions } from \"../../audioParameter\";\nimport { AudioParameterRampShape } from \"../../audioParameter\";\nimport { _GetAudioParamCurveValues } from \"../../audioUtils\";\nimport type { _WebAudioEngine } from \"../webAudioEngine\";\n\n/**\n * Minimum duration in seconds for a ramp to be considered valid.\n *\n * If the duration is less than this value, the value will be set immediately instead of being ramped smoothly since\n * there is no perceptual difference for such short durations, so a ramp is not needed.\n */\nconst MinRampDuration = 0.000001;\n\n/** @internal */\nexport class _WebAudioParameterComponent {\n private _rampEndTime: number = 0;\n private _engine: _WebAudioEngine;\n private _param: AudioParam;\n private _targetValue: number;\n\n /** @internal */\n constructor(engine: _WebAudioEngine, param: AudioParam) {\n this._engine = engine;\n this._param = param;\n this._targetValue = param.value;\n }\n\n /** @internal */\n public get isRamping(): boolean {\n return this._engine.currentTime < this._rampEndTime;\n }\n\n /** @internal */\n public get targetValue(): number {\n return this._targetValue;\n }\n\n public set targetValue(value: number) {\n this.setTargetValue(value);\n }\n\n /** @internal */\n public get value(): number {\n return this._param.value;\n }\n\n /** @internal */\n public dispose(): void {\n this._param = null!;\n this._engine = null!;\n }\n\n /**\n * Sets the target value of the audio parameter with an optional ramping duration and shape.\n *\n * @internal\n */\n public setTargetValue(value: number, options: Nullable<Partial<IAudioParameterRampOptions>> = null): void {\n if (!Number.isFinite(value)) {\n Logger.Warn(`Attempted to set audio parameter to non-finite value: ${value}`);\n return;\n }\n\n this._param.cancelScheduledValues(0);\n\n const shape = typeof options?.shape === \"string\" ? options.shape : AudioParameterRampShape.Linear;\n const startTime = this._engine.currentTime;\n\n if (shape === AudioParameterRampShape.None) {\n this._param.value = this._targetValue = value;\n this._rampEndTime = startTime;\n return;\n }\n\n let duration = typeof options?.duration === \"number\" ? Math.max(options.duration, this._engine.parameterRampDuration) : this._engine.parameterRampDuration;\n\n this._targetValue = value;\n\n if ((duration = Math.max(this._engine.parameterRampDuration, duration)) < MinRampDuration) {\n this._param.setValueAtTime(value, startTime);\n return;\n }\n\n try {\n this._param.setValueCurveAtTime(_GetAudioParamCurveValues(shape, Number.isFinite(this._param.value) ? this._param.value : 0, value), startTime, duration);\n this._rampEndTime = startTime + duration;\n } catch (e) {\n Logger.Warn(`Audio parameter ramping failed: ${(e as Error).message}`);\n }\n }\n}\n"]}
@@ -18,11 +18,14 @@ import { OrbitCameraPointersInput } from "./orbitCameraPointersInput.js";
18
18
  */
19
19
  export declare class GeospatialCameraPointersInput extends OrbitCameraPointersInput {
20
20
  camera: GeospatialCamera;
21
+ private _initialPinchSquaredDistance;
22
+ private _pinchCentroid;
21
23
  getClassName(): string;
22
24
  onButtonDown(evt: IPointerEvent): void;
23
25
  onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
24
26
  /**
25
27
  * Move camera from multitouch (pinch) zoom distances.
28
+ * Zooms towards the centroid (midpoint between the two fingers).
26
29
  * @param previousPinchSquaredDistance
27
30
  * @param pinchSquaredDistance
28
31
  */
@@ -37,5 +40,6 @@ export declare class GeospatialCameraPointersInput extends OrbitCameraPointersIn
37
40
  onDoubleTap(type: string): void;
38
41
  onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
39
42
  onButtonUp(_evt: IPointerEvent): void;
43
+ onLostFocus(): void;
40
44
  private _handleTilt;
41
45
  }
@@ -13,6 +13,11 @@ import { OrbitCameraPointersInput } from "./orbitCameraPointersInput.js";
13
13
  *
14
14
  */
15
15
  export class GeospatialCameraPointersInput extends OrbitCameraPointersInput {
16
+ constructor() {
17
+ super(...arguments);
18
+ this._initialPinchSquaredDistance = 0;
19
+ this._pinchCentroid = null;
20
+ }
16
21
  getClassName() {
17
22
  return "GeospatialCameraPointersInput";
18
23
  }
@@ -43,11 +48,38 @@ export class GeospatialCameraPointersInput extends OrbitCameraPointersInput {
43
48
  }
44
49
  /**
45
50
  * Move camera from multitouch (pinch) zoom distances.
51
+ * Zooms towards the centroid (midpoint between the two fingers).
46
52
  * @param previousPinchSquaredDistance
47
53
  * @param pinchSquaredDistance
48
54
  */
49
55
  _computePinchZoom(previousPinchSquaredDistance, pinchSquaredDistance) {
50
- this.camera.radius = (this.camera.radius * Math.sqrt(previousPinchSquaredDistance)) / Math.sqrt(pinchSquaredDistance);
56
+ // Calculate zoom distance based on pinch delta
57
+ const previousDistance = Math.sqrt(previousPinchSquaredDistance);
58
+ const currentDistance = Math.sqrt(pinchSquaredDistance);
59
+ const pinchDelta = currentDistance - previousDistance;
60
+ // Try to zoom towards centroid if we have it
61
+ if (this._pinchCentroid) {
62
+ const scene = this.camera.getScene();
63
+ const engine = scene.getEngine();
64
+ const canvasRect = engine.getInputElementClientRect();
65
+ if (canvasRect) {
66
+ // Convert centroid from clientX/Y to canvas-relative coordinates (same as scene.pointerX/Y)
67
+ const canvasX = this._pinchCentroid.x - canvasRect.left;
68
+ const canvasY = this._pinchCentroid.y - canvasRect.top;
69
+ // Pick at centroid
70
+ const pickResult = scene.pick(canvasX, canvasY, this.camera.pickPredicate);
71
+ if (pickResult?.pickedPoint) {
72
+ // Scale zoom by distance to picked point
73
+ const distanceToPoint = this.camera.position.subtract(pickResult.pickedPoint).length();
74
+ const zoomDistance = pinchDelta * distanceToPoint * 0.005;
75
+ this.camera.zoomToPoint(pickResult.pickedPoint, zoomDistance);
76
+ return;
77
+ }
78
+ }
79
+ }
80
+ // Fallback: scale zoom by camera radius along lookat vector
81
+ const zoomDistance = pinchDelta * this.camera.radius * 0.005;
82
+ this.camera.zoomAlongLookAt(zoomDistance);
51
83
  }
52
84
  /**
53
85
  * Move camera from multi touch panning positions.
@@ -69,15 +101,36 @@ export class GeospatialCameraPointersInput extends OrbitCameraPointersInput {
69
101
  }
70
102
  }
71
103
  onMultiTouch(pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition) {
72
- this._shouldStartPinchZoom =
73
- this._twoFingerActivityCount < 20 && Math.abs(Math.sqrt(pinchSquaredDistance) - Math.sqrt(previousPinchSquaredDistance)) > this.camera.limits.pinchToPanMax;
104
+ // Store centroid for use in _computePinchZoom (it's already calculated by parent)
105
+ this._pinchCentroid = multiTouchPanPosition;
106
+ // Reset on gesture end
107
+ if (pinchSquaredDistance === 0 && multiTouchPanPosition === null) {
108
+ this._initialPinchSquaredDistance = 0;
109
+ this._pinchCentroid = null;
110
+ super.onMultiTouch(pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);
111
+ return;
112
+ }
113
+ // Track initial distance at gesture start for cumulative threshold detection
114
+ if (this._initialPinchSquaredDistance === 0 && pinchSquaredDistance !== 0) {
115
+ this._initialPinchSquaredDistance = pinchSquaredDistance;
116
+ }
117
+ // Use cumulative delta from gesture start for threshold detection (more forgiving than frame-to-frame)
118
+ const cumulativeDelta = Math.abs(Math.sqrt(pinchSquaredDistance) - Math.sqrt(this._initialPinchSquaredDistance));
119
+ this._shouldStartPinchZoom = this._twoFingerActivityCount < 20 && cumulativeDelta > this.camera.limits.pinchToPanMax;
74
120
  super.onMultiTouch(pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);
75
121
  }
76
122
  onButtonUp(_evt) {
77
123
  this.camera.movement.stopDrag();
78
124
  this.camera.movement.activeInput = false;
125
+ this._initialPinchSquaredDistance = 0;
126
+ this._pinchCentroid = null;
79
127
  super.onButtonUp(_evt);
80
128
  }
129
+ onLostFocus() {
130
+ this._initialPinchSquaredDistance = 0;
131
+ this._pinchCentroid = null;
132
+ super.onLostFocus();
133
+ }
81
134
  _handleTilt(deltaX, deltaY) {
82
135
  this.camera.movement.rotationAccumulatedPixels.y -= deltaX; // yaw - looking side to side
83
136
  this.camera.movement.rotationAccumulatedPixels.x -= deltaY; // pitch - look up towards sky / down towards ground
@@ -1 +1 @@
1
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0; // Default to button 0 (drag) if undefined\r\n const scene = this.camera.getScene();\r\n switch (button) {\r\n case 0: // Left button / single touch - drag/pan globe under cursor\r\n this.camera.movement.handleDrag(scene.pointerX, scene.pointerY);\r\n break;\r\n case 1: // Middle button - tilt camera\r\n case 2: // Right button - tilt camera\r\n this._handleTilt(offsetX, offsetY);\r\n break;\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 this.camera.radius = (this.camera.radius * Math.sqrt(previousPinchSquaredDistance)) / Math.sqrt(pinchSquaredDistance);\r\n }\r\n\r\n /**\r\n * Move camera from multi touch panning positions.\r\n * In geospatialcamera, multi touch panning tilts the globe (whereas single touch will pan/drag it)\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 (previousMultiTouchPanPosition && multiTouchPanPosition) {\r\n const moveDeltaX = multiTouchPanPosition.x - previousMultiTouchPanPosition.x;\r\n const moveDeltaY = multiTouchPanPosition.y - previousMultiTouchPanPosition.y;\r\n this._handleTilt(moveDeltaX, moveDeltaY);\r\n }\r\n }\r\n\r\n public override onDoubleTap(type: string): void {\r\n const pickResult = this.camera._scene.pick(this.camera._scene.pointerX, this.camera._scene.pointerY, this.camera.pickPredicate);\r\n if (pickResult.pickedPoint) {\r\n void this.camera.flyToPointAsync(pickResult.pickedPoint);\r\n }\r\n }\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.limits.pinchToPanMax;\r\n super.onMultiTouch(pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n }\r\n\r\n public override onButtonUp(_evt: IPointerEvent): void {\r\n this.camera.movement.stopDrag();\r\n this.camera.movement.activeInput = false;\r\n super.onButtonUp(_evt);\r\n }\r\n\r\n private _handleTilt(deltaX: number, deltaY: number): void {\r\n this.camera.movement.rotationAccumulatedPixels.y -= deltaX; // yaw - looking side to side\r\n this.camera.movement.rotationAccumulatedPixels.x -= deltaY; // pitch - look up towards sky / down towards ground\r\n }\r\n}\r\n"]}
1
+ 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type { GeospatialCamera } from \"../../Cameras/geospatialCamera\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport type { PointerTouch } from \"../../Events/pointerEvents\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { OrbitCameraPointersInput } from \"./orbitCameraPointersInput\";\r\n\r\n/**\r\n * @experimental\r\n * Geospatial camera inputs can simulate dragging the globe around or tilting the camera around some point on the globe\r\n * This class will update the GeospatialCameraMovement class's movementDeltaCurrentFrame, and the camera is responsible for using these updates to calculate viewMatrix appropriately\r\n *\r\n * As of right now, the camera correction logic (to keep the camera geospatially oriented around the globe) is happening within the camera class when calculating viewmatrix\r\n * As this is experimental, it is possible we move that correction step to live within the input class (to enable non-corrected translations in the future), say if we want to allow the camera to move outside of the globe's orbit\r\n *\r\n * Left mouse button: drag globe\r\n * Middle mouse button: tilt globe\r\n * Right mouse button: tilt globe\r\n *\r\n */\r\nexport class GeospatialCameraPointersInput extends OrbitCameraPointersInput {\r\n public camera: GeospatialCamera;\r\n\r\n private _initialPinchSquaredDistance: number = 0;\r\n private _pinchCentroid: Nullable<PointerTouch> = null;\r\n\r\n public override getClassName(): string {\r\n return \"GeospatialCameraPointersInput\";\r\n }\r\n\r\n public override onButtonDown(evt: IPointerEvent): void {\r\n this.camera.movement.activeInput = true;\r\n const scene = this.camera.getScene();\r\n switch (evt.button) {\r\n case 0: // Left button - drag/pan globe under cursor\r\n this.camera.movement.startDrag(scene.pointerX, scene.pointerY);\r\n break;\r\n default:\r\n break;\r\n }\r\n }\r\n\r\n public override onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {\r\n // Single finger touch (no button property) or left button (button 0) = drag\r\n const button = point?.button ?? 0; // Default to button 0 (drag) if undefined\r\n const scene = this.camera.getScene();\r\n switch (button) {\r\n case 0: // Left button / single touch - drag/pan globe under cursor\r\n this.camera.movement.handleDrag(scene.pointerX, scene.pointerY);\r\n break;\r\n case 1: // Middle button - tilt camera\r\n case 2: // Right button - tilt camera\r\n this._handleTilt(offsetX, offsetY);\r\n break;\r\n }\r\n }\r\n\r\n /**\r\n * Move camera from multitouch (pinch) zoom distances.\r\n * Zooms towards the centroid (midpoint between the two fingers).\r\n * @param previousPinchSquaredDistance\r\n * @param pinchSquaredDistance\r\n */\r\n protected override _computePinchZoom(previousPinchSquaredDistance: number, pinchSquaredDistance: number): void {\r\n // Calculate zoom distance based on pinch delta\r\n const previousDistance = Math.sqrt(previousPinchSquaredDistance);\r\n const currentDistance = Math.sqrt(pinchSquaredDistance);\r\n const pinchDelta = currentDistance - previousDistance;\r\n\r\n // Try to zoom towards centroid if we have it\r\n if (this._pinchCentroid) {\r\n const scene = this.camera.getScene();\r\n const engine = scene.getEngine();\r\n const canvasRect = engine.getInputElementClientRect();\r\n\r\n if (canvasRect) {\r\n // Convert centroid from clientX/Y to canvas-relative coordinates (same as scene.pointerX/Y)\r\n const canvasX = this._pinchCentroid.x - canvasRect.left;\r\n const canvasY = this._pinchCentroid.y - canvasRect.top;\r\n\r\n // Pick at centroid\r\n const pickResult = scene.pick(canvasX, canvasY, this.camera.pickPredicate);\r\n if (pickResult?.pickedPoint) {\r\n // Scale zoom by distance to picked point\r\n const distanceToPoint = this.camera.position.subtract(pickResult.pickedPoint).length();\r\n const zoomDistance = pinchDelta * distanceToPoint * 0.005;\r\n this.camera.zoomToPoint(pickResult.pickedPoint, zoomDistance);\r\n return;\r\n }\r\n }\r\n }\r\n\r\n // Fallback: scale zoom by camera radius along lookat vector\r\n const zoomDistance = pinchDelta * this.camera.radius * 0.005;\r\n this.camera.zoomAlongLookAt(zoomDistance);\r\n }\r\n\r\n /**\r\n * Move camera from multi touch panning positions.\r\n * In geospatialcamera, multi touch panning tilts the globe (whereas single touch will pan/drag it)\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 (previousMultiTouchPanPosition && multiTouchPanPosition) {\r\n const moveDeltaX = multiTouchPanPosition.x - previousMultiTouchPanPosition.x;\r\n const moveDeltaY = multiTouchPanPosition.y - previousMultiTouchPanPosition.y;\r\n this._handleTilt(moveDeltaX, moveDeltaY);\r\n }\r\n }\r\n\r\n public override onDoubleTap(type: string): void {\r\n const pickResult = this.camera._scene.pick(this.camera._scene.pointerX, this.camera._scene.pointerY, this.camera.pickPredicate);\r\n if (pickResult.pickedPoint) {\r\n void this.camera.flyToPointAsync(pickResult.pickedPoint);\r\n }\r\n }\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 // Store centroid for use in _computePinchZoom (it's already calculated by parent)\r\n this._pinchCentroid = multiTouchPanPosition;\r\n\r\n // Reset on gesture end\r\n if (pinchSquaredDistance === 0 && multiTouchPanPosition === null) {\r\n this._initialPinchSquaredDistance = 0;\r\n this._pinchCentroid = null;\r\n super.onMultiTouch(pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n return;\r\n }\r\n\r\n // Track initial distance at gesture start for cumulative threshold detection\r\n if (this._initialPinchSquaredDistance === 0 && pinchSquaredDistance !== 0) {\r\n this._initialPinchSquaredDistance = pinchSquaredDistance;\r\n }\r\n\r\n // Use cumulative delta from gesture start for threshold detection (more forgiving than frame-to-frame)\r\n const cumulativeDelta = Math.abs(Math.sqrt(pinchSquaredDistance) - Math.sqrt(this._initialPinchSquaredDistance));\r\n this._shouldStartPinchZoom = this._twoFingerActivityCount < 20 && cumulativeDelta > this.camera.limits.pinchToPanMax;\r\n\r\n super.onMultiTouch(pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n }\r\n\r\n public override onButtonUp(_evt: IPointerEvent): void {\r\n this.camera.movement.stopDrag();\r\n this.camera.movement.activeInput = false;\r\n this._initialPinchSquaredDistance = 0;\r\n this._pinchCentroid = null;\r\n super.onButtonUp(_evt);\r\n }\r\n\r\n public override onLostFocus(): void {\r\n this._initialPinchSquaredDistance = 0;\r\n this._pinchCentroid = null;\r\n super.onLostFocus();\r\n }\r\n\r\n private _handleTilt(deltaX: number, deltaY: number): void {\r\n this.camera.movement.rotationAccumulatedPixels.y -= deltaX; // yaw - looking side to side\r\n this.camera.movement.rotationAccumulatedPixels.x -= deltaY; // pitch - look up towards sky / down towards ground\r\n }\r\n}\r\n"]}
@@ -3,6 +3,7 @@ import { Vector3, Matrix } from "../Maths/math.vector.js";
3
3
  import { Camera } from "./camera.js";
4
4
  import type { Scene } from "../scene.js";
5
5
  import type { MeshPredicate } from "../Culling/ray.core.js";
6
+ import type { DeepImmutable } from "../types.js";
6
7
  import { GeospatialLimits } from "./Limits/geospatialLimits.js";
7
8
  import { GeospatialCameraMovement } from "./geospatialCameraMovement.js";
8
9
  import type { IVector3Like } from "../Maths/math.like.js";
@@ -129,8 +130,8 @@ export declare class GeospatialCamera extends Camera {
129
130
  */
130
131
  private _applyZoom;
131
132
  private _clampZoomDelta;
132
- private _zoomToPoint;
133
- private _zoomAlongLookAt;
133
+ zoomToPoint(targetPoint: DeepImmutable<IVector3Like>, distance: number): void;
134
+ zoomAlongLookAt(distance: number): void;
134
135
  _checkInputs(): void;
135
136
  private _wasCenterMovingLastFrame;
136
137
  private _recalculateCenter;
@@ -319,11 +319,11 @@ export class GeospatialCamera extends Camera {
319
319
  }
320
320
  if (pickedPoint) {
321
321
  // Zoom toward the picked point under cursor
322
- this._zoomToPoint(pickedPoint, zoomDelta);
322
+ this.zoomToPoint(pickedPoint, zoomDelta);
323
323
  }
324
324
  else {
325
325
  // Zoom along lookAt vector (fallback when no surface under cursor)
326
- this._zoomAlongLookAt(zoomDelta);
326
+ this.zoomAlongLookAt(zoomDelta);
327
327
  }
328
328
  }
329
329
  _clampZoomDelta(zoomDelta, pickedPoint) {
@@ -346,12 +346,12 @@ export class GeospatialCamera extends Camera {
346
346
  return Math.max(zoomDelta, -Math.max(0, maxZoomOut));
347
347
  }
348
348
  }
349
- _zoomToPoint(targetPoint, distance) {
349
+ zoomToPoint(targetPoint, distance) {
350
350
  const newRadius = this._getCenterAndRadiusFromZoomToPoint(targetPoint, distance, this._tempCenter);
351
351
  // Apply the new orientation
352
352
  this._setOrientation(this._yaw, this._pitch, newRadius, this._tempCenter);
353
353
  }
354
- _zoomAlongLookAt(distance) {
354
+ zoomAlongLookAt(distance) {
355
355
  // Clamp radius to limits
356
356
  const requestedRadius = this._radius - distance;
357
357
  const newRadius = Clamp(requestedRadius, this.limits.radiusMin, this.limits.radiusMax);
@@ -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, Vector3Distance, Vector3Dot, Vector3SubtractToRef } 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 { Collider } from \"../Collisions/collider\";\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 // Collision properties\r\n private _collider?: Collider;\r\n private _collisionVelocity: Vector3 = new Vector3();\r\n /** Public option to customize the collision offset applied each frame - vs the one calculated using internal CollisionCoordinator */\r\n public perFrameCollisionOffset: Vector3 = new Vector3();\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 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 // Recalculate collisionOffset to be applied later when viewMatrix is calculated (allowing camera users to modify the value in afterCheckInputsObservable)\r\n this.perFrameCollisionOffset = this._getCollisionOffset(this._tempPosition);\r\n\r\n this._position.copyFrom(this._tempPosition);\r\n\r\n this._isViewMatrixDirty = true;\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 // For yaw, use shortest path to target.\r\n const deltaYaw = targetYaw !== undefined ? NormalizeRadians(NormalizeRadians(targetYaw) - this._yaw) : 0;\r\n this._flyToTargets.set(\"yaw\", deltaYaw === 0 ? undefined : this._yaw + deltaYaw);\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?.clone());\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 // For yaw, use shortest path to target.\r\n const deltaYaw = targetYaw !== undefined ? NormalizeRadians(NormalizeRadians(targetYaw) - this._yaw) : 0;\r\n this._flyToTargets.set(\"yaw\", deltaYaw === 0 ? undefined : this._yaw + deltaYaw);\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?.clone());\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 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(startValue, endValue, 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(startValue, endValue);\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 `distanceScale` of the current camera-to-destination distance (by default 50%).\r\n * @param destination point to move towards\r\n * @param distanceScale value between 0 and 1, % of distance 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 centerHopScale If supplied, will define the parabolic hop height scale for center animation to create a \"bounce\" effect\r\n */\r\n public async flyToPointAsync(destination: Vector3, distanceScale: number = 0.5, durationMs: number = 1000, easingFn?: EasingFunction, centerHopScale?: number) {\r\n // Move by a fraction of the camera-to-destination distance\r\n const zoomDistance = Vector3Distance(this.position, destination) * distanceScale;\r\n const newRadius = this._getCenterAndRadiusFromZoomToPoint(destination, zoomDistance, this._tempCenter);\r\n await this.flyToAsync(undefined, undefined, newRadius, this._tempCenter, durationMs, easingFn, centerHopScale);\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 restingAltitude = limits.radiusMax !== Infinity ? limits.radiusMax : 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 // Apply the same offset to both position and center to preserve orbital relationship\r\n // This keeps yaw/pitch/radius intact - just lifts the whole \"rig\"\r\n this._position.addInPlace(this.perFrameCollisionOffset);\r\n this._center.addInPlace(this.perFrameCollisionOffset);\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 this._setOrientation(yaw, pitch, this._radius, this._center);\r\n }\r\n }\r\n\r\n private _getCenterAndRadiusFromZoomToPoint(targetPoint: Vector3, distance: number, newCenterResult: Vector3): number {\r\n const directionToTarget = Vector3SubtractToRef(targetPoint, this._position, TmpVectors.Vector3[0]);\r\n const distanceToTarget = directionToTarget.length();\r\n\r\n // Don't zoom past the min radius limit.\r\n if (distanceToTarget < this.limits.radiusMin) {\r\n newCenterResult.copyFrom(this._center);\r\n const requestedRadius = this._radius - distance;\r\n const newRadius = Clamp(requestedRadius, this.limits.radiusMin, this.limits.radiusMax);\r\n return newRadius;\r\n }\r\n\r\n // Move the camera position towards targetPoint by distanceToTarget\r\n directionToTarget.scaleInPlace(distance / distanceToTarget);\r\n const newPosition = this._position.addToRef(directionToTarget, TmpVectors.Vector3[1]);\r\n\r\n // Project the movement onto the look vector to derive the new center/radius.\r\n const projectedDistance = Vector3Dot(directionToTarget, this._lookAtVector);\r\n const newRadius = this._radius - projectedDistance;\r\n const newRadiusClamped = Clamp(newRadius, this.limits.radiusMin, this.limits.radiusMax);\r\n newCenterResult.copyFrom(newPosition).addInPlace(this._lookAtVector.scale(newRadiusClamped));\r\n\r\n return newRadiusClamped;\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 let zoomDelta = this.movement.zoomDeltaCurrentFrame;\r\n const pickedPoint = this.movement.computedPerFrameZoomPickPoint;\r\n\r\n // Clamp zoom delta to limits before applying\r\n zoomDelta = this._clampZoomDelta(zoomDelta, pickedPoint);\r\n\r\n if (Math.abs(zoomDelta) < Epsilon) {\r\n return;\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 _clampZoomDelta(zoomDelta: number, pickedPoint?: Vector3): number {\r\n if (Math.abs(zoomDelta) < Epsilon) {\r\n return 0;\r\n }\r\n\r\n if (zoomDelta > 0) {\r\n // Zooming IN - respect radiusMin as distance to surface\r\n if (pickedPoint) {\r\n const pickDistance = Vector3Distance(this._position, pickedPoint);\r\n // Don't zoom past the picked surface point + radiusMin\r\n const maxZoomToSurface = pickDistance - this.limits.radiusMin;\r\n return Math.min(zoomDelta, Math.max(0, maxZoomToSurface));\r\n }\r\n\r\n return zoomDelta;\r\n } else {\r\n // Zooming OUT - respect radiusMax\r\n const maxZoomOut = this.limits.radiusMax - this._radius;\r\n return Math.max(zoomDelta, -Math.max(0, maxZoomOut));\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 this.perFrameCollisionOffset.setAll(0);\r\n\r\n // Let movement class handle all per-frame logic\r\n this.movement.computeCurrentFrameDeltas();\r\n\r\n let isCenterMoving = false;\r\n if (this.movement.panDeltaCurrentFrame.lengthSquared() > 0) {\r\n this._applyGeocentricTranslation();\r\n // After a drag, recalculate the center point to ensure it's still on the surface.\r\n isCenterMoving = 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 isCenterMoving = 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 this._recalculateCenter(isCenterMoving);\r\n\r\n super._checkInputs();\r\n }\r\n\r\n private _wasCenterMovingLastFrame = false;\r\n\r\n private _recalculateCenter(isCenterMoving: boolean) {\r\n const shouldRecalculateCenterAfterMove = this._wasCenterMovingLastFrame && !isCenterMoving;\r\n this._wasCenterMovingLastFrame = isCenterMoving;\r\n\r\n // Wait until movement impacting center is complete to avoid wasted raycasting\r\n if (shouldRecalculateCenterAfterMove) {\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 = Vector3Dot(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 = Vector3Distance(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\r\n /**\r\n * Allows extended classes to override how collision offset is calculated\r\n * @param newPosition\r\n * @returns\r\n */\r\n protected _getCollisionOffset(newPosition: Vector3): Vector3 {\r\n const coordinator = this.getScene().collisionCoordinator;\r\n const collisionOffset = TmpVectors.Vector3[6].setAll(0);\r\n if (!coordinator || !this._scene.collisionsEnabled) {\r\n return collisionOffset;\r\n }\r\n\r\n if (!this._collider) {\r\n this._collider = coordinator.createCollider();\r\n }\r\n this._collider._radius.setAll(this.limits.radiusMin);\r\n\r\n // Calculate velocity from old position to new position\r\n newPosition.subtractToRef(this._position, this._collisionVelocity);\r\n\r\n // Get the collision-adjusted position\r\n const adjustedPosition = coordinator.getNewPosition(this._position, this._collisionVelocity, this._collider, 3, null, () => {}, this.uniqueId);\r\n\r\n // Calculate the collision offset (how much the position was pushed)\r\n adjustedPosition.subtractToRef(newPosition, collisionOffset);\r\n\r\n return collisionOffset;\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"]}
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, Vector3Distance, Vector3Dot, Vector3SubtractToRef } 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 { Collider } from \"../Collisions/collider\";\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 // Collision properties\r\n private _collider?: Collider;\r\n private _collisionVelocity: Vector3 = new Vector3();\r\n /** Public option to customize the collision offset applied each frame - vs the one calculated using internal CollisionCoordinator */\r\n public perFrameCollisionOffset: Vector3 = new Vector3();\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 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 // Recalculate collisionOffset to be applied later when viewMatrix is calculated (allowing camera users to modify the value in afterCheckInputsObservable)\r\n this.perFrameCollisionOffset = this._getCollisionOffset(this._tempPosition);\r\n\r\n this._position.copyFrom(this._tempPosition);\r\n\r\n this._isViewMatrixDirty = true;\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 // For yaw, use shortest path to target.\r\n const deltaYaw = targetYaw !== undefined ? NormalizeRadians(NormalizeRadians(targetYaw) - this._yaw) : 0;\r\n this._flyToTargets.set(\"yaw\", deltaYaw === 0 ? undefined : this._yaw + deltaYaw);\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?.clone());\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 // For yaw, use shortest path to target.\r\n const deltaYaw = targetYaw !== undefined ? NormalizeRadians(NormalizeRadians(targetYaw) - this._yaw) : 0;\r\n this._flyToTargets.set(\"yaw\", deltaYaw === 0 ? undefined : this._yaw + deltaYaw);\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?.clone());\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 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(startValue, endValue, 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(startValue, endValue);\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 `distanceScale` of the current camera-to-destination distance (by default 50%).\r\n * @param destination point to move towards\r\n * @param distanceScale value between 0 and 1, % of distance 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 centerHopScale If supplied, will define the parabolic hop height scale for center animation to create a \"bounce\" effect\r\n */\r\n public async flyToPointAsync(destination: Vector3, distanceScale: number = 0.5, durationMs: number = 1000, easingFn?: EasingFunction, centerHopScale?: number) {\r\n // Move by a fraction of the camera-to-destination distance\r\n const zoomDistance = Vector3Distance(this.position, destination) * distanceScale;\r\n const newRadius = this._getCenterAndRadiusFromZoomToPoint(destination, zoomDistance, this._tempCenter);\r\n await this.flyToAsync(undefined, undefined, newRadius, this._tempCenter, durationMs, easingFn, centerHopScale);\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 restingAltitude = limits.radiusMax !== Infinity ? limits.radiusMax : 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 // Apply the same offset to both position and center to preserve orbital relationship\r\n // This keeps yaw/pitch/radius intact - just lifts the whole \"rig\"\r\n this._position.addInPlace(this.perFrameCollisionOffset);\r\n this._center.addInPlace(this.perFrameCollisionOffset);\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 this._setOrientation(yaw, pitch, this._radius, this._center);\r\n }\r\n }\r\n\r\n private _getCenterAndRadiusFromZoomToPoint(targetPoint: DeepImmutable<IVector3Like>, distance: number, newCenterResult: Vector3): number {\r\n const directionToTarget = Vector3SubtractToRef(targetPoint, this._position, TmpVectors.Vector3[0]);\r\n const distanceToTarget = directionToTarget.length();\r\n\r\n // Don't zoom past the min radius limit.\r\n if (distanceToTarget < this.limits.radiusMin) {\r\n newCenterResult.copyFrom(this._center);\r\n const requestedRadius = this._radius - distance;\r\n const newRadius = Clamp(requestedRadius, this.limits.radiusMin, this.limits.radiusMax);\r\n return newRadius;\r\n }\r\n\r\n // Move the camera position towards targetPoint by distanceToTarget\r\n directionToTarget.scaleInPlace(distance / distanceToTarget);\r\n const newPosition = this._position.addToRef(directionToTarget, TmpVectors.Vector3[1]);\r\n\r\n // Project the movement onto the look vector to derive the new center/radius.\r\n const projectedDistance = Vector3Dot(directionToTarget, this._lookAtVector);\r\n const newRadius = this._radius - projectedDistance;\r\n const newRadiusClamped = Clamp(newRadius, this.limits.radiusMin, this.limits.radiusMax);\r\n newCenterResult.copyFrom(newPosition).addInPlace(this._lookAtVector.scale(newRadiusClamped));\r\n\r\n return newRadiusClamped;\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 let zoomDelta = this.movement.zoomDeltaCurrentFrame;\r\n const pickedPoint = this.movement.computedPerFrameZoomPickPoint;\r\n\r\n // Clamp zoom delta to limits before applying\r\n zoomDelta = this._clampZoomDelta(zoomDelta, pickedPoint);\r\n\r\n if (Math.abs(zoomDelta) < Epsilon) {\r\n return;\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 _clampZoomDelta(zoomDelta: number, pickedPoint?: Vector3): number {\r\n if (Math.abs(zoomDelta) < Epsilon) {\r\n return 0;\r\n }\r\n\r\n if (zoomDelta > 0) {\r\n // Zooming IN - respect radiusMin as distance to surface\r\n if (pickedPoint) {\r\n const pickDistance = Vector3Distance(this._position, pickedPoint);\r\n // Don't zoom past the picked surface point + radiusMin\r\n const maxZoomToSurface = pickDistance - this.limits.radiusMin;\r\n return Math.min(zoomDelta, Math.max(0, maxZoomToSurface));\r\n }\r\n\r\n return zoomDelta;\r\n } else {\r\n // Zooming OUT - respect radiusMax\r\n const maxZoomOut = this.limits.radiusMax - this._radius;\r\n return Math.max(zoomDelta, -Math.max(0, maxZoomOut));\r\n }\r\n }\r\n\r\n public zoomToPoint(targetPoint: DeepImmutable<IVector3Like>, 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 public 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 this.perFrameCollisionOffset.setAll(0);\r\n\r\n // Let movement class handle all per-frame logic\r\n this.movement.computeCurrentFrameDeltas();\r\n\r\n let isCenterMoving = false;\r\n if (this.movement.panDeltaCurrentFrame.lengthSquared() > 0) {\r\n this._applyGeocentricTranslation();\r\n // After a drag, recalculate the center point to ensure it's still on the surface.\r\n isCenterMoving = 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 isCenterMoving = 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 this._recalculateCenter(isCenterMoving);\r\n\r\n super._checkInputs();\r\n }\r\n\r\n private _wasCenterMovingLastFrame = false;\r\n\r\n private _recalculateCenter(isCenterMoving: boolean) {\r\n const shouldRecalculateCenterAfterMove = this._wasCenterMovingLastFrame && !isCenterMoving;\r\n this._wasCenterMovingLastFrame = isCenterMoving;\r\n\r\n // Wait until movement impacting center is complete to avoid wasted raycasting\r\n if (shouldRecalculateCenterAfterMove) {\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 = Vector3Dot(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 = Vector3Distance(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\r\n /**\r\n * Allows extended classes to override how collision offset is calculated\r\n * @param newPosition\r\n * @returns\r\n */\r\n protected _getCollisionOffset(newPosition: Vector3): Vector3 {\r\n const coordinator = this.getScene().collisionCoordinator;\r\n const collisionOffset = TmpVectors.Vector3[6].setAll(0);\r\n if (!coordinator || !this._scene.collisionsEnabled) {\r\n return collisionOffset;\r\n }\r\n\r\n if (!this._collider) {\r\n this._collider = coordinator.createCollider();\r\n }\r\n this._collider._radius.setAll(this.limits.radiusMin);\r\n\r\n // Calculate velocity from old position to new position\r\n newPosition.subtractToRef(this._position, this._collisionVelocity);\r\n\r\n // Get the collision-adjusted position\r\n const adjustedPosition = coordinator.getNewPosition(this._position, this._collisionVelocity, this._collider, 3, null, () => {}, this.uniqueId);\r\n\r\n // Calculate the collision offset (how much the position was pushed)\r\n adjustedPosition.subtractToRef(newPosition, collisionOffset);\r\n\r\n return collisionOffset;\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"]}
@@ -794,13 +794,13 @@ export class AbstractEngine {
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  */
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  // Not mixed with Version for tooling purpose.
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  static get NpmPackage() {
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- return "babylonjs@8.45.2";
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+ return "babylonjs@8.45.3";
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  }
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  /**
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  * Returns the current version of the framework
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  */
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  static get Version() {
803
- return "8.45.2";
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+ return "8.45.3";
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  }
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  /**
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  * Gets the HTML canvas attached with the current webGL context