@babylonjs/core 9.11.0 → 9.12.0
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/Actions/actionManager.d.ts +1 -1
- package/Actions/actionManager.js +8 -5
- package/Actions/actionManager.js.map +1 -1
- package/Animations/animatable.core.d.ts +1 -1
- package/Animations/animatable.core.js +2 -2
- package/Animations/animatable.core.js.map +1 -1
- package/Animations/animationPropertiesOverride.js +1 -1
- package/Animations/animationPropertiesOverride.js.map +1 -1
- package/Animations/animatorAvatar.d.ts +2 -2
- package/Animations/animatorAvatar.js +3 -3
- package/Animations/animatorAvatar.js.map +1 -1
- package/Animations/pathCursor.d.ts +1 -1
- package/Animations/pathCursor.js +1 -1
- package/Animations/pathCursor.js.map +1 -1
- package/Animations/runtimeAnimation.d.ts +1 -1
- package/Animations/runtimeAnimation.js +2 -2
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/analyser.js +1 -1
- package/Audio/analyser.js.map +1 -1
- package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js +1 -1
- package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js.map +1 -1
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +1 -1
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +1 -1
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
- package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +1 -1
- package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.js +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
- package/BakedVertexAnimation/vertexAnimationBaker.js +1 -1
- package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
- package/Behaviors/Cameras/framingBehavior.js +2 -2
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Behaviors/Cameras/interpolatingBehavior.d.ts +13 -1
- package/Behaviors/Cameras/interpolatingBehavior.js +13 -1
- package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
- package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
- package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +3 -3
- package/Behaviors/Meshes/baseSixDofDragBehavior.js +4 -4
- package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/followBehavior.js +1 -1
- package/Behaviors/Meshes/followBehavior.js.map +1 -1
- package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
- package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
- package/Behaviors/Meshes/multiPointerScaleBehavior.js +1 -1
- package/Behaviors/Meshes/multiPointerScaleBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.d.ts +3 -3
- package/Behaviors/Meshes/pointerDragBehavior.js +5 -5
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.d.ts +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.js +2 -2
- package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/surfaceMagnetismBehavior.js +1 -1
- package/Behaviors/Meshes/surfaceMagnetismBehavior.js.map +1 -1
- package/Bones/boneIKController.d.ts +1 -1
- package/Bones/boneIKController.js +1 -1
- package/Bones/boneIKController.js.map +1 -1
- package/Bones/boneLookController.d.ts +1 -1
- package/Bones/boneLookController.js +1 -1
- package/Bones/boneLookController.js.map +1 -1
- package/Bones/skeleton.d.ts +2 -2
- package/Bones/skeleton.functions.d.ts +1 -1
- package/Bones/skeleton.functions.js +3 -3
- package/Bones/skeleton.functions.js.map +1 -1
- package/Bones/skeleton.js +3 -4
- package/Bones/skeleton.js.map +1 -1
- package/Buffers/buffer.align.pure.js +6 -0
- package/Buffers/buffer.align.pure.js.map +1 -1
- package/Buffers/buffer.nonFloatVertexBuffers.js +2 -1
- package/Buffers/buffer.nonFloatVertexBuffers.js.map +1 -1
- package/Buffers/buffer.pure.d.ts +8 -0
- package/Buffers/buffer.pure.js +31 -2
- package/Buffers/buffer.pure.js.map +1 -1
- package/Buffers/bufferUtils.js +17 -5
- package/Buffers/bufferUtils.js.map +1 -1
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js +1 -1
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js +2 -2
- package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.js +2 -2
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.js +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.js +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +2 -2
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.js +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraTouchInput.js +2 -2
- package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraKeyboardInput.js +1 -1
- package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
- package/Cameras/Limits/geospatialLimits.d.ts +1 -1
- package/Cameras/Limits/geospatialLimits.js +1 -1
- package/Cameras/Limits/geospatialLimits.js.map +1 -1
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +2 -2
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
- package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -1
- package/Cameras/RigModes/stereoscopicRigMode.js +3 -3
- package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
- package/Cameras/RigModes/vrRigMode.js +2 -2
- package/Cameras/RigModes/vrRigMode.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +3 -3
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +5 -5
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrCameraMetrics.d.ts +1 -1
- package/Cameras/VR/vrCameraMetrics.js +1 -1
- package/Cameras/VR/vrCameraMetrics.js.map +1 -1
- package/Cameras/cameraInputsManager.d.ts +1 -1
- package/Cameras/cameraInputsManager.js +1 -1
- package/Cameras/cameraInputsManager.js.map +1 -1
- package/Collisions/collider.d.ts +1 -1
- package/Collisions/collider.js +1 -1
- package/Collisions/collider.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +1 -1
- package/Collisions/gpuPicker.js +5 -5
- package/Collisions/gpuPicker.js.map +1 -1
- package/Collisions/meshCollisionData.d.ts +1 -1
- package/Collisions/meshCollisionData.js +1 -1
- package/Collisions/meshCollisionData.js.map +1 -1
- package/Collisions/pickingInfo.d.ts +1 -1
- package/Collisions/pickingInfo.js +2 -2
- package/Collisions/pickingInfo.js.map +1 -1
- package/Culling/Octrees/octreeBlock.d.ts +1 -1
- package/Culling/Octrees/octreeBlock.js +1 -1
- package/Culling/Octrees/octreeBlock.js.map +1 -1
- package/Culling/boundingBox.d.ts +1 -1
- package/Culling/boundingBox.js +1 -1
- package/Culling/boundingBox.js.map +1 -1
- package/Culling/boundingInfo.d.ts +1 -1
- package/Culling/boundingInfo.js +1 -1
- package/Culling/boundingInfo.js.map +1 -1
- package/Culling/boundingSphere.d.ts +1 -1
- package/Culling/boundingSphere.js +1 -1
- package/Culling/boundingSphere.js.map +1 -1
- package/Culling/ray.core.d.ts +1 -1
- package/Culling/ray.core.js +1 -1
- package/Culling/ray.core.js.map +1 -1
- package/Debug/axesViewer.d.ts +1 -1
- package/Debug/axesViewer.js +3 -3
- package/Debug/axesViewer.js.map +1 -1
- package/Debug/boneAxesViewer.d.ts +1 -1
- package/Debug/boneAxesViewer.js +1 -1
- package/Debug/boneAxesViewer.js.map +1 -1
- package/Debug/directionalLightFrustumViewer.d.ts +1 -1
- package/Debug/directionalLightFrustumViewer.js +6 -6
- package/Debug/directionalLightFrustumViewer.js.map +1 -1
- package/Debug/rayHelper.d.ts +1 -1
- package/Debug/rayHelper.js +2 -2
- package/Debug/rayHelper.js.map +1 -1
- package/Debug/skeletonViewer.d.ts +2 -2
- package/Debug/skeletonViewer.js +10 -10
- package/Debug/skeletonViewer.js.map +1 -1
- package/DeviceInput/internalDeviceSourceManager.d.ts +1 -1
- package/DeviceInput/internalDeviceSourceManager.js +0 -1
- package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.js +1 -1
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.views.d.ts +1 -1
- package/Engines/Extensions/engine.views.js +1 -1
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/Native/nativeHelpers.js +4 -1
- package/Engines/Native/nativeHelpers.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +11 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
- package/Engines/abstractEngine.pure.js +2 -2
- package/Engines/abstractEngine.pure.js.map +1 -1
- package/Engines/constants.d.ts +4 -0
- package/Engines/constants.js +4 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/engineFactory.d.ts +2 -2
- package/Engines/engineFactory.js +3 -3
- package/Engines/engineFactory.js.map +1 -1
- package/Events/pointerEvents.d.ts +1 -1
- package/Events/pointerEvents.js +1 -1
- package/Events/pointerEvents.js.map +1 -1
- package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js +1 -1
- package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js +1 -1
- package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js +3 -3
- package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js.map +1 -1
- package/FlowGraph/CustomTypes/flowGraphMatrix.d.ts +1 -1
- package/FlowGraph/CustomTypes/flowGraphMatrix.js +1 -1
- package/FlowGraph/CustomTypes/flowGraphMatrix.js.map +1 -1
- package/FlowGraph/flowGraphBlock.d.ts +1 -1
- package/FlowGraph/flowGraphBlock.js +1 -1
- package/FlowGraph/flowGraphBlock.js.map +1 -1
- package/FlowGraph/flowGraphExecutionBlock.d.ts +1 -1
- package/FlowGraph/flowGraphExecutionBlock.js +1 -1
- package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
- package/FlowGraph/flowGraphMath.d.ts +1 -1
- package/FlowGraph/flowGraphMath.js +1 -1
- package/FlowGraph/flowGraphMath.js.map +1 -1
- package/FlowGraph/flowGraphParser.js +1 -1
- package/FlowGraph/flowGraphParser.js.map +1 -1
- package/FlowGraph/flowGraphPathConverterComponent.d.ts +1 -1
- package/FlowGraph/flowGraphPathConverterComponent.js +2 -2
- package/FlowGraph/flowGraphPathConverterComponent.js.map +1 -1
- package/FlowGraph/flowGraphValidator.js.map +1 -1
- package/FlowGraph/serialization.js +4 -4
- package/FlowGraph/serialization.js.map +1 -1
- package/FlowGraph/utils.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.d.ts +2 -2
- package/FrameGraph/Node/nodeRenderGraph.js +7 -7
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +30 -0
- package/FrameGraph/Tasks/Layers/baseLayerTask.js +28 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/computeShaderTask.d.ts +2 -2
- package/FrameGraph/Tasks/Misc/computeShaderTask.js +2 -2
- package/FrameGraph/Tasks/Misc/computeShaderTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +1 -1
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +2 -2
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/blurTask.d.ts +7 -0
- package/FrameGraph/Tasks/PostProcesses/blurTask.js +8 -1
- package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +2 -2
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +3 -3
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +1 -1
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +2 -2
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +6 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +14 -5
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.d.ts +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.d.ts +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js +2 -2
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.d.ts +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js +2 -2
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +7 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +7 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.js +1 -1
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/FrameGraph/frameGraphTextureManager.d.ts +1 -1
- package/FrameGraph/frameGraphTextureManager.js +1 -1
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/Gamepads/gamepadManager.js +1 -1
- package/Gamepads/gamepadManager.js.map +1 -1
- package/Gizmos/axisDragGizmo.d.ts +5 -5
- package/Gizmos/axisDragGizmo.js +6 -6
- package/Gizmos/axisDragGizmo.js.map +1 -1
- package/Gizmos/axisScaleGizmo.d.ts +4 -4
- package/Gizmos/axisScaleGizmo.js +6 -6
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.d.ts +5 -5
- package/Gizmos/boundingBoxGizmo.js +7 -7
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Gizmos/cameraGizmo.d.ts +3 -3
- package/Gizmos/cameraGizmo.js +7 -7
- package/Gizmos/cameraGizmo.js.map +1 -1
- package/Gizmos/gizmo.d.ts +2 -2
- package/Gizmos/gizmo.js +3 -3
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/gizmoManager.d.ts +2 -2
- package/Gizmos/gizmoManager.js +2 -2
- package/Gizmos/gizmoManager.js.map +1 -1
- package/Gizmos/lightGizmo.d.ts +4 -4
- package/Gizmos/lightGizmo.js +11 -11
- package/Gizmos/lightGizmo.js.map +1 -1
- package/Gizmos/planeDragGizmo.d.ts +4 -4
- package/Gizmos/planeDragGizmo.js +5 -5
- package/Gizmos/planeDragGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.d.ts +1 -1
- package/Gizmos/positionGizmo.js +2 -2
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.d.ts +3 -3
- package/Gizmos/rotationGizmo.js +3 -3
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.d.ts +2 -2
- package/Gizmos/scaleGizmo.js +4 -4
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Gizmos/spatialAudioGizmo.d.ts +2 -2
- package/Gizmos/spatialAudioGizmo.js +6 -6
- package/Gizmos/spatialAudioGizmo.js.map +1 -1
- package/Helpers/environmentHelper.d.ts +6 -6
- package/Helpers/environmentHelper.js +12 -12
- package/Helpers/environmentHelper.js.map +1 -1
- package/Helpers/materialConversionHelper.d.ts +1 -1
- package/Helpers/materialConversionHelper.js +1 -1
- package/Helpers/materialConversionHelper.js.map +1 -1
- package/Helpers/photoDome.d.ts +1 -1
- package/Helpers/photoDome.js +1 -1
- package/Helpers/photoDome.js.map +1 -1
- package/Helpers/textureDome.d.ts +4 -4
- package/Helpers/textureDome.js +6 -6
- package/Helpers/textureDome.js.map +1 -1
- package/Helpers/videoDome.d.ts +1 -1
- package/Helpers/videoDome.js +2 -2
- package/Helpers/videoDome.js.map +1 -1
- package/Inputs/scene.inputManager.d.ts +1 -1
- package/Inputs/scene.inputManager.js +1 -1
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Instrumentation/sceneInstrumentation.js +1 -1
- package/Instrumentation/sceneInstrumentation.js.map +1 -1
- package/Layers/effectLayer.d.ts +1 -1
- package/Layers/effectLayer.js +3 -3
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/layer.d.ts +2 -2
- package/Layers/layer.js +4 -4
- package/Layers/layer.js.map +1 -1
- package/Layers/thinEffectLayer.d.ts +2 -2
- package/Layers/thinEffectLayer.js +3 -3
- package/Layers/thinEffectLayer.js.map +1 -1
- package/Layers/thinGlowLayer.d.ts +1 -1
- package/Layers/thinGlowLayer.js +3 -3
- package/Layers/thinGlowLayer.js.map +1 -1
- package/Layers/thinHighlightLayer.d.ts +1 -1
- package/Layers/thinHighlightLayer.js +3 -3
- package/Layers/thinHighlightLayer.js.map +1 -1
- package/Layers/thinSelectionOutlineLayer.d.ts +1 -1
- package/Layers/thinSelectionOutlineLayer.js +3 -3
- package/Layers/thinSelectionOutlineLayer.js.map +1 -1
- package/Legacy/legacy.js +12 -1
- package/Legacy/legacy.js.map +1 -1
- package/LensFlares/lensFlare.d.ts +2 -2
- package/LensFlares/lensFlare.js +3 -3
- package/LensFlares/lensFlare.js.map +1 -1
- package/LensFlares/lensFlareSystem.d.ts +1 -1
- package/LensFlares/lensFlareSystem.js +6 -6
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { type Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type EventState, type Observer } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { type Camera } from \"../../Cameras/camera\";\r\nimport { type ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { type PointerInfo, type PointerTouch, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { type IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * Base class for Camera Pointer Inputs.\r\n * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts\r\n * for example usage.\r\n */\r\nexport abstract class BaseCameraPointersInput implements ICameraInput<Camera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public abstract camera: Camera;\r\n\r\n /**\r\n * Whether keyboard modifier keys are pressed at time of last mouse event.\r\n */\r\n protected _altKey: boolean;\r\n protected _ctrlKey: boolean;\r\n protected _metaKey: boolean;\r\n protected _shiftKey: boolean;\r\n\r\n /**\r\n * Which mouse buttons were pressed at time of last mouse event.\r\n * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons\r\n */\r\n protected _buttonsPressed: number;\r\n\r\n /**\r\n * Which pointer ID is currently down (only for mouse events, not used for touch events)\r\n */\r\n private _currentMousePointerIdDown: number = -1;\r\n private _contextMenuBind: EventListener;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n const engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n let previousPinchSquaredDistance = 0;\r\n let previousMultiTouchPanPosition: Nullable<PointerTouch> = null;\r\n\r\n this._pointA = null;\r\n this._pointB = null;\r\n\r\n this._altKey = false;\r\n this._ctrlKey = false;\r\n this._metaKey = false;\r\n this._shiftKey = false;\r\n this._buttonsPressed = 0;\r\n\r\n this._pointerInput = (p) => {\r\n const evt = <IPointerEvent>p.event;\r\n const isTouch = evt.pointerType === \"touch\";\r\n\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(evt.button) === -1) {\r\n return;\r\n }\r\n\r\n const srcElement = <HTMLElement>evt.target;\r\n\r\n this._altKey = evt.altKey;\r\n this._ctrlKey = evt.ctrlKey;\r\n this._metaKey = evt.metaKey;\r\n this._shiftKey = evt.shiftKey;\r\n this._buttonsPressed = evt.buttons;\r\n\r\n if (engine.isPointerLock) {\r\n const offsetX = evt.movementX;\r\n const offsetY = evt.movementY;\r\n\r\n this.onTouch(null, offsetX, offsetY);\r\n this._pointA = null;\r\n this._pointB = null;\r\n } else if (\r\n p.type !== PointerEventTypes.POINTERDOWN &&\r\n p.type !== PointerEventTypes.POINTERDOUBLETAP &&\r\n isTouch &&\r\n this._pointA?.pointerId !== evt.pointerId &&\r\n this._pointB?.pointerId !== evt.pointerId\r\n ) {\r\n return; // If we get a non-down event for a touch that we're not tracking, ignore it\r\n } else if (p.type === PointerEventTypes.POINTERDOWN && (this._currentMousePointerIdDown === -1 || isTouch)) {\r\n try {\r\n srcElement?.setPointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error. Execution will continue.\r\n }\r\n\r\n if (this._pointA === null) {\r\n this._pointA = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n pointerId: evt.pointerId,\r\n type: evt.pointerType,\r\n button: evt.button,\r\n };\r\n } else if (this._pointB === null) {\r\n this._pointB = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n pointerId: evt.pointerId,\r\n type: evt.pointerType,\r\n button: evt.button,\r\n };\r\n } else {\r\n return; // We are already tracking two pointers so ignore this one\r\n }\r\n\r\n if (this._currentMousePointerIdDown === -1 && !isTouch) {\r\n this._currentMousePointerIdDown = evt.pointerId;\r\n }\r\n this.onButtonDown(evt);\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n if (element) {\r\n element.focus();\r\n }\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERDOUBLETAP) {\r\n this.onDoubleTap(evt.pointerType);\r\n } else if (p.type === PointerEventTypes.POINTERUP && (this._currentMousePointerIdDown === evt.pointerId || isTouch)) {\r\n try {\r\n srcElement?.releasePointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error.\r\n }\r\n\r\n if (!isTouch) {\r\n this._pointB = null; // Mouse and pen are mono pointer\r\n }\r\n\r\n //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,\r\n //but emptying completely pointers collection is required to fix a bug on iPhone :\r\n //when changing orientation while pinching camera,\r\n //one pointer stay pressed forever if we don't release all pointers\r\n //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected\r\n if (engine._badOS) {\r\n this._pointA = this._pointB = null;\r\n } else {\r\n //only remove the impacted pointer in case of multitouch allowing on most\r\n //platforms switching from rotate to zoom and pan seamlessly.\r\n if (this._pointB && this._pointA && this._pointA.pointerId == evt.pointerId) {\r\n this._pointA = this._pointB;\r\n this._pointB = null;\r\n } else if (this._pointA && this._pointB && this._pointB.pointerId == evt.pointerId) {\r\n this._pointB = null;\r\n } else {\r\n this._pointA = this._pointB = null;\r\n }\r\n }\r\n\r\n if (previousPinchSquaredDistance !== 0 || previousMultiTouchPanPosition) {\r\n // Previous pinch data is populated but a button has been lifted\r\n // so pinch has ended.\r\n this.onMultiTouch(\r\n this._pointA,\r\n this._pointB,\r\n previousPinchSquaredDistance,\r\n 0, // pinchSquaredDistance\r\n previousMultiTouchPanPosition,\r\n null // multiTouchPanPosition\r\n );\r\n previousPinchSquaredDistance = 0;\r\n previousMultiTouchPanPosition = null;\r\n }\r\n\r\n this._currentMousePointerIdDown = -1;\r\n this.onButtonUp(evt);\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n\r\n // One button down\r\n if (this._pointA && this._pointB === null) {\r\n const offsetX = evt.clientX - this._pointA.x;\r\n const offsetY = evt.clientY - this._pointA.y;\r\n this._pointA.x = evt.clientX;\r\n this._pointA.y = evt.clientY;\r\n this.onTouch(this._pointA, offsetX, offsetY);\r\n }\r\n // Two buttons down: pinch\r\n else if (this._pointA && this._pointB) {\r\n const ed = this._pointA.pointerId === evt.pointerId ? this._pointA : this._pointB;\r\n ed.x = evt.clientX;\r\n ed.y = evt.clientY;\r\n const distX = this._pointA.x - this._pointB.x;\r\n const distY = this._pointA.y - this._pointB.y;\r\n const pinchSquaredDistance = distX * distX + distY * distY;\r\n const multiTouchPanPosition = {\r\n x: (this._pointA.x + this._pointB.x) / 2,\r\n y: (this._pointA.y + this._pointB.y) / 2,\r\n pointerId: evt.pointerId,\r\n type: p.type,\r\n };\r\n\r\n this.onMultiTouch(this._pointA, this._pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n\r\n previousMultiTouchPanPosition = multiTouchPanPosition;\r\n previousPinchSquaredDistance = pinchSquaredDistance;\r\n }\r\n }\r\n };\r\n\r\n this._observer = this.camera\r\n .getScene()\r\n ._inputManager._addCameraPointerObserver(\r\n this._pointerInput,\r\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE | PointerEventTypes.POINTERDOUBLETAP\r\n );\r\n\r\n this._onLostFocus = () => {\r\n this._pointA = this._pointB = null;\r\n previousPinchSquaredDistance = 0;\r\n previousMultiTouchPanPosition = null;\r\n this.onLostFocus();\r\n };\r\n\r\n this._contextMenuBind = (evt: Event) => this.onContextMenu(evt as PointerEvent);\r\n\r\n if (element) {\r\n element.addEventListener(\"contextmenu\", this._contextMenuBind, false);\r\n }\r\n\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n\r\n if (hostWindow) {\r\n Tools.RegisterTopRootEvents(hostWindow, [{ name: \"blur\", handler: this._onLostFocus }]);\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._onLostFocus) {\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n if (hostWindow) {\r\n Tools.UnregisterTopRootEvents(hostWindow, [{ name: \"blur\", handler: this._onLostFocus }]);\r\n }\r\n }\r\n\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n this._observer = null;\r\n\r\n if (this._contextMenuBind) {\r\n const inputElement = this.camera.getScene().getEngine().getInputElement();\r\n if (inputElement) {\r\n inputElement.removeEventListener(\"contextmenu\", this._contextMenuBind);\r\n }\r\n }\r\n\r\n this._onLostFocus = null;\r\n }\r\n\r\n this._altKey = false;\r\n this._ctrlKey = false;\r\n this._metaKey = false;\r\n this._shiftKey = false;\r\n this._buttonsPressed = 0;\r\n this._currentMousePointerIdDown = -1;\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"BaseCameraPointersInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"pointers\";\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERDOUBLETAP event.\r\n * Override this method to provide functionality on POINTERDOUBLETAP event.\r\n * @param type type of event\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public onDoubleTap(type: string) {}\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n /**\r\n * Called on pointer POINTERMOVE event if only a single touch is active.\r\n * Override this method to provide functionality.\r\n * @param point The current position of the pointer\r\n * @param offsetX The offsetX of the pointer when the event occurred\r\n * @param offsetY The offsetY of the pointer when the event occurred\r\n */\r\n public onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {}\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if multiple touches are active.\r\n * Override this method to provide functionality.\r\n * @param _pointA First point in the pair\r\n * @param _pointB Second point in the pair\r\n * @param previousPinchSquaredDistance Sqr Distance between the points the last time this event was fired (by this input)\r\n * @param pinchSquaredDistance Sqr Distance between the points this time\r\n * @param previousMultiTouchPanPosition Previous center point between the points\r\n * @param multiTouchPanPosition Current center point between the points\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public onMultiTouch(\r\n _pointA: Nullable<PointerTouch>,\r\n _pointB: Nullable<PointerTouch>,\r\n previousPinchSquaredDistance: number,\r\n pinchSquaredDistance: number,\r\n previousMultiTouchPanPosition: Nullable<PointerTouch>,\r\n multiTouchPanPosition: Nullable<PointerTouch>\r\n ): void {}\r\n\r\n /**\r\n * Called on JS contextmenu event.\r\n * Override this method to provide functionality.\r\n * @param evt the event to be handled\r\n */\r\n public onContextMenu(evt: PointerEvent): void {\r\n evt.preventDefault();\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERDOWN event occurs. Ie, for each button\r\n * press.\r\n * Override this method to provide functionality.\r\n * @param _evt Defines the event to track\r\n */\r\n public onButtonDown(_evt: IPointerEvent): void {}\r\n\r\n /**\r\n * Called each time a new POINTERUP event occurs. Ie, for each button\r\n * release.\r\n * Override this method to provide functionality.\r\n * @param _evt Defines the event to track\r\n */\r\n public onButtonUp(_evt: IPointerEvent): void {}\r\n\r\n /**\r\n * Called when window becomes inactive.\r\n * Override this method to provide functionality.\r\n */\r\n public onLostFocus(): void {}\r\n\r\n private _pointerInput: (p: PointerInfo, s: EventState) => void;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _onLostFocus: Nullable<(e: FocusEvent) => any>;\r\n private _pointA: Nullable<PointerTouch>;\r\n private _pointB: Nullable<PointerTouch>;\r\n}\r\n"]}
|
|
1
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+
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eslint-disable @typescript-eslint/no-unused-vars */\r\nimport { type Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type EventState, type Observer } from \"../../Misc/observable\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\nimport { type Camera } from \"../../Cameras/camera\";\r\nimport { type ICameraInput } from \"../../Cameras/cameraInputsManager\";\r\nimport { type PointerInfo, type PointerTouch, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { type IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * Base class for Camera Pointer Inputs.\r\n * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts\r\n * for example usage.\r\n */\r\nexport abstract class BaseCameraPointersInput implements ICameraInput<Camera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public abstract camera: Camera;\r\n\r\n /**\r\n * Whether keyboard modifier keys are pressed at time of last mouse event.\r\n */\r\n protected _altKey: boolean;\r\n protected _ctrlKey: boolean;\r\n protected _metaKey: boolean;\r\n protected _shiftKey: boolean;\r\n\r\n /**\r\n * Which mouse buttons were pressed at time of last mouse event.\r\n * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons\r\n */\r\n protected _buttonsPressed: number;\r\n\r\n /**\r\n * Which pointer ID is currently down (only for mouse events, not used for touch events)\r\n */\r\n private _currentMousePointerIdDown: number = -1;\r\n private _contextMenuBind: EventListener;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n const engine = this.camera.getEngine();\r\n const element = engine.getInputElement();\r\n let previousPinchSquaredDistance = 0;\r\n let previousMultiTouchPanPosition: Nullable<PointerTouch> = null;\r\n\r\n this._pointA = null;\r\n this._pointB = null;\r\n\r\n this._altKey = false;\r\n this._ctrlKey = false;\r\n this._metaKey = false;\r\n this._shiftKey = false;\r\n this._buttonsPressed = 0;\r\n\r\n this._pointerInput = (p) => {\r\n const evt = <IPointerEvent>p.event;\r\n const isTouch = evt.pointerType === \"touch\";\r\n\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(evt.button) === -1) {\r\n return;\r\n }\r\n\r\n const srcElement = <HTMLElement>evt.target;\r\n\r\n this._altKey = evt.altKey;\r\n this._ctrlKey = evt.ctrlKey;\r\n this._metaKey = evt.metaKey;\r\n this._shiftKey = evt.shiftKey;\r\n this._buttonsPressed = evt.buttons;\r\n\r\n if (engine.isPointerLock) {\r\n const offsetX = evt.movementX;\r\n const offsetY = evt.movementY;\r\n\r\n this.onTouch(null, offsetX, offsetY);\r\n this._pointA = null;\r\n this._pointB = null;\r\n } else if (\r\n p.type !== PointerEventTypes.POINTERDOWN &&\r\n p.type !== PointerEventTypes.POINTERDOUBLETAP &&\r\n isTouch &&\r\n this._pointA?.pointerId !== evt.pointerId &&\r\n this._pointB?.pointerId !== evt.pointerId\r\n ) {\r\n return; // If we get a non-down event for a touch that we're not tracking, ignore it\r\n } else if (p.type === PointerEventTypes.POINTERDOWN && (this._currentMousePointerIdDown === -1 || isTouch)) {\r\n try {\r\n srcElement?.setPointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error. Execution will continue.\r\n }\r\n\r\n if (this._pointA === null) {\r\n this._pointA = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n pointerId: evt.pointerId,\r\n type: evt.pointerType,\r\n button: evt.button,\r\n };\r\n } else if (this._pointB === null) {\r\n this._pointB = {\r\n x: evt.clientX,\r\n y: evt.clientY,\r\n pointerId: evt.pointerId,\r\n type: evt.pointerType,\r\n button: evt.button,\r\n };\r\n } else {\r\n return; // We are already tracking two pointers so ignore this one\r\n }\r\n\r\n if (this._currentMousePointerIdDown === -1 && !isTouch) {\r\n this._currentMousePointerIdDown = evt.pointerId;\r\n }\r\n this.onButtonDown(evt);\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n if (element) {\r\n element.focus();\r\n }\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERDOUBLETAP) {\r\n this.onDoubleTap(evt.pointerType);\r\n } else if (p.type === PointerEventTypes.POINTERUP && (this._currentMousePointerIdDown === evt.pointerId || isTouch)) {\r\n try {\r\n srcElement?.releasePointerCapture(evt.pointerId);\r\n } catch (e) {\r\n //Nothing to do with the error.\r\n }\r\n\r\n if (!isTouch) {\r\n this._pointB = null; // Mouse and pen are mono pointer\r\n }\r\n\r\n //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,\r\n //but emptying completely pointers collection is required to fix a bug on iPhone :\r\n //when changing orientation while pinching camera,\r\n //one pointer stay pressed forever if we don't release all pointers\r\n //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected\r\n if (engine._badOS) {\r\n this._pointA = this._pointB = null;\r\n } else {\r\n //only remove the impacted pointer in case of multitouch allowing on most\r\n //platforms switching from rotate to zoom and pan seamlessly.\r\n if (this._pointB && this._pointA && this._pointA.pointerId == evt.pointerId) {\r\n this._pointA = this._pointB;\r\n this._pointB = null;\r\n } else if (this._pointA && this._pointB && this._pointB.pointerId == evt.pointerId) {\r\n this._pointB = null;\r\n } else {\r\n this._pointA = this._pointB = null;\r\n }\r\n }\r\n\r\n if (previousPinchSquaredDistance !== 0 || previousMultiTouchPanPosition) {\r\n // Previous pinch data is populated but a button has been lifted\r\n // so pinch has ended.\r\n this.onMultiTouch(\r\n this._pointA,\r\n this._pointB,\r\n previousPinchSquaredDistance,\r\n 0, // pinchSquaredDistance\r\n previousMultiTouchPanPosition,\r\n null // multiTouchPanPosition\r\n );\r\n previousPinchSquaredDistance = 0;\r\n previousMultiTouchPanPosition = null;\r\n }\r\n\r\n this._currentMousePointerIdDown = -1;\r\n this.onButtonUp(evt);\r\n\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n } else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n\r\n // One button down\r\n if (this._pointA && this._pointB === null) {\r\n const offsetX = evt.clientX - this._pointA.x;\r\n const offsetY = evt.clientY - this._pointA.y;\r\n this._pointA.x = evt.clientX;\r\n this._pointA.y = evt.clientY;\r\n this.onTouch(this._pointA, offsetX, offsetY);\r\n }\r\n // Two buttons down: pinch\r\n else if (this._pointA && this._pointB) {\r\n const ed = this._pointA.pointerId === evt.pointerId ? this._pointA : this._pointB;\r\n ed.x = evt.clientX;\r\n ed.y = evt.clientY;\r\n const distX = this._pointA.x - this._pointB.x;\r\n const distY = this._pointA.y - this._pointB.y;\r\n const pinchSquaredDistance = distX * distX + distY * distY;\r\n const multiTouchPanPosition = {\r\n x: (this._pointA.x + this._pointB.x) / 2,\r\n y: (this._pointA.y + this._pointB.y) / 2,\r\n pointerId: evt.pointerId,\r\n type: p.type,\r\n };\r\n\r\n this.onMultiTouch(this._pointA, this._pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n\r\n previousMultiTouchPanPosition = multiTouchPanPosition;\r\n previousPinchSquaredDistance = pinchSquaredDistance;\r\n }\r\n }\r\n };\r\n\r\n this._observer = this.camera\r\n .getScene()\r\n ._inputManager._addCameraPointerObserver(\r\n this._pointerInput,\r\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE | PointerEventTypes.POINTERDOUBLETAP\r\n );\r\n\r\n this._onLostFocus = () => {\r\n this._pointA = this._pointB = null;\r\n previousPinchSquaredDistance = 0;\r\n previousMultiTouchPanPosition = null;\r\n this.onLostFocus();\r\n };\r\n\r\n this._contextMenuBind = (evt: Event) => this.onContextMenu(evt as PointerEvent);\r\n\r\n if (element) {\r\n element.addEventListener(\"contextmenu\", this._contextMenuBind, false);\r\n }\r\n\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n\r\n if (hostWindow) {\r\n Tools.RegisterTopRootEvents(hostWindow, [{ name: \"blur\", handler: this._onLostFocus }]);\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._onLostFocus) {\r\n const hostWindow = this.camera.getScene().getEngine().getHostWindow();\r\n if (hostWindow) {\r\n Tools.UnregisterTopRootEvents(hostWindow, [{ name: \"blur\", handler: this._onLostFocus }]);\r\n }\r\n }\r\n\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n this._observer = null;\r\n\r\n if (this._contextMenuBind) {\r\n const inputElement = this.camera.getScene().getEngine().getInputElement();\r\n if (inputElement) {\r\n inputElement.removeEventListener(\"contextmenu\", this._contextMenuBind);\r\n }\r\n }\r\n\r\n this._onLostFocus = null;\r\n }\r\n\r\n this._altKey = false;\r\n this._ctrlKey = false;\r\n this._metaKey = false;\r\n this._shiftKey = false;\r\n this._buttonsPressed = 0;\r\n this._currentMousePointerIdDown = -1;\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"BaseCameraPointersInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"pointers\";\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERDOUBLETAP event.\r\n * Override this method to provide functionality on POINTERDOUBLETAP event.\r\n * @param type type of event\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public onDoubleTap(type: string) {}\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n /**\r\n * Called on pointer POINTERMOVE event if only a single touch is active.\r\n * Override this method to provide functionality.\r\n * @param point The current position of the pointer\r\n * @param offsetX The offsetX of the pointer when the event occurred\r\n * @param offsetY The offsetY of the pointer when the event occurred\r\n */\r\n public onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {}\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if multiple touches are active.\r\n * Override this method to provide functionality.\r\n * @param _pointA First point in the pair\r\n * @param _pointB Second point in the pair\r\n * @param previousPinchSquaredDistance Sqr Distance between the points the last time this event was fired (by this input)\r\n * @param pinchSquaredDistance Sqr Distance between the points this time\r\n * @param previousMultiTouchPanPosition Previous center point between the points\r\n * @param multiTouchPanPosition Current center point between the points\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public onMultiTouch(\r\n _pointA: Nullable<PointerTouch>,\r\n _pointB: Nullable<PointerTouch>,\r\n previousPinchSquaredDistance: number,\r\n pinchSquaredDistance: number,\r\n previousMultiTouchPanPosition: Nullable<PointerTouch>,\r\n multiTouchPanPosition: Nullable<PointerTouch>\r\n ): void {}\r\n\r\n /**\r\n * Called on JS contextmenu event.\r\n * Override this method to provide functionality.\r\n * @param evt the event to be handled\r\n */\r\n public onContextMenu(evt: PointerEvent): void {\r\n evt.preventDefault();\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERDOWN event occurs. Ie, for each button\r\n * press.\r\n * Override this method to provide functionality.\r\n * @param _evt Defines the event to track\r\n */\r\n public onButtonDown(_evt: IPointerEvent): void {}\r\n\r\n /**\r\n * Called each time a new POINTERUP event occurs. Ie, for each button\r\n * release.\r\n * Override this method to provide functionality.\r\n * @param _evt Defines the event to track\r\n */\r\n public onButtonUp(_evt: IPointerEvent): void {}\r\n\r\n /**\r\n * Called when window becomes inactive.\r\n * Override this method to provide functionality.\r\n */\r\n public onLostFocus(): void {}\r\n\r\n private _pointerInput: (p: PointerInfo, s: EventState) => void;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _onLostFocus: Nullable<(e: FocusEvent) => any>;\r\n private _pointA: Nullable<PointerTouch>;\r\n private _pointB: Nullable<PointerTouch>;\r\n}\r\n"]}
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@@ -2,7 +2,7 @@ import { __decorate } from "../../tslib.es6.js";
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2
2
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import { serialize } from "../../Misc/decorators.js";
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3
3
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import { CameraInputTypes } from "../../Cameras/cameraInputsManager.js";
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4
4
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import { KeyboardEventTypes } from "../../Events/keyboardEvents.js";
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5
|
-
import { Tools } from "../../Misc/tools.js";
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5
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+
import { Tools } from "../../Misc/tools.pure.js";
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6
6
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/**
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7
7
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* Manage the keyboard inputs to control the movement of an arc rotate camera.
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8
8
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* @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
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@@ -1 +1 @@
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1
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-
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{ type Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { type ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type KeyboardInfo, KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { type KeyboardConditions } from \"../inputMapper\";\r\n\r\n/**\r\n * Manage the keyboard inputs to control the movement of an arc rotate camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: ArcRotateCamera;\r\n\r\n /**\r\n * Defines the list of key codes associated with the up action (increase alpha)\r\n */\r\n @serialize()\r\n public keysUp = [38];\r\n\r\n /**\r\n * Defines the list of key codes associated with the down action (decrease alpha)\r\n */\r\n @serialize()\r\n public keysDown = [40];\r\n\r\n /**\r\n * Defines the list of key codes associated with the left action (increase beta)\r\n */\r\n @serialize()\r\n public keysLeft = [37];\r\n\r\n /**\r\n * Defines the list of key codes associated with the right action (decrease beta)\r\n */\r\n @serialize()\r\n public keysRight = [39];\r\n\r\n /**\r\n * Defines the list of key codes associated with the reset action.\r\n * Those keys reset the camera to its last stored state (with the method camera.storeState())\r\n */\r\n @serialize()\r\n public keysReset = [220];\r\n\r\n /**\r\n * Defines the list of key codes associated with the zoom in action.\r\n * Only used when CameraMovement is active — these keys always trigger zoom regardless of modifiers.\r\n */\r\n @serialize()\r\n public keysZoomIn: number[] = [187, 107]; // 187 = +/= key, 107 = numpad +\r\n\r\n /**\r\n * Defines the list of key codes associated with the zoom out action.\r\n * Only used when CameraMovement is active — these keys always trigger zoom regardless of modifiers.\r\n */\r\n @serialize()\r\n public keysZoomOut: number[] = [189, 109]; // 189 = -/_ key, 109 = numpad -\r\n\r\n /**\r\n * Defines the panning sensibility of the inputs.\r\n * (How fast is the camera panning)\r\n */\r\n @serialize()\r\n public panningSensibility: number = 50.0;\r\n\r\n /**\r\n * Defines the zooming sensibility of the inputs.\r\n * (How fast is the camera zooming)\r\n */\r\n @serialize()\r\n public zoomingSensibility: number = 25.0;\r\n\r\n /**\r\n * Rotation speed of the camera\r\n */\r\n @serialize()\r\n public angularSpeed = 0.01;\r\n\r\n private _useAltToZoom: boolean = true;\r\n\r\n /**\r\n * Defines whether alt+arrows/wasd triggers zoom instead of rotation/pan.\r\n * When disabled, alt+keyboard events are ignored by the zoom inputMap entry.\r\n * Setting this updates the corresponding inputMap entry on the camera's movement system.\r\n * If set before the camera is attached, the value is cached and applied during `attachControl`.\r\n */\r\n @serialize()\r\n public get useAltToZoom(): boolean {\r\n return this._useAltToZoom;\r\n }\r\n\r\n public set useAltToZoom(value: boolean) {\r\n this._useAltToZoom = value;\r\n this._applyUseAltToZoomToInputMap();\r\n }\r\n\r\n /**\r\n * Applies the cached `_useAltToZoom` value to the camera's inputMap.\r\n * Safe to call before the camera is attached: it is a no-op until `this.camera.movement` is available.\r\n * Idempotent — calling it when the inputMap already matches the cached value is a no-op.\r\n */\r\n private _applyUseAltToZoomToInputMap(): void {\r\n if (!this.camera?.movement) {\r\n return;\r\n }\r\n const input = this.camera.movement.input;\r\n const entry = input.getEntry(\"keyboard\", \"zoom\", { modifiers: { alt: true } });\r\n if (!this._useAltToZoom && entry) {\r\n input.inputMap.splice(input.inputMap.indexOf(entry), 1);\r\n } else if (this._useAltToZoom && !entry) {\r\n input.addEntry({ source: \"keyboard\", modifiers: { alt: true }, interaction: \"zoom\" });\r\n }\r\n }\r\n\r\n private _keys = new Array<number>();\r\n private _ctrlPressed: boolean;\r\n private _altPressed: boolean;\r\n private _onCanvasBlurObserver: Nullable<Observer<AbstractEngine>>;\r\n private _onKeyboardObserver: Nullable<Observer<KeyboardInfo>>;\r\n private _engine: AbstractEngine;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Modifier state stored separately from `_keyboardConditions` so it can be typed as a\r\n * concrete (non-optional) object. This avoids non-null assertions when updating modifier\r\n * fields each frame, and the conditions object holds the same reference so\r\n * resolveInteraction sees the live state.\r\n */\r\n private _keyboardModifiers: { ctrl: boolean; alt: boolean } = { ctrl: false, alt: false };\r\n\r\n /** Cached conditions object to avoid per-frame allocations in checkInputs */\r\n private _keyboardConditions: KeyboardConditions = { modifiers: this._keyboardModifiers };\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n // was there a second variable defined?\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n\r\n if (this._onCanvasBlurObserver) {\r\n return;\r\n }\r\n\r\n this._scene = this.camera.getScene();\r\n this._engine = this._scene.getEngine();\r\n\r\n this._applyUseAltToZoomToInputMap();\r\n\r\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(() => {\r\n this._keys.length = 0;\r\n });\r\n\r\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add((info) => {\r\n const evt = info.event;\r\n if (!evt.metaKey) {\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n this._ctrlPressed = evt.ctrlKey;\r\n this._altPressed = evt.altKey;\r\n\r\n if (\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysReset.indexOf(evt.keyCode) !== -1 ||\r\n this.keysZoomIn.indexOf(evt.keyCode) !== -1 ||\r\n this.keysZoomOut.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index === -1) {\r\n this._keys.push(evt.keyCode);\r\n }\r\n\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n } else {\r\n if (\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysReset.indexOf(evt.keyCode) !== -1 ||\r\n this.keysZoomIn.indexOf(evt.keyCode) !== -1 ||\r\n this.keysZoomOut.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index >= 0) {\r\n this._keys.splice(index, 1);\r\n }\r\n\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._scene) {\r\n if (this._onKeyboardObserver) {\r\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\r\n }\r\n if (this._onCanvasBlurObserver) {\r\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver = null;\r\n }\r\n\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._onKeyboardObserver) {\r\n const camera = this.camera;\r\n const input = camera.movement.input;\r\n\r\n this._keyboardModifiers.ctrl = this._ctrlPressed;\r\n this._keyboardModifiers.alt = this._altPressed;\r\n\r\n for (let index = 0; index < this._keys.length; index++) {\r\n const keyCode = this._keys[index];\r\n\r\n this._keyboardConditions.key = keyCode;\r\n\r\n // Skip resolveInteraction for the reset key — it has no inputMap entry of its own\r\n // and would otherwise spuriously match the catch-all keyboard→rotate entry.\r\n if (this.keysReset.indexOf(keyCode) === -1) {\r\n const resolved = input.resolveInteraction(\"keyboard\", this._keyboardConditions);\r\n\r\n if (resolved) {\r\n // Per-frame impulse magnitude. The inputMap entry's `sensitivity` takes precedence\r\n // when set so consumers can tune feel declaratively (and so we can phase out the\r\n // legacy sensibility/angularSpeed properties over time). When `sensitivity` is\r\n // undefined, fall back to the legacy properties for backward compatibility.\r\n if (resolved.interaction === \"pan\") {\r\n const panSens = resolved.sensitivity ?? 1 / this.panningSensibility;\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n input.handlers.pan(-panSens, 0);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n input.handlers.pan(panSens, 0);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n input.handlers.pan(0, panSens);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n input.handlers.pan(0, -panSens);\r\n }\r\n } else if (resolved.interaction === \"zoom\") {\r\n const zoomSens = resolved.sensitivity ?? 1 / this.zoomingSensibility;\r\n if (this.keysUp.indexOf(keyCode) !== -1 || this.keysZoomIn.indexOf(keyCode) !== -1) {\r\n input.handlers.zoom(zoomSens);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1 || this.keysZoomOut.indexOf(keyCode) !== -1) {\r\n input.handlers.zoom(-zoomSens);\r\n }\r\n } else if (resolved.interaction === \"rotate\") {\r\n const rotateSens = resolved.sensitivity ?? this.angularSpeed;\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n input.handlers.rotate(-rotateSens, 0);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n input.handlers.rotate(rotateSens, 0);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n input.handlers.rotate(0, -rotateSens);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n input.handlers.rotate(0, rotateSens);\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (this.keysReset.indexOf(keyCode) !== -1) {\r\n if (camera.useInputToRestoreState) {\r\n camera.restoreState();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ArcRotateCameraKeyboardMoveInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"keyboard\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"ArcRotateCameraKeyboardMoveInput\"] = ArcRotateCameraKeyboardMoveInput;\r\n"]}
|
|
1
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+
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{ type Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { type ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type KeyboardInfo, KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { type KeyboardConditions } from \"../inputMapper\";\r\n\r\n/**\r\n * Manage the keyboard inputs to control the movement of an arc rotate camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: ArcRotateCamera;\r\n\r\n /**\r\n * Defines the list of key codes associated with the up action (increase alpha)\r\n */\r\n @serialize()\r\n public keysUp = [38];\r\n\r\n /**\r\n * Defines the list of key codes associated with the down action (decrease alpha)\r\n */\r\n @serialize()\r\n public keysDown = [40];\r\n\r\n /**\r\n * Defines the list of key codes associated with the left action (increase beta)\r\n */\r\n @serialize()\r\n public keysLeft = [37];\r\n\r\n /**\r\n * Defines the list of key codes associated with the right action (decrease beta)\r\n */\r\n @serialize()\r\n public keysRight = [39];\r\n\r\n /**\r\n * Defines the list of key codes associated with the reset action.\r\n * Those keys reset the camera to its last stored state (with the method camera.storeState())\r\n */\r\n @serialize()\r\n public keysReset = [220];\r\n\r\n /**\r\n * Defines the list of key codes associated with the zoom in action.\r\n * Only used when CameraMovement is active — these keys always trigger zoom regardless of modifiers.\r\n */\r\n @serialize()\r\n public keysZoomIn: number[] = [187, 107]; // 187 = +/= key, 107 = numpad +\r\n\r\n /**\r\n * Defines the list of key codes associated with the zoom out action.\r\n * Only used when CameraMovement is active — these keys always trigger zoom regardless of modifiers.\r\n */\r\n @serialize()\r\n public keysZoomOut: number[] = [189, 109]; // 189 = -/_ key, 109 = numpad -\r\n\r\n /**\r\n * Defines the panning sensibility of the inputs.\r\n * (How fast is the camera panning)\r\n */\r\n @serialize()\r\n public panningSensibility: number = 50.0;\r\n\r\n /**\r\n * Defines the zooming sensibility of the inputs.\r\n * (How fast is the camera zooming)\r\n */\r\n @serialize()\r\n public zoomingSensibility: number = 25.0;\r\n\r\n /**\r\n * Rotation speed of the camera\r\n */\r\n @serialize()\r\n public angularSpeed = 0.01;\r\n\r\n private _useAltToZoom: boolean = true;\r\n\r\n /**\r\n * Defines whether alt+arrows/wasd triggers zoom instead of rotation/pan.\r\n * When disabled, alt+keyboard events are ignored by the zoom inputMap entry.\r\n * Setting this updates the corresponding inputMap entry on the camera's movement system.\r\n * If set before the camera is attached, the value is cached and applied during `attachControl`.\r\n */\r\n @serialize()\r\n public get useAltToZoom(): boolean {\r\n return this._useAltToZoom;\r\n }\r\n\r\n public set useAltToZoom(value: boolean) {\r\n this._useAltToZoom = value;\r\n this._applyUseAltToZoomToInputMap();\r\n }\r\n\r\n /**\r\n * Applies the cached `_useAltToZoom` value to the camera's inputMap.\r\n * Safe to call before the camera is attached: it is a no-op until `this.camera.movement` is available.\r\n * Idempotent — calling it when the inputMap already matches the cached value is a no-op.\r\n */\r\n private _applyUseAltToZoomToInputMap(): void {\r\n if (!this.camera?.movement) {\r\n return;\r\n }\r\n const input = this.camera.movement.input;\r\n const entry = input.getEntry(\"keyboard\", \"zoom\", { modifiers: { alt: true } });\r\n if (!this._useAltToZoom && entry) {\r\n input.inputMap.splice(input.inputMap.indexOf(entry), 1);\r\n } else if (this._useAltToZoom && !entry) {\r\n input.addEntry({ source: \"keyboard\", modifiers: { alt: true }, interaction: \"zoom\" });\r\n }\r\n }\r\n\r\n private _keys = new Array<number>();\r\n private _ctrlPressed: boolean;\r\n private _altPressed: boolean;\r\n private _onCanvasBlurObserver: Nullable<Observer<AbstractEngine>>;\r\n private _onKeyboardObserver: Nullable<Observer<KeyboardInfo>>;\r\n private _engine: AbstractEngine;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Modifier state stored separately from `_keyboardConditions` so it can be typed as a\r\n * concrete (non-optional) object. This avoids non-null assertions when updating modifier\r\n * fields each frame, and the conditions object holds the same reference so\r\n * resolveInteraction sees the live state.\r\n */\r\n private _keyboardModifiers: { ctrl: boolean; alt: boolean } = { ctrl: false, alt: false };\r\n\r\n /** Cached conditions object to avoid per-frame allocations in checkInputs */\r\n private _keyboardConditions: KeyboardConditions = { modifiers: this._keyboardModifiers };\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n // was there a second variable defined?\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n\r\n if (this._onCanvasBlurObserver) {\r\n return;\r\n }\r\n\r\n this._scene = this.camera.getScene();\r\n this._engine = this._scene.getEngine();\r\n\r\n this._applyUseAltToZoomToInputMap();\r\n\r\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(() => {\r\n this._keys.length = 0;\r\n });\r\n\r\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add((info) => {\r\n const evt = info.event;\r\n if (!evt.metaKey) {\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n this._ctrlPressed = evt.ctrlKey;\r\n this._altPressed = evt.altKey;\r\n\r\n if (\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysReset.indexOf(evt.keyCode) !== -1 ||\r\n this.keysZoomIn.indexOf(evt.keyCode) !== -1 ||\r\n this.keysZoomOut.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index === -1) {\r\n this._keys.push(evt.keyCode);\r\n }\r\n\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n } else {\r\n if (\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysReset.indexOf(evt.keyCode) !== -1 ||\r\n this.keysZoomIn.indexOf(evt.keyCode) !== -1 ||\r\n this.keysZoomOut.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index >= 0) {\r\n this._keys.splice(index, 1);\r\n }\r\n\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._scene) {\r\n if (this._onKeyboardObserver) {\r\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\r\n }\r\n if (this._onCanvasBlurObserver) {\r\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver = null;\r\n }\r\n\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._onKeyboardObserver) {\r\n const camera = this.camera;\r\n const input = camera.movement.input;\r\n\r\n this._keyboardModifiers.ctrl = this._ctrlPressed;\r\n this._keyboardModifiers.alt = this._altPressed;\r\n\r\n for (let index = 0; index < this._keys.length; index++) {\r\n const keyCode = this._keys[index];\r\n\r\n this._keyboardConditions.key = keyCode;\r\n\r\n // Skip resolveInteraction for the reset key — it has no inputMap entry of its own\r\n // and would otherwise spuriously match the catch-all keyboard→rotate entry.\r\n if (this.keysReset.indexOf(keyCode) === -1) {\r\n const resolved = input.resolveInteraction(\"keyboard\", this._keyboardConditions);\r\n\r\n if (resolved) {\r\n // Per-frame impulse magnitude. The inputMap entry's `sensitivity` takes precedence\r\n // when set so consumers can tune feel declaratively (and so we can phase out the\r\n // legacy sensibility/angularSpeed properties over time). When `sensitivity` is\r\n // undefined, fall back to the legacy properties for backward compatibility.\r\n if (resolved.interaction === \"pan\") {\r\n const panSens = resolved.sensitivity ?? 1 / this.panningSensibility;\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n input.handlers.pan(-panSens, 0);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n input.handlers.pan(panSens, 0);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n input.handlers.pan(0, panSens);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n input.handlers.pan(0, -panSens);\r\n }\r\n } else if (resolved.interaction === \"zoom\") {\r\n const zoomSens = resolved.sensitivity ?? 1 / this.zoomingSensibility;\r\n if (this.keysUp.indexOf(keyCode) !== -1 || this.keysZoomIn.indexOf(keyCode) !== -1) {\r\n input.handlers.zoom(zoomSens);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1 || this.keysZoomOut.indexOf(keyCode) !== -1) {\r\n input.handlers.zoom(-zoomSens);\r\n }\r\n } else if (resolved.interaction === \"rotate\") {\r\n const rotateSens = resolved.sensitivity ?? this.angularSpeed;\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n input.handlers.rotate(-rotateSens, 0);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n input.handlers.rotate(rotateSens, 0);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n input.handlers.rotate(0, -rotateSens);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n input.handlers.rotate(0, rotateSens);\r\n }\r\n }\r\n }\r\n }\r\n\r\n if (this.keysReset.indexOf(keyCode) !== -1) {\r\n if (camera.useInputToRestoreState) {\r\n camera.restoreState();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ArcRotateCameraKeyboardMoveInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"keyboard\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"ArcRotateCameraKeyboardMoveInput\"] = ArcRotateCameraKeyboardMoveInput;\r\n"]}
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@@ -3,11 +3,11 @@ import { serialize } from "../../Misc/decorators.js";
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import { CameraInputTypes } from "../../Cameras/cameraInputsManager.js";
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import { PointerEventTypes } from "../../Events/pointerEvents.js";
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import { Plane } from "../../Maths/math.plane.js";
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import { Vector3, Matrix, TmpVectors } from "../../Maths/math.vector.js";
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import { Vector3, Matrix, TmpVectors } from "../../Maths/math.vector.pure.js";
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import { Epsilon } from "../../Maths/math.constants.js";
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import { EventConstants } from "../../Events/deviceInputEvents.js";
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import { Clamp } from "../../Maths/math.scalar.functions.js";
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import { Tools } from "../../Misc/tools.js";
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import { Tools } from "../../Misc/tools.pure.js";
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/**
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* Firefox uses a different scheme to report scroll distances to other
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-
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{ type Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type EventState, type Observer } from \"../../Misc/observable\";\r\nimport { type ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Plane } from \"../../Maths/math.plane\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\nimport { type IWheelEvent, EventConstants } from \"../../Events/deviceInputEvents\";\r\nimport { Clamp } from \"../../Maths/math.scalar.functions\";\r\nimport { Tools } from \"../../Misc/tools\";\r\n\r\n/**\r\n * Firefox uses a different scheme to report scroll distances to other\r\n * browsers. Rather than use complicated methods to calculate the exact\r\n * multiple we need to apply, let's just cheat and use a constant.\r\n * https://developer.mozilla.org/en-US/docs/Web/API/WheelEvent/deltaMode\r\n * https://stackoverflow.com/questions/20110224/what-is-the-height-of-a-line-in-a-wheel-event-deltamode-dom-delta-line\r\n */\r\nconst FfMultiplier = 40;\r\n\r\n/**\r\n * Manage the mouse wheel inputs to control an arc rotate camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: ArcRotateCamera;\r\n\r\n /**\r\n * Gets or Set the mouse wheel precision or how fast is the camera zooming.\r\n */\r\n @serialize()\r\n public wheelPrecision = 3.0;\r\n\r\n /**\r\n * Gets or Set the boolean value that controls whether or not the mouse wheel\r\n * zooms to the location of the mouse pointer or not. The default is false.\r\n */\r\n @serialize()\r\n public zoomToMouseLocation = false;\r\n\r\n /**\r\n * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.\r\n * It defines the percentage of current camera.radius to use as delta when wheel is used.\r\n */\r\n @serialize()\r\n public wheelDeltaPercentage = 0;\r\n\r\n /**\r\n * If set, this function will be used to set the radius delta that will be added to the current camera radius\r\n */\r\n public customComputeDeltaFromMouseWheel: Nullable<(wheelDelta: number, input: ArcRotateCameraMouseWheelInput, event: IWheelEvent) => number> = null;\r\n\r\n private _wheel: Nullable<(p: PointerInfo, s: EventState) => void>;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _hitPlane: Nullable<Plane>;\r\n private _viewOffset: Vector3 = new Vector3(0, 0, 0);\r\n private _globalOffset: Vector3 = new Vector3(0, 0, 0);\r\n\r\n protected _computeDeltaFromMouseWheelLegacyEvent(mouseWheelDelta: number, radius: number) {\r\n let delta: number;\r\n const wheelDelta = mouseWheelDelta * 0.01 * this.wheelDeltaPercentage * radius;\r\n if (mouseWheelDelta > 0) {\r\n delta = wheelDelta / (1.0 + this.wheelDeltaPercentage);\r\n } else {\r\n delta = wheelDelta * (1.0 + this.wheelDeltaPercentage);\r\n }\r\n return delta;\r\n }\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this._wheel = (p) => {\r\n //sanity check - this should be a PointerWheel event.\r\n if (p.type !== PointerEventTypes.POINTERWHEEL) {\r\n return;\r\n }\r\n const event = <IWheelEvent>p.event;\r\n let delta: number;\r\n const platformScale = event.deltaMode === EventConstants.DOM_DELTA_LINE ? FfMultiplier : 1; // If this happens to be set to DOM_DELTA_LINE, adjust accordingly\r\n\r\n const wheelDelta = -(event.deltaY * platformScale);\r\n\r\n if (this.customComputeDeltaFromMouseWheel) {\r\n delta = this.customComputeDeltaFromMouseWheel(wheelDelta, this, event);\r\n } else {\r\n if (this.wheelDeltaPercentage) {\r\n delta = this._computeDeltaFromMouseWheelLegacyEvent(wheelDelta, this.camera.radius);\r\n\r\n // If zooming in, estimate the target radius and use that to compute the delta for inertia\r\n // this will stop multiple scroll events zooming in from adding too much inertia\r\n if (delta > 0) {\r\n // When zoomToMouseLocation is active, the accumulating state lives in our private\r\n // `_zoomToMouseRadiusOffset` field. Otherwise fall back to the legacy surface.\r\n const currentAccumulated = this.zoomToMouseLocation ? this._zoomToMouseRadiusOffset : this.camera.inertialRadiusOffset;\r\n let estimatedTargetRadius = this.camera.radius;\r\n let targetInertia = currentAccumulated + delta;\r\n for (let i = 0; i < 20; i++) {\r\n // 20 iterations should be enough to converge\r\n if (estimatedTargetRadius <= targetInertia) {\r\n // We do not want a negative radius, so we break out of the loop\r\n break;\r\n }\r\n if (Math.abs(targetInertia * this.camera.inertia) < 0.001) {\r\n // We do not want to go below a certain threshold, so we break out of the loop\r\n break;\r\n }\r\n estimatedTargetRadius -= targetInertia;\r\n targetInertia *= this.camera.inertia;\r\n }\r\n estimatedTargetRadius = Clamp(estimatedTargetRadius, 0, Number.MAX_VALUE);\r\n delta = this._computeDeltaFromMouseWheelLegacyEvent(wheelDelta, estimatedTargetRadius);\r\n }\r\n } else {\r\n // The inputMap entry's `sensitivity` takes precedence so consumers can tune\r\n // wheel zoom feel declaratively; fall back to the legacy `wheelPrecision`.\r\n const wheelEntry = this.camera.movement.input.getEntry(\"wheel\", \"zoom\");\r\n const wheelScale = wheelEntry?.sensitivity ?? 1 / (this.wheelPrecision * 40);\r\n delta = wheelDelta * wheelScale;\r\n }\r\n }\r\n\r\n if (delta) {\r\n if (this.zoomToMouseLocation) {\r\n // If we are zooming to the mouse location, then we need to get the hit plane at the start of the zoom gesture if it doesn't exist\r\n // The hit plane is normally calculated after the first motion and each time there's motion so if we don't do this first,\r\n // the first zoom will be to the center of the screen\r\n if (!this._hitPlane) {\r\n this._updateHitPlane();\r\n }\r\n\r\n this._zoomToMouse(delta);\r\n } else {\r\n this.camera.movement.zoomAccumulatedPixels += delta;\r\n }\r\n }\r\n if (event.preventDefault) {\r\n if (!noPreventDefault) {\r\n event.preventDefault();\r\n }\r\n }\r\n };\r\n\r\n this._observer = this.camera.getScene()._inputManager._addCameraPointerObserver(this._wheel, PointerEventTypes.POINTERWHEEL);\r\n\r\n if (this.zoomToMouseLocation) {\r\n this._inertialPanning.setAll(0);\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n this._observer = null;\r\n this._wheel = null;\r\n }\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (!this.zoomToMouseLocation) {\r\n return;\r\n }\r\n\r\n const camera = this.camera;\r\n // Motion check based on our private accumulator state + the legacy inertialRadiusOffset\r\n // surface (so user code that still writes to it continues to animate). Legacy also\r\n // included alpha/beta offsets in the motion check — keep that for compatibility so\r\n // the hit plane stays updated while the camera rotates.\r\n const motion =\r\n Math.abs(this._zoomToMouseRadiusOffset) +\r\n this._inertialPanning.lengthSquared() +\r\n Math.abs(camera.inertialAlphaOffset) +\r\n Math.abs(camera.inertialBetaOffset) +\r\n Math.abs(camera.inertialRadiusOffset);\r\n if (motion) {\r\n // if zooming is still happening as a result of inertia, then we also need to update\r\n // the hit plane.\r\n this._updateHitPlane();\r\n\r\n // Apply this frame's coupled radius + pan delta to the camera. They must stay\r\n // in lockstep so the cursor remains at the zoom focal point — keep pan here instead\r\n // of routing through `arcRotateCamera.inertialPanning` which uses a different\r\n // `panningInertia`.\r\n camera.target.addInPlace(this._inertialPanning);\r\n camera.radius -= this._zoomToMouseRadiusOffset;\r\n\r\n // Framerate-independent decay — matches legacy `* camera.inertia` exactly at 60fps\r\n // and preserves glide duration at any other fps.\r\n const decay = camera.movement.getFrameIndependentDecay(camera.inertia);\r\n this._inertialPanning.scaleInPlace(decay);\r\n this._zoomToMouseRadiusOffset *= decay;\r\n\r\n this._zeroIfClose(this._inertialPanning);\r\n if (Math.abs(this._zoomToMouseRadiusOffset) < Epsilon) {\r\n this._zoomToMouseRadiusOffset = 0;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ArcRotateCameraMouseWheelInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"mousewheel\";\r\n }\r\n\r\n private _updateHitPlane() {\r\n const camera = this.camera;\r\n const direction = camera.target.subtract(camera.position);\r\n this._hitPlane = Plane.FromPositionAndNormal(camera.target, direction);\r\n }\r\n\r\n // Get position on the hit plane\r\n private _getPosition(): Vector3 {\r\n const camera = this.camera;\r\n const scene = camera.getScene();\r\n\r\n // since the _hitPlane is always updated to be orthogonal to the camera position vector\r\n // we don't have to worry about this ray shooting off to infinity. This ray creates\r\n // a vector defining where we want to zoom to.\r\n const ray = scene.createPickingRay(scene.pointerX, scene.pointerY, Matrix.Identity(), camera, false);\r\n // Since the camera is the origin of the picking ray, we need to offset it by the camera's offset manually\r\n // Because the offset is in view space, we need to convert it to world space first\r\n if (camera.targetScreenOffset.x !== 0 || camera.targetScreenOffset.y !== 0) {\r\n this._viewOffset.set(camera.targetScreenOffset.x, camera.targetScreenOffset.y, 0);\r\n camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);\r\n this._globalOffset = Vector3.TransformNormal(this._viewOffset, camera._cameraTransformMatrix);\r\n ray.origin.addInPlace(this._globalOffset);\r\n }\r\n\r\n let distance = 0;\r\n if (this._hitPlane) {\r\n distance = ray.intersectsPlane(this._hitPlane) ?? 0;\r\n }\r\n\r\n // not using this ray again, so modifying its vectors here is fine\r\n return ray.origin.addInPlace(ray.direction.scaleInPlace(distance));\r\n }\r\n\r\n private _inertialPanning: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Decaying accumulator for radius motion in the `zoomToMouseLocation` path.\r\n *\r\n * Units: world-space radius units. On each frame, this value is *subtracted* from\r\n * `camera.radius` and then multiplied by a framerate-independent decay factor (via\r\n * `CameraMovement.getFrameIndependentDecay`). New input from `_zoomToMouse(delta)`\r\n * is added on top each frame, scaled by the matching framerate-independent input\r\n * factor so the steady-state and total-glide-distance match legacy at 60fps at any\r\n * actual refresh rate.\r\n *\r\n * Replaces the use of the legacy `camera.inertialRadiusOffset` for this code path\r\n * so the coupled radius + pan motion can be decayed with framerate-independent\r\n * semantics without disturbing the public `inertialRadiusOffset` back-compat surface.\r\n */\r\n private _zoomToMouseRadiusOffset: number = 0;\r\n\r\n private _zoomToMouse(delta: number) {\r\n const camera = this.camera;\r\n const inertiaComp = 1 - camera.inertia;\r\n // inputScale corrects per-frame input so that the decayed sum matches the legacy 60fps total\r\n // at any actual framerate. At 60fps inputScale = 1 (no-op).\r\n const inputScale = camera.movement.getFrameIndependentInputScale(camera.inertia);\r\n if (camera.lowerRadiusLimit) {\r\n const lowerLimit = camera.lowerRadiusLimit ?? 0;\r\n if (camera.radius - (this._zoomToMouseRadiusOffset + delta * inputScale) / inertiaComp < lowerLimit) {\r\n delta = ((camera.radius - lowerLimit) * inertiaComp - this._zoomToMouseRadiusOffset) / inputScale;\r\n }\r\n }\r\n if (camera.upperRadiusLimit) {\r\n const upperLimit = camera.upperRadiusLimit ?? 0;\r\n if (camera.radius - (this._zoomToMouseRadiusOffset + delta * inputScale) / inertiaComp > upperLimit) {\r\n delta = ((camera.radius - upperLimit) * inertiaComp - this._zoomToMouseRadiusOffset) / inputScale;\r\n }\r\n }\r\n\r\n const zoomDistance = delta / inertiaComp;\r\n const ratio = zoomDistance / camera.radius;\r\n const vec = this._getPosition();\r\n\r\n // Now this vector tells us how much we also need to pan the camera\r\n // so the targeted mouse location becomes the center of zooming.\r\n\r\n const directionToZoomLocation = TmpVectors.Vector3[6];\r\n vec.subtractToRef(camera.target, directionToZoomLocation);\r\n directionToZoomLocation.scaleInPlace(ratio);\r\n directionToZoomLocation.scaleInPlace(inertiaComp);\r\n\r\n directionToZoomLocation.scaleInPlace(inputScale);\r\n this._inertialPanning.addInPlace(directionToZoomLocation);\r\n\r\n this._zoomToMouseRadiusOffset += delta * inputScale;\r\n }\r\n\r\n // Sets x y or z of passed in vector to zero if less than Epsilon.\r\n private _zeroIfClose(vec: Vector3) {\r\n if (Math.abs(vec.x) < Epsilon) {\r\n vec.x = 0;\r\n }\r\n if (Math.abs(vec.y) < Epsilon) {\r\n vec.y = 0;\r\n }\r\n if (Math.abs(vec.z) < Epsilon) {\r\n vec.z = 0;\r\n }\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"ArcRotateCameraMouseWheelInput\"] = ArcRotateCameraMouseWheelInput;\r\n"]}
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+
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{ type Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type EventState, type Observer } from \"../../Misc/observable\";\r\nimport { type ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Plane } from \"../../Maths/math.plane\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../../Maths/math.vector.pure\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\nimport { type IWheelEvent, EventConstants } from \"../../Events/deviceInputEvents\";\r\nimport { Clamp } from \"../../Maths/math.scalar.functions\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\n\r\n/**\r\n * Firefox uses a different scheme to report scroll distances to other\r\n * browsers. Rather than use complicated methods to calculate the exact\r\n * multiple we need to apply, let's just cheat and use a constant.\r\n * https://developer.mozilla.org/en-US/docs/Web/API/WheelEvent/deltaMode\r\n * https://stackoverflow.com/questions/20110224/what-is-the-height-of-a-line-in-a-wheel-event-deltamode-dom-delta-line\r\n */\r\nconst FfMultiplier = 40;\r\n\r\n/**\r\n * Manage the mouse wheel inputs to control an arc rotate camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: ArcRotateCamera;\r\n\r\n /**\r\n * Gets or Set the mouse wheel precision or how fast is the camera zooming.\r\n */\r\n @serialize()\r\n public wheelPrecision = 3.0;\r\n\r\n /**\r\n * Gets or Set the boolean value that controls whether or not the mouse wheel\r\n * zooms to the location of the mouse pointer or not. The default is false.\r\n */\r\n @serialize()\r\n public zoomToMouseLocation = false;\r\n\r\n /**\r\n * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.\r\n * It defines the percentage of current camera.radius to use as delta when wheel is used.\r\n */\r\n @serialize()\r\n public wheelDeltaPercentage = 0;\r\n\r\n /**\r\n * If set, this function will be used to set the radius delta that will be added to the current camera radius\r\n */\r\n public customComputeDeltaFromMouseWheel: Nullable<(wheelDelta: number, input: ArcRotateCameraMouseWheelInput, event: IWheelEvent) => number> = null;\r\n\r\n private _wheel: Nullable<(p: PointerInfo, s: EventState) => void>;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _hitPlane: Nullable<Plane>;\r\n private _viewOffset: Vector3 = new Vector3(0, 0, 0);\r\n private _globalOffset: Vector3 = new Vector3(0, 0, 0);\r\n\r\n protected _computeDeltaFromMouseWheelLegacyEvent(mouseWheelDelta: number, radius: number) {\r\n let delta: number;\r\n const wheelDelta = mouseWheelDelta * 0.01 * this.wheelDeltaPercentage * radius;\r\n if (mouseWheelDelta > 0) {\r\n delta = wheelDelta / (1.0 + this.wheelDeltaPercentage);\r\n } else {\r\n delta = wheelDelta * (1.0 + this.wheelDeltaPercentage);\r\n }\r\n return delta;\r\n }\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this._wheel = (p) => {\r\n //sanity check - this should be a PointerWheel event.\r\n if (p.type !== PointerEventTypes.POINTERWHEEL) {\r\n return;\r\n }\r\n const event = <IWheelEvent>p.event;\r\n let delta: number;\r\n const platformScale = event.deltaMode === EventConstants.DOM_DELTA_LINE ? FfMultiplier : 1; // If this happens to be set to DOM_DELTA_LINE, adjust accordingly\r\n\r\n const wheelDelta = -(event.deltaY * platformScale);\r\n\r\n if (this.customComputeDeltaFromMouseWheel) {\r\n delta = this.customComputeDeltaFromMouseWheel(wheelDelta, this, event);\r\n } else {\r\n if (this.wheelDeltaPercentage) {\r\n delta = this._computeDeltaFromMouseWheelLegacyEvent(wheelDelta, this.camera.radius);\r\n\r\n // If zooming in, estimate the target radius and use that to compute the delta for inertia\r\n // this will stop multiple scroll events zooming in from adding too much inertia\r\n if (delta > 0) {\r\n // When zoomToMouseLocation is active, the accumulating state lives in our private\r\n // `_zoomToMouseRadiusOffset` field. Otherwise fall back to the legacy surface.\r\n const currentAccumulated = this.zoomToMouseLocation ? this._zoomToMouseRadiusOffset : this.camera.inertialRadiusOffset;\r\n let estimatedTargetRadius = this.camera.radius;\r\n let targetInertia = currentAccumulated + delta;\r\n for (let i = 0; i < 20; i++) {\r\n // 20 iterations should be enough to converge\r\n if (estimatedTargetRadius <= targetInertia) {\r\n // We do not want a negative radius, so we break out of the loop\r\n break;\r\n }\r\n if (Math.abs(targetInertia * this.camera.inertia) < 0.001) {\r\n // We do not want to go below a certain threshold, so we break out of the loop\r\n break;\r\n }\r\n estimatedTargetRadius -= targetInertia;\r\n targetInertia *= this.camera.inertia;\r\n }\r\n estimatedTargetRadius = Clamp(estimatedTargetRadius, 0, Number.MAX_VALUE);\r\n delta = this._computeDeltaFromMouseWheelLegacyEvent(wheelDelta, estimatedTargetRadius);\r\n }\r\n } else {\r\n // The inputMap entry's `sensitivity` takes precedence so consumers can tune\r\n // wheel zoom feel declaratively; fall back to the legacy `wheelPrecision`.\r\n const wheelEntry = this.camera.movement.input.getEntry(\"wheel\", \"zoom\");\r\n const wheelScale = wheelEntry?.sensitivity ?? 1 / (this.wheelPrecision * 40);\r\n delta = wheelDelta * wheelScale;\r\n }\r\n }\r\n\r\n if (delta) {\r\n if (this.zoomToMouseLocation) {\r\n // If we are zooming to the mouse location, then we need to get the hit plane at the start of the zoom gesture if it doesn't exist\r\n // The hit plane is normally calculated after the first motion and each time there's motion so if we don't do this first,\r\n // the first zoom will be to the center of the screen\r\n if (!this._hitPlane) {\r\n this._updateHitPlane();\r\n }\r\n\r\n this._zoomToMouse(delta);\r\n } else {\r\n this.camera.movement.zoomAccumulatedPixels += delta;\r\n }\r\n }\r\n if (event.preventDefault) {\r\n if (!noPreventDefault) {\r\n event.preventDefault();\r\n }\r\n }\r\n };\r\n\r\n this._observer = this.camera.getScene()._inputManager._addCameraPointerObserver(this._wheel, PointerEventTypes.POINTERWHEEL);\r\n\r\n if (this.zoomToMouseLocation) {\r\n this._inertialPanning.setAll(0);\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n this._observer = null;\r\n this._wheel = null;\r\n }\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (!this.zoomToMouseLocation) {\r\n return;\r\n }\r\n\r\n const camera = this.camera;\r\n // Motion check based on our private accumulator state + the legacy inertialRadiusOffset\r\n // surface (so user code that still writes to it continues to animate). Legacy also\r\n // included alpha/beta offsets in the motion check — keep that for compatibility so\r\n // the hit plane stays updated while the camera rotates.\r\n const motion =\r\n Math.abs(this._zoomToMouseRadiusOffset) +\r\n this._inertialPanning.lengthSquared() +\r\n Math.abs(camera.inertialAlphaOffset) +\r\n Math.abs(camera.inertialBetaOffset) +\r\n Math.abs(camera.inertialRadiusOffset);\r\n if (motion) {\r\n // if zooming is still happening as a result of inertia, then we also need to update\r\n // the hit plane.\r\n this._updateHitPlane();\r\n\r\n // Apply this frame's coupled radius + pan delta to the camera. They must stay\r\n // in lockstep so the cursor remains at the zoom focal point — keep pan here instead\r\n // of routing through `arcRotateCamera.inertialPanning` which uses a different\r\n // `panningInertia`.\r\n camera.target.addInPlace(this._inertialPanning);\r\n camera.radius -= this._zoomToMouseRadiusOffset;\r\n\r\n // Framerate-independent decay — matches legacy `* camera.inertia` exactly at 60fps\r\n // and preserves glide duration at any other fps.\r\n const decay = camera.movement.getFrameIndependentDecay(camera.inertia);\r\n this._inertialPanning.scaleInPlace(decay);\r\n this._zoomToMouseRadiusOffset *= decay;\r\n\r\n this._zeroIfClose(this._inertialPanning);\r\n if (Math.abs(this._zoomToMouseRadiusOffset) < Epsilon) {\r\n this._zoomToMouseRadiusOffset = 0;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ArcRotateCameraMouseWheelInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"mousewheel\";\r\n }\r\n\r\n private _updateHitPlane() {\r\n const camera = this.camera;\r\n const direction = camera.target.subtract(camera.position);\r\n this._hitPlane = Plane.FromPositionAndNormal(camera.target, direction);\r\n }\r\n\r\n // Get position on the hit plane\r\n private _getPosition(): Vector3 {\r\n const camera = this.camera;\r\n const scene = camera.getScene();\r\n\r\n // since the _hitPlane is always updated to be orthogonal to the camera position vector\r\n // we don't have to worry about this ray shooting off to infinity. This ray creates\r\n // a vector defining where we want to zoom to.\r\n const ray = scene.createPickingRay(scene.pointerX, scene.pointerY, Matrix.Identity(), camera, false);\r\n // Since the camera is the origin of the picking ray, we need to offset it by the camera's offset manually\r\n // Because the offset is in view space, we need to convert it to world space first\r\n if (camera.targetScreenOffset.x !== 0 || camera.targetScreenOffset.y !== 0) {\r\n this._viewOffset.set(camera.targetScreenOffset.x, camera.targetScreenOffset.y, 0);\r\n camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);\r\n this._globalOffset = Vector3.TransformNormal(this._viewOffset, camera._cameraTransformMatrix);\r\n ray.origin.addInPlace(this._globalOffset);\r\n }\r\n\r\n let distance = 0;\r\n if (this._hitPlane) {\r\n distance = ray.intersectsPlane(this._hitPlane) ?? 0;\r\n }\r\n\r\n // not using this ray again, so modifying its vectors here is fine\r\n return ray.origin.addInPlace(ray.direction.scaleInPlace(distance));\r\n }\r\n\r\n private _inertialPanning: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Decaying accumulator for radius motion in the `zoomToMouseLocation` path.\r\n *\r\n * Units: world-space radius units. On each frame, this value is *subtracted* from\r\n * `camera.radius` and then multiplied by a framerate-independent decay factor (via\r\n * `CameraMovement.getFrameIndependentDecay`). New input from `_zoomToMouse(delta)`\r\n * is added on top each frame, scaled by the matching framerate-independent input\r\n * factor so the steady-state and total-glide-distance match legacy at 60fps at any\r\n * actual refresh rate.\r\n *\r\n * Replaces the use of the legacy `camera.inertialRadiusOffset` for this code path\r\n * so the coupled radius + pan motion can be decayed with framerate-independent\r\n * semantics without disturbing the public `inertialRadiusOffset` back-compat surface.\r\n */\r\n private _zoomToMouseRadiusOffset: number = 0;\r\n\r\n private _zoomToMouse(delta: number) {\r\n const camera = this.camera;\r\n const inertiaComp = 1 - camera.inertia;\r\n // inputScale corrects per-frame input so that the decayed sum matches the legacy 60fps total\r\n // at any actual framerate. At 60fps inputScale = 1 (no-op).\r\n const inputScale = camera.movement.getFrameIndependentInputScale(camera.inertia);\r\n if (camera.lowerRadiusLimit) {\r\n const lowerLimit = camera.lowerRadiusLimit ?? 0;\r\n if (camera.radius - (this._zoomToMouseRadiusOffset + delta * inputScale) / inertiaComp < lowerLimit) {\r\n delta = ((camera.radius - lowerLimit) * inertiaComp - this._zoomToMouseRadiusOffset) / inputScale;\r\n }\r\n }\r\n if (camera.upperRadiusLimit) {\r\n const upperLimit = camera.upperRadiusLimit ?? 0;\r\n if (camera.radius - (this._zoomToMouseRadiusOffset + delta * inputScale) / inertiaComp > upperLimit) {\r\n delta = ((camera.radius - upperLimit) * inertiaComp - this._zoomToMouseRadiusOffset) / inputScale;\r\n }\r\n }\r\n\r\n const zoomDistance = delta / inertiaComp;\r\n const ratio = zoomDistance / camera.radius;\r\n const vec = this._getPosition();\r\n\r\n // Now this vector tells us how much we also need to pan the camera\r\n // so the targeted mouse location becomes the center of zooming.\r\n\r\n const directionToZoomLocation = TmpVectors.Vector3[6];\r\n vec.subtractToRef(camera.target, directionToZoomLocation);\r\n directionToZoomLocation.scaleInPlace(ratio);\r\n directionToZoomLocation.scaleInPlace(inertiaComp);\r\n\r\n directionToZoomLocation.scaleInPlace(inputScale);\r\n this._inertialPanning.addInPlace(directionToZoomLocation);\r\n\r\n this._zoomToMouseRadiusOffset += delta * inputScale;\r\n }\r\n\r\n // Sets x y or z of passed in vector to zero if less than Epsilon.\r\n private _zeroIfClose(vec: Vector3) {\r\n if (Math.abs(vec.x) < Epsilon) {\r\n vec.x = 0;\r\n }\r\n if (Math.abs(vec.y) < Epsilon) {\r\n vec.y = 0;\r\n }\r\n if (Math.abs(vec.z) < Epsilon) {\r\n vec.z = 0;\r\n }\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"ArcRotateCameraMouseWheelInput\"] = ArcRotateCameraMouseWheelInput;\r\n"]}
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@@ -2,8 +2,8 @@ import { __decorate } from "../../tslib.es6.js";
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2
2
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import { serialize } from "../../Misc/decorators.js";
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3
3
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import { CameraInputTypes } from "../../Cameras/cameraInputsManager.js";
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4
4
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import { KeyboardEventTypes } from "../../Events/keyboardEvents.js";
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5
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-
import { Vector3 } from "../../Maths/math.vector.js";
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6
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-
import { Tools } from "../../Misc/tools.js";
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5
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+
import { Vector3 } from "../../Maths/math.vector.pure.js";
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6
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+
import { Tools } from "../../Misc/tools.pure.js";
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7
7
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/**
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8
8
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* Listen to keyboard events to control the camera.
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9
9
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* @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
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@@ -1 +1 @@
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1
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-
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{ type Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type FlyCamera } from \"../../Cameras/flyCamera\";\r\nimport { type KeyboardInfo, KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\n\r\n/**\r\n * Listen to keyboard events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FlyCamera;\r\n\r\n /**\r\n * The list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysForward = [87];\r\n\r\n /**\r\n * The list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysBackward = [83];\r\n\r\n /**\r\n * The list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysUp = [69];\r\n\r\n /**\r\n * The list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysDown = [81];\r\n\r\n /**\r\n * The list of keyboard keys used to control the right strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysRight = [68];\r\n\r\n /**\r\n * The list of keyboard keys used to control the left strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysLeft = [65];\r\n\r\n private _keys = new Array<number>();\r\n private _onCanvasBlurObserver: Nullable<Observer<AbstractEngine>>;\r\n private _onKeyboardObserver: Nullable<Observer<KeyboardInfo>>;\r\n private _engine: AbstractEngine;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n if (this._onCanvasBlurObserver) {\r\n return;\r\n }\r\n\r\n this._scene = this.camera.getScene();\r\n this._engine = this._scene.getEngine();\r\n\r\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(() => {\r\n this._keys.length = 0;\r\n });\r\n\r\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add((info) => {\r\n const evt = info.event;\r\n\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n if (\r\n this.keysForward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysBackward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index === -1) {\r\n this._keys.push(evt.keyCode);\r\n }\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n } else {\r\n if (\r\n this.keysForward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysBackward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index >= 0) {\r\n this._keys.splice(index, 1);\r\n }\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._scene) {\r\n if (this._onKeyboardObserver) {\r\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\r\n }\r\n\r\n if (this._onCanvasBlurObserver) {\r\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver = null;\r\n }\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FlyCameraKeyboardInput\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onLostFocus(): void {\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"keyboard\";\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._onKeyboardObserver) {\r\n const camera = this.camera;\r\n // Keyboard\r\n for (let index = 0; index < this._keys.length; index++) {\r\n const keyCode = this._keys[index];\r\n const speed = camera._computeLocalCameraSpeed();\r\n\r\n if (this.keysForward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, speed);\r\n } else if (this.keysBackward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, -speed);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, speed, 0);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, -speed, 0);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(speed, 0, 0);\r\n } else if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(-speed, 0, 0);\r\n }\r\n\r\n if (camera.getScene().useRightHandedSystem) {\r\n camera._localDirection.z *= -1;\r\n }\r\n\r\n camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);\r\n Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);\r\n camera.cameraDirection.addInPlace(camera._transformedDirection);\r\n }\r\n }\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FlyCameraKeyboardInput\"] = FlyCameraKeyboardInput;\r\n"]}
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1
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+
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{ type Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type FlyCamera } from \"../../Cameras/flyCamera\";\r\nimport { type KeyboardInfo, KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector.pure\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\n\r\n/**\r\n * Listen to keyboard events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FlyCamera;\r\n\r\n /**\r\n * The list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysForward = [87];\r\n\r\n /**\r\n * The list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysBackward = [83];\r\n\r\n /**\r\n * The list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysUp = [69];\r\n\r\n /**\r\n * The list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysDown = [81];\r\n\r\n /**\r\n * The list of keyboard keys used to control the right strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysRight = [68];\r\n\r\n /**\r\n * The list of keyboard keys used to control the left strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysLeft = [65];\r\n\r\n private _keys = new Array<number>();\r\n private _onCanvasBlurObserver: Nullable<Observer<AbstractEngine>>;\r\n private _onKeyboardObserver: Nullable<Observer<KeyboardInfo>>;\r\n private _engine: AbstractEngine;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n if (this._onCanvasBlurObserver) {\r\n return;\r\n }\r\n\r\n this._scene = this.camera.getScene();\r\n this._engine = this._scene.getEngine();\r\n\r\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(() => {\r\n this._keys.length = 0;\r\n });\r\n\r\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add((info) => {\r\n const evt = info.event;\r\n\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n if (\r\n this.keysForward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysBackward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index === -1) {\r\n this._keys.push(evt.keyCode);\r\n }\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n } else {\r\n if (\r\n this.keysForward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysBackward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index >= 0) {\r\n this._keys.splice(index, 1);\r\n }\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._scene) {\r\n if (this._onKeyboardObserver) {\r\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\r\n }\r\n\r\n if (this._onCanvasBlurObserver) {\r\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver = null;\r\n }\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FlyCameraKeyboardInput\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onLostFocus(): void {\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"keyboard\";\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._onKeyboardObserver) {\r\n const camera = this.camera;\r\n // Keyboard\r\n for (let index = 0; index < this._keys.length; index++) {\r\n const keyCode = this._keys[index];\r\n const speed = camera._computeLocalCameraSpeed();\r\n\r\n if (this.keysForward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, speed);\r\n } else if (this.keysBackward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, -speed);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, speed, 0);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, -speed, 0);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(speed, 0, 0);\r\n } else if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(-speed, 0, 0);\r\n }\r\n\r\n if (camera.getScene().useRightHandedSystem) {\r\n camera._localDirection.z *= -1;\r\n }\r\n\r\n camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);\r\n Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);\r\n camera.cameraDirection.addInPlace(camera._transformedDirection);\r\n }\r\n }\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FlyCameraKeyboardInput\"] = FlyCameraKeyboardInput;\r\n"]}
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@@ -2,9 +2,9 @@ import { __decorate } from "../../tslib.es6.js";
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2
2
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import { serialize } from "../../Misc/decorators.js";
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3
3
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import { CameraInputTypes } from "../../Cameras/cameraInputsManager.js";
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4
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import { PointerEventTypes } from "../../Events/pointerEvents.js";
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5
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-
import { Quaternion } from "../../Maths/math.vector.js";
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5
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+
import { Quaternion } from "../../Maths/math.vector.pure.js";
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6
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import { Axis } from "../../Maths/math.axis.js";
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7
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-
import { Tools } from "../../Misc/tools.js";
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7
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+
import { Tools } from "../../Misc/tools.pure.js";
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8
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/**
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9
9
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* Listen to mouse events to control the camera.
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* @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
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@@ -1 +1 @@
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1
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-
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{ type Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type FlyCamera } from \"../../Cameras/flyCamera\";\r\nimport { type PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Quaternion } from \"../../Maths/math.vector\";\r\nimport { Axis } from \"../../Maths/math.axis\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { type IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n/**\r\n * Listen to mouse events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FlyCameraMouseInput implements ICameraInput<FlyCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FlyCamera;\r\n\r\n /**\r\n * Defines if touch is enabled. (Default is true.)\r\n */\r\n public touchEnabled: boolean;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera rotation.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Assign buttons for Yaw control.\r\n */\r\n public buttonsYaw: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Pitch control.\r\n */\r\n public buttonsPitch: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Roll control.\r\n */\r\n public buttonsRoll: number[] = [2];\r\n\r\n /**\r\n * Detect if any button is being pressed while mouse is moved.\r\n * -1 = Mouse locked.\r\n * 0 = Left button.\r\n * 1 = Middle Button.\r\n * 2 = Right Button.\r\n */\r\n public activeButton: number = -1;\r\n\r\n /**\r\n * Defines the pointer's angular sensibility, to control the camera rotation speed.\r\n * Higher values reduce its sensitivity.\r\n */\r\n @serialize()\r\n public angularSensibility = 1000.0;\r\n\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _rollObserver: Nullable<Observer<Scene>>;\r\n private _previousPosition: Nullable<{ x: number; y: number }> = null;\r\n private _noPreventDefault: boolean | undefined;\r\n\r\n /**\r\n * Listen to mouse events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\n constructor() {}\r\n\r\n /**\r\n * Attach the mouse control to the HTML DOM element.\r\n * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this._noPreventDefault = noPreventDefault;\r\n\r\n this._observer = this.camera.getScene()._inputManager._addCameraPointerObserver(\r\n (p: any) => {\r\n this._pointerInput(p);\r\n },\r\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE\r\n );\r\n\r\n // Correct Roll by rate, if enabled.\r\n this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(() => {\r\n if (this.camera.rollCorrect) {\r\n this.camera.restoreRoll(this.camera.rollCorrect);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n\r\n this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);\r\n\r\n this._observer = null;\r\n this._rollObserver = null;\r\n this._previousPosition = null;\r\n this._noPreventDefault = undefined;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name.\r\n */\r\n public getClassName(): string {\r\n return \"FlyCameraMouseInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input's friendly name.\r\n */\r\n public getSimpleName(): string {\r\n return \"mouse\";\r\n }\r\n\r\n // Track mouse movement, when the pointer is not locked.\r\n private _pointerInput(p: any): void {\r\n const e = <IPointerEvent>p.event;\r\n\r\n const camera = this.camera;\r\n const engine = camera.getEngine();\r\n\r\n if (!this.touchEnabled && e.pointerType === \"touch\") {\r\n return;\r\n }\r\n\r\n // Mouse is moved but an unknown mouse button is pressed.\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {\r\n return;\r\n }\r\n\r\n const srcElement = <HTMLElement>e.target;\r\n\r\n // Mouse down.\r\n if (p.type === PointerEventTypes.POINTERDOWN) {\r\n try {\r\n srcElement?.setPointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this._previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY,\r\n };\r\n\r\n this.activeButton = e.button;\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n\r\n // This is required to move while pointer button is down\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n }\r\n // Mouse up.\r\n else if (p.type === PointerEventTypes.POINTERUP) {\r\n try {\r\n srcElement?.releasePointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this.activeButton = -1;\r\n\r\n this._previousPosition = null;\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n // Mouse move.\r\n else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!this._previousPosition) {\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n\r\n return;\r\n }\r\n\r\n const offsetX = e.clientX - this._previousPosition.x;\r\n const offsetY = e.clientY - this._previousPosition.y;\r\n\r\n this._rotateCamera(offsetX, offsetY);\r\n\r\n this._previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY,\r\n };\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n }\r\n\r\n // Track mouse movement, when pointer is locked.\r\n private _onMouseMove(e: any): void {\r\n const camera = this.camera;\r\n const engine = camera.getEngine();\r\n\r\n if (!engine.isPointerLock) {\r\n return;\r\n }\r\n\r\n const offsetX = e.movementX;\r\n const offsetY = e.movementY;\r\n\r\n this._rotateCamera(offsetX, offsetY);\r\n\r\n this._previousPosition = null;\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n\r\n /**\r\n * Rotate camera by mouse offset.\r\n * @param offsetX\r\n * @param offsetY\r\n */\r\n private _rotateCamera(offsetX: number, offsetY: number): void {\r\n const camera = this.camera;\r\n\r\n const handednessMultiplier = camera._calculateHandednessMultiplier();\r\n const x = (offsetX * handednessMultiplier) / this.angularSensibility;\r\n const y = (offsetY * handednessMultiplier) / this.angularSensibility;\r\n\r\n // Initialize to current rotation.\r\n const currentRotation = Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);\r\n let rotationChange: Quaternion;\r\n\r\n // Pitch.\r\n if (\r\n this.buttonsPitch.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.X, y);\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Yaw.\r\n if (\r\n this.buttonsYaw.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Y, x);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n\r\n // Add Roll, if banked turning is enabled, within Roll limit.\r\n const limit = camera.bankedTurnLimit + camera._trackRoll; // Defaults to 90° plus manual roll.\r\n if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {\r\n const bankingDelta = camera.bankedTurnMultiplier * -x;\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, bankingDelta);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n }\r\n\r\n // Roll.\r\n if (\r\n this.buttonsRoll.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, -x);\r\n // Track Rolling.\r\n camera._trackRoll -= x;\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Apply rotationQuaternion to Euler camera.rotation.\r\n currentRotation.toEulerAnglesToRef(camera.rotation);\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FlyCameraMouseInput\"] = FlyCameraMouseInput;\r\n"]}
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{ type Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type FlyCamera } from \"../../Cameras/flyCamera\";\r\nimport { type PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Quaternion } from \"../../Maths/math.vector.pure\";\r\nimport { Axis } from \"../../Maths/math.axis\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\nimport { type IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n/**\r\n * Listen to mouse events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FlyCameraMouseInput implements ICameraInput<FlyCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FlyCamera;\r\n\r\n /**\r\n * Defines if touch is enabled. (Default is true.)\r\n */\r\n public touchEnabled: boolean;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera rotation.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Assign buttons for Yaw control.\r\n */\r\n public buttonsYaw: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Pitch control.\r\n */\r\n public buttonsPitch: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Roll control.\r\n */\r\n public buttonsRoll: number[] = [2];\r\n\r\n /**\r\n * Detect if any button is being pressed while mouse is moved.\r\n * -1 = Mouse locked.\r\n * 0 = Left button.\r\n * 1 = Middle Button.\r\n * 2 = Right Button.\r\n */\r\n public activeButton: number = -1;\r\n\r\n /**\r\n * Defines the pointer's angular sensibility, to control the camera rotation speed.\r\n * Higher values reduce its sensitivity.\r\n */\r\n @serialize()\r\n public angularSensibility = 1000.0;\r\n\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _rollObserver: Nullable<Observer<Scene>>;\r\n private _previousPosition: Nullable<{ x: number; y: number }> = null;\r\n private _noPreventDefault: boolean | undefined;\r\n\r\n /**\r\n * Listen to mouse events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\n constructor() {}\r\n\r\n /**\r\n * Attach the mouse control to the HTML DOM element.\r\n * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this._noPreventDefault = noPreventDefault;\r\n\r\n this._observer = this.camera.getScene()._inputManager._addCameraPointerObserver(\r\n (p: any) => {\r\n this._pointerInput(p);\r\n },\r\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE\r\n );\r\n\r\n // Correct Roll by rate, if enabled.\r\n this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(() => {\r\n if (this.camera.rollCorrect) {\r\n this.camera.restoreRoll(this.camera.rollCorrect);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n\r\n this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);\r\n\r\n this._observer = null;\r\n this._rollObserver = null;\r\n this._previousPosition = null;\r\n this._noPreventDefault = undefined;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name.\r\n */\r\n public getClassName(): string {\r\n return \"FlyCameraMouseInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input's friendly name.\r\n */\r\n public getSimpleName(): string {\r\n return \"mouse\";\r\n }\r\n\r\n // Track mouse movement, when the pointer is not locked.\r\n private _pointerInput(p: any): void {\r\n const e = <IPointerEvent>p.event;\r\n\r\n const camera = this.camera;\r\n const engine = camera.getEngine();\r\n\r\n if (!this.touchEnabled && e.pointerType === \"touch\") {\r\n return;\r\n }\r\n\r\n // Mouse is moved but an unknown mouse button is pressed.\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {\r\n return;\r\n }\r\n\r\n const srcElement = <HTMLElement>e.target;\r\n\r\n // Mouse down.\r\n if (p.type === PointerEventTypes.POINTERDOWN) {\r\n try {\r\n srcElement?.setPointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this._previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY,\r\n };\r\n\r\n this.activeButton = e.button;\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n\r\n // This is required to move while pointer button is down\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n }\r\n // Mouse up.\r\n else if (p.type === PointerEventTypes.POINTERUP) {\r\n try {\r\n srcElement?.releasePointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this.activeButton = -1;\r\n\r\n this._previousPosition = null;\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n // Mouse move.\r\n else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!this._previousPosition) {\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n\r\n return;\r\n }\r\n\r\n const offsetX = e.clientX - this._previousPosition.x;\r\n const offsetY = e.clientY - this._previousPosition.y;\r\n\r\n this._rotateCamera(offsetX, offsetY);\r\n\r\n this._previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY,\r\n };\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n }\r\n\r\n // Track mouse movement, when pointer is locked.\r\n private _onMouseMove(e: any): void {\r\n const camera = this.camera;\r\n const engine = camera.getEngine();\r\n\r\n if (!engine.isPointerLock) {\r\n return;\r\n }\r\n\r\n const offsetX = e.movementX;\r\n const offsetY = e.movementY;\r\n\r\n this._rotateCamera(offsetX, offsetY);\r\n\r\n this._previousPosition = null;\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n\r\n /**\r\n * Rotate camera by mouse offset.\r\n * @param offsetX\r\n * @param offsetY\r\n */\r\n private _rotateCamera(offsetX: number, offsetY: number): void {\r\n const camera = this.camera;\r\n\r\n const handednessMultiplier = camera._calculateHandednessMultiplier();\r\n const x = (offsetX * handednessMultiplier) / this.angularSensibility;\r\n const y = (offsetY * handednessMultiplier) / this.angularSensibility;\r\n\r\n // Initialize to current rotation.\r\n const currentRotation = Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);\r\n let rotationChange: Quaternion;\r\n\r\n // Pitch.\r\n if (\r\n this.buttonsPitch.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.X, y);\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Yaw.\r\n if (\r\n this.buttonsYaw.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Y, x);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n\r\n // Add Roll, if banked turning is enabled, within Roll limit.\r\n const limit = camera.bankedTurnLimit + camera._trackRoll; // Defaults to 90° plus manual roll.\r\n if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {\r\n const bankingDelta = camera.bankedTurnMultiplier * -x;\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, bankingDelta);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n }\r\n\r\n // Roll.\r\n if (\r\n this.buttonsRoll.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, -x);\r\n // Track Rolling.\r\n camera._trackRoll -= x;\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Apply rotationQuaternion to Euler camera.rotation.\r\n currentRotation.toEulerAnglesToRef(camera.rotation);\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FlyCameraMouseInput\"] = FlyCameraMouseInput;\r\n"]}
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@@ -2,7 +2,7 @@ import { __decorate } from "../../tslib.es6.js";
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2
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import { CameraInputTypes } from "../../Cameras/cameraInputsManager.js";
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3
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import { serialize } from "../../Misc/decorators.js";
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4
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import { KeyboardEventTypes } from "../../Events/keyboardEvents.js";
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5
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-
import { Tools } from "../../Misc/tools.js";
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5
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+
import { Tools } from "../../Misc/tools.pure.js";
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6
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/**
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* Manage the keyboard inputs to control the movement of a follow camera.
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* @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
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