@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.
Files changed (1012) hide show
  1. package/Actions/actionManager.d.ts +1 -1
  2. package/Actions/actionManager.js +8 -5
  3. package/Actions/actionManager.js.map +1 -1
  4. package/Animations/animatable.core.d.ts +1 -1
  5. package/Animations/animatable.core.js +2 -2
  6. package/Animations/animatable.core.js.map +1 -1
  7. package/Animations/animationPropertiesOverride.js +1 -1
  8. package/Animations/animationPropertiesOverride.js.map +1 -1
  9. package/Animations/animatorAvatar.d.ts +2 -2
  10. package/Animations/animatorAvatar.js +3 -3
  11. package/Animations/animatorAvatar.js.map +1 -1
  12. package/Animations/pathCursor.d.ts +1 -1
  13. package/Animations/pathCursor.js +1 -1
  14. package/Animations/pathCursor.js.map +1 -1
  15. package/Animations/runtimeAnimation.d.ts +1 -1
  16. package/Animations/runtimeAnimation.js +2 -2
  17. package/Animations/runtimeAnimation.js.map +1 -1
  18. package/Audio/analyser.js +1 -1
  19. package/Audio/analyser.js.map +1 -1
  20. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js +1 -1
  21. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js.map +1 -1
  22. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +1 -1
  23. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +1 -1
  24. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
  25. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +1 -1
  26. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js +1 -1
  27. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js.map +1 -1
  28. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +1 -1
  29. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +1 -1
  30. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  31. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +1 -1
  32. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
  33. package/AudioV2/webAudio/webAudioStreamingSound.js +1 -1
  34. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  35. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  36. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  37. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  38. package/BakedVertexAnimation/vertexAnimationBaker.js +1 -1
  39. package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -1
  40. package/Behaviors/Cameras/bouncingBehavior.js +1 -1
  41. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  42. package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
  43. package/Behaviors/Cameras/framingBehavior.js +2 -2
  44. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  45. package/Behaviors/Cameras/interpolatingBehavior.d.ts +13 -1
  46. package/Behaviors/Cameras/interpolatingBehavior.js +13 -1
  47. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
  48. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  49. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  50. package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +3 -3
  51. package/Behaviors/Meshes/baseSixDofDragBehavior.js +4 -4
  52. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  53. package/Behaviors/Meshes/followBehavior.js +1 -1
  54. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  55. package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
  56. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  57. package/Behaviors/Meshes/multiPointerScaleBehavior.js +1 -1
  58. package/Behaviors/Meshes/multiPointerScaleBehavior.js.map +1 -1
  59. package/Behaviors/Meshes/pointerDragBehavior.d.ts +3 -3
  60. package/Behaviors/Meshes/pointerDragBehavior.js +5 -5
  61. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  62. package/Behaviors/Meshes/sixDofDragBehavior.d.ts +1 -1
  63. package/Behaviors/Meshes/sixDofDragBehavior.js +2 -2
  64. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  65. package/Behaviors/Meshes/surfaceMagnetismBehavior.js +1 -1
  66. package/Behaviors/Meshes/surfaceMagnetismBehavior.js.map +1 -1
  67. package/Bones/boneIKController.d.ts +1 -1
  68. package/Bones/boneIKController.js +1 -1
  69. package/Bones/boneIKController.js.map +1 -1
  70. package/Bones/boneLookController.d.ts +1 -1
  71. package/Bones/boneLookController.js +1 -1
  72. package/Bones/boneLookController.js.map +1 -1
  73. package/Bones/skeleton.d.ts +2 -2
  74. package/Bones/skeleton.functions.d.ts +1 -1
  75. package/Bones/skeleton.functions.js +3 -3
  76. package/Bones/skeleton.functions.js.map +1 -1
  77. package/Bones/skeleton.js +3 -4
  78. package/Bones/skeleton.js.map +1 -1
  79. package/Buffers/buffer.align.pure.js +6 -0
  80. package/Buffers/buffer.align.pure.js.map +1 -1
  81. package/Buffers/buffer.nonFloatVertexBuffers.js +2 -1
  82. package/Buffers/buffer.nonFloatVertexBuffers.js.map +1 -1
  83. package/Buffers/buffer.pure.d.ts +8 -0
  84. package/Buffers/buffer.pure.js +31 -2
  85. package/Buffers/buffer.pure.js.map +1 -1
  86. package/Buffers/bufferUtils.js +17 -5
  87. package/Buffers/bufferUtils.js.map +1 -1
  88. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +1 -1
  89. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  90. package/Cameras/Inputs/BaseCameraPointersInput.js +1 -1
  91. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  92. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +1 -1
  93. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  94. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
  95. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  96. package/Cameras/Inputs/flyCameraKeyboardInput.js +2 -2
  97. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  98. package/Cameras/Inputs/flyCameraMouseInput.js +2 -2
  99. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  100. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +1 -1
  101. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  102. package/Cameras/Inputs/followCameraMouseWheelInput.js +1 -1
  103. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  104. package/Cameras/Inputs/freeCameraGamepadInput.js +1 -1
  105. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  106. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +2 -2
  107. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  108. package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
  109. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  110. package/Cameras/Inputs/freeCameraMouseWheelInput.js +1 -1
  111. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  112. package/Cameras/Inputs/freeCameraTouchInput.js +2 -2
  113. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  114. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +1 -1
  115. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
  116. package/Cameras/Limits/geospatialLimits.d.ts +1 -1
  117. package/Cameras/Limits/geospatialLimits.js +1 -1
  118. package/Cameras/Limits/geospatialLimits.js.map +1 -1
  119. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +2 -2
  120. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  121. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -1
  122. package/Cameras/RigModes/stereoscopicRigMode.js +3 -3
  123. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  124. package/Cameras/RigModes/vrRigMode.js +2 -2
  125. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  126. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +3 -3
  127. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +5 -5
  128. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  129. package/Cameras/VR/vrCameraMetrics.d.ts +1 -1
  130. package/Cameras/VR/vrCameraMetrics.js +1 -1
  131. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  132. package/Cameras/cameraInputsManager.d.ts +1 -1
  133. package/Cameras/cameraInputsManager.js +1 -1
  134. package/Cameras/cameraInputsManager.js.map +1 -1
  135. package/Collisions/collider.d.ts +1 -1
  136. package/Collisions/collider.js +1 -1
  137. package/Collisions/collider.js.map +1 -1
  138. package/Collisions/gpuPicker.d.ts +1 -1
  139. package/Collisions/gpuPicker.js +5 -5
  140. package/Collisions/gpuPicker.js.map +1 -1
  141. package/Collisions/meshCollisionData.d.ts +1 -1
  142. package/Collisions/meshCollisionData.js +1 -1
  143. package/Collisions/meshCollisionData.js.map +1 -1
  144. package/Collisions/pickingInfo.d.ts +1 -1
  145. package/Collisions/pickingInfo.js +2 -2
  146. package/Collisions/pickingInfo.js.map +1 -1
  147. package/Culling/Octrees/octreeBlock.d.ts +1 -1
  148. package/Culling/Octrees/octreeBlock.js +1 -1
  149. package/Culling/Octrees/octreeBlock.js.map +1 -1
  150. package/Culling/boundingBox.d.ts +1 -1
  151. package/Culling/boundingBox.js +1 -1
  152. package/Culling/boundingBox.js.map +1 -1
  153. package/Culling/boundingInfo.d.ts +1 -1
  154. package/Culling/boundingInfo.js +1 -1
  155. package/Culling/boundingInfo.js.map +1 -1
  156. package/Culling/boundingSphere.d.ts +1 -1
  157. package/Culling/boundingSphere.js +1 -1
  158. package/Culling/boundingSphere.js.map +1 -1
  159. package/Culling/ray.core.d.ts +1 -1
  160. package/Culling/ray.core.js +1 -1
  161. package/Culling/ray.core.js.map +1 -1
  162. package/Debug/axesViewer.d.ts +1 -1
  163. package/Debug/axesViewer.js +3 -3
  164. package/Debug/axesViewer.js.map +1 -1
  165. package/Debug/boneAxesViewer.d.ts +1 -1
  166. package/Debug/boneAxesViewer.js +1 -1
  167. package/Debug/boneAxesViewer.js.map +1 -1
  168. package/Debug/directionalLightFrustumViewer.d.ts +1 -1
  169. package/Debug/directionalLightFrustumViewer.js +6 -6
  170. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  171. package/Debug/rayHelper.d.ts +1 -1
  172. package/Debug/rayHelper.js +2 -2
  173. package/Debug/rayHelper.js.map +1 -1
  174. package/Debug/skeletonViewer.d.ts +2 -2
  175. package/Debug/skeletonViewer.js +10 -10
  176. package/Debug/skeletonViewer.js.map +1 -1
  177. package/DeviceInput/internalDeviceSourceManager.d.ts +1 -1
  178. package/DeviceInput/internalDeviceSourceManager.js +0 -1
  179. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  180. package/DeviceInput/webDeviceInputSystem.js +1 -1
  181. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  182. package/Engines/Extensions/engine.views.d.ts +1 -1
  183. package/Engines/Extensions/engine.views.js +1 -1
  184. package/Engines/Extensions/engine.views.js.map +1 -1
  185. package/Engines/Native/nativeHelpers.js +4 -1
  186. package/Engines/Native/nativeHelpers.js.map +1 -1
  187. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  188. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +11 -1
  189. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  190. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  191. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  192. package/Engines/WebGPU/webgpuTintWASM.js +1 -1
  193. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  194. package/Engines/abstractEngine.pure.js +2 -2
  195. package/Engines/abstractEngine.pure.js.map +1 -1
  196. package/Engines/constants.d.ts +4 -0
  197. package/Engines/constants.js +4 -0
  198. package/Engines/constants.js.map +1 -1
  199. package/Engines/engineFactory.d.ts +2 -2
  200. package/Engines/engineFactory.js +3 -3
  201. package/Engines/engineFactory.js.map +1 -1
  202. package/Events/pointerEvents.d.ts +1 -1
  203. package/Events/pointerEvents.js +1 -1
  204. package/Events/pointerEvents.js.map +1 -1
  205. package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js +1 -1
  206. package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js.map +1 -1
  207. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.d.ts +1 -1
  208. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js +1 -1
  209. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
  210. package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js +1 -1
  211. package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js.map +1 -1
  212. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.d.ts +1 -1
  213. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js +3 -3
  214. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js.map +1 -1
  215. package/FlowGraph/CustomTypes/flowGraphMatrix.d.ts +1 -1
  216. package/FlowGraph/CustomTypes/flowGraphMatrix.js +1 -1
  217. package/FlowGraph/CustomTypes/flowGraphMatrix.js.map +1 -1
  218. package/FlowGraph/flowGraphBlock.d.ts +1 -1
  219. package/FlowGraph/flowGraphBlock.js +1 -1
  220. package/FlowGraph/flowGraphBlock.js.map +1 -1
  221. package/FlowGraph/flowGraphExecutionBlock.d.ts +1 -1
  222. package/FlowGraph/flowGraphExecutionBlock.js +1 -1
  223. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
  224. package/FlowGraph/flowGraphMath.d.ts +1 -1
  225. package/FlowGraph/flowGraphMath.js +1 -1
  226. package/FlowGraph/flowGraphMath.js.map +1 -1
  227. package/FlowGraph/flowGraphParser.js +1 -1
  228. package/FlowGraph/flowGraphParser.js.map +1 -1
  229. package/FlowGraph/flowGraphPathConverterComponent.d.ts +1 -1
  230. package/FlowGraph/flowGraphPathConverterComponent.js +2 -2
  231. package/FlowGraph/flowGraphPathConverterComponent.js.map +1 -1
  232. package/FlowGraph/flowGraphValidator.js.map +1 -1
  233. package/FlowGraph/serialization.js +4 -4
  234. package/FlowGraph/serialization.js.map +1 -1
  235. package/FlowGraph/utils.js.map +1 -1
  236. package/FrameGraph/Node/nodeRenderGraph.d.ts +2 -2
  237. package/FrameGraph/Node/nodeRenderGraph.js +7 -7
  238. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  239. package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +30 -0
  240. package/FrameGraph/Tasks/Layers/baseLayerTask.js +28 -1
  241. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  242. package/FrameGraph/Tasks/Misc/computeShaderTask.d.ts +2 -2
  243. package/FrameGraph/Tasks/Misc/computeShaderTask.js +2 -2
  244. package/FrameGraph/Tasks/Misc/computeShaderTask.js.map +1 -1
  245. package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +1 -1
  246. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +2 -2
  247. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
  248. package/FrameGraph/Tasks/PostProcesses/blurTask.d.ts +7 -0
  249. package/FrameGraph/Tasks/PostProcesses/blurTask.js +8 -1
  250. package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
  251. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +1 -1
  252. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
  253. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js +1 -1
  254. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
  255. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +1 -1
  256. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +1 -1
  257. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -1
  258. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +2 -2
  259. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +3 -3
  260. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
  261. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +1 -1
  262. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +2 -2
  263. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  264. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +6 -0
  265. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +14 -5
  266. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  267. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +1 -1
  268. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +1 -1
  269. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -1
  270. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.d.ts +1 -1
  271. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js +1 -1
  272. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js.map +1 -1
  273. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.d.ts +1 -1
  274. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js +2 -2
  275. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js.map +1 -1
  276. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.d.ts +1 -1
  277. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js +2 -2
  278. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js.map +1 -1
  279. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +7 -1
  280. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +7 -1
  281. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  282. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -1
  283. package/FrameGraph/Tasks/Texture/clearTextureTask.js +1 -1
  284. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  285. package/FrameGraph/frameGraphRenderContext.js +1 -1
  286. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  287. package/FrameGraph/frameGraphTextureManager.d.ts +1 -1
  288. package/FrameGraph/frameGraphTextureManager.js +1 -1
  289. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  290. package/Gamepads/gamepadManager.js +1 -1
  291. package/Gamepads/gamepadManager.js.map +1 -1
  292. package/Gizmos/axisDragGizmo.d.ts +5 -5
  293. package/Gizmos/axisDragGizmo.js +6 -6
  294. package/Gizmos/axisDragGizmo.js.map +1 -1
  295. package/Gizmos/axisScaleGizmo.d.ts +4 -4
  296. package/Gizmos/axisScaleGizmo.js +6 -6
  297. package/Gizmos/axisScaleGizmo.js.map +1 -1
  298. package/Gizmos/boundingBoxGizmo.d.ts +5 -5
  299. package/Gizmos/boundingBoxGizmo.js +7 -7
  300. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  301. package/Gizmos/cameraGizmo.d.ts +3 -3
  302. package/Gizmos/cameraGizmo.js +7 -7
  303. package/Gizmos/cameraGizmo.js.map +1 -1
  304. package/Gizmos/gizmo.d.ts +2 -2
  305. package/Gizmos/gizmo.js +3 -3
  306. package/Gizmos/gizmo.js.map +1 -1
  307. package/Gizmos/gizmoManager.d.ts +2 -2
  308. package/Gizmos/gizmoManager.js +2 -2
  309. package/Gizmos/gizmoManager.js.map +1 -1
  310. package/Gizmos/lightGizmo.d.ts +4 -4
  311. package/Gizmos/lightGizmo.js +11 -11
  312. package/Gizmos/lightGizmo.js.map +1 -1
  313. package/Gizmos/planeDragGizmo.d.ts +4 -4
  314. package/Gizmos/planeDragGizmo.js +5 -5
  315. package/Gizmos/planeDragGizmo.js.map +1 -1
  316. package/Gizmos/positionGizmo.d.ts +1 -1
  317. package/Gizmos/positionGizmo.js +2 -2
  318. package/Gizmos/positionGizmo.js.map +1 -1
  319. package/Gizmos/rotationGizmo.d.ts +3 -3
  320. package/Gizmos/rotationGizmo.js +3 -3
  321. package/Gizmos/rotationGizmo.js.map +1 -1
  322. package/Gizmos/scaleGizmo.d.ts +2 -2
  323. package/Gizmos/scaleGizmo.js +4 -4
  324. package/Gizmos/scaleGizmo.js.map +1 -1
  325. package/Gizmos/spatialAudioGizmo.d.ts +2 -2
  326. package/Gizmos/spatialAudioGizmo.js +6 -6
  327. package/Gizmos/spatialAudioGizmo.js.map +1 -1
  328. package/Helpers/environmentHelper.d.ts +6 -6
  329. package/Helpers/environmentHelper.js +12 -12
  330. package/Helpers/environmentHelper.js.map +1 -1
  331. package/Helpers/materialConversionHelper.d.ts +1 -1
  332. package/Helpers/materialConversionHelper.js +1 -1
  333. package/Helpers/materialConversionHelper.js.map +1 -1
  334. package/Helpers/photoDome.d.ts +1 -1
  335. package/Helpers/photoDome.js +1 -1
  336. package/Helpers/photoDome.js.map +1 -1
  337. package/Helpers/textureDome.d.ts +4 -4
  338. package/Helpers/textureDome.js +6 -6
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{ Matrix, Quaternion, Vector3 } from \"../../../Maths/math.vector\";\r\nimport { _SpatialAudioSubNode } from \"../../abstractAudio/subNodes/spatialAudioSubNode\";\r\nimport { _SpatialAudioDefaults } from \"../../abstractAudio/subProperties/abstractSpatialAudio\";\r\nimport { _WebAudioParameterComponent } from \"../components/webAudioParameterComponent\";\r\nimport { type _WebAudioEngine } from \"../webAudioEngine\";\r\nimport { type IWebAudioInNode } from \"../webAudioNode\";\r\n\r\nconst TmpMatrix = Matrix.Zero();\r\nconst TmpQuaternion = new Quaternion();\r\n\r\nfunction D2r(degrees: number): number {\r\n return (degrees * Math.PI) / 180;\r\n}\r\n\r\nfunction R2d(radians: number): number {\r\n return (radians * 180) / Math.PI;\r\n}\r\n\r\n/** @internal */\r\n// eslint-disable-next-line @typescript-eslint/require-await\r\nexport async function _CreateSpatialAudioSubNodeAsync(engine: _WebAudioEngine): Promise<_SpatialAudioSubNode> {\r\n return new _SpatialWebAudioSubNode(engine);\r\n}\r\n\r\n/** @internal */\r\nexport class _SpatialWebAudioSubNode extends _SpatialAudioSubNode {\r\n private _attenuation: _WebAudioParameterComponent;\r\n private readonly _attenuationNode: GainNode;\r\n private readonly _inputNode: GainNode;\r\n private _lastOrientation: Vector3 = Vector3.Zero();\r\n private _lastPosition: Vector3 = Vector3.Zero();\r\n private _lastRotation: Vector3 = Vector3.Zero();\r\n private _lastRotationQuaternion: Quaternion = new Quaternion();\r\n private _orientationX: _WebAudioParameterComponent;\r\n private _orientationY: _WebAudioParameterComponent;\r\n private _orientationZ: _WebAudioParameterComponent;\r\n private _panningEnabled = _SpatialAudioDefaults.panningEnabled;\r\n private _positionX: _WebAudioParameterComponent;\r\n private _positionY: _WebAudioParameterComponent;\r\n private _positionZ: _WebAudioParameterComponent;\r\n\r\n /** @internal */\r\n public override readonly engine: _WebAudioEngine;\r\n\r\n /** @internal */\r\n public readonly orientation: Vector3 = _SpatialAudioDefaults.orientation.clone();\r\n /** @internal */\r\n public readonly position = _SpatialAudioDefaults.position.clone();\r\n /** @internal */\r\n public readonly rotation: Vector3 = _SpatialAudioDefaults.rotation.clone();\r\n /** @internal */\r\n public readonly rotationQuaternion: Quaternion = _SpatialAudioDefaults.rotationQuaternion.clone();\r\n\r\n /** @internal */\r\n public readonly node: PannerNode;\r\n\r\n /** @internal */\r\n public constructor(engine: _WebAudioEngine) {\r\n super(engine);\r\n\r\n this._inputNode = new GainNode(engine._audioContext);\r\n this._attenuationNode = new GainNode(engine._audioContext);\r\n this._attenuation = new _WebAudioParameterComponent(engine, this._attenuationNode.gain);\r\n this.node = new PannerNode(engine._audioContext);\r\n\r\n this._orientationX = new _WebAudioParameterComponent(engine, this.node.orientationX);\r\n this._orientationY = new _WebAudioParameterComponent(engine, this.node.orientationY);\r\n this._orientationZ = new _WebAudioParameterComponent(engine, this.node.orientationZ);\r\n\r\n this._positionX = new _WebAudioParameterComponent(engine, this.node.positionX);\r\n this._positionY = new _WebAudioParameterComponent(engine, this.node.positionY);\r\n this._positionZ = new _WebAudioParameterComponent(engine, this.node.positionZ);\r\n\r\n this._connectActiveInput();\r\n }\r\n\r\n /** @internal */\r\n public override dispose(): void {\r\n super.dispose();\r\n\r\n this._attenuation.dispose();\r\n this._orientationX.dispose();\r\n this._orientationY.dispose();\r\n this._orientationZ.dispose();\r\n this._positionX.dispose();\r\n this._positionY.dispose();\r\n this._positionZ.dispose();\r\n\r\n this._inputNode.disconnect();\r\n this._attenuationNode.disconnect();\r\n this.node.disconnect();\r\n }\r\n\r\n /** @internal */\r\n public get coneInnerAngle(): number {\r\n return D2r(this.node.coneInnerAngle);\r\n }\r\n\r\n public set coneInnerAngle(value: number) {\r\n this.node.coneInnerAngle = R2d(value);\r\n }\r\n\r\n /** @internal */\r\n public get coneOuterAngle(): number {\r\n return D2r(this.node.coneOuterAngle);\r\n }\r\n\r\n public set coneOuterAngle(value: number) {\r\n this.node.coneOuterAngle = R2d(value);\r\n }\r\n\r\n /** @internal */\r\n public get coneOuterVolume(): number {\r\n return this.node.coneOuterGain;\r\n }\r\n\r\n public set coneOuterVolume(value: number) {\r\n this.node.coneOuterGain = value;\r\n }\r\n\r\n /** @internal */\r\n public get distanceModel(): \"linear\" | \"inverse\" | \"exponential\" {\r\n return this.node.distanceModel;\r\n }\r\n\r\n public set distanceModel(value: \"linear\" | \"inverse\" | \"exponential\") {\r\n this.node.distanceModel = value;\r\n\r\n // Wiggle the max distance to make the change take effect.\r\n const maxDistance = this.node.maxDistance;\r\n this.node.maxDistance = maxDistance + 0.001;\r\n this.node.maxDistance = maxDistance;\r\n\r\n this._updateAttenuation();\r\n }\r\n\r\n /** @internal */\r\n public get minDistance(): number {\r\n return this.node.refDistance;\r\n }\r\n\r\n public set minDistance(value: number) {\r\n this.node.refDistance = value;\r\n this._updateAttenuation();\r\n }\r\n\r\n /** @internal */\r\n public get maxDistance(): number {\r\n return this.node.maxDistance;\r\n }\r\n\r\n public set maxDistance(value: number) {\r\n this.node.maxDistance = value;\r\n this._updateAttenuation();\r\n }\r\n\r\n /** @internal */\r\n public get panningEnabled(): boolean {\r\n return this._panningEnabled;\r\n }\r\n\r\n public set panningEnabled(value: boolean) {\r\n if (this._panningEnabled === value) {\r\n return;\r\n }\r\n\r\n this._panningEnabled = value;\r\n this._connectActiveInput();\r\n this._updateAttenuation();\r\n }\r\n\r\n /** @internal */\r\n public get panningModel(): \"equalpower\" | \"HRTF\" {\r\n return this.node.panningModel;\r\n }\r\n\r\n public set panningModel(value: \"equalpower\" | \"HRTF\") {\r\n this.node.panningModel = value;\r\n }\r\n\r\n /** @internal */\r\n public get rolloffFactor(): number {\r\n return this.node.rolloffFactor;\r\n }\r\n\r\n public set rolloffFactor(value: number) {\r\n this.node.rolloffFactor = value;\r\n this._updateAttenuation();\r\n }\r\n\r\n /** @internal */\r\n public get _inNode(): AudioNode {\r\n return this._inputNode;\r\n }\r\n\r\n /** @internal */\r\n public get _outNode(): AudioNode {\r\n return this._panningEnabled ? this.node : this._attenuationNode;\r\n }\r\n\r\n /** @internal */\r\n public _updatePosition(): void {\r\n if (this._lastPosition.equalsWithEpsilon(this.position)) {\r\n this._updateAttenuation();\r\n return;\r\n }\r\n\r\n this._positionX.targetValue = this.position.x;\r\n this._positionY.targetValue = this.position.y;\r\n this._positionZ.targetValue = this.position.z;\r\n\r\n this._lastPosition.copyFrom(this.position);\r\n this._updateAttenuation();\r\n }\r\n\r\n /** @internal */\r\n public _updateRotation(): void {\r\n let rotated = false;\r\n if (!this._lastRotationQuaternion.equalsWithEpsilon(this.rotationQuaternion)) {\r\n TmpQuaternion.copyFrom(this.rotationQuaternion);\r\n this._lastRotationQuaternion.copyFrom(this.rotationQuaternion);\r\n rotated = true;\r\n } else if (!this._lastRotation.equalsWithEpsilon(this.rotation)) {\r\n Quaternion.FromEulerAnglesToRef(this.rotation.x, this.rotation.y, this.rotation.z, TmpQuaternion);\r\n this._lastRotation.copyFrom(this.rotation);\r\n rotated = true;\r\n } else if (this._lastOrientation.equalsWithEpsilon(this.orientation)) {\r\n return;\r\n }\r\n\r\n if (rotated) {\r\n Matrix.FromQuaternionToRef(TmpQuaternion, TmpMatrix);\r\n Vector3.TransformNormalToRef(Vector3.RightReadOnly, TmpMatrix, this.orientation);\r\n }\r\n\r\n this._orientationX.targetValue = this.orientation.x;\r\n this._orientationY.targetValue = this.orientation.y;\r\n this._orientationZ.targetValue = this.orientation.z;\r\n }\r\n\r\n protected override _connect(node: IWebAudioInNode): boolean {\r\n const connected = super._connect(node);\r\n\r\n if (!connected) {\r\n return false;\r\n }\r\n\r\n // If the wrapped node is not available now, it will be connected later by the subgraph.\r\n if (node._inNode) {\r\n this.node.connect(node._inNode);\r\n this._attenuationNode.connect(node._inNode);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n protected override _disconnect(node: IWebAudioInNode): boolean {\r\n const disconnected = super._disconnect(node);\r\n\r\n if (!disconnected) {\r\n return false;\r\n }\r\n\r\n if (node._inNode) {\r\n this.node.disconnect(node._inNode);\r\n this._attenuationNode.disconnect(node._inNode);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n public getClassName(): string {\r\n return \"_SpatialWebAudioSubNode\";\r\n }\r\n\r\n private _connectActiveInput(): void {\r\n this._inputNode.disconnect();\r\n\r\n if (this._panningEnabled) {\r\n this._inputNode.connect(this.node);\r\n } else {\r\n this._inputNode.connect(this._attenuationNode);\r\n }\r\n }\r\n\r\n private _updateAttenuation(): void {\r\n if (this._panningEnabled) {\r\n this._attenuation.targetValue = 1;\r\n return;\r\n }\r\n\r\n const listenerPosition = this.engine.listener.position;\r\n const deltaX = this.position.x - listenerPosition.x;\r\n const deltaY = this.position.y - listenerPosition.y;\r\n const deltaZ = this.position.z - listenerPosition.z;\r\n const distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY + deltaZ * deltaZ);\r\n const minDistance = Math.max(this.minDistance, 0);\r\n let attenuation = 1;\r\n\r\n switch (this.distanceModel) {\r\n case \"linear\":\r\n {\r\n const maxDistance = Math.max(this.maxDistance, minDistance);\r\n const clampedDistance = Math.min(Math.max(distance, minDistance), maxDistance);\r\n\r\n attenuation =\r\n maxDistance === minDistance ? (distance <= minDistance ? 1 : 0) : 1 - (this.rolloffFactor * (clampedDistance - minDistance)) / (maxDistance - minDistance);\r\n }\r\n break;\r\n case \"inverse\":\r\n if (minDistance === 0) {\r\n attenuation = 0;\r\n break;\r\n }\r\n\r\n attenuation = minDistance / (minDistance + this.rolloffFactor * (Math.max(distance, minDistance) - minDistance));\r\n break;\r\n case \"exponential\":\r\n if (minDistance === 0) {\r\n attenuation = 0;\r\n break;\r\n }\r\n\r\n attenuation = Math.pow(Math.max(distance, minDistance) / minDistance, -this.rolloffFactor);\r\n break;\r\n }\r\n\r\n this._attenuation.targetValue = Math.min(Math.max(attenuation, 0), 1);\r\n }\r\n}\r\n"]}
1
+ 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{ Matrix, Quaternion, Vector3 } from \"../../../Maths/math.vector.pure\";\r\nimport { _SpatialAudioSubNode } from \"../../abstractAudio/subNodes/spatialAudioSubNode\";\r\nimport { _SpatialAudioDefaults } from \"../../abstractAudio/subProperties/abstractSpatialAudio\";\r\nimport { _WebAudioParameterComponent } from \"../components/webAudioParameterComponent\";\r\nimport { type _WebAudioEngine } from \"../webAudioEngine\";\r\nimport { type IWebAudioInNode } from \"../webAudioNode\";\r\n\r\nconst TmpMatrix = Matrix.Zero();\r\nconst TmpQuaternion = new Quaternion();\r\n\r\nfunction D2r(degrees: number): number {\r\n return (degrees * Math.PI) / 180;\r\n}\r\n\r\nfunction R2d(radians: number): number {\r\n return (radians * 180) / Math.PI;\r\n}\r\n\r\n/** @internal */\r\n// eslint-disable-next-line @typescript-eslint/require-await\r\nexport async function _CreateSpatialAudioSubNodeAsync(engine: _WebAudioEngine): Promise<_SpatialAudioSubNode> {\r\n return new _SpatialWebAudioSubNode(engine);\r\n}\r\n\r\n/** @internal */\r\nexport class _SpatialWebAudioSubNode extends _SpatialAudioSubNode {\r\n private _attenuation: _WebAudioParameterComponent;\r\n private readonly _attenuationNode: GainNode;\r\n private readonly _inputNode: GainNode;\r\n private _lastOrientation: Vector3 = Vector3.Zero();\r\n private _lastPosition: Vector3 = Vector3.Zero();\r\n private _lastRotation: Vector3 = Vector3.Zero();\r\n private _lastRotationQuaternion: Quaternion = new Quaternion();\r\n private _orientationX: _WebAudioParameterComponent;\r\n private _orientationY: _WebAudioParameterComponent;\r\n private _orientationZ: _WebAudioParameterComponent;\r\n private _panningEnabled = _SpatialAudioDefaults.panningEnabled;\r\n private _positionX: _WebAudioParameterComponent;\r\n private _positionY: _WebAudioParameterComponent;\r\n private _positionZ: _WebAudioParameterComponent;\r\n\r\n /** @internal */\r\n public override readonly engine: _WebAudioEngine;\r\n\r\n /** @internal */\r\n public readonly orientation: Vector3 = _SpatialAudioDefaults.orientation.clone();\r\n /** @internal */\r\n public readonly position = _SpatialAudioDefaults.position.clone();\r\n /** @internal */\r\n public readonly rotation: Vector3 = _SpatialAudioDefaults.rotation.clone();\r\n /** @internal */\r\n public readonly rotationQuaternion: Quaternion = _SpatialAudioDefaults.rotationQuaternion.clone();\r\n\r\n /** @internal */\r\n public readonly node: PannerNode;\r\n\r\n /** @internal */\r\n public constructor(engine: _WebAudioEngine) {\r\n super(engine);\r\n\r\n this._inputNode = new GainNode(engine._audioContext);\r\n this._attenuationNode = new GainNode(engine._audioContext);\r\n this._attenuation = new _WebAudioParameterComponent(engine, this._attenuationNode.gain);\r\n this.node = new PannerNode(engine._audioContext);\r\n\r\n this._orientationX = new _WebAudioParameterComponent(engine, this.node.orientationX);\r\n this._orientationY = new _WebAudioParameterComponent(engine, this.node.orientationY);\r\n this._orientationZ = new _WebAudioParameterComponent(engine, this.node.orientationZ);\r\n\r\n this._positionX = new _WebAudioParameterComponent(engine, this.node.positionX);\r\n this._positionY = new _WebAudioParameterComponent(engine, this.node.positionY);\r\n this._positionZ = new _WebAudioParameterComponent(engine, this.node.positionZ);\r\n\r\n this._connectActiveInput();\r\n }\r\n\r\n /** @internal */\r\n public override dispose(): void {\r\n super.dispose();\r\n\r\n this._attenuation.dispose();\r\n this._orientationX.dispose();\r\n this._orientationY.dispose();\r\n this._orientationZ.dispose();\r\n this._positionX.dispose();\r\n this._positionY.dispose();\r\n this._positionZ.dispose();\r\n\r\n this._inputNode.disconnect();\r\n this._attenuationNode.disconnect();\r\n this.node.disconnect();\r\n }\r\n\r\n /** @internal */\r\n public get coneInnerAngle(): number {\r\n return D2r(this.node.coneInnerAngle);\r\n }\r\n\r\n public set coneInnerAngle(value: number) {\r\n this.node.coneInnerAngle = R2d(value);\r\n }\r\n\r\n /** @internal */\r\n public get coneOuterAngle(): number {\r\n return D2r(this.node.coneOuterAngle);\r\n }\r\n\r\n public set coneOuterAngle(value: number) {\r\n this.node.coneOuterAngle = R2d(value);\r\n }\r\n\r\n /** @internal */\r\n public get coneOuterVolume(): number {\r\n return this.node.coneOuterGain;\r\n }\r\n\r\n public set coneOuterVolume(value: number) {\r\n this.node.coneOuterGain = value;\r\n }\r\n\r\n /** @internal */\r\n public get distanceModel(): \"linear\" | \"inverse\" | \"exponential\" {\r\n return this.node.distanceModel;\r\n }\r\n\r\n public set distanceModel(value: \"linear\" | \"inverse\" | \"exponential\") {\r\n this.node.distanceModel = value;\r\n\r\n // Wiggle the max distance to make the change take effect.\r\n const maxDistance = this.node.maxDistance;\r\n this.node.maxDistance = maxDistance + 0.001;\r\n this.node.maxDistance = maxDistance;\r\n\r\n this._updateAttenuation();\r\n }\r\n\r\n /** @internal */\r\n public get minDistance(): number {\r\n return this.node.refDistance;\r\n }\r\n\r\n public set minDistance(value: number) {\r\n this.node.refDistance = value;\r\n this._updateAttenuation();\r\n }\r\n\r\n /** @internal */\r\n public get maxDistance(): number {\r\n return this.node.maxDistance;\r\n }\r\n\r\n public set maxDistance(value: number) {\r\n this.node.maxDistance = value;\r\n this._updateAttenuation();\r\n }\r\n\r\n /** @internal */\r\n public get panningEnabled(): boolean {\r\n return this._panningEnabled;\r\n }\r\n\r\n public set panningEnabled(value: boolean) {\r\n if (this._panningEnabled === value) {\r\n return;\r\n }\r\n\r\n this._panningEnabled = value;\r\n this._connectActiveInput();\r\n this._updateAttenuation();\r\n }\r\n\r\n /** @internal */\r\n public get panningModel(): \"equalpower\" | \"HRTF\" {\r\n return this.node.panningModel;\r\n }\r\n\r\n public set panningModel(value: \"equalpower\" | \"HRTF\") {\r\n this.node.panningModel = value;\r\n }\r\n\r\n /** @internal */\r\n public get rolloffFactor(): number {\r\n return this.node.rolloffFactor;\r\n }\r\n\r\n public set rolloffFactor(value: number) {\r\n this.node.rolloffFactor = value;\r\n this._updateAttenuation();\r\n }\r\n\r\n /** @internal */\r\n public get _inNode(): AudioNode {\r\n return this._inputNode;\r\n }\r\n\r\n /** @internal */\r\n public get _outNode(): AudioNode {\r\n return this._panningEnabled ? this.node : this._attenuationNode;\r\n }\r\n\r\n /** @internal */\r\n public _updatePosition(): void {\r\n if (this._lastPosition.equalsWithEpsilon(this.position)) {\r\n this._updateAttenuation();\r\n return;\r\n }\r\n\r\n this._positionX.targetValue = this.position.x;\r\n this._positionY.targetValue = this.position.y;\r\n this._positionZ.targetValue = this.position.z;\r\n\r\n this._lastPosition.copyFrom(this.position);\r\n this._updateAttenuation();\r\n }\r\n\r\n /** @internal */\r\n public _updateRotation(): void {\r\n let rotated = false;\r\n if (!this._lastRotationQuaternion.equalsWithEpsilon(this.rotationQuaternion)) {\r\n TmpQuaternion.copyFrom(this.rotationQuaternion);\r\n this._lastRotationQuaternion.copyFrom(this.rotationQuaternion);\r\n rotated = true;\r\n } else if (!this._lastRotation.equalsWithEpsilon(this.rotation)) {\r\n Quaternion.FromEulerAnglesToRef(this.rotation.x, this.rotation.y, this.rotation.z, TmpQuaternion);\r\n this._lastRotation.copyFrom(this.rotation);\r\n rotated = true;\r\n } else if (this._lastOrientation.equalsWithEpsilon(this.orientation)) {\r\n return;\r\n }\r\n\r\n if (rotated) {\r\n Matrix.FromQuaternionToRef(TmpQuaternion, TmpMatrix);\r\n Vector3.TransformNormalToRef(Vector3.RightReadOnly, TmpMatrix, this.orientation);\r\n }\r\n\r\n this._orientationX.targetValue = this.orientation.x;\r\n this._orientationY.targetValue = this.orientation.y;\r\n this._orientationZ.targetValue = this.orientation.z;\r\n }\r\n\r\n protected override _connect(node: IWebAudioInNode): boolean {\r\n const connected = super._connect(node);\r\n\r\n if (!connected) {\r\n return false;\r\n }\r\n\r\n // If the wrapped node is not available now, it will be connected later by the subgraph.\r\n if (node._inNode) {\r\n this.node.connect(node._inNode);\r\n this._attenuationNode.connect(node._inNode);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n protected override _disconnect(node: IWebAudioInNode): boolean {\r\n const disconnected = super._disconnect(node);\r\n\r\n if (!disconnected) {\r\n return false;\r\n }\r\n\r\n if (node._inNode) {\r\n this.node.disconnect(node._inNode);\r\n this._attenuationNode.disconnect(node._inNode);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n public getClassName(): string {\r\n return \"_SpatialWebAudioSubNode\";\r\n }\r\n\r\n private _connectActiveInput(): void {\r\n this._inputNode.disconnect();\r\n\r\n if (this._panningEnabled) {\r\n this._inputNode.connect(this.node);\r\n } else {\r\n this._inputNode.connect(this._attenuationNode);\r\n }\r\n }\r\n\r\n private _updateAttenuation(): void {\r\n if (this._panningEnabled) {\r\n this._attenuation.targetValue = 1;\r\n return;\r\n }\r\n\r\n const listenerPosition = this.engine.listener.position;\r\n const deltaX = this.position.x - listenerPosition.x;\r\n const deltaY = this.position.y - listenerPosition.y;\r\n const deltaZ = this.position.z - listenerPosition.z;\r\n const distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY + deltaZ * deltaZ);\r\n const minDistance = Math.max(this.minDistance, 0);\r\n let attenuation = 1;\r\n\r\n switch (this.distanceModel) {\r\n case \"linear\":\r\n {\r\n const maxDistance = Math.max(this.maxDistance, minDistance);\r\n const clampedDistance = Math.min(Math.max(distance, minDistance), maxDistance);\r\n\r\n attenuation =\r\n maxDistance === minDistance ? (distance <= minDistance ? 1 : 0) : 1 - (this.rolloffFactor * (clampedDistance - minDistance)) / (maxDistance - minDistance);\r\n }\r\n break;\r\n case \"inverse\":\r\n if (minDistance === 0) {\r\n attenuation = 0;\r\n break;\r\n }\r\n\r\n attenuation = minDistance / (minDistance + this.rolloffFactor * (Math.max(distance, minDistance) - minDistance));\r\n break;\r\n case \"exponential\":\r\n if (minDistance === 0) {\r\n attenuation = 0;\r\n break;\r\n }\r\n\r\n attenuation = Math.pow(Math.max(distance, minDistance) / minDistance, -this.rolloffFactor);\r\n break;\r\n }\r\n\r\n this._attenuation.targetValue = Math.min(Math.max(attenuation, 0), 1);\r\n }\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- import { Matrix, Quaternion, Vector3 } from "../../../Maths/math.vector.js";
1
+ import { Matrix, Quaternion, Vector3 } from "../../../Maths/math.vector.pure.js";
2
2
  import { _SpatialAudioListener } from "../../abstractAudio/subProperties/spatialAudioListener.js";
3
3
  import { _SpatialWebAudioUpdaterComponent } from "../components/spatialWebAudioUpdaterComponent.js";
4
4
  import { _WebAudioParameterComponent } from "../components/webAudioParameterComponent.js";
@@ -1 +1 @@
1
- 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{ Matrix, Quaternion, Vector3 } from \"../../../Maths/math.vector\";\nimport { _SpatialAudioListener } from \"../../abstractAudio/subProperties/spatialAudioListener\";\nimport { _SpatialWebAudioUpdaterComponent } from \"../components/spatialWebAudioUpdaterComponent\";\nimport { _WebAudioParameterComponent } from \"../components/webAudioParameterComponent\";\nimport { type _WebAudioEngine } from \"../webAudioEngine\";\n\nconst TmpMatrix = Matrix.Zero();\nconst TmpQuaternion = new Quaternion();\nconst TmpVector1 = Vector3.Zero();\nconst TmpVector2 = Vector3.Zero();\n\n/** @internal */\nexport function _CreateSpatialAudioListener(engine: _WebAudioEngine, autoUpdate: boolean, minUpdateTime: number): _SpatialAudioListener {\n const listener = engine._audioContext.listener;\n if (\n listener.forwardX &&\n listener.forwardY &&\n listener.forwardZ &&\n listener.positionX &&\n listener.positionY &&\n listener.positionZ &&\n listener.upX &&\n listener.upY &&\n listener.upZ\n ) {\n return new _SpatialWebAudioListener(engine, autoUpdate, minUpdateTime);\n } else {\n return new _SpatialWebAudioListenerFallback(engine, autoUpdate, minUpdateTime);\n }\n}\n\nabstract class _AbstractSpatialWebAudioListener extends _SpatialAudioListener {\n protected readonly _listener: AudioListener;\n\n protected _lastPosition: Vector3 = Vector3.Zero();\n protected _lastRotation: Vector3 = Vector3.Zero();\n protected _lastRotationQuaternion: Quaternion = new Quaternion();\n protected _updaterComponent: _SpatialWebAudioUpdaterComponent;\n\n /** @internal */\n public readonly engine: _WebAudioEngine;\n\n /** @internal */\n public readonly position: Vector3 = Vector3.Zero();\n /** @internal */\n public readonly rotation: Vector3 = Vector3.Zero();\n /** @internal */\n public readonly rotationQuaternion: Quaternion = new Quaternion();\n\n /** @internal */\n public constructor(engine: _WebAudioEngine, autoUpdate: boolean, minUpdateTime: number) {\n super();\n\n this._listener = engine._audioContext.listener;\n this.engine = engine;\n\n this._updaterComponent = new _SpatialWebAudioUpdaterComponent(this, autoUpdate, minUpdateTime);\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this._updaterComponent.dispose();\n this._updaterComponent = null!;\n }\n\n /** @internal */\n public get minUpdateTime(): number {\n return this._updaterComponent.minUpdateTime;\n }\n\n /** @internal */\n public set minUpdateTime(value: number) {\n this._updaterComponent.minUpdateTime = value;\n }\n\n /** @internal */\n public update(): void {\n if (this.isAttached) {\n this._attacherComponent?.update();\n } else {\n this._updatePosition();\n this._updateRotation();\n }\n }\n\n public _updatePosition(): void {\n if (this._lastPosition.equalsWithEpsilon(this.position)) {\n return;\n }\n\n this._setWebAudioPosition(this.position);\n\n this._lastPosition.copyFrom(this.position);\n }\n\n public _updateRotation(): void {\n if (!this._lastRotationQuaternion.equalsWithEpsilon(this.rotationQuaternion)) {\n TmpQuaternion.copyFrom(this.rotationQuaternion);\n this._lastRotationQuaternion.copyFrom(this.rotationQuaternion);\n } else if (!this._lastRotation.equalsWithEpsilon(this.rotation)) {\n Quaternion.FromEulerAnglesToRef(this.rotation.x, this.rotation.y, this.rotation.z, TmpQuaternion);\n this._lastRotation.copyFrom(this.rotation);\n } else {\n return;\n }\n\n Matrix.FromQuaternionToRef(TmpQuaternion, TmpMatrix);\n\n // NB: The WebAudio API is right-handed.\n Vector3.TransformNormalToRef(Vector3.RightHandedForwardReadOnly, TmpMatrix, TmpVector1);\n Vector3.TransformNormalToRef(Vector3.Up(), TmpMatrix, TmpVector2);\n\n this._setWebAudioOrientation(TmpVector1, TmpVector2);\n }\n\n protected abstract _setWebAudioPosition(position: Vector3): void;\n protected abstract _setWebAudioOrientation(forward: Vector3, up: Vector3): void;\n}\n\n/**\n * Full-featured spatial audio listener for the Web Audio API.\n *\n * Used in browsers that support the `forwardX/Y/Z`, `positionX/Y/Z`, and `upX/Y/Z` properties on the AudioContext listener.\n *\n * NB: Firefox falls back to using this implementation.\n *\n * @see _SpatialWebAudioListenerFallback for the implementation used if only `setPosition` and `setOrientation` are available.\n *\n * NB: This sub property is not backed by a sub node and all properties are set directly on the audio context listener.\n *\n * @internal\n */\nclass _SpatialWebAudioListener extends _AbstractSpatialWebAudioListener {\n private _forwardX: _WebAudioParameterComponent;\n private _forwardY: _WebAudioParameterComponent;\n private _forwardZ: _WebAudioParameterComponent;\n private _positionX: _WebAudioParameterComponent;\n private _positionY: _WebAudioParameterComponent;\n private _positionZ: _WebAudioParameterComponent;\n private _upX: _WebAudioParameterComponent;\n private _upY: _WebAudioParameterComponent;\n private _upZ: _WebAudioParameterComponent;\n\n public constructor(engine: _WebAudioEngine, autoUpdate: boolean, minUpdateTime: number) {\n super(engine, autoUpdate, minUpdateTime);\n\n const listener = engine._audioContext.listener;\n this._forwardX = new _WebAudioParameterComponent(engine, listener.forwardX);\n this._forwardY = new _WebAudioParameterComponent(engine, listener.forwardY);\n this._forwardZ = new _WebAudioParameterComponent(engine, listener.forwardZ);\n this._positionX = new _WebAudioParameterComponent(engine, listener.positionX);\n this._positionY = new _WebAudioParameterComponent(engine, listener.positionY);\n this._positionZ = new _WebAudioParameterComponent(engine, listener.positionZ);\n this._upX = new _WebAudioParameterComponent(engine, listener.upX);\n this._upY = new _WebAudioParameterComponent(engine, listener.upY);\n this._upZ = new _WebAudioParameterComponent(engine, listener.upZ);\n }\n\n protected override _setWebAudioPosition(position: Vector3): void {\n // If attached and there is a ramp in progress, we assume another update is coming soon that we can wait for.\n // We don't do this for unattached nodes because there may not be another update coming.\n if (this.isAttached && (this._positionX.isRamping || this._positionY.isRamping || this._positionZ.isRamping)) {\n return;\n }\n\n this._positionX.targetValue = position.x;\n this._positionY.targetValue = position.y;\n this._positionZ.targetValue = position.z;\n }\n\n protected override _setWebAudioOrientation(forward: Vector3, up: Vector3): void {\n // If attached and there is a ramp in progress, we assume another update is coming soon that we can wait for.\n // We don't do this for unattached nodes because there may not be another update coming.\n if (\n this.isAttached &&\n (this._forwardX.isRamping || this._forwardY.isRamping || this._forwardZ.isRamping || this._upX.isRamping || this._upY.isRamping || this._upZ.isRamping)\n ) {\n return;\n }\n\n this._forwardX.targetValue = forward.x;\n this._forwardY.targetValue = forward.y;\n this._forwardZ.targetValue = forward.z;\n\n this._upX.targetValue = up.x;\n this._upY.targetValue = up.y;\n this._upZ.targetValue = up.z;\n }\n}\n\n/**\n * Fallback spatial audio listener for the Web Audio API.\n *\n * Used in browsers that do not support the `forwardX/Y/Z`, `positionX/Y/Z`, and `upX/Y/Z` properties on the\n * AudioContext listener.\n *\n * @see _SpatialWebAudioListener for the implementation used if the `forwardX/Y/Z`, `positionX/Y/Z`, and `upX/Y/Z`\n * properties are available.\n *\n * NB: This sub property is not backed by a sub node and all properties are set directly on the audio context listener.\n *\n * @internal\n */\nclass _SpatialWebAudioListenerFallback extends _AbstractSpatialWebAudioListener {\n protected override _setWebAudioPosition(position: Vector3): void {\n this._listener.setPosition(position.x, position.y, position.z);\n }\n\n protected override _setWebAudioOrientation(forward: Vector3, up: Vector3): void {\n this._listener.setOrientation(forward.x, forward.y, forward.z, up.x, up.y, up.z);\n }\n}\n"]}
1
+ 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{ Matrix, Quaternion, Vector3 } from \"../../../Maths/math.vector.pure\";\nimport { _SpatialAudioListener } from \"../../abstractAudio/subProperties/spatialAudioListener\";\nimport { _SpatialWebAudioUpdaterComponent } from \"../components/spatialWebAudioUpdaterComponent\";\nimport { _WebAudioParameterComponent } from \"../components/webAudioParameterComponent\";\nimport { type _WebAudioEngine } from \"../webAudioEngine\";\n\nconst TmpMatrix = Matrix.Zero();\nconst TmpQuaternion = new Quaternion();\nconst TmpVector1 = Vector3.Zero();\nconst TmpVector2 = Vector3.Zero();\n\n/** @internal */\nexport function _CreateSpatialAudioListener(engine: _WebAudioEngine, autoUpdate: boolean, minUpdateTime: number): _SpatialAudioListener {\n const listener = engine._audioContext.listener;\n if (\n listener.forwardX &&\n listener.forwardY &&\n listener.forwardZ &&\n listener.positionX &&\n listener.positionY &&\n listener.positionZ &&\n listener.upX &&\n listener.upY &&\n listener.upZ\n ) {\n return new _SpatialWebAudioListener(engine, autoUpdate, minUpdateTime);\n } else {\n return new _SpatialWebAudioListenerFallback(engine, autoUpdate, minUpdateTime);\n }\n}\n\nabstract class _AbstractSpatialWebAudioListener extends _SpatialAudioListener {\n protected readonly _listener: AudioListener;\n\n protected _lastPosition: Vector3 = Vector3.Zero();\n protected _lastRotation: Vector3 = Vector3.Zero();\n protected _lastRotationQuaternion: Quaternion = new Quaternion();\n protected _updaterComponent: _SpatialWebAudioUpdaterComponent;\n\n /** @internal */\n public readonly engine: _WebAudioEngine;\n\n /** @internal */\n public readonly position: Vector3 = Vector3.Zero();\n /** @internal */\n public readonly rotation: Vector3 = Vector3.Zero();\n /** @internal */\n public readonly rotationQuaternion: Quaternion = new Quaternion();\n\n /** @internal */\n public constructor(engine: _WebAudioEngine, autoUpdate: boolean, minUpdateTime: number) {\n super();\n\n this._listener = engine._audioContext.listener;\n this.engine = engine;\n\n this._updaterComponent = new _SpatialWebAudioUpdaterComponent(this, autoUpdate, minUpdateTime);\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this._updaterComponent.dispose();\n this._updaterComponent = null!;\n }\n\n /** @internal */\n public get minUpdateTime(): number {\n return this._updaterComponent.minUpdateTime;\n }\n\n /** @internal */\n public set minUpdateTime(value: number) {\n this._updaterComponent.minUpdateTime = value;\n }\n\n /** @internal */\n public update(): void {\n if (this.isAttached) {\n this._attacherComponent?.update();\n } else {\n this._updatePosition();\n this._updateRotation();\n }\n }\n\n public _updatePosition(): void {\n if (this._lastPosition.equalsWithEpsilon(this.position)) {\n return;\n }\n\n this._setWebAudioPosition(this.position);\n\n this._lastPosition.copyFrom(this.position);\n }\n\n public _updateRotation(): void {\n if (!this._lastRotationQuaternion.equalsWithEpsilon(this.rotationQuaternion)) {\n TmpQuaternion.copyFrom(this.rotationQuaternion);\n this._lastRotationQuaternion.copyFrom(this.rotationQuaternion);\n } else if (!this._lastRotation.equalsWithEpsilon(this.rotation)) {\n Quaternion.FromEulerAnglesToRef(this.rotation.x, this.rotation.y, this.rotation.z, TmpQuaternion);\n this._lastRotation.copyFrom(this.rotation);\n } else {\n return;\n }\n\n Matrix.FromQuaternionToRef(TmpQuaternion, TmpMatrix);\n\n // NB: The WebAudio API is right-handed.\n Vector3.TransformNormalToRef(Vector3.RightHandedForwardReadOnly, TmpMatrix, TmpVector1);\n Vector3.TransformNormalToRef(Vector3.Up(), TmpMatrix, TmpVector2);\n\n this._setWebAudioOrientation(TmpVector1, TmpVector2);\n }\n\n protected abstract _setWebAudioPosition(position: Vector3): void;\n protected abstract _setWebAudioOrientation(forward: Vector3, up: Vector3): void;\n}\n\n/**\n * Full-featured spatial audio listener for the Web Audio API.\n *\n * Used in browsers that support the `forwardX/Y/Z`, `positionX/Y/Z`, and `upX/Y/Z` properties on the AudioContext listener.\n *\n * NB: Firefox falls back to using this implementation.\n *\n * @see _SpatialWebAudioListenerFallback for the implementation used if only `setPosition` and `setOrientation` are available.\n *\n * NB: This sub property is not backed by a sub node and all properties are set directly on the audio context listener.\n *\n * @internal\n */\nclass _SpatialWebAudioListener extends _AbstractSpatialWebAudioListener {\n private _forwardX: _WebAudioParameterComponent;\n private _forwardY: _WebAudioParameterComponent;\n private _forwardZ: _WebAudioParameterComponent;\n private _positionX: _WebAudioParameterComponent;\n private _positionY: _WebAudioParameterComponent;\n private _positionZ: _WebAudioParameterComponent;\n private _upX: _WebAudioParameterComponent;\n private _upY: _WebAudioParameterComponent;\n private _upZ: _WebAudioParameterComponent;\n\n public constructor(engine: _WebAudioEngine, autoUpdate: boolean, minUpdateTime: number) {\n super(engine, autoUpdate, minUpdateTime);\n\n const listener = engine._audioContext.listener;\n this._forwardX = new _WebAudioParameterComponent(engine, listener.forwardX);\n this._forwardY = new _WebAudioParameterComponent(engine, listener.forwardY);\n this._forwardZ = new _WebAudioParameterComponent(engine, listener.forwardZ);\n this._positionX = new _WebAudioParameterComponent(engine, listener.positionX);\n this._positionY = new _WebAudioParameterComponent(engine, listener.positionY);\n this._positionZ = new _WebAudioParameterComponent(engine, listener.positionZ);\n this._upX = new _WebAudioParameterComponent(engine, listener.upX);\n this._upY = new _WebAudioParameterComponent(engine, listener.upY);\n this._upZ = new _WebAudioParameterComponent(engine, listener.upZ);\n }\n\n protected override _setWebAudioPosition(position: Vector3): void {\n // If attached and there is a ramp in progress, we assume another update is coming soon that we can wait for.\n // We don't do this for unattached nodes because there may not be another update coming.\n if (this.isAttached && (this._positionX.isRamping || this._positionY.isRamping || this._positionZ.isRamping)) {\n return;\n }\n\n this._positionX.targetValue = position.x;\n this._positionY.targetValue = position.y;\n this._positionZ.targetValue = position.z;\n }\n\n protected override _setWebAudioOrientation(forward: Vector3, up: Vector3): void {\n // If attached and there is a ramp in progress, we assume another update is coming soon that we can wait for.\n // We don't do this for unattached nodes because there may not be another update coming.\n if (\n this.isAttached &&\n (this._forwardX.isRamping || this._forwardY.isRamping || this._forwardZ.isRamping || this._upX.isRamping || this._upY.isRamping || this._upZ.isRamping)\n ) {\n return;\n }\n\n this._forwardX.targetValue = forward.x;\n this._forwardY.targetValue = forward.y;\n this._forwardZ.targetValue = forward.z;\n\n this._upX.targetValue = up.x;\n this._upY.targetValue = up.y;\n this._upZ.targetValue = up.z;\n }\n}\n\n/**\n * Fallback spatial audio listener for the Web Audio API.\n *\n * Used in browsers that do not support the `forwardX/Y/Z`, `positionX/Y/Z`, and `upX/Y/Z` properties on the\n * AudioContext listener.\n *\n * @see _SpatialWebAudioListener for the implementation used if the `forwardX/Y/Z`, `positionX/Y/Z`, and `upX/Y/Z`\n * properties are available.\n *\n * NB: This sub property is not backed by a sub node and all properties are set directly on the audio context listener.\n *\n * @internal\n */\nclass _SpatialWebAudioListenerFallback extends _AbstractSpatialWebAudioListener {\n protected override _setWebAudioPosition(position: Vector3): void {\n this._listener.setPosition(position.x, position.y, position.z);\n }\n\n protected override _setWebAudioOrientation(forward: Vector3, up: Vector3): void {\n this._listener.setOrientation(forward.x, forward.y, forward.z, up.x, up.y, up.z);\n }\n}\n"]}
@@ -1,5 +1,5 @@
1
1
  import { Logger } from "../../Misc/logger.js";
2
- import { Tools } from "../../Misc/tools.js";
2
+ import { Tools } from "../../Misc/tools.pure.js";
3
3
  import { StreamingSound } from "../abstractAudio/streamingSound.js";
4
4
  import { _StreamingSoundInstance } from "../abstractAudio/streamingSoundInstance.js";
5
5
  import { _HasSpatialAudioOptions } from "../abstractAudio/subProperties/abstractSpatialAudio.js";
@@ -1 +1 @@
1
- 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{ Logger } from \"../../Misc/logger\";\nimport { Tools } from \"../../Misc/tools\";\nimport { type Nullable } from \"../../types\";\nimport { type AbstractAudioNode } from \"../abstractAudio/abstractAudioNode\";\nimport type {} from \"../abstractAudio/abstractSound\";\nimport { type IStreamingSoundOptions, type IStreamingSoundPlayOptions, type IStreamingSoundStoredOptions, StreamingSound } from \"../abstractAudio/streamingSound\";\nimport { _StreamingSoundInstance } from \"../abstractAudio/streamingSoundInstance\";\nimport { _HasSpatialAudioOptions, type AbstractSpatialAudio } from \"../abstractAudio/subProperties/abstractSpatialAudio\";\nimport { _StereoAudio } from \"../abstractAudio/subProperties/stereoAudio\";\nimport { _CleanUrl, _GetUrlForStreaming } from \"../audioUtils\";\nimport { WebRequest } from \"../../Misc/webRequest\";\nimport { SoundState } from \"../soundState\";\nimport { _WebAudioBusAndSoundSubGraph } from \"./subNodes/webAudioBusAndSoundSubGraph\";\nimport { _SpatialWebAudio } from \"./subProperties/spatialWebAudio\";\nimport { type _WebAudioEngine } from \"./webAudioEngine\";\nimport { type IWebAudioInNode, type IWebAudioOutNode, type IWebAudioSuperNode } from \"./webAudioNode\";\n\ntype StreamingSoundSourceType = HTMLMediaElement | string | string[];\n\n/** @internal */\nexport class _WebAudioStreamingSound extends StreamingSound implements IWebAudioSuperNode {\n private _stereo: Nullable<_StereoAudio> = null;\n\n protected override readonly _options: IStreamingSoundStoredOptions;\n protected _subGraph: _WebAudioBusAndSoundSubGraph;\n\n /** @internal */\n public _audioContext: AudioContext;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n /** @internal */\n public _source: StreamingSoundSourceType;\n\n /** @internal */\n public constructor(name: string, engine: _WebAudioEngine, options: Partial<IStreamingSoundOptions>) {\n super(name, engine, options);\n\n this._options = {\n autoplay: options.autoplay ?? false,\n loop: options.loop ?? false,\n maxInstances: options.maxInstances ?? Infinity,\n preloadCount: options.preloadCount ?? 1,\n startOffset: options.startOffset ?? 0,\n };\n\n this._subGraph = new _WebAudioStreamingSound._SubGraph(this);\n }\n\n /** @internal */\n public async _initAsync(source: StreamingSoundSourceType, options: Partial<IStreamingSoundOptions>): Promise<void> {\n const audioContext = this.engine._audioContext;\n\n if (!(audioContext instanceof AudioContext)) {\n throw new Error(\"Unsupported audio context type.\");\n }\n\n this._audioContext = audioContext;\n this._source = source;\n\n if (options.outBus) {\n this.outBus = options.outBus;\n } else if (options.outBusAutoDefault !== false) {\n await this.engine.isReadyPromise;\n this.outBus = this.engine.defaultMainBus;\n }\n\n await this._subGraph.initAsync(options);\n\n if (_HasSpatialAudioOptions(options)) {\n this._initSpatialProperty();\n }\n\n if (this.preloadCount) {\n await this.preloadInstancesAsync(this.preloadCount);\n }\n\n if (options.autoplay) {\n this.play(options);\n }\n\n this.engine._addSound(this);\n }\n\n /** @internal */\n public get _inNode() {\n return this._subGraph._inNode;\n }\n\n /** @internal */\n public get _outNode() {\n return this._subGraph._outNode;\n }\n\n /** @internal */\n public override get stereo(): _StereoAudio {\n return this._stereo ?? (this._stereo = new _StereoAudio(this._subGraph));\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this._stereo = null;\n\n this._subGraph.dispose();\n\n this.engine._removeSound(this);\n }\n\n /** @internal */\n public getClassName(): string {\n return \"_WebAudioStreamingSound\";\n }\n\n protected _createInstance(): _WebAudioStreamingSoundInstance {\n return new _WebAudioStreamingSoundInstance(this, this._options);\n }\n\n protected override _connect(node: IWebAudioInNode): boolean {\n const connected = super._connect(node);\n\n if (!connected) {\n return false;\n }\n\n // If the wrapped node is not available now, it will be connected later by the subgraph.\n if (node._inNode) {\n this._outNode?.connect(node._inNode);\n }\n\n return true;\n }\n\n protected override _disconnect(node: IWebAudioInNode): boolean {\n const disconnected = super._disconnect(node);\n\n if (!disconnected) {\n return false;\n }\n\n if (node._inNode) {\n this._outNode?.disconnect(node._inNode);\n }\n\n return true;\n }\n\n protected override _createSpatialProperty(autoUpdate: boolean, minUpdateTime: number): AbstractSpatialAudio {\n return new _SpatialWebAudio(this._subGraph, autoUpdate, minUpdateTime);\n }\n\n public _getOptions(): IStreamingSoundStoredOptions {\n return this._options;\n }\n\n private static _SubGraph = class extends _WebAudioBusAndSoundSubGraph {\n protected override _owner: _WebAudioStreamingSound;\n\n protected get _downstreamNodes(): Nullable<Set<AbstractAudioNode>> {\n return this._owner._downstreamNodes ?? null;\n }\n\n protected get _upstreamNodes(): Nullable<Set<AbstractAudioNode>> {\n return this._owner._upstreamNodes ?? null;\n }\n };\n}\n\n/** @internal */\nclass _WebAudioStreamingSoundInstance extends _StreamingSoundInstance implements IWebAudioOutNode {\n private _currentTimeChangedWhilePaused = false;\n private _enginePlayTime: number = Infinity;\n private _enginePauseTime: number = 0;\n private _isReady: boolean = false;\n private _isReadyPromise: Promise<HTMLMediaElement> = new Promise((resolve, reject) => {\n this._resolveIsReadyPromise = resolve;\n this._rejectIsReadyPromise = reject;\n });\n private _mediaElement: HTMLMediaElement;\n private _sourceNode: Nullable<MediaElementAudioSourceNode>;\n private _volumeNode: GainNode;\n\n protected override readonly _options: IStreamingSoundStoredOptions;\n protected override _sound: _WebAudioStreamingSound;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n public constructor(sound: _WebAudioStreamingSound, options: IStreamingSoundStoredOptions) {\n super(sound);\n\n this._options = options;\n this._volumeNode = new GainNode(sound._audioContext);\n\n if (typeof sound._source === \"string\") {\n this._initFromUrl(sound._source);\n } else if (Array.isArray(sound._source)) {\n this._initFromUrls(sound._source);\n } else if (sound._source instanceof HTMLMediaElement) {\n this._initFromMediaElement(sound._source);\n } else {\n throw new Error(`Invalid streaming sound source (${sound._source}).`);\n }\n }\n\n /** @internal */\n public get currentTime(): number {\n if (this._state === SoundState.Stopped) {\n return 0;\n }\n\n const timeSinceLastStart = this._state === SoundState.Paused ? 0 : this.engine.currentTime - this._enginePlayTime;\n return this._enginePauseTime + timeSinceLastStart + this._options.startOffset;\n }\n\n public set currentTime(value: number) {\n const restart = this._state === SoundState.Starting || this._state === SoundState.Started;\n\n if (restart) {\n this._mediaElement.pause();\n this._state = SoundState.Stopped;\n }\n\n this._options.startOffset = value;\n\n if (restart) {\n this.play({ startOffset: value });\n } else if (this._state === SoundState.Paused) {\n this._currentTimeChangedWhilePaused = true;\n }\n }\n\n public get _outNode(): Nullable<AudioNode> {\n return this._volumeNode;\n }\n\n /** @internal */\n public get startTime(): number {\n if (this._state === SoundState.Stopped) {\n return 0;\n }\n\n return this._enginePlayTime;\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this.stop();\n\n this._sourceNode?.disconnect(this._volumeNode);\n this._sourceNode = null;\n\n this._mediaElement.removeEventListener(\"error\", this._onError);\n this._mediaElement.removeEventListener(\"ended\", this._onEnded);\n this._mediaElement.removeEventListener(\"canplaythrough\", this._onCanPlayThrough);\n\n for (const source of Array.from(this._mediaElement.children)) {\n this._mediaElement.removeChild(source);\n }\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n this.engine.userGestureObservable.removeCallback(this._onUserGesture);\n }\n\n /** @internal */\n public play(options: Partial<IStreamingSoundPlayOptions> = {}): void {\n if (this._state === SoundState.Started) {\n return;\n }\n\n if (options.loop !== undefined) {\n this._options.loop = options.loop;\n }\n this._mediaElement.loop = this._options.loop;\n\n let startOffset = options.startOffset;\n\n if (this._currentTimeChangedWhilePaused) {\n startOffset = this._options.startOffset;\n this._currentTimeChangedWhilePaused = false;\n } else if (this._state === SoundState.Paused) {\n startOffset = this.currentTime;\n }\n\n if (startOffset && startOffset > 0) {\n this._mediaElement.currentTime = startOffset;\n }\n\n this._volumeNode.gain.value = options.volume ?? 1;\n\n this._play();\n }\n\n /** @internal */\n public pause(): void {\n if (this._state !== SoundState.Starting && this._state !== SoundState.Started) {\n return;\n }\n\n this._setState(SoundState.Paused);\n this._enginePauseTime += this.engine.currentTime - this._enginePlayTime;\n\n this._mediaElement.pause();\n }\n\n /** @internal */\n public resume(): void {\n if (this._state === SoundState.Paused) {\n this.play();\n } else if (this._currentTimeChangedWhilePaused) {\n this.play();\n }\n }\n\n /** @internal */\n public override stop(): void {\n if (this._state === SoundState.Stopped) {\n return;\n }\n\n this._stop();\n }\n\n /** @internal */\n public getClassName(): string {\n return \"_WebAudioStreamingSoundInstance\";\n }\n\n protected override _connect(node: AbstractAudioNode): boolean {\n const connected = super._connect(node);\n\n if (!connected) {\n return false;\n }\n\n // If the wrapped node is not available now, it will be connected later by the sound's subgraph.\n if (node instanceof _WebAudioStreamingSound && node._inNode) {\n this._outNode?.connect(node._inNode);\n }\n\n return true;\n }\n\n protected override _disconnect(node: AbstractAudioNode): boolean {\n const disconnected = super._disconnect(node);\n\n if (!disconnected) {\n return false;\n }\n\n if (node instanceof _WebAudioStreamingSound && node._inNode) {\n this._outNode?.disconnect(node._inNode);\n }\n\n return true;\n }\n\n private _initFromMediaElement(mediaElement: HTMLMediaElement): void {\n Tools.SetCorsBehavior(mediaElement.currentSrc, mediaElement);\n\n mediaElement.controls = false;\n mediaElement.loop = this._options.loop;\n mediaElement.preload = \"auto\";\n\n mediaElement.addEventListener(\"canplaythrough\", this._onCanPlayThrough, { once: true });\n mediaElement.addEventListener(\"ended\", this._onEnded, { once: true });\n mediaElement.addEventListener(\"error\", this._onError, { once: true });\n\n mediaElement.load();\n\n this._sourceNode = new MediaElementAudioSourceNode(this._sound._audioContext, { mediaElement: mediaElement });\n this._sourceNode.connect(this._volumeNode);\n\n if (!this._connect(this._sound)) {\n throw new Error(\"Connect failed\");\n }\n\n this._mediaElement = mediaElement;\n }\n\n private _initFromUrl(url: string): void {\n // Apply any WebRequest URL modifiers (but do NOT download the content — the <audio> element streams natively).\n // Custom headers cannot be forwarded to HTMLMediaElement; _GetUrlForStreaming logs a warning if any are present.\n const resolvedUrl = WebRequest.IsCustomRequestAvailable ? _GetUrlForStreaming(_CleanUrl(url)) : _CleanUrl(url);\n const audio = new Audio(resolvedUrl);\n this._initFromMediaElement(audio);\n }\n\n private _initFromUrls(urls: string[]): void {\n const audio = new Audio();\n\n // Apply any WebRequest URL modifiers to each candidate URL (but do NOT download the content —\n // the <audio> element picks the first compatible format and streams natively).\n // Custom headers cannot be forwarded to HTMLMediaElement; _GetUrlForStreaming logs a warning if any are present.\n for (const url of urls) {\n const source = document.createElement(\"source\");\n source.src = WebRequest.IsCustomRequestAvailable ? _GetUrlForStreaming(_CleanUrl(url)) : _CleanUrl(url);\n audio.appendChild(source);\n }\n\n this._initFromMediaElement(audio);\n }\n\n private _onCanPlayThrough: () => void = () => {\n this._isReady = true;\n this._resolveIsReadyPromise(this._mediaElement);\n this.onReadyObservable.notifyObservers(this);\n };\n\n private _onEnded: () => void = () => {\n this._setState(SoundState.Stopped);\n };\n\n private _onError: (reason: any) => void = (reason: any) => {\n this._setState(SoundState.FailedToStart);\n this.onErrorObservable.notifyObservers(reason);\n this._rejectIsReadyPromise(reason);\n this.dispose();\n };\n\n private _onEngineStateChanged = () => {\n if (this.engine.state !== \"running\") {\n return;\n }\n\n if (this._options.loop && this.state === SoundState.Starting) {\n this.play();\n }\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n };\n\n private _onUserGesture = () => {\n this.play();\n };\n\n private _play(): void {\n this._setState(SoundState.Starting);\n\n if (!this._isReady) {\n this._playWhenReady();\n return;\n }\n\n if (this._state !== SoundState.Starting) {\n return;\n }\n\n if (this.engine.state === \"running\") {\n const result = this._mediaElement.play();\n\n this._enginePlayTime = this.engine.currentTime;\n this._setState(SoundState.Started);\n\n // It's possible that the play() method fails on Safari, even if the audio engine's state is \"running\".\n // This occurs when the audio context is paused by the system and resumed automatically by the audio engine\n // without a user interaction (e.g. when the Vision Pro exits and reenters immersive mode).\n // eslint-disable-next-line github/no-then\n result.catch(() => {\n this._setState(SoundState.FailedToStart);\n\n if (this._options.loop) {\n this.engine.userGestureObservable.addOnce(this._onUserGesture);\n }\n });\n } else if (this._options.loop) {\n this.engine.stateChangedObservable.add(this._onEngineStateChanged);\n } else {\n this.stop();\n this._setState(SoundState.FailedToStart);\n }\n }\n\n private _playWhenReady(): void {\n this._isReadyPromise\n // eslint-disable-next-line github/no-then\n .then(() => {\n this._play();\n })\n // eslint-disable-next-line github/no-then\n .catch(() => {\n Logger.Error(\"Streaming sound instance failed to play\");\n this._setState(SoundState.FailedToStart);\n });\n }\n\n private _rejectIsReadyPromise: (reason?: any) => void;\n private _resolveIsReadyPromise: (mediaElement: HTMLMediaElement) => void;\n\n private _stop(): void {\n this._mediaElement.pause();\n this._onEnded();\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n }\n}\n"]}
1
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{ Logger } from \"../../Misc/logger\";\nimport { Tools } from \"../../Misc/tools.pure\";\nimport { type Nullable } from \"../../types\";\nimport { type AbstractAudioNode } from \"../abstractAudio/abstractAudioNode\";\nimport type {} from \"../abstractAudio/abstractSound\";\nimport { type IStreamingSoundOptions, type IStreamingSoundPlayOptions, type IStreamingSoundStoredOptions, StreamingSound } from \"../abstractAudio/streamingSound\";\nimport { _StreamingSoundInstance } from \"../abstractAudio/streamingSoundInstance\";\nimport { _HasSpatialAudioOptions, type AbstractSpatialAudio } from \"../abstractAudio/subProperties/abstractSpatialAudio\";\nimport { _StereoAudio } from \"../abstractAudio/subProperties/stereoAudio\";\nimport { _CleanUrl, _GetUrlForStreaming } from \"../audioUtils\";\nimport { WebRequest } from \"../../Misc/webRequest\";\nimport { SoundState } from \"../soundState\";\nimport { _WebAudioBusAndSoundSubGraph } from \"./subNodes/webAudioBusAndSoundSubGraph\";\nimport { _SpatialWebAudio } from \"./subProperties/spatialWebAudio\";\nimport { type _WebAudioEngine } from \"./webAudioEngine\";\nimport { type IWebAudioInNode, type IWebAudioOutNode, type IWebAudioSuperNode } from \"./webAudioNode\";\n\ntype StreamingSoundSourceType = HTMLMediaElement | string | string[];\n\n/** @internal */\nexport class _WebAudioStreamingSound extends StreamingSound implements IWebAudioSuperNode {\n private _stereo: Nullable<_StereoAudio> = null;\n\n protected override readonly _options: IStreamingSoundStoredOptions;\n protected _subGraph: _WebAudioBusAndSoundSubGraph;\n\n /** @internal */\n public _audioContext: AudioContext;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n /** @internal */\n public _source: StreamingSoundSourceType;\n\n /** @internal */\n public constructor(name: string, engine: _WebAudioEngine, options: Partial<IStreamingSoundOptions>) {\n super(name, engine, options);\n\n this._options = {\n autoplay: options.autoplay ?? false,\n loop: options.loop ?? false,\n maxInstances: options.maxInstances ?? Infinity,\n preloadCount: options.preloadCount ?? 1,\n startOffset: options.startOffset ?? 0,\n };\n\n this._subGraph = new _WebAudioStreamingSound._SubGraph(this);\n }\n\n /** @internal */\n public async _initAsync(source: StreamingSoundSourceType, options: Partial<IStreamingSoundOptions>): Promise<void> {\n const audioContext = this.engine._audioContext;\n\n if (!(audioContext instanceof AudioContext)) {\n throw new Error(\"Unsupported audio context type.\");\n }\n\n this._audioContext = audioContext;\n this._source = source;\n\n if (options.outBus) {\n this.outBus = options.outBus;\n } else if (options.outBusAutoDefault !== false) {\n await this.engine.isReadyPromise;\n this.outBus = this.engine.defaultMainBus;\n }\n\n await this._subGraph.initAsync(options);\n\n if (_HasSpatialAudioOptions(options)) {\n this._initSpatialProperty();\n }\n\n if (this.preloadCount) {\n await this.preloadInstancesAsync(this.preloadCount);\n }\n\n if (options.autoplay) {\n this.play(options);\n }\n\n this.engine._addSound(this);\n }\n\n /** @internal */\n public get _inNode() {\n return this._subGraph._inNode;\n }\n\n /** @internal */\n public get _outNode() {\n return this._subGraph._outNode;\n }\n\n /** @internal */\n public override get stereo(): _StereoAudio {\n return this._stereo ?? (this._stereo = new _StereoAudio(this._subGraph));\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this._stereo = null;\n\n this._subGraph.dispose();\n\n this.engine._removeSound(this);\n }\n\n /** @internal */\n public getClassName(): string {\n return \"_WebAudioStreamingSound\";\n }\n\n protected _createInstance(): _WebAudioStreamingSoundInstance {\n return new _WebAudioStreamingSoundInstance(this, this._options);\n }\n\n protected override _connect(node: IWebAudioInNode): boolean {\n const connected = super._connect(node);\n\n if (!connected) {\n return false;\n }\n\n // If the wrapped node is not available now, it will be connected later by the subgraph.\n if (node._inNode) {\n this._outNode?.connect(node._inNode);\n }\n\n return true;\n }\n\n protected override _disconnect(node: IWebAudioInNode): boolean {\n const disconnected = super._disconnect(node);\n\n if (!disconnected) {\n return false;\n }\n\n if (node._inNode) {\n this._outNode?.disconnect(node._inNode);\n }\n\n return true;\n }\n\n protected override _createSpatialProperty(autoUpdate: boolean, minUpdateTime: number): AbstractSpatialAudio {\n return new _SpatialWebAudio(this._subGraph, autoUpdate, minUpdateTime);\n }\n\n public _getOptions(): IStreamingSoundStoredOptions {\n return this._options;\n }\n\n private static _SubGraph = class extends _WebAudioBusAndSoundSubGraph {\n protected override _owner: _WebAudioStreamingSound;\n\n protected get _downstreamNodes(): Nullable<Set<AbstractAudioNode>> {\n return this._owner._downstreamNodes ?? null;\n }\n\n protected get _upstreamNodes(): Nullable<Set<AbstractAudioNode>> {\n return this._owner._upstreamNodes ?? null;\n }\n };\n}\n\n/** @internal */\nclass _WebAudioStreamingSoundInstance extends _StreamingSoundInstance implements IWebAudioOutNode {\n private _currentTimeChangedWhilePaused = false;\n private _enginePlayTime: number = Infinity;\n private _enginePauseTime: number = 0;\n private _isReady: boolean = false;\n private _isReadyPromise: Promise<HTMLMediaElement> = new Promise((resolve, reject) => {\n this._resolveIsReadyPromise = resolve;\n this._rejectIsReadyPromise = reject;\n });\n private _mediaElement: HTMLMediaElement;\n private _sourceNode: Nullable<MediaElementAudioSourceNode>;\n private _volumeNode: GainNode;\n\n protected override readonly _options: IStreamingSoundStoredOptions;\n protected override _sound: _WebAudioStreamingSound;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n public constructor(sound: _WebAudioStreamingSound, options: IStreamingSoundStoredOptions) {\n super(sound);\n\n this._options = options;\n this._volumeNode = new GainNode(sound._audioContext);\n\n if (typeof sound._source === \"string\") {\n this._initFromUrl(sound._source);\n } else if (Array.isArray(sound._source)) {\n this._initFromUrls(sound._source);\n } else if (sound._source instanceof HTMLMediaElement) {\n this._initFromMediaElement(sound._source);\n } else {\n throw new Error(`Invalid streaming sound source (${sound._source}).`);\n }\n }\n\n /** @internal */\n public get currentTime(): number {\n if (this._state === SoundState.Stopped) {\n return 0;\n }\n\n const timeSinceLastStart = this._state === SoundState.Paused ? 0 : this.engine.currentTime - this._enginePlayTime;\n return this._enginePauseTime + timeSinceLastStart + this._options.startOffset;\n }\n\n public set currentTime(value: number) {\n const restart = this._state === SoundState.Starting || this._state === SoundState.Started;\n\n if (restart) {\n this._mediaElement.pause();\n this._state = SoundState.Stopped;\n }\n\n this._options.startOffset = value;\n\n if (restart) {\n this.play({ startOffset: value });\n } else if (this._state === SoundState.Paused) {\n this._currentTimeChangedWhilePaused = true;\n }\n }\n\n public get _outNode(): Nullable<AudioNode> {\n return this._volumeNode;\n }\n\n /** @internal */\n public get startTime(): number {\n if (this._state === SoundState.Stopped) {\n return 0;\n }\n\n return this._enginePlayTime;\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this.stop();\n\n this._sourceNode?.disconnect(this._volumeNode);\n this._sourceNode = null;\n\n this._mediaElement.removeEventListener(\"error\", this._onError);\n this._mediaElement.removeEventListener(\"ended\", this._onEnded);\n this._mediaElement.removeEventListener(\"canplaythrough\", this._onCanPlayThrough);\n\n for (const source of Array.from(this._mediaElement.children)) {\n this._mediaElement.removeChild(source);\n }\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n this.engine.userGestureObservable.removeCallback(this._onUserGesture);\n }\n\n /** @internal */\n public play(options: Partial<IStreamingSoundPlayOptions> = {}): void {\n if (this._state === SoundState.Started) {\n return;\n }\n\n if (options.loop !== undefined) {\n this._options.loop = options.loop;\n }\n this._mediaElement.loop = this._options.loop;\n\n let startOffset = options.startOffset;\n\n if (this._currentTimeChangedWhilePaused) {\n startOffset = this._options.startOffset;\n this._currentTimeChangedWhilePaused = false;\n } else if (this._state === SoundState.Paused) {\n startOffset = this.currentTime;\n }\n\n if (startOffset && startOffset > 0) {\n this._mediaElement.currentTime = startOffset;\n }\n\n this._volumeNode.gain.value = options.volume ?? 1;\n\n this._play();\n }\n\n /** @internal */\n public pause(): void {\n if (this._state !== SoundState.Starting && this._state !== SoundState.Started) {\n return;\n }\n\n this._setState(SoundState.Paused);\n this._enginePauseTime += this.engine.currentTime - this._enginePlayTime;\n\n this._mediaElement.pause();\n }\n\n /** @internal */\n public resume(): void {\n if (this._state === SoundState.Paused) {\n this.play();\n } else if (this._currentTimeChangedWhilePaused) {\n this.play();\n }\n }\n\n /** @internal */\n public override stop(): void {\n if (this._state === SoundState.Stopped) {\n return;\n }\n\n this._stop();\n }\n\n /** @internal */\n public getClassName(): string {\n return \"_WebAudioStreamingSoundInstance\";\n }\n\n protected override _connect(node: AbstractAudioNode): boolean {\n const connected = super._connect(node);\n\n if (!connected) {\n return false;\n }\n\n // If the wrapped node is not available now, it will be connected later by the sound's subgraph.\n if (node instanceof _WebAudioStreamingSound && node._inNode) {\n this._outNode?.connect(node._inNode);\n }\n\n return true;\n }\n\n protected override _disconnect(node: AbstractAudioNode): boolean {\n const disconnected = super._disconnect(node);\n\n if (!disconnected) {\n return false;\n }\n\n if (node instanceof _WebAudioStreamingSound && node._inNode) {\n this._outNode?.disconnect(node._inNode);\n }\n\n return true;\n }\n\n private _initFromMediaElement(mediaElement: HTMLMediaElement): void {\n Tools.SetCorsBehavior(mediaElement.currentSrc, mediaElement);\n\n mediaElement.controls = false;\n mediaElement.loop = this._options.loop;\n mediaElement.preload = \"auto\";\n\n mediaElement.addEventListener(\"canplaythrough\", this._onCanPlayThrough, { once: true });\n mediaElement.addEventListener(\"ended\", this._onEnded, { once: true });\n mediaElement.addEventListener(\"error\", this._onError, { once: true });\n\n mediaElement.load();\n\n this._sourceNode = new MediaElementAudioSourceNode(this._sound._audioContext, { mediaElement: mediaElement });\n this._sourceNode.connect(this._volumeNode);\n\n if (!this._connect(this._sound)) {\n throw new Error(\"Connect failed\");\n }\n\n this._mediaElement = mediaElement;\n }\n\n private _initFromUrl(url: string): void {\n // Apply any WebRequest URL modifiers (but do NOT download the content — the <audio> element streams natively).\n // Custom headers cannot be forwarded to HTMLMediaElement; _GetUrlForStreaming logs a warning if any are present.\n const resolvedUrl = WebRequest.IsCustomRequestAvailable ? _GetUrlForStreaming(_CleanUrl(url)) : _CleanUrl(url);\n const audio = new Audio(resolvedUrl);\n this._initFromMediaElement(audio);\n }\n\n private _initFromUrls(urls: string[]): void {\n const audio = new Audio();\n\n // Apply any WebRequest URL modifiers to each candidate URL (but do NOT download the content —\n // the <audio> element picks the first compatible format and streams natively).\n // Custom headers cannot be forwarded to HTMLMediaElement; _GetUrlForStreaming logs a warning if any are present.\n for (const url of urls) {\n const source = document.createElement(\"source\");\n source.src = WebRequest.IsCustomRequestAvailable ? _GetUrlForStreaming(_CleanUrl(url)) : _CleanUrl(url);\n audio.appendChild(source);\n }\n\n this._initFromMediaElement(audio);\n }\n\n private _onCanPlayThrough: () => void = () => {\n this._isReady = true;\n this._resolveIsReadyPromise(this._mediaElement);\n this.onReadyObservable.notifyObservers(this);\n };\n\n private _onEnded: () => void = () => {\n this._setState(SoundState.Stopped);\n };\n\n private _onError: (reason: any) => void = (reason: any) => {\n this._setState(SoundState.FailedToStart);\n this.onErrorObservable.notifyObservers(reason);\n this._rejectIsReadyPromise(reason);\n this.dispose();\n };\n\n private _onEngineStateChanged = () => {\n if (this.engine.state !== \"running\") {\n return;\n }\n\n if (this._options.loop && this.state === SoundState.Starting) {\n this.play();\n }\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n };\n\n private _onUserGesture = () => {\n this.play();\n };\n\n private _play(): void {\n this._setState(SoundState.Starting);\n\n if (!this._isReady) {\n this._playWhenReady();\n return;\n }\n\n if (this._state !== SoundState.Starting) {\n return;\n }\n\n if (this.engine.state === \"running\") {\n const result = this._mediaElement.play();\n\n this._enginePlayTime = this.engine.currentTime;\n this._setState(SoundState.Started);\n\n // It's possible that the play() method fails on Safari, even if the audio engine's state is \"running\".\n // This occurs when the audio context is paused by the system and resumed automatically by the audio engine\n // without a user interaction (e.g. when the Vision Pro exits and reenters immersive mode).\n // eslint-disable-next-line github/no-then\n result.catch(() => {\n this._setState(SoundState.FailedToStart);\n\n if (this._options.loop) {\n this.engine.userGestureObservable.addOnce(this._onUserGesture);\n }\n });\n } else if (this._options.loop) {\n this.engine.stateChangedObservable.add(this._onEngineStateChanged);\n } else {\n this.stop();\n this._setState(SoundState.FailedToStart);\n }\n }\n\n private _playWhenReady(): void {\n this._isReadyPromise\n // eslint-disable-next-line github/no-then\n .then(() => {\n this._play();\n })\n // eslint-disable-next-line github/no-then\n .catch(() => {\n Logger.Error(\"Streaming sound instance failed to play\");\n this._setState(SoundState.FailedToStart);\n });\n }\n\n private _rejectIsReadyPromise: (reason?: any) => void;\n private _resolveIsReadyPromise: (mediaElement: HTMLMediaElement) => void;\n\n private _stop(): void {\n this._mediaElement.pause();\n this._onEnded();\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n }\n}\n"]}
@@ -1,7 +1,7 @@
1
1
  import { type Nullable } from "../types.js";
2
2
  import { type Scene } from "../scene.js";
3
3
  import { type BaseTexture } from "../Materials/Textures/baseTexture.js";
4
- import { Vector4 } from "../Maths/math.vector.js";
4
+ import { Vector4 } from "../Maths/math.vector.pure.js";
5
5
  import { type Effect } from "../Materials/effect.js";
6
6
  /**
7
7
  * Interface for baked vertex animation texture, see BakedVertexAnimationManager
@@ -1,6 +1,6 @@
1
1
  import { __decorate } from "../tslib.es6.js";
2
2
  import { serialize, expandToProperty, serializeAsTexture } from "../Misc/decorators.js";
3
- import { Vector4 } from "../Maths/math.vector.js";
3
+ import { Vector4 } from "../Maths/math.vector.pure.js";
4
4
  import { EngineStore } from "../Engines/engineStore.js";
5
5
  import { SerializationHelper } from "../Misc/decorators.serialization.js";
6
6
  /**
@@ -1 +1 @@
1
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See setAnimationParameters()\r\n */\r\n animationParameters: Vector4;\r\n\r\n /**\r\n * The time counter, to pick the correct animation frame.\r\n */\r\n time: number;\r\n\r\n /**\r\n * Binds to the effect.\r\n * @param effect The effect to bind to.\r\n * @param useInstances True when it's an instance.\r\n */\r\n bind(effect: Effect, useInstances: boolean): void;\r\n\r\n /**\r\n * Sets animation parameters.\r\n * @param startFrame The first frame of the animation.\r\n * @param endFrame The last frame of the animation.\r\n * @param offset The offset when starting the animation.\r\n * @param speedFramesPerSecond The frame rate.\r\n */\r\n setAnimationParameters(startFrame: number, endFrame: number, offset: number, speedFramesPerSecond: number): void;\r\n\r\n /**\r\n * Disposes the resources of the manager.\r\n * @param forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n dispose(forceDisposeTextures?: boolean): void;\r\n\r\n /**\r\n * Get the current class name useful for serialization or dynamic coding.\r\n * @returns \"BakedVertexAnimationManager\"\r\n */\r\n getClassName(): string;\r\n}\r\n\r\n/**\r\n * This class is used to animate meshes using a baked vertex animation texture\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/baked_texture_animations\r\n * @since 5.0\r\n */\r\nexport class BakedVertexAnimationManager implements IBakedVertexAnimationManager {\r\n private _scene: Scene;\r\n\r\n private _texture: Nullable<BaseTexture> = null;\r\n /**\r\n * The vertex animation texture\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markSubMeshesAsAttributesDirty\")\r\n public texture: Nullable<BaseTexture>;\r\n\r\n private _isEnabled = true;\r\n /**\r\n * Enable or disable the vertex animation manager\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markSubMeshesAsAttributesDirty\")\r\n public isEnabled = true;\r\n\r\n /**\r\n * The animation parameters for the mesh. See setAnimationParameters()\r\n */\r\n @serialize()\r\n public animationParameters: Vector4;\r\n\r\n /**\r\n * The time counter, to pick the correct animation frame.\r\n */\r\n @serialize()\r\n public time = 0;\r\n\r\n /**\r\n * Creates a new BakedVertexAnimationManager\r\n * @param scene defines the current scene\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this._scene = scene;\r\n this.animationParameters = new Vector4(0, 0, 0, 30);\r\n }\r\n\r\n /** @internal */\r\n public _markSubMeshesAsAttributesDirty(): void {\r\n for (const mesh of this._scene.meshes) {\r\n if ((<any>mesh).bakedVertexAnimationManager === this) {\r\n mesh._markSubMeshesAsAttributesDirty();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds to the effect.\r\n * @param effect The effect to bind to.\r\n * @param useInstances True when it's an instance.\r\n */\r\n public bind(effect: Effect, useInstances = false): void {\r\n if (!this._texture || !this._isEnabled) {\r\n return;\r\n }\r\n\r\n const size = this._texture.getSize();\r\n effect.setFloat2(\"bakedVertexAnimationTextureSizeInverted\", 1.0 / size.width, 1.0 / size.height);\r\n effect.setFloat(\"bakedVertexAnimationTime\", this.time);\r\n\r\n if (!useInstances) {\r\n effect.setVector4(\"bakedVertexAnimationSettings\", this.animationParameters);\r\n }\r\n\r\n effect.setTexture(\"bakedVertexAnimationTexture\", this._texture);\r\n }\r\n\r\n /**\r\n * Clone the current manager\r\n * @returns a new BakedVertexAnimationManager\r\n */\r\n public clone(): BakedVertexAnimationManager {\r\n const copy = new BakedVertexAnimationManager(this._scene);\r\n this.copyTo(copy);\r\n return copy;\r\n }\r\n\r\n /**\r\n * Sets animation parameters.\r\n * @param startFrame The first frame of the animation.\r\n * @param endFrame The last frame of the animation.\r\n * @param offset The offset when starting the animation.\r\n * @param speedFramesPerSecond The frame rate.\r\n */\r\n public setAnimationParameters(startFrame: number, endFrame: number, offset: number = 0, speedFramesPerSecond: number = 30): void {\r\n this.animationParameters = new Vector4(startFrame, endFrame, offset, speedFramesPerSecond);\r\n }\r\n\r\n /**\r\n * Disposes the resources of the manager.\r\n * @param forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n this._texture?.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Get the current class name useful for serialization or dynamic coding.\r\n * @returns \"BakedVertexAnimationManager\"\r\n */\r\n public getClassName(): string {\r\n return \"BakedVertexAnimationManager\";\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current instance into another one.\r\n * @param vatMap define the instance where to copy the info\r\n */\r\n public copyTo(vatMap: BakedVertexAnimationManager): void {\r\n SerializationHelper.Clone(() => vatMap, this);\r\n }\r\n\r\n /**\r\n * Serializes this vertex animation instance\r\n * @returns - An object with the serialized instance.\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses a vertex animation setting from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene Defines the scene we are parsing for\r\n * @param rootUrl Defines the rootUrl to load from\r\n */\r\n public parse(source: any, scene: Scene, rootUrl: string): void {\r\n SerializationHelper.Parse(() => this, source, scene, rootUrl);\r\n }\r\n}\r\n"]}
1
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See setAnimationParameters()\r\n */\r\n animationParameters: Vector4;\r\n\r\n /**\r\n * The time counter, to pick the correct animation frame.\r\n */\r\n time: number;\r\n\r\n /**\r\n * Binds to the effect.\r\n * @param effect The effect to bind to.\r\n * @param useInstances True when it's an instance.\r\n */\r\n bind(effect: Effect, useInstances: boolean): void;\r\n\r\n /**\r\n * Sets animation parameters.\r\n * @param startFrame The first frame of the animation.\r\n * @param endFrame The last frame of the animation.\r\n * @param offset The offset when starting the animation.\r\n * @param speedFramesPerSecond The frame rate.\r\n */\r\n setAnimationParameters(startFrame: number, endFrame: number, offset: number, speedFramesPerSecond: number): void;\r\n\r\n /**\r\n * Disposes the resources of the manager.\r\n * @param forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n dispose(forceDisposeTextures?: boolean): void;\r\n\r\n /**\r\n * Get the current class name useful for serialization or dynamic coding.\r\n * @returns \"BakedVertexAnimationManager\"\r\n */\r\n getClassName(): string;\r\n}\r\n\r\n/**\r\n * This class is used to animate meshes using a baked vertex animation texture\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/animation/baked_texture_animations\r\n * @since 5.0\r\n */\r\nexport class BakedVertexAnimationManager implements IBakedVertexAnimationManager {\r\n private _scene: Scene;\r\n\r\n private _texture: Nullable<BaseTexture> = null;\r\n /**\r\n * The vertex animation texture\r\n */\r\n @serializeAsTexture()\r\n @expandToProperty(\"_markSubMeshesAsAttributesDirty\")\r\n public texture: Nullable<BaseTexture>;\r\n\r\n private _isEnabled = true;\r\n /**\r\n * Enable or disable the vertex animation manager\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markSubMeshesAsAttributesDirty\")\r\n public isEnabled = true;\r\n\r\n /**\r\n * The animation parameters for the mesh. See setAnimationParameters()\r\n */\r\n @serialize()\r\n public animationParameters: Vector4;\r\n\r\n /**\r\n * The time counter, to pick the correct animation frame.\r\n */\r\n @serialize()\r\n public time = 0;\r\n\r\n /**\r\n * Creates a new BakedVertexAnimationManager\r\n * @param scene defines the current scene\r\n */\r\n constructor(scene?: Nullable<Scene>) {\r\n scene = scene || EngineStore.LastCreatedScene;\r\n if (!scene) {\r\n return;\r\n }\r\n this._scene = scene;\r\n this.animationParameters = new Vector4(0, 0, 0, 30);\r\n }\r\n\r\n /** @internal */\r\n public _markSubMeshesAsAttributesDirty(): void {\r\n for (const mesh of this._scene.meshes) {\r\n if ((<any>mesh).bakedVertexAnimationManager === this) {\r\n mesh._markSubMeshesAsAttributesDirty();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Binds to the effect.\r\n * @param effect The effect to bind to.\r\n * @param useInstances True when it's an instance.\r\n */\r\n public bind(effect: Effect, useInstances = false): void {\r\n if (!this._texture || !this._isEnabled) {\r\n return;\r\n }\r\n\r\n const size = this._texture.getSize();\r\n effect.setFloat2(\"bakedVertexAnimationTextureSizeInverted\", 1.0 / size.width, 1.0 / size.height);\r\n effect.setFloat(\"bakedVertexAnimationTime\", this.time);\r\n\r\n if (!useInstances) {\r\n effect.setVector4(\"bakedVertexAnimationSettings\", this.animationParameters);\r\n }\r\n\r\n effect.setTexture(\"bakedVertexAnimationTexture\", this._texture);\r\n }\r\n\r\n /**\r\n * Clone the current manager\r\n * @returns a new BakedVertexAnimationManager\r\n */\r\n public clone(): BakedVertexAnimationManager {\r\n const copy = new BakedVertexAnimationManager(this._scene);\r\n this.copyTo(copy);\r\n return copy;\r\n }\r\n\r\n /**\r\n * Sets animation parameters.\r\n * @param startFrame The first frame of the animation.\r\n * @param endFrame The last frame of the animation.\r\n * @param offset The offset when starting the animation.\r\n * @param speedFramesPerSecond The frame rate.\r\n */\r\n public setAnimationParameters(startFrame: number, endFrame: number, offset: number = 0, speedFramesPerSecond: number = 30): void {\r\n this.animationParameters = new Vector4(startFrame, endFrame, offset, speedFramesPerSecond);\r\n }\r\n\r\n /**\r\n * Disposes the resources of the manager.\r\n * @param forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n public dispose(forceDisposeTextures?: boolean): void {\r\n if (forceDisposeTextures) {\r\n this._texture?.dispose();\r\n }\r\n }\r\n\r\n /**\r\n * Get the current class name useful for serialization or dynamic coding.\r\n * @returns \"BakedVertexAnimationManager\"\r\n */\r\n public getClassName(): string {\r\n return \"BakedVertexAnimationManager\";\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current instance into another one.\r\n * @param vatMap define the instance where to copy the info\r\n */\r\n public copyTo(vatMap: BakedVertexAnimationManager): void {\r\n SerializationHelper.Clone(() => vatMap, this);\r\n }\r\n\r\n /**\r\n * Serializes this vertex animation instance\r\n * @returns - An object with the serialized instance.\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses a vertex animation setting from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene Defines the scene we are parsing for\r\n * @param rootUrl Defines the rootUrl to load from\r\n */\r\n public parse(source: any, scene: Scene, rootUrl: string): void {\r\n SerializationHelper.Parse(() => this, source, scene, rootUrl);\r\n }\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
1
  import { RawTexture } from "../Materials/Textures/rawTexture.js";
2
- import { Texture } from "../Materials/Textures/texture.js";
2
+ import { Texture } from "../Materials/Textures/texture.pure.js";
3
3
  import { EncodeArrayBufferToBase64, DecodeBase64ToBinary } from "../Misc/stringTools.js";
4
4
 
5
5
  import { Skeleton } from "../Bones/skeleton.js";
@@ -1 +1 @@
1
- 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{ type AnimationRange } from \"../Animations/animationRange\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture\";\r\nimport { type Mesh } from \"../Meshes/mesh\";\r\nimport { EncodeArrayBufferToBase64, DecodeBase64ToBinary } from \"../Misc/stringTools\";\r\nimport { type Scene } from \"../scene\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Skeleton } from \"core/Bones/skeleton\";\r\nimport { type Nullable } from \"core/types\";\r\nimport { ToHalfFloat } from \"../Misc/textureTools\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\n/**\r\n * Class to bake vertex animation textures.\r\n * @since 5.0\r\n */\r\nexport class VertexAnimationBaker {\r\n private _scene: Scene;\r\n private _mesh: Nullable<Mesh>;\r\n private _skeleton: Nullable<Skeleton>;\r\n\r\n /**\r\n * Create a new VertexAnimationBaker object which can help baking animations into a texture.\r\n * @param scene Defines the scene the VAT belongs to\r\n * @param meshOrSkeleton Defines the skeleton or the mesh from which to retrieve the skeleton from.\r\n */\r\n constructor(scene: Scene, meshOrSkeleton: Mesh | Skeleton) {\r\n this._scene = scene;\r\n if (meshOrSkeleton instanceof Skeleton) {\r\n this._skeleton = meshOrSkeleton;\r\n this._mesh = null;\r\n } else {\r\n this._mesh = meshOrSkeleton;\r\n this._skeleton = meshOrSkeleton.skeleton;\r\n }\r\n }\r\n\r\n /**\r\n *\r\n * @param ranges Defines the ranges in the animation that will be baked.\r\n * @param halfFloat If true, the vertex data will be returned as half-float (Uint16Array), otherwise as full float (Float32Array).\r\n * @returns The array of matrix transforms for each vertex (columns) and frame (rows), as a Float32Array or Uint16Array.\r\n */\r\n public bakeVertexDataSync(ranges: AnimationRange[], halfFloat: boolean): Float32Array | Uint16Array {\r\n if (!this._skeleton) {\r\n throw new Error(\"No skeleton provided.\");\r\n }\r\n const bones = this._skeleton.bones.length;\r\n const floatsPerFrame = (bones + 1) * 16;\r\n const totalFrames = ranges.reduce((sum, r) => sum + (Math.floor(r.to) - Math.floor(r.from) + 1), 0);\r\n\r\n const vertexData = halfFloat ? new Uint16Array(floatsPerFrame * totalFrames) : new Float32Array(floatsPerFrame * totalFrames);\r\n\r\n let frameIdx = 0;\r\n\r\n this._skeleton.returnToRest();\r\n\r\n for (const range of ranges) {\r\n for (let f = Math.floor(range.from); f <= Math.floor(range.to); f++) {\r\n this._scene.beginAnimation(this._skeleton, f, f, false, 1.0);\r\n this._scene.render();\r\n this._skeleton.computeAbsoluteMatrices(true);\r\n const matrices = this._skeleton.getTransformMatrices(this._mesh);\r\n const base = frameIdx * floatsPerFrame;\r\n if (halfFloat) {\r\n matrices.forEach((val, i) => {\r\n vertexData[base + i] = ToHalfFloat(val);\r\n });\r\n } else {\r\n matrices.forEach((val, i) => {\r\n vertexData[base + i] = val;\r\n });\r\n }\r\n frameIdx++;\r\n }\r\n }\r\n\r\n return vertexData;\r\n }\r\n\r\n /**\r\n * Bakes the animation into the texture. This should be called once, when the\r\n * scene starts, so the VAT is generated and associated to the mesh.\r\n * @param ranges Defines the ranges in the animation that will be baked.\r\n * @returns The array of matrix transforms for each vertex (columns) and frame (rows), as a Float32Array.\r\n */\r\n // async function, without Async suffix, to avoid breaking the API\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public async bakeVertexData(ranges: AnimationRange[]): Promise<Float32Array> {\r\n if (!this._skeleton) {\r\n throw new Error(\"No skeleton provided.\");\r\n }\r\n const boneCount = this._skeleton.bones.length;\r\n\r\n /** total number of frames in our animations */\r\n const frameCount = ranges.reduce((previous: number, current: AnimationRange) => previous + current.to - current.from + 1, 0);\r\n\r\n if (isNaN(frameCount)) {\r\n throw new Error(\"Invalid animation ranges.\");\r\n }\r\n\r\n // reset our loop data\r\n let textureIndex = 0;\r\n const textureSize = (boneCount + 1) * 4 * 4 * frameCount;\r\n const vertexData = new Float32Array(textureSize);\r\n this._scene.stopAnimation(this._skeleton);\r\n this._skeleton.returnToRest();\r\n\r\n // render all frames from our slices\r\n for (const range of ranges) {\r\n for (let frameIndex = range.from; frameIndex <= range.to; frameIndex++) {\r\n // eslint-disable-next-line no-await-in-loop\r\n await this._executeAnimationFrameAsync(vertexData, frameIndex, textureIndex++);\r\n }\r\n }\r\n\r\n return vertexData;\r\n }\r\n\r\n /**\r\n * Runs an animation frame and stores its vertex data\r\n *\r\n * @param vertexData The array to save data to.\r\n * @param frameIndex Current frame in the skeleton animation to render.\r\n * @param textureIndex Current index of the texture data.\r\n * @returns A promise that resolves when the animation frame is done.\r\n */\r\n private async _executeAnimationFrameAsync(vertexData: Float32Array, frameIndex: number, textureIndex: number): Promise<void> {\r\n return await new Promise<void>((resolve, _reject) => {\r\n this._scene.beginAnimation(this._skeleton, frameIndex, frameIndex, false, 1.0, () => {\r\n // generate matrices\r\n const skeletonMatrices = this._skeleton!.getTransformMatrices(this._mesh);\r\n vertexData.set(skeletonMatrices, textureIndex * skeletonMatrices.length);\r\n\r\n resolve();\r\n });\r\n });\r\n }\r\n /**\r\n * Builds a vertex animation texture given the vertexData in an array.\r\n * @param vertexData The vertex animation data. You can generate it with bakeVertexData(). You can pass in a Float32Array to return a full precision texture, or a Uint16Array to return a half-float texture.\r\n * If you pass in a Uint16Array, make sure your device supports half-float textures\r\n * @returns The vertex animation texture to be used with BakedVertexAnimationManager.\r\n */\r\n public textureFromBakedVertexData(vertexData: Float32Array | Uint16Array): RawTexture {\r\n if (!this._skeleton) {\r\n throw new Error(\"No skeleton provided.\");\r\n }\r\n const boneCount = this._skeleton.bones.length;\r\n\r\n if (vertexData instanceof Uint16Array) {\r\n if (!this._scene.getEngine().getCaps().textureHalfFloatRender) {\r\n Logger.Warn(\"VertexAnimationBaker: Half-float textures are not supported on this device\");\r\n }\r\n }\r\n\r\n const texture = RawTexture.CreateRGBATexture(\r\n vertexData,\r\n (boneCount + 1) * 4,\r\n vertexData.length / ((boneCount + 1) * 4 * 4),\r\n this._scene,\r\n false,\r\n false,\r\n Texture.NEAREST_NEAREST,\r\n vertexData instanceof Float32Array ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT\r\n );\r\n texture.name = \"VAT\" + this._skeleton.name;\r\n return texture;\r\n }\r\n /**\r\n * Serializes our vertexData to an object, with a nice string for the vertexData.\r\n * @param vertexData The vertex array data.\r\n * @returns This object serialized to a JS dict.\r\n */\r\n public serializeBakedVertexDataToObject(vertexData: Float32Array): Record<string, any> {\r\n if (!this._skeleton) {\r\n throw new Error(\"No skeleton provided.\");\r\n }\r\n\r\n // this converts the float array to a serialized base64 string, ~1.3x larger\r\n // than the original.\r\n const boneCount = this._skeleton.bones.length;\r\n const width = (boneCount + 1) * 4;\r\n const height = vertexData.length / ((boneCount + 1) * 4 * 4);\r\n const data = {\r\n vertexData: EncodeArrayBufferToBase64(vertexData),\r\n width,\r\n height,\r\n };\r\n return data;\r\n }\r\n /**\r\n * Loads previously baked data.\r\n * @param data The object as serialized by serializeBakedVertexDataToObject()\r\n * @returns The array of matrix transforms for each vertex (columns) and frame (rows), as a Float32Array.\r\n */\r\n public loadBakedVertexDataFromObject(data: Record<string, any>): Float32Array {\r\n return new Float32Array(DecodeBase64ToBinary(data.vertexData));\r\n }\r\n /**\r\n * Serializes our vertexData to a JSON string, with a nice string for the vertexData.\r\n * Should be called right after bakeVertexData().\r\n * @param vertexData The vertex array data.\r\n * @returns This object serialized to a safe string.\r\n */\r\n public serializeBakedVertexDataToJSON(vertexData: Float32Array): string {\r\n return JSON.stringify(this.serializeBakedVertexDataToObject(vertexData));\r\n }\r\n /**\r\n * Loads previously baked data in string format.\r\n * @param json The json string as serialized by serializeBakedVertexDataToJSON().\r\n * @returns The array of matrix transforms for each vertex (columns) and frame (rows), as a Float32Array.\r\n */\r\n public loadBakedVertexDataFromJSON(json: string): Float32Array {\r\n return this.loadBakedVertexDataFromObject(JSON.parse(json));\r\n }\r\n}\r\n"]}
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{ type AnimationRange } from \"../Animations/animationRange\";\r\nimport { RawTexture } from \"../Materials/Textures/rawTexture\";\r\nimport { Texture } from \"../Materials/Textures/texture.pure\";\r\nimport { type Mesh } from \"../Meshes/mesh\";\r\nimport { EncodeArrayBufferToBase64, DecodeBase64ToBinary } from \"../Misc/stringTools\";\r\nimport { type Scene } from \"../scene\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { Skeleton } from \"core/Bones/skeleton\";\r\nimport { type Nullable } from \"core/types\";\r\nimport { ToHalfFloat } from \"../Misc/textureTools\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\n/**\r\n * Class to bake vertex animation textures.\r\n * @since 5.0\r\n */\r\nexport class VertexAnimationBaker {\r\n private _scene: Scene;\r\n private _mesh: Nullable<Mesh>;\r\n private _skeleton: Nullable<Skeleton>;\r\n\r\n /**\r\n * Create a new VertexAnimationBaker object which can help baking animations into a texture.\r\n * @param scene Defines the scene the VAT belongs to\r\n * @param meshOrSkeleton Defines the skeleton or the mesh from which to retrieve the skeleton from.\r\n */\r\n constructor(scene: Scene, meshOrSkeleton: Mesh | Skeleton) {\r\n this._scene = scene;\r\n if (meshOrSkeleton instanceof Skeleton) {\r\n this._skeleton = meshOrSkeleton;\r\n this._mesh = null;\r\n } else {\r\n this._mesh = meshOrSkeleton;\r\n this._skeleton = meshOrSkeleton.skeleton;\r\n }\r\n }\r\n\r\n /**\r\n *\r\n * @param ranges Defines the ranges in the animation that will be baked.\r\n * @param halfFloat If true, the vertex data will be returned as half-float (Uint16Array), otherwise as full float (Float32Array).\r\n * @returns The array of matrix transforms for each vertex (columns) and frame (rows), as a Float32Array or Uint16Array.\r\n */\r\n public bakeVertexDataSync(ranges: AnimationRange[], halfFloat: boolean): Float32Array | Uint16Array {\r\n if (!this._skeleton) {\r\n throw new Error(\"No skeleton provided.\");\r\n }\r\n const bones = this._skeleton.bones.length;\r\n const floatsPerFrame = (bones + 1) * 16;\r\n const totalFrames = ranges.reduce((sum, r) => sum + (Math.floor(r.to) - Math.floor(r.from) + 1), 0);\r\n\r\n const vertexData = halfFloat ? new Uint16Array(floatsPerFrame * totalFrames) : new Float32Array(floatsPerFrame * totalFrames);\r\n\r\n let frameIdx = 0;\r\n\r\n this._skeleton.returnToRest();\r\n\r\n for (const range of ranges) {\r\n for (let f = Math.floor(range.from); f <= Math.floor(range.to); f++) {\r\n this._scene.beginAnimation(this._skeleton, f, f, false, 1.0);\r\n this._scene.render();\r\n this._skeleton.computeAbsoluteMatrices(true);\r\n const matrices = this._skeleton.getTransformMatrices(this._mesh);\r\n const base = frameIdx * floatsPerFrame;\r\n if (halfFloat) {\r\n matrices.forEach((val, i) => {\r\n vertexData[base + i] = ToHalfFloat(val);\r\n });\r\n } else {\r\n matrices.forEach((val, i) => {\r\n vertexData[base + i] = val;\r\n });\r\n }\r\n frameIdx++;\r\n }\r\n }\r\n\r\n return vertexData;\r\n }\r\n\r\n /**\r\n * Bakes the animation into the texture. This should be called once, when the\r\n * scene starts, so the VAT is generated and associated to the mesh.\r\n * @param ranges Defines the ranges in the animation that will be baked.\r\n * @returns The array of matrix transforms for each vertex (columns) and frame (rows), as a Float32Array.\r\n */\r\n // async function, without Async suffix, to avoid breaking the API\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public async bakeVertexData(ranges: AnimationRange[]): Promise<Float32Array> {\r\n if (!this._skeleton) {\r\n throw new Error(\"No skeleton provided.\");\r\n }\r\n const boneCount = this._skeleton.bones.length;\r\n\r\n /** total number of frames in our animations */\r\n const frameCount = ranges.reduce((previous: number, current: AnimationRange) => previous + current.to - current.from + 1, 0);\r\n\r\n if (isNaN(frameCount)) {\r\n throw new Error(\"Invalid animation ranges.\");\r\n }\r\n\r\n // reset our loop data\r\n let textureIndex = 0;\r\n const textureSize = (boneCount + 1) * 4 * 4 * frameCount;\r\n const vertexData = new Float32Array(textureSize);\r\n this._scene.stopAnimation(this._skeleton);\r\n this._skeleton.returnToRest();\r\n\r\n // render all frames from our slices\r\n for (const range of ranges) {\r\n for (let frameIndex = range.from; frameIndex <= range.to; frameIndex++) {\r\n // eslint-disable-next-line no-await-in-loop\r\n await this._executeAnimationFrameAsync(vertexData, frameIndex, textureIndex++);\r\n }\r\n }\r\n\r\n return vertexData;\r\n }\r\n\r\n /**\r\n * Runs an animation frame and stores its vertex data\r\n *\r\n * @param vertexData The array to save data to.\r\n * @param frameIndex Current frame in the skeleton animation to render.\r\n * @param textureIndex Current index of the texture data.\r\n * @returns A promise that resolves when the animation frame is done.\r\n */\r\n private async _executeAnimationFrameAsync(vertexData: Float32Array, frameIndex: number, textureIndex: number): Promise<void> {\r\n return await new Promise<void>((resolve, _reject) => {\r\n this._scene.beginAnimation(this._skeleton, frameIndex, frameIndex, false, 1.0, () => {\r\n // generate matrices\r\n const skeletonMatrices = this._skeleton!.getTransformMatrices(this._mesh);\r\n vertexData.set(skeletonMatrices, textureIndex * skeletonMatrices.length);\r\n\r\n resolve();\r\n });\r\n });\r\n }\r\n /**\r\n * Builds a vertex animation texture given the vertexData in an array.\r\n * @param vertexData The vertex animation data. You can generate it with bakeVertexData(). You can pass in a Float32Array to return a full precision texture, or a Uint16Array to return a half-float texture.\r\n * If you pass in a Uint16Array, make sure your device supports half-float textures\r\n * @returns The vertex animation texture to be used with BakedVertexAnimationManager.\r\n */\r\n public textureFromBakedVertexData(vertexData: Float32Array | Uint16Array): RawTexture {\r\n if (!this._skeleton) {\r\n throw new Error(\"No skeleton provided.\");\r\n }\r\n const boneCount = this._skeleton.bones.length;\r\n\r\n if (vertexData instanceof Uint16Array) {\r\n if (!this._scene.getEngine().getCaps().textureHalfFloatRender) {\r\n Logger.Warn(\"VertexAnimationBaker: Half-float textures are not supported on this device\");\r\n }\r\n }\r\n\r\n const texture = RawTexture.CreateRGBATexture(\r\n vertexData,\r\n (boneCount + 1) * 4,\r\n vertexData.length / ((boneCount + 1) * 4 * 4),\r\n this._scene,\r\n false,\r\n false,\r\n Texture.NEAREST_NEAREST,\r\n vertexData instanceof Float32Array ? Constants.TEXTURETYPE_FLOAT : Constants.TEXTURETYPE_HALF_FLOAT\r\n );\r\n texture.name = \"VAT\" + this._skeleton.name;\r\n return texture;\r\n }\r\n /**\r\n * Serializes our vertexData to an object, with a nice string for the vertexData.\r\n * @param vertexData The vertex array data.\r\n * @returns This object serialized to a JS dict.\r\n */\r\n public serializeBakedVertexDataToObject(vertexData: Float32Array): Record<string, any> {\r\n if (!this._skeleton) {\r\n throw new Error(\"No skeleton provided.\");\r\n }\r\n\r\n // this converts the float array to a serialized base64 string, ~1.3x larger\r\n // than the original.\r\n const boneCount = this._skeleton.bones.length;\r\n const width = (boneCount + 1) * 4;\r\n const height = vertexData.length / ((boneCount + 1) * 4 * 4);\r\n const data = {\r\n vertexData: EncodeArrayBufferToBase64(vertexData),\r\n width,\r\n height,\r\n };\r\n return data;\r\n }\r\n /**\r\n * Loads previously baked data.\r\n * @param data The object as serialized by serializeBakedVertexDataToObject()\r\n * @returns The array of matrix transforms for each vertex (columns) and frame (rows), as a Float32Array.\r\n */\r\n public loadBakedVertexDataFromObject(data: Record<string, any>): Float32Array {\r\n return new Float32Array(DecodeBase64ToBinary(data.vertexData));\r\n }\r\n /**\r\n * Serializes our vertexData to a JSON string, with a nice string for the vertexData.\r\n * Should be called right after bakeVertexData().\r\n * @param vertexData The vertex array data.\r\n * @returns This object serialized to a safe string.\r\n */\r\n public serializeBakedVertexDataToJSON(vertexData: Float32Array): string {\r\n return JSON.stringify(this.serializeBakedVertexDataToObject(vertexData));\r\n }\r\n /**\r\n * Loads previously baked data in string format.\r\n * @param json The json string as serialized by serializeBakedVertexDataToJSON().\r\n * @returns The array of matrix transforms for each vertex (columns) and frame (rows), as a Float32Array.\r\n */\r\n public loadBakedVertexDataFromJSON(json: string): Float32Array {\r\n return this.loadBakedVertexDataFromObject(JSON.parse(json));\r\n }\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
1
  import { BackEase, EasingFunction } from "../../Animations/easing.js";
2
- import { Animation } from "../../Animations/animation.js";
2
+ import { Animation } from "../../Animations/animation.pure.js";
3
3
  /**
4
4
  * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
5
5
  * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors#bouncing-behavior
@@ -1 +1 @@
1
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{ type Behavior } from \"../../Behaviors/behavior\";\r\nimport { type Camera } from \"../../Cameras/camera\";\r\nimport { type ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { BackEase, EasingFunction } from \"../../Animations/easing\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { type TransformNode } from \"../../Meshes/transformNode\";\r\nimport { type Animatable } from \"../../Animations/animatable.core\";\r\nimport { Animation } from \"../../Animations/animation\";\r\n\r\n/**\r\n * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors#bouncing-behavior\r\n */\r\nexport class BouncingBehavior implements Behavior<ArcRotateCamera> {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n public get name(): string {\r\n return \"Bouncing\";\r\n }\r\n\r\n /**\r\n * The easing function used by animations\r\n */\r\n public static EasingFunction = new BackEase(0.3);\r\n\r\n /**\r\n * The easing mode used by animations\r\n */\r\n public static EasingMode = EasingFunction.EASINGMODE_EASEOUT;\r\n\r\n /**\r\n * The duration of the animation, in milliseconds\r\n */\r\n public transitionDuration = 450;\r\n\r\n /**\r\n * Length of the distance animated by the transition when lower radius is reached\r\n */\r\n public lowerRadiusTransitionRange = 2;\r\n\r\n /**\r\n * Length of the distance animated by the transition when upper radius is reached\r\n */\r\n public upperRadiusTransitionRange = -2;\r\n\r\n private _autoTransitionRange = false;\r\n\r\n /**\r\n * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically\r\n */\r\n public get autoTransitionRange(): boolean {\r\n return this._autoTransitionRange;\r\n }\r\n\r\n /**\r\n * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically\r\n * Transition ranges will be set to 5% of the bounding box diagonal in world space\r\n */\r\n public set autoTransitionRange(value: boolean) {\r\n if (this._autoTransitionRange === value) {\r\n return;\r\n }\r\n\r\n this._autoTransitionRange = value;\r\n\r\n const camera = this._attachedCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n if (value) {\r\n this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add((transformNode) => {\r\n if (!transformNode) {\r\n return;\r\n }\r\n\r\n transformNode.computeWorldMatrix(true);\r\n if ((transformNode as AbstractMesh).getBoundingInfo) {\r\n const diagonal = (transformNode as AbstractMesh).getBoundingInfo().diagonalLength;\r\n\r\n this.lowerRadiusTransitionRange = diagonal * 0.05;\r\n this.upperRadiusTransitionRange = diagonal * 0.05;\r\n }\r\n });\r\n } else if (this._onMeshTargetChangedObserver) {\r\n camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);\r\n }\r\n }\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<ArcRotateCamera> {\r\n return this._attachedCamera;\r\n }\r\n\r\n // Connection\r\n private _attachedCamera: Nullable<ArcRotateCamera> = null;\r\n private _onAfterCheckInputsObserver: Nullable<Observer<Camera>>;\r\n private _onMeshTargetChangedObserver: Nullable<Observer<Nullable<TransformNode>>>;\r\n\r\n /**\r\n * Initializes the behavior.\r\n */\r\n public init(): void {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Attaches the behavior to its arc rotate camera.\r\n * @param camera Defines the camera to attach the behavior to\r\n */\r\n public attach(camera: ArcRotateCamera): void {\r\n this._attachedCamera = camera;\r\n this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(() => {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n // Add the bounce animation to the lower radius limit\r\n if (this._isRadiusAtLimit(this._attachedCamera.lowerRadiusLimit)) {\r\n this._applyBoundRadiusAnimation(this.lowerRadiusTransitionRange);\r\n }\r\n\r\n // Add the bounce animation to the upper radius limit\r\n if (this._isRadiusAtLimit(this._attachedCamera.upperRadiusLimit)) {\r\n this._applyBoundRadiusAnimation(this.upperRadiusTransitionRange);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detaches the behavior from its current arc rotate camera.\r\n */\r\n public detach(): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n if (this._onAfterCheckInputsObserver) {\r\n this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);\r\n }\r\n if (this._onMeshTargetChangedObserver) {\r\n this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);\r\n }\r\n this._attachedCamera = null;\r\n }\r\n\r\n // Animations\r\n private _radiusIsAnimating: boolean = false;\r\n private _radiusBounceTransition: Nullable<Animation> = null;\r\n private _animatables = new Array<Animatable>();\r\n private _cachedWheelPrecision: number;\r\n\r\n /**\r\n * Checks if the camera radius is at the specified limit. Takes into account animation locks.\r\n * @param radiusLimit The limit to check against.\r\n * @returns Bool to indicate if at limit.\r\n */\r\n private _isRadiusAtLimit(radiusLimit: Nullable<number>): boolean {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n\r\n if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Applies an animation to the radius of the camera, extending by the radiusDelta.\r\n * @param radiusDelta The delta by which to animate to. Can be negative.\r\n */\r\n private _applyBoundRadiusAnimation(radiusDelta: number): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n if (!this._radiusBounceTransition) {\r\n BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);\r\n this._radiusBounceTransition = Animation.CreateAnimation(\"radius\", Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);\r\n }\r\n // Prevent zoom until bounce has completed\r\n this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;\r\n this._attachedCamera.wheelPrecision = Infinity;\r\n this._attachedCamera.inertialRadiusOffset = 0;\r\n\r\n // Animate to the radius limit\r\n this.stopAllAnimations();\r\n this._radiusIsAnimating = true;\r\n const animatable = Animation.TransitionTo(\r\n \"radius\",\r\n this._attachedCamera.radius + radiusDelta,\r\n this._attachedCamera,\r\n this._attachedCamera.getScene(),\r\n 60,\r\n this._radiusBounceTransition,\r\n this.transitionDuration,\r\n () => this._clearAnimationLocks()\r\n );\r\n\r\n if (animatable) {\r\n this._animatables.push(animatable);\r\n }\r\n }\r\n\r\n /**\r\n * Removes all animation locks. Allows new animations to be added to any of the camera properties.\r\n */\r\n protected _clearAnimationLocks(): void {\r\n this._radiusIsAnimating = false;\r\n\r\n if (this._attachedCamera) {\r\n this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;\r\n }\r\n }\r\n\r\n /**\r\n * Stops and removes all animations that have been applied to the camera\r\n */\r\n public stopAllAnimations(): void {\r\n if (this._attachedCamera) {\r\n this._attachedCamera.animations = [];\r\n }\r\n while (this._animatables.length) {\r\n this._animatables[0].onAnimationEnd = null;\r\n this._animatables[0].stop();\r\n this._animatables.shift();\r\n }\r\n }\r\n}\r\n"]}
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{ type Behavior } from \"../../Behaviors/behavior\";\r\nimport { type Camera } from \"../../Cameras/camera\";\r\nimport { type ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { BackEase, EasingFunction } from \"../../Animations/easing\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { type TransformNode } from \"../../Meshes/transformNode\";\r\nimport { type Animatable } from \"../../Animations/animatable.core\";\r\nimport { Animation } from \"../../Animations/animation.pure\";\r\n\r\n/**\r\n * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors#bouncing-behavior\r\n */\r\nexport class BouncingBehavior implements Behavior<ArcRotateCamera> {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n public get name(): string {\r\n return \"Bouncing\";\r\n }\r\n\r\n /**\r\n * The easing function used by animations\r\n */\r\n public static EasingFunction = new BackEase(0.3);\r\n\r\n /**\r\n * The easing mode used by animations\r\n */\r\n public static EasingMode = EasingFunction.EASINGMODE_EASEOUT;\r\n\r\n /**\r\n * The duration of the animation, in milliseconds\r\n */\r\n public transitionDuration = 450;\r\n\r\n /**\r\n * Length of the distance animated by the transition when lower radius is reached\r\n */\r\n public lowerRadiusTransitionRange = 2;\r\n\r\n /**\r\n * Length of the distance animated by the transition when upper radius is reached\r\n */\r\n public upperRadiusTransitionRange = -2;\r\n\r\n private _autoTransitionRange = false;\r\n\r\n /**\r\n * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically\r\n */\r\n public get autoTransitionRange(): boolean {\r\n return this._autoTransitionRange;\r\n }\r\n\r\n /**\r\n * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically\r\n * Transition ranges will be set to 5% of the bounding box diagonal in world space\r\n */\r\n public set autoTransitionRange(value: boolean) {\r\n if (this._autoTransitionRange === value) {\r\n return;\r\n }\r\n\r\n this._autoTransitionRange = value;\r\n\r\n const camera = this._attachedCamera;\r\n if (!camera) {\r\n return;\r\n }\r\n\r\n if (value) {\r\n this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add((transformNode) => {\r\n if (!transformNode) {\r\n return;\r\n }\r\n\r\n transformNode.computeWorldMatrix(true);\r\n if ((transformNode as AbstractMesh).getBoundingInfo) {\r\n const diagonal = (transformNode as AbstractMesh).getBoundingInfo().diagonalLength;\r\n\r\n this.lowerRadiusTransitionRange = diagonal * 0.05;\r\n this.upperRadiusTransitionRange = diagonal * 0.05;\r\n }\r\n });\r\n } else if (this._onMeshTargetChangedObserver) {\r\n camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);\r\n }\r\n }\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<ArcRotateCamera> {\r\n return this._attachedCamera;\r\n }\r\n\r\n // Connection\r\n private _attachedCamera: Nullable<ArcRotateCamera> = null;\r\n private _onAfterCheckInputsObserver: Nullable<Observer<Camera>>;\r\n private _onMeshTargetChangedObserver: Nullable<Observer<Nullable<TransformNode>>>;\r\n\r\n /**\r\n * Initializes the behavior.\r\n */\r\n public init(): void {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Attaches the behavior to its arc rotate camera.\r\n * @param camera Defines the camera to attach the behavior to\r\n */\r\n public attach(camera: ArcRotateCamera): void {\r\n this._attachedCamera = camera;\r\n this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(() => {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n // Add the bounce animation to the lower radius limit\r\n if (this._isRadiusAtLimit(this._attachedCamera.lowerRadiusLimit)) {\r\n this._applyBoundRadiusAnimation(this.lowerRadiusTransitionRange);\r\n }\r\n\r\n // Add the bounce animation to the upper radius limit\r\n if (this._isRadiusAtLimit(this._attachedCamera.upperRadiusLimit)) {\r\n this._applyBoundRadiusAnimation(this.upperRadiusTransitionRange);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detaches the behavior from its current arc rotate camera.\r\n */\r\n public detach(): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n if (this._onAfterCheckInputsObserver) {\r\n this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);\r\n }\r\n if (this._onMeshTargetChangedObserver) {\r\n this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);\r\n }\r\n this._attachedCamera = null;\r\n }\r\n\r\n // Animations\r\n private _radiusIsAnimating: boolean = false;\r\n private _radiusBounceTransition: Nullable<Animation> = null;\r\n private _animatables = new Array<Animatable>();\r\n private _cachedWheelPrecision: number;\r\n\r\n /**\r\n * Checks if the camera radius is at the specified limit. Takes into account animation locks.\r\n * @param radiusLimit The limit to check against.\r\n * @returns Bool to indicate if at limit.\r\n */\r\n private _isRadiusAtLimit(radiusLimit: Nullable<number>): boolean {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n\r\n if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Applies an animation to the radius of the camera, extending by the radiusDelta.\r\n * @param radiusDelta The delta by which to animate to. Can be negative.\r\n */\r\n private _applyBoundRadiusAnimation(radiusDelta: number): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n if (!this._radiusBounceTransition) {\r\n BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);\r\n this._radiusBounceTransition = Animation.CreateAnimation(\"radius\", Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);\r\n }\r\n // Prevent zoom until bounce has completed\r\n this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;\r\n this._attachedCamera.wheelPrecision = Infinity;\r\n this._attachedCamera.inertialRadiusOffset = 0;\r\n\r\n // Animate to the radius limit\r\n this.stopAllAnimations();\r\n this._radiusIsAnimating = true;\r\n const animatable = Animation.TransitionTo(\r\n \"radius\",\r\n this._attachedCamera.radius + radiusDelta,\r\n this._attachedCamera,\r\n this._attachedCamera.getScene(),\r\n 60,\r\n this._radiusBounceTransition,\r\n this.transitionDuration,\r\n () => this._clearAnimationLocks()\r\n );\r\n\r\n if (animatable) {\r\n this._animatables.push(animatable);\r\n }\r\n }\r\n\r\n /**\r\n * Removes all animation locks. Allows new animations to be added to any of the camera properties.\r\n */\r\n protected _clearAnimationLocks(): void {\r\n this._radiusIsAnimating = false;\r\n\r\n if (this._attachedCamera) {\r\n this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;\r\n }\r\n }\r\n\r\n /**\r\n * Stops and removes all animations that have been applied to the camera\r\n */\r\n public stopAllAnimations(): void {\r\n if (this._attachedCamera) {\r\n this._attachedCamera.animations = [];\r\n }\r\n while (this._animatables.length) {\r\n this._animatables[0].onAnimationEnd = null;\r\n this._animatables[0].stop();\r\n this._animatables.shift();\r\n }\r\n }\r\n}\r\n"]}
@@ -4,7 +4,7 @@ import { ExponentialEase } from "../../Animations/easing.js";
4
4
  import { Observable } from "../../Misc/observable.js";
5
5
  import { type Nullable } from "../../types.js";
6
6
  import { type AbstractMesh } from "../../Meshes/abstractMesh.js";
7
- import { Vector3 } from "../../Maths/math.vector.js";
7
+ import { Vector3 } from "../../Maths/math.vector.pure.js";
8
8
  /**
9
9
  * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
10
10
  * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors#framing-behavior
@@ -2,8 +2,8 @@ import { ExponentialEase, EasingFunction } from "../../Animations/easing.js";
2
2
  import { Observable } from "../../Misc/observable.js";
3
3
  import { PointerEventTypes } from "../../Events/pointerEvents.js";
4
4
  import { PrecisionDate } from "../../Misc/precisionDate.js";
5
- import { Vector3 } from "../../Maths/math.vector.js";
6
- import { Animation } from "../../Animations/animation.js";
5
+ import { Vector3 } from "../../Maths/math.vector.pure.js";
6
+ import { Animation } from "../../Animations/animation.pure.js";
7
7
  /**
8
8
  * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
9
9
  * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors#framing-behavior