@babylonjs/core 9.11.0 → 9.12.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Actions/actionManager.d.ts +1 -1
- package/Actions/actionManager.js +8 -5
- package/Actions/actionManager.js.map +1 -1
- package/Animations/animatable.core.d.ts +1 -1
- package/Animations/animatable.core.js +2 -2
- package/Animations/animatable.core.js.map +1 -1
- package/Animations/animationPropertiesOverride.js +1 -1
- package/Animations/animationPropertiesOverride.js.map +1 -1
- package/Animations/animatorAvatar.d.ts +2 -2
- package/Animations/animatorAvatar.js +3 -3
- package/Animations/animatorAvatar.js.map +1 -1
- package/Animations/pathCursor.d.ts +1 -1
- package/Animations/pathCursor.js +1 -1
- package/Animations/pathCursor.js.map +1 -1
- package/Animations/runtimeAnimation.d.ts +1 -1
- package/Animations/runtimeAnimation.js +2 -2
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/analyser.js +1 -1
- package/Audio/analyser.js.map +1 -1
- package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js +1 -1
- package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js +1 -1
- package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js.map +1 -1
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +1 -1
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +1 -1
- package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
- package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +1 -1
- package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.js +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
- package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
- package/BakedVertexAnimation/vertexAnimationBaker.js +1 -1
- package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js +1 -1
- package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
- package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
- package/Behaviors/Cameras/framingBehavior.js +2 -2
- package/Behaviors/Cameras/framingBehavior.js.map +1 -1
- package/Behaviors/Cameras/interpolatingBehavior.d.ts +13 -1
- package/Behaviors/Cameras/interpolatingBehavior.js +13 -1
- package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
- package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
- package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
- package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +3 -3
- package/Behaviors/Meshes/baseSixDofDragBehavior.js +4 -4
- package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/followBehavior.js +1 -1
- package/Behaviors/Meshes/followBehavior.js.map +1 -1
- package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
- package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
- package/Behaviors/Meshes/multiPointerScaleBehavior.js +1 -1
- package/Behaviors/Meshes/multiPointerScaleBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.d.ts +3 -3
- package/Behaviors/Meshes/pointerDragBehavior.js +5 -5
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.d.ts +1 -1
- package/Behaviors/Meshes/sixDofDragBehavior.js +2 -2
- package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
- package/Behaviors/Meshes/surfaceMagnetismBehavior.js +1 -1
- package/Behaviors/Meshes/surfaceMagnetismBehavior.js.map +1 -1
- package/Bones/boneIKController.d.ts +1 -1
- package/Bones/boneIKController.js +1 -1
- package/Bones/boneIKController.js.map +1 -1
- package/Bones/boneLookController.d.ts +1 -1
- package/Bones/boneLookController.js +1 -1
- package/Bones/boneLookController.js.map +1 -1
- package/Bones/skeleton.d.ts +2 -2
- package/Bones/skeleton.functions.d.ts +1 -1
- package/Bones/skeleton.functions.js +3 -3
- package/Bones/skeleton.functions.js.map +1 -1
- package/Bones/skeleton.js +3 -4
- package/Bones/skeleton.js.map +1 -1
- package/Buffers/buffer.align.pure.js +6 -0
- package/Buffers/buffer.align.pure.js.map +1 -1
- package/Buffers/buffer.nonFloatVertexBuffers.js +2 -1
- package/Buffers/buffer.nonFloatVertexBuffers.js.map +1 -1
- package/Buffers/buffer.pure.d.ts +8 -0
- package/Buffers/buffer.pure.js +31 -2
- package/Buffers/buffer.pure.js.map +1 -1
- package/Buffers/bufferUtils.js +17 -5
- package/Buffers/bufferUtils.js.map +1 -1
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js +1 -1
- package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js +2 -2
- package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraMouseInput.js +2 -2
- package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js +1 -1
- package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.js +1 -1
- package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.js +1 -1
- package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +2 -2
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js +1 -1
- package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.js +1 -1
- package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraTouchInput.js +2 -2
- package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraKeyboardInput.js +1 -1
- package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
- package/Cameras/Limits/geospatialLimits.d.ts +1 -1
- package/Cameras/Limits/geospatialLimits.js +1 -1
- package/Cameras/Limits/geospatialLimits.js.map +1 -1
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +2 -2
- package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
- package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -1
- package/Cameras/RigModes/stereoscopicRigMode.js +3 -3
- package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
- package/Cameras/RigModes/vrRigMode.js +2 -2
- package/Cameras/RigModes/vrRigMode.js.map +1 -1
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +3 -3
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +5 -5
- package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
- package/Cameras/VR/vrCameraMetrics.d.ts +1 -1
- package/Cameras/VR/vrCameraMetrics.js +1 -1
- package/Cameras/VR/vrCameraMetrics.js.map +1 -1
- package/Cameras/cameraInputsManager.d.ts +1 -1
- package/Cameras/cameraInputsManager.js +1 -1
- package/Cameras/cameraInputsManager.js.map +1 -1
- package/Collisions/collider.d.ts +1 -1
- package/Collisions/collider.js +1 -1
- package/Collisions/collider.js.map +1 -1
- package/Collisions/gpuPicker.d.ts +1 -1
- package/Collisions/gpuPicker.js +5 -5
- package/Collisions/gpuPicker.js.map +1 -1
- package/Collisions/meshCollisionData.d.ts +1 -1
- package/Collisions/meshCollisionData.js +1 -1
- package/Collisions/meshCollisionData.js.map +1 -1
- package/Collisions/pickingInfo.d.ts +1 -1
- package/Collisions/pickingInfo.js +2 -2
- package/Collisions/pickingInfo.js.map +1 -1
- package/Culling/Octrees/octreeBlock.d.ts +1 -1
- package/Culling/Octrees/octreeBlock.js +1 -1
- package/Culling/Octrees/octreeBlock.js.map +1 -1
- package/Culling/boundingBox.d.ts +1 -1
- package/Culling/boundingBox.js +1 -1
- package/Culling/boundingBox.js.map +1 -1
- package/Culling/boundingInfo.d.ts +1 -1
- package/Culling/boundingInfo.js +1 -1
- package/Culling/boundingInfo.js.map +1 -1
- package/Culling/boundingSphere.d.ts +1 -1
- package/Culling/boundingSphere.js +1 -1
- package/Culling/boundingSphere.js.map +1 -1
- package/Culling/ray.core.d.ts +1 -1
- package/Culling/ray.core.js +1 -1
- package/Culling/ray.core.js.map +1 -1
- package/Debug/axesViewer.d.ts +1 -1
- package/Debug/axesViewer.js +3 -3
- package/Debug/axesViewer.js.map +1 -1
- package/Debug/boneAxesViewer.d.ts +1 -1
- package/Debug/boneAxesViewer.js +1 -1
- package/Debug/boneAxesViewer.js.map +1 -1
- package/Debug/directionalLightFrustumViewer.d.ts +1 -1
- package/Debug/directionalLightFrustumViewer.js +6 -6
- package/Debug/directionalLightFrustumViewer.js.map +1 -1
- package/Debug/rayHelper.d.ts +1 -1
- package/Debug/rayHelper.js +2 -2
- package/Debug/rayHelper.js.map +1 -1
- package/Debug/skeletonViewer.d.ts +2 -2
- package/Debug/skeletonViewer.js +10 -10
- package/Debug/skeletonViewer.js.map +1 -1
- package/DeviceInput/internalDeviceSourceManager.d.ts +1 -1
- package/DeviceInput/internalDeviceSourceManager.js +0 -1
- package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.js +1 -1
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/Extensions/engine.views.d.ts +1 -1
- package/Engines/Extensions/engine.views.js +1 -1
- package/Engines/Extensions/engine.views.js.map +1 -1
- package/Engines/Native/nativeHelpers.js +4 -1
- package/Engines/Native/nativeHelpers.js.map +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js +11 -1
- package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
- package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
- package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js +1 -1
- package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
- package/Engines/abstractEngine.pure.js +2 -2
- package/Engines/abstractEngine.pure.js.map +1 -1
- package/Engines/constants.d.ts +4 -0
- package/Engines/constants.js +4 -0
- package/Engines/constants.js.map +1 -1
- package/Engines/engineFactory.d.ts +2 -2
- package/Engines/engineFactory.js +3 -3
- package/Engines/engineFactory.js.map +1 -1
- package/Events/pointerEvents.d.ts +1 -1
- package/Events/pointerEvents.js +1 -1
- package/Events/pointerEvents.js.map +1 -1
- package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js +1 -1
- package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js.map +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.d.ts +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js +1 -1
- package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
- package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js +1 -1
- package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js.map +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.d.ts +1 -1
- package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js +3 -3
- package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js.map +1 -1
- package/FlowGraph/CustomTypes/flowGraphMatrix.d.ts +1 -1
- package/FlowGraph/CustomTypes/flowGraphMatrix.js +1 -1
- package/FlowGraph/CustomTypes/flowGraphMatrix.js.map +1 -1
- package/FlowGraph/flowGraphBlock.d.ts +1 -1
- package/FlowGraph/flowGraphBlock.js +1 -1
- package/FlowGraph/flowGraphBlock.js.map +1 -1
- package/FlowGraph/flowGraphExecutionBlock.d.ts +1 -1
- package/FlowGraph/flowGraphExecutionBlock.js +1 -1
- package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
- package/FlowGraph/flowGraphMath.d.ts +1 -1
- package/FlowGraph/flowGraphMath.js +1 -1
- package/FlowGraph/flowGraphMath.js.map +1 -1
- package/FlowGraph/flowGraphParser.js +1 -1
- package/FlowGraph/flowGraphParser.js.map +1 -1
- package/FlowGraph/flowGraphPathConverterComponent.d.ts +1 -1
- package/FlowGraph/flowGraphPathConverterComponent.js +2 -2
- package/FlowGraph/flowGraphPathConverterComponent.js.map +1 -1
- package/FlowGraph/flowGraphValidator.js.map +1 -1
- package/FlowGraph/serialization.js +4 -4
- package/FlowGraph/serialization.js.map +1 -1
- package/FlowGraph/utils.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.d.ts +2 -2
- package/FrameGraph/Node/nodeRenderGraph.js +7 -7
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +30 -0
- package/FrameGraph/Tasks/Layers/baseLayerTask.js +28 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/computeShaderTask.d.ts +2 -2
- package/FrameGraph/Tasks/Misc/computeShaderTask.js +2 -2
- package/FrameGraph/Tasks/Misc/computeShaderTask.js.map +1 -1
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +1 -1
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +2 -2
- package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/blurTask.d.ts +7 -0
- package/FrameGraph/Tasks/PostProcesses/blurTask.js +8 -1
- package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +1 -1
- package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +2 -2
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +3 -3
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +1 -1
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +2 -2
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +6 -0
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +14 -5
- package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.d.ts +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.d.ts +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js +2 -2
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.d.ts +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js +2 -2
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +7 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js +7 -1
- package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js +1 -1
- package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
- package/FrameGraph/frameGraphRenderContext.js +1 -1
- package/FrameGraph/frameGraphRenderContext.js.map +1 -1
- package/FrameGraph/frameGraphTextureManager.d.ts +1 -1
- package/FrameGraph/frameGraphTextureManager.js +1 -1
- package/FrameGraph/frameGraphTextureManager.js.map +1 -1
- package/Gamepads/gamepadManager.js +1 -1
- package/Gamepads/gamepadManager.js.map +1 -1
- package/Gizmos/axisDragGizmo.d.ts +5 -5
- package/Gizmos/axisDragGizmo.js +6 -6
- package/Gizmos/axisDragGizmo.js.map +1 -1
- package/Gizmos/axisScaleGizmo.d.ts +4 -4
- package/Gizmos/axisScaleGizmo.js +6 -6
- package/Gizmos/axisScaleGizmo.js.map +1 -1
- package/Gizmos/boundingBoxGizmo.d.ts +5 -5
- package/Gizmos/boundingBoxGizmo.js +7 -7
- package/Gizmos/boundingBoxGizmo.js.map +1 -1
- package/Gizmos/cameraGizmo.d.ts +3 -3
- package/Gizmos/cameraGizmo.js +7 -7
- package/Gizmos/cameraGizmo.js.map +1 -1
- package/Gizmos/gizmo.d.ts +2 -2
- package/Gizmos/gizmo.js +3 -3
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/gizmoManager.d.ts +2 -2
- package/Gizmos/gizmoManager.js +2 -2
- package/Gizmos/gizmoManager.js.map +1 -1
- package/Gizmos/lightGizmo.d.ts +4 -4
- package/Gizmos/lightGizmo.js +11 -11
- package/Gizmos/lightGizmo.js.map +1 -1
- package/Gizmos/planeDragGizmo.d.ts +4 -4
- package/Gizmos/planeDragGizmo.js +5 -5
- package/Gizmos/planeDragGizmo.js.map +1 -1
- package/Gizmos/positionGizmo.d.ts +1 -1
- package/Gizmos/positionGizmo.js +2 -2
- package/Gizmos/positionGizmo.js.map +1 -1
- package/Gizmos/rotationGizmo.d.ts +3 -3
- package/Gizmos/rotationGizmo.js +3 -3
- package/Gizmos/rotationGizmo.js.map +1 -1
- package/Gizmos/scaleGizmo.d.ts +2 -2
- package/Gizmos/scaleGizmo.js +4 -4
- package/Gizmos/scaleGizmo.js.map +1 -1
- package/Gizmos/spatialAudioGizmo.d.ts +2 -2
- package/Gizmos/spatialAudioGizmo.js +6 -6
- package/Gizmos/spatialAudioGizmo.js.map +1 -1
- package/Helpers/environmentHelper.d.ts +6 -6
- package/Helpers/environmentHelper.js +12 -12
- package/Helpers/environmentHelper.js.map +1 -1
- package/Helpers/materialConversionHelper.d.ts +1 -1
- package/Helpers/materialConversionHelper.js +1 -1
- package/Helpers/materialConversionHelper.js.map +1 -1
- package/Helpers/photoDome.d.ts +1 -1
- package/Helpers/photoDome.js +1 -1
- package/Helpers/photoDome.js.map +1 -1
- package/Helpers/textureDome.d.ts +4 -4
- package/Helpers/textureDome.js +6 -6
- package/Helpers/textureDome.js.map +1 -1
- package/Helpers/videoDome.d.ts +1 -1
- package/Helpers/videoDome.js +2 -2
- package/Helpers/videoDome.js.map +1 -1
- package/Inputs/scene.inputManager.d.ts +1 -1
- package/Inputs/scene.inputManager.js +1 -1
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Instrumentation/sceneInstrumentation.js +1 -1
- package/Instrumentation/sceneInstrumentation.js.map +1 -1
- package/Layers/effectLayer.d.ts +1 -1
- package/Layers/effectLayer.js +3 -3
- package/Layers/effectLayer.js.map +1 -1
- package/Layers/layer.d.ts +2 -2
- package/Layers/layer.js +4 -4
- package/Layers/layer.js.map +1 -1
- package/Layers/thinEffectLayer.d.ts +2 -2
- package/Layers/thinEffectLayer.js +3 -3
- package/Layers/thinEffectLayer.js.map +1 -1
- package/Layers/thinGlowLayer.d.ts +1 -1
- package/Layers/thinGlowLayer.js +3 -3
- package/Layers/thinGlowLayer.js.map +1 -1
- package/Layers/thinHighlightLayer.d.ts +1 -1
- package/Layers/thinHighlightLayer.js +3 -3
- package/Layers/thinHighlightLayer.js.map +1 -1
- package/Layers/thinSelectionOutlineLayer.d.ts +1 -1
- package/Layers/thinSelectionOutlineLayer.js +3 -3
- package/Layers/thinSelectionOutlineLayer.js.map +1 -1
- package/Legacy/legacy.js +12 -1
- package/Legacy/legacy.js.map +1 -1
- package/LensFlares/lensFlare.d.ts +2 -2
- package/LensFlares/lensFlare.js +3 -3
- package/LensFlares/lensFlare.js.map +1 -1
- package/LensFlares/lensFlareSystem.d.ts +1 -1
- package/LensFlares/lensFlareSystem.js +6 -6
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{ type Behavior } from \"../../Behaviors/behavior\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { type AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { type TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Scene } from \"../../scene\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Observer, Observable } from \"../../Misc/observable\";\r\nimport { TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport { type PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PivotTools } from \"../../Misc/pivotTools\";\r\nimport { type ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CreatePlane } from \"../../Meshes/Builders/planeBuilder\";\r\n\r\nimport { type IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\nimport { type DragEvent, type DragStartEndEvent } from \"./pointerDragEvents\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events\r\n */\r\nexport class PointerDragBehavior implements Behavior<AbstractMesh> {\r\n private static _AnyMouseId = -2;\r\n /**\r\n * Abstract mesh the behavior is set on\r\n */\r\n public attachedNode: AbstractMesh;\r\n protected _dragPlane: Mesh;\r\n private _scene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n private static _PlaneScene: Scene;\r\n private _useAlternatePickedPointAboveMaxDragAngleDragSpeed = -1.1;\r\n private _activeDragButton: number = -1;\r\n private _activePointerInfo: Nullable<PointerInfo>;\r\n /**\r\n * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)\r\n */\r\n public maxDragAngle = 0;\r\n /**\r\n * Butttons that can be used to initiate a drag\r\n */\r\n public dragButtons = [0, 1, 2];\r\n /**\r\n * @internal\r\n */\r\n public _useAlternatePickedPointAboveMaxDragAngle = false;\r\n /**\r\n * Get or set the currentDraggingPointerId\r\n * @deprecated Please use currentDraggingPointerId instead\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get currentDraggingPointerID(): number {\r\n return this.currentDraggingPointerId;\r\n }\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public set currentDraggingPointerID(currentDraggingPointerId: number) {\r\n this.currentDraggingPointerId = currentDraggingPointerId;\r\n }\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public currentDraggingPointerId = -1;\r\n /**\r\n * The last position where the pointer hit the drag plane in world space\r\n */\r\n public lastDragPosition: Vector3;\r\n /**\r\n * If the behavior is currently in a dragging state\r\n */\r\n public dragging = false;\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n public dragDeltaRatio = 0.2;\r\n /**\r\n * If the drag plane orientation should be updated during the dragging (Default: true)\r\n */\r\n public updateDragPlane = true;\r\n // Debug mode will display drag planes to help visualize behavior\r\n private _debugMode = false;\r\n private _moving = false;\r\n /**\r\n * Fires each time the attached mesh is dragged with the pointer\r\n */\r\n public onDragObservable = new Observable<DragEvent>();\r\n /**\r\n * Fires each time a drag begins (eg. mouse down on mesh)\r\n */\r\n public onDragStartObservable = new Observable<DragStartEndEvent>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n */\r\n public onDragEndObservable = new Observable<DragStartEndEvent>();\r\n /**\r\n * Fires each time behavior enabled state changes\r\n */\r\n public onEnabledObservable = new Observable<boolean>();\r\n\r\n /**\r\n * If the attached mesh should be moved when dragged\r\n */\r\n public moveAttached = true;\r\n\r\n /**\r\n * If the drag behavior will react to drag events (Default: true)\r\n */\r\n public set enabled(value: boolean) {\r\n if (value != this._enabled) {\r\n this.onEnabledObservable.notifyObservers(value);\r\n }\r\n this._enabled = value;\r\n }\r\n\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n private _enabled = true;\r\n\r\n /**\r\n * If pointer events should start and release the drag (Default: true)\r\n */\r\n public startAndReleaseDragOnPointerEvents = true;\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)\r\n */\r\n public useObjectOrientationForDragging = true;\r\n\r\n /**\r\n * Normally a drag is canceled when the user presses another button on the same pointer. If this is set to true,\r\n * the drag will continue even if another button is pressed on the same pointer.\r\n */\r\n public allowOtherButtonsDuringDrag = false;\r\n\r\n /**\r\n * If set, the drag axis will be transformed by the inverse of this node's world matrix.\r\n * Useful when the drag behavior is used with a gizmo that has an additionalTransformNode.\r\n */\r\n public additionalTransformNode?: TransformNode;\r\n\r\n private _options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 };\r\n\r\n /**\r\n * Gets the options used by the behavior\r\n */\r\n public get options(): { dragAxis?: Vector3; dragPlaneNormal?: Vector3 } {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * Sets the options used by the behavior\r\n */\r\n public set options(options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options;\r\n }\r\n\r\n /**\r\n * Creates a pointer drag behavior that can be attached to a mesh\r\n * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)\r\n * @param options.dragAxis\r\n * @param options.dragPlaneNormal\r\n */\r\n constructor(options?: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options ? options : {};\r\n\r\n let optionCount = 0;\r\n if (this._options.dragAxis) {\r\n optionCount++;\r\n }\r\n if (this._options.dragPlaneNormal) {\r\n optionCount++;\r\n }\r\n if (optionCount > 1) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Multiple drag modes specified in dragBehavior options. Only one expected\";\r\n }\r\n }\r\n\r\n /**\r\n * Predicate to determine if it is valid to move the object to a new position when it is moved.\r\n * In the case of rotation gizmo, target contains the angle.\r\n * @param target destination position or desired angle delta\r\n * @returns boolean for whether or not it is valid to move\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public validateDrag = (target: Vector3) => {\r\n return true;\r\n };\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"PointerDrag\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n private _tmpVector = new Vector3(0, 0, 0);\r\n private _alternatePickedPoint = new Vector3(0, 0, 0);\r\n private _worldDragAxis = new Vector3(0, 0, 0);\r\n private _targetPosition = new Vector3(0, 0, 0);\r\n private _attachedToElement: boolean = false;\r\n /**\r\n * Attaches the drag behavior the passed in mesh\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n * @param predicate Predicate to use for pick filtering\r\n */\r\n public attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void {\r\n this._scene = ownerNode.getScene();\r\n ownerNode.isNearGrabbable = true;\r\n this.attachedNode = ownerNode;\r\n\r\n // Initialize drag plane to not interfere with existing scene\r\n if (!PointerDragBehavior._PlaneScene) {\r\n if (this._debugMode) {\r\n PointerDragBehavior._PlaneScene = this._scene;\r\n } else {\r\n PointerDragBehavior._PlaneScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n PointerDragBehavior._PlaneScene.detachControl();\r\n this._scene.onDisposeObservable.addOnce(() => {\r\n PointerDragBehavior._PlaneScene.dispose();\r\n (<any>PointerDragBehavior._PlaneScene) = null;\r\n });\r\n }\r\n }\r\n this._dragPlane = CreatePlane(\r\n \"pointerDragPlane\",\r\n { size: this._debugMode ? 1 : 10000, updatable: false, sideOrientation: Mesh.DOUBLESIDE },\r\n PointerDragBehavior._PlaneScene\r\n );\r\n\r\n // State of the drag\r\n this.lastDragPosition = new Vector3(0, 0, 0);\r\n\r\n const pickPredicate = predicate\r\n ? predicate\r\n : (m: AbstractMesh) => {\r\n return this.attachedNode == m || m.isDescendantOf(this.attachedNode);\r\n };\r\n\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n if (!this.enabled) {\r\n // If behavior is disabled before releaseDrag is ever called, call it now.\r\n if (this._attachedToElement) {\r\n this.releaseDrag();\r\n }\r\n\r\n return;\r\n }\r\n\r\n // If we are dragging and the user presses another button on the same pointer, end the drag. Otherwise,\r\n // tracking when the drag should end becomes very complex.\r\n // gizmo.ts has similar behavior.\r\n if (\r\n this.dragging &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n pointerInfo.event.button !== -1 &&\r\n pointerInfo.event.button !== this._activeDragButton &&\r\n !this.allowOtherButtonsDuringDrag\r\n ) {\r\n this.releaseDrag();\r\n return;\r\n }\r\n\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n !this.dragging &&\r\n pointerInfo.pickInfo &&\r\n pointerInfo.pickInfo.hit &&\r\n pointerInfo.pickInfo.pickedMesh &&\r\n pointerInfo.pickInfo.pickedPoint &&\r\n pointerInfo.pickInfo.ray &&\r\n pickPredicate(pointerInfo.pickInfo.pickedMesh)\r\n ) {\r\n if (this._activeDragButton === -1 && this.dragButtons.indexOf(pointerInfo.event.button) !== -1) {\r\n this._activeDragButton = pointerInfo.event.button;\r\n this._activePointerInfo = pointerInfo;\r\n this._startDrag((<IPointerEvent>pointerInfo.event).pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);\r\n }\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n (this._activeDragButton === pointerInfo.event.button || this._activeDragButton === -1)\r\n ) {\r\n this.releaseDrag();\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n const pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n\r\n // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved\r\n if (this.currentDraggingPointerId === PointerDragBehavior._AnyMouseId && pointerId !== PointerDragBehavior._AnyMouseId) {\r\n const evt = <IPointerEvent>pointerInfo.event;\r\n const isMouseEvent = evt.pointerType === \"mouse\" || (!this._scene.getEngine().hostInformation.isMobile && evt instanceof MouseEvent);\r\n if (isMouseEvent) {\r\n if (this._lastPointerRay[this.currentDraggingPointerId]) {\r\n this._lastPointerRay[pointerId] = this._lastPointerRay[this.currentDraggingPointerId];\r\n delete this._lastPointerRay[this.currentDraggingPointerId];\r\n }\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n\r\n // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()\r\n if (!this._lastPointerRay[pointerId]) {\r\n this._lastPointerRay[pointerId] = new Ray(new Vector3(), new Vector3());\r\n }\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {\r\n this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);\r\n\r\n if (this.currentDraggingPointerId == pointerId && this.dragging) {\r\n this._moveDrag(pointerInfo.pickInfo.ray);\r\n }\r\n }\r\n }\r\n });\r\n\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (this._moving && this.moveAttached) {\r\n let needMatrixUpdate = false;\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Slowly move mesh to avoid jitter\r\n this._targetPosition.subtractToRef(this.attachedNode.absolutePosition, this._tmpVector);\r\n this._tmpVector.scaleInPlace(this.dragDeltaRatio);\r\n this.attachedNode.getAbsolutePosition().addToRef(this._tmpVector, this._tmpVector);\r\n if (this.validateDrag(this._tmpVector)) {\r\n this.attachedNode.setAbsolutePosition(this._tmpVector);\r\n needMatrixUpdate = true;\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n if (needMatrixUpdate) {\r\n this.attachedNode.computeWorldMatrix();\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Force release the drag action by code.\r\n */\r\n public releaseDrag() {\r\n if (this.dragging) {\r\n this.dragging = false;\r\n this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n }\r\n\r\n this.currentDraggingPointerId = -1;\r\n this._activeDragButton = -1;\r\n this._activePointerInfo = null;\r\n this._moving = false;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._scene.activeCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(\r\n arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true,\r\n arcRotateCamera._useCtrlForPanning,\r\n arcRotateCamera._panningMouseButton\r\n );\r\n } else {\r\n this._scene.activeCamera.attachControl(this._scene.activeCamera.inputs ? this._scene.activeCamera.inputs.noPreventDefault : true);\r\n }\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n private _startDragRay = new Ray(new Vector3(), new Vector3());\r\n private _lastPointerRay: { [key: number]: Ray } = {};\r\n /**\r\n * Simulates the start of a pointer drag event on the behavior\r\n * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)\r\n * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)\r\n * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)\r\n */\r\n public startDrag(pointerId: number = PointerDragBehavior._AnyMouseId, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n this._startDrag(pointerId, fromRay, startPickedPoint);\r\n\r\n let lastRay = this._lastPointerRay[pointerId];\r\n if (pointerId === PointerDragBehavior._AnyMouseId) {\r\n lastRay = this._lastPointerRay[<any>Object.keys(this._lastPointerRay)[0]];\r\n }\r\n\r\n if (lastRay) {\r\n // if there was a last pointer ray drag the object there\r\n this._moveDrag(lastRay);\r\n }\r\n }\r\n\r\n protected _startDrag(pointerId: number, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n if (!this._scene.activeCamera || this.dragging || !this.attachedNode) {\r\n return;\r\n }\r\n\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Create start ray from the camera to the object\r\n if (fromRay) {\r\n this._startDragRay.direction.copyFrom(fromRay.direction);\r\n this._startDragRay.origin.copyFrom(fromRay.origin);\r\n } else {\r\n this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);\r\n this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);\r\n }\r\n\r\n this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);\r\n\r\n const pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);\r\n if (pickedPoint) {\r\n this.dragging = true;\r\n this.currentDraggingPointerId = pointerId;\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n this._targetPosition.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n // Detatch camera controls\r\n if (this.detachCameraControls && this._scene.activeCamera && this._scene.activeCamera.inputs && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.inputs.attachedToElement) {\r\n this._scene.activeCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n } else {\r\n this.releaseDrag();\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n\r\n private _dragDelta = new Vector3();\r\n protected _moveDrag(ray: Ray) {\r\n this._moving = true;\r\n const pickedPoint = this._pickWithRayOnDragPlane(ray);\r\n\r\n if (pickedPoint) {\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n\r\n if (this.updateDragPlane) {\r\n this._updateDragPlanePosition(ray, pickedPoint);\r\n }\r\n let dragLength: number;\r\n // depending on the drag mode option drag accordingly\r\n if (this._options.dragAxis) {\r\n // Convert local drag axis to world if useObjectOrientationForDragging\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis)\r\n : this._worldDragAxis.copyFrom(this._options.dragAxis);\r\n // Project delta drag from the drag plane onto the drag axis\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);\r\n\r\n if (this.additionalTransformNode) {\r\n this.additionalTransformNode.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n Vector3.TransformNormalToRef(this._worldDragAxis, TmpVectors.Matrix[0], this._worldDragAxis);\r\n }\r\n this._worldDragAxis.normalize();\r\n dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);\r\n this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);\r\n } else {\r\n dragLength = this._dragDelta.length();\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);\r\n }\r\n this._targetPosition.addInPlace(this._dragDelta);\r\n this.onDragObservable.notifyObservers({\r\n dragDistance: dragLength,\r\n delta: this._dragDelta,\r\n dragPlanePoint: pickedPoint,\r\n dragPlaneNormal: this._dragPlane.forward,\r\n pointerId: this.currentDraggingPointerId,\r\n pointerInfo: this._activePointerInfo,\r\n });\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n }\r\n\r\n private _pickWithRayOnDragPlane(ray: Nullable<Ray>) {\r\n if (!ray) {\r\n return null;\r\n }\r\n\r\n // Calculate angle between plane normal and ray\r\n let angle = Math.acos(Vector3.Dot(this._dragPlane.forward, ray.direction));\r\n // Correct if ray is casted from oposite side\r\n if (angle > Math.PI / 2) {\r\n angle = Math.PI - angle;\r\n }\r\n\r\n // If the angle is too perpendicular to the plane pick another point on the plane where it is looking\r\n if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {\r\n if (this._useAlternatePickedPointAboveMaxDragAngle) {\r\n // Invert ray direction along the towards object axis\r\n this._tmpVector.copyFrom(ray.direction);\r\n this.attachedNode.absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);\r\n this._alternatePickedPoint.normalize();\r\n this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed * Vector3.Dot(this._alternatePickedPoint, this._tmpVector));\r\n this._tmpVector.addInPlace(this._alternatePickedPoint);\r\n\r\n // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point\r\n const dot = Vector3.Dot(this._dragPlane.forward, this._tmpVector);\r\n this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);\r\n this._alternatePickedPoint.addInPlace(this._tmpVector);\r\n this._alternatePickedPoint.addInPlace(this.attachedNode.absolutePosition);\r\n return this._alternatePickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n // use an infinite plane instead of ray picking a mesh that must be updated every frame\r\n const planeNormal = this._dragPlane.forward;\r\n const planePosition = this._dragPlane.position;\r\n const dotProduct = ray.direction.dot(planeNormal);\r\n if (Math.abs(dotProduct) < Epsilon) {\r\n // Ray and plane are parallel, no intersection\r\n return null;\r\n }\r\n\r\n planePosition.subtractToRef(ray.origin, TmpVectors.Vector3[0]);\r\n const t = TmpVectors.Vector3[0].dot(planeNormal) / dotProduct;\r\n // Ensure the intersection point is in front of the ray (t must be positive)\r\n if (t < 0) {\r\n // Intersection point is behind the ray\r\n return null;\r\n }\r\n\r\n // Calculate the intersection point using the parameter t\r\n ray.direction.scaleToRef(t, TmpVectors.Vector3[0]);\r\n const intersectionPoint = ray.origin.add(TmpVectors.Vector3[0]);\r\n return intersectionPoint;\r\n }\r\n\r\n // Variables to avoid instantiation in the below method\r\n private _pointA = new Vector3(0, 0, 0);\r\n private _pointC = new Vector3(0, 0, 0);\r\n private _localAxis = new Vector3(0, 0, 0);\r\n private _lookAt = new Vector3(0, 0, 0);\r\n // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera\r\n private _updateDragPlanePosition(ray: Ray, dragPlanePosition: Vector3) {\r\n this._pointA.copyFrom(dragPlanePosition);\r\n if (this._options.dragAxis) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Calculate plane normal that is the cross product of local axis and (eye-dragPlanePosition)\r\n ray.origin.subtractToRef(this._pointA, this._pointC);\r\n this._pointC.normalize();\r\n if (Math.abs(Vector3.Dot(this._localAxis, this._pointC)) > 0.999) {\r\n // the drag axis is colinear with the (eye to position) ray. The cross product will give jittered values.\r\n // A new axis vector need to be computed\r\n if (Math.abs(Vector3.Dot(Vector3.UpReadOnly, this._pointC)) > 0.999) {\r\n this._lookAt.copyFrom(Vector3.Right());\r\n } else {\r\n this._lookAt.copyFrom(Vector3.UpReadOnly);\r\n }\r\n } else {\r\n Vector3.CrossToRef(this._localAxis, this._pointC, this._lookAt);\r\n // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendicular to camera\r\n Vector3.CrossToRef(this._localAxis, this._lookAt, this._lookAt);\r\n this._lookAt.normalize();\r\n }\r\n\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._lookAt, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else if (this._options.dragPlaneNormal) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragPlaneNormal);\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._localAxis, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else {\r\n if (this._scene.activeCamera) {\r\n this._scene.activeCamera.getForwardRay().direction.normalizeToRef(this._localAxis);\r\n }\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._dragPlane.lookAt(this._pointA.add(this._localAxis));\r\n }\r\n // Update the position of the drag plane so it doesn't get out of sync with the node (eg. when moving back and forth quickly)\r\n this._dragPlane.position.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n this._dragPlane.computeWorldMatrix(true);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._lastPointerRay = {};\r\n if (this.attachedNode) {\r\n this.attachedNode.isNearGrabbable = false;\r\n }\r\n if (this._pointerObserver) {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n if (this._dragPlane) {\r\n this._dragPlane.dispose();\r\n }\r\n this.releaseDrag();\r\n }\r\n}\r\n"]}
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1
|
+
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{ type Behavior } from \"../../Behaviors/behavior\";\r\nimport { Mesh } from \"../../Meshes/mesh.pure\";\r\nimport { type AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { type TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Scene } from \"../../scene.pure\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Observer, Observable } from \"../../Misc/observable\";\r\nimport { TmpVectors, Vector3 } from \"../../Maths/math.vector.pure\";\r\nimport { type PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Ray } from \"../../Culling/ray.pure\";\r\nimport { PivotTools } from \"../../Misc/pivotTools\";\r\nimport { type ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CreatePlane } from \"../../Meshes/Builders/planeBuilder.pure\";\r\n\r\nimport { type IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\nimport { type DragEvent, type DragStartEndEvent } from \"./pointerDragEvents\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events\r\n */\r\nexport class PointerDragBehavior implements Behavior<AbstractMesh> {\r\n private static _AnyMouseId = -2;\r\n /**\r\n * Abstract mesh the behavior is set on\r\n */\r\n public attachedNode: AbstractMesh;\r\n protected _dragPlane: Mesh;\r\n private _scene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n private static _PlaneScene: Scene;\r\n private _useAlternatePickedPointAboveMaxDragAngleDragSpeed = -1.1;\r\n private _activeDragButton: number = -1;\r\n private _activePointerInfo: Nullable<PointerInfo>;\r\n /**\r\n * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)\r\n */\r\n public maxDragAngle = 0;\r\n /**\r\n * Butttons that can be used to initiate a drag\r\n */\r\n public dragButtons = [0, 1, 2];\r\n /**\r\n * @internal\r\n */\r\n public _useAlternatePickedPointAboveMaxDragAngle = false;\r\n /**\r\n * Get or set the currentDraggingPointerId\r\n * @deprecated Please use currentDraggingPointerId instead\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get currentDraggingPointerID(): number {\r\n return this.currentDraggingPointerId;\r\n }\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public set currentDraggingPointerID(currentDraggingPointerId: number) {\r\n this.currentDraggingPointerId = currentDraggingPointerId;\r\n }\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public currentDraggingPointerId = -1;\r\n /**\r\n * The last position where the pointer hit the drag plane in world space\r\n */\r\n public lastDragPosition: Vector3;\r\n /**\r\n * If the behavior is currently in a dragging state\r\n */\r\n public dragging = false;\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n public dragDeltaRatio = 0.2;\r\n /**\r\n * If the drag plane orientation should be updated during the dragging (Default: true)\r\n */\r\n public updateDragPlane = true;\r\n // Debug mode will display drag planes to help visualize behavior\r\n private _debugMode = false;\r\n private _moving = false;\r\n /**\r\n * Fires each time the attached mesh is dragged with the pointer\r\n */\r\n public onDragObservable = new Observable<DragEvent>();\r\n /**\r\n * Fires each time a drag begins (eg. mouse down on mesh)\r\n */\r\n public onDragStartObservable = new Observable<DragStartEndEvent>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n */\r\n public onDragEndObservable = new Observable<DragStartEndEvent>();\r\n /**\r\n * Fires each time behavior enabled state changes\r\n */\r\n public onEnabledObservable = new Observable<boolean>();\r\n\r\n /**\r\n * If the attached mesh should be moved when dragged\r\n */\r\n public moveAttached = true;\r\n\r\n /**\r\n * If the drag behavior will react to drag events (Default: true)\r\n */\r\n public set enabled(value: boolean) {\r\n if (value != this._enabled) {\r\n this.onEnabledObservable.notifyObservers(value);\r\n }\r\n this._enabled = value;\r\n }\r\n\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n private _enabled = true;\r\n\r\n /**\r\n * If pointer events should start and release the drag (Default: true)\r\n */\r\n public startAndReleaseDragOnPointerEvents = true;\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)\r\n */\r\n public useObjectOrientationForDragging = true;\r\n\r\n /**\r\n * Normally a drag is canceled when the user presses another button on the same pointer. If this is set to true,\r\n * the drag will continue even if another button is pressed on the same pointer.\r\n */\r\n public allowOtherButtonsDuringDrag = false;\r\n\r\n /**\r\n * If set, the drag axis will be transformed by the inverse of this node's world matrix.\r\n * Useful when the drag behavior is used with a gizmo that has an additionalTransformNode.\r\n */\r\n public additionalTransformNode?: TransformNode;\r\n\r\n private _options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 };\r\n\r\n /**\r\n * Gets the options used by the behavior\r\n */\r\n public get options(): { dragAxis?: Vector3; dragPlaneNormal?: Vector3 } {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * Sets the options used by the behavior\r\n */\r\n public set options(options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options;\r\n }\r\n\r\n /**\r\n * Creates a pointer drag behavior that can be attached to a mesh\r\n * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)\r\n * @param options.dragAxis\r\n * @param options.dragPlaneNormal\r\n */\r\n constructor(options?: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options ? options : {};\r\n\r\n let optionCount = 0;\r\n if (this._options.dragAxis) {\r\n optionCount++;\r\n }\r\n if (this._options.dragPlaneNormal) {\r\n optionCount++;\r\n }\r\n if (optionCount > 1) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Multiple drag modes specified in dragBehavior options. Only one expected\";\r\n }\r\n }\r\n\r\n /**\r\n * Predicate to determine if it is valid to move the object to a new position when it is moved.\r\n * In the case of rotation gizmo, target contains the angle.\r\n * @param target destination position or desired angle delta\r\n * @returns boolean for whether or not it is valid to move\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public validateDrag = (target: Vector3) => {\r\n return true;\r\n };\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"PointerDrag\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n private _tmpVector = new Vector3(0, 0, 0);\r\n private _alternatePickedPoint = new Vector3(0, 0, 0);\r\n private _worldDragAxis = new Vector3(0, 0, 0);\r\n private _targetPosition = new Vector3(0, 0, 0);\r\n private _attachedToElement: boolean = false;\r\n /**\r\n * Attaches the drag behavior the passed in mesh\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n * @param predicate Predicate to use for pick filtering\r\n */\r\n public attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void {\r\n this._scene = ownerNode.getScene();\r\n ownerNode.isNearGrabbable = true;\r\n this.attachedNode = ownerNode;\r\n\r\n // Initialize drag plane to not interfere with existing scene\r\n if (!PointerDragBehavior._PlaneScene) {\r\n if (this._debugMode) {\r\n PointerDragBehavior._PlaneScene = this._scene;\r\n } else {\r\n PointerDragBehavior._PlaneScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n PointerDragBehavior._PlaneScene.detachControl();\r\n this._scene.onDisposeObservable.addOnce(() => {\r\n PointerDragBehavior._PlaneScene.dispose();\r\n (<any>PointerDragBehavior._PlaneScene) = null;\r\n });\r\n }\r\n }\r\n this._dragPlane = CreatePlane(\r\n \"pointerDragPlane\",\r\n { size: this._debugMode ? 1 : 10000, updatable: false, sideOrientation: Mesh.DOUBLESIDE },\r\n PointerDragBehavior._PlaneScene\r\n );\r\n\r\n // State of the drag\r\n this.lastDragPosition = new Vector3(0, 0, 0);\r\n\r\n const pickPredicate = predicate\r\n ? predicate\r\n : (m: AbstractMesh) => {\r\n return this.attachedNode == m || m.isDescendantOf(this.attachedNode);\r\n };\r\n\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n if (!this.enabled) {\r\n // If behavior is disabled before releaseDrag is ever called, call it now.\r\n if (this._attachedToElement) {\r\n this.releaseDrag();\r\n }\r\n\r\n return;\r\n }\r\n\r\n // If we are dragging and the user presses another button on the same pointer, end the drag. Otherwise,\r\n // tracking when the drag should end becomes very complex.\r\n // gizmo.ts has similar behavior.\r\n if (\r\n this.dragging &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n pointerInfo.event.button !== -1 &&\r\n pointerInfo.event.button !== this._activeDragButton &&\r\n !this.allowOtherButtonsDuringDrag\r\n ) {\r\n this.releaseDrag();\r\n return;\r\n }\r\n\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n !this.dragging &&\r\n pointerInfo.pickInfo &&\r\n pointerInfo.pickInfo.hit &&\r\n pointerInfo.pickInfo.pickedMesh &&\r\n pointerInfo.pickInfo.pickedPoint &&\r\n pointerInfo.pickInfo.ray &&\r\n pickPredicate(pointerInfo.pickInfo.pickedMesh)\r\n ) {\r\n if (this._activeDragButton === -1 && this.dragButtons.indexOf(pointerInfo.event.button) !== -1) {\r\n this._activeDragButton = pointerInfo.event.button;\r\n this._activePointerInfo = pointerInfo;\r\n this._startDrag((<IPointerEvent>pointerInfo.event).pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);\r\n }\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n (this._activeDragButton === pointerInfo.event.button || this._activeDragButton === -1)\r\n ) {\r\n this.releaseDrag();\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n const pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n\r\n // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved\r\n if (this.currentDraggingPointerId === PointerDragBehavior._AnyMouseId && pointerId !== PointerDragBehavior._AnyMouseId) {\r\n const evt = <IPointerEvent>pointerInfo.event;\r\n const isMouseEvent = evt.pointerType === \"mouse\" || (!this._scene.getEngine().hostInformation.isMobile && evt instanceof MouseEvent);\r\n if (isMouseEvent) {\r\n if (this._lastPointerRay[this.currentDraggingPointerId]) {\r\n this._lastPointerRay[pointerId] = this._lastPointerRay[this.currentDraggingPointerId];\r\n delete this._lastPointerRay[this.currentDraggingPointerId];\r\n }\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n\r\n // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()\r\n if (!this._lastPointerRay[pointerId]) {\r\n this._lastPointerRay[pointerId] = new Ray(new Vector3(), new Vector3());\r\n }\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {\r\n this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);\r\n\r\n if (this.currentDraggingPointerId == pointerId && this.dragging) {\r\n this._moveDrag(pointerInfo.pickInfo.ray);\r\n }\r\n }\r\n }\r\n });\r\n\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (this._moving && this.moveAttached) {\r\n let needMatrixUpdate = false;\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Slowly move mesh to avoid jitter\r\n this._targetPosition.subtractToRef(this.attachedNode.absolutePosition, this._tmpVector);\r\n this._tmpVector.scaleInPlace(this.dragDeltaRatio);\r\n this.attachedNode.getAbsolutePosition().addToRef(this._tmpVector, this._tmpVector);\r\n if (this.validateDrag(this._tmpVector)) {\r\n this.attachedNode.setAbsolutePosition(this._tmpVector);\r\n needMatrixUpdate = true;\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n if (needMatrixUpdate) {\r\n this.attachedNode.computeWorldMatrix();\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Force release the drag action by code.\r\n */\r\n public releaseDrag() {\r\n if (this.dragging) {\r\n this.dragging = false;\r\n this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n }\r\n\r\n this.currentDraggingPointerId = -1;\r\n this._activeDragButton = -1;\r\n this._activePointerInfo = null;\r\n this._moving = false;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._scene.activeCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(\r\n arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true,\r\n arcRotateCamera._useCtrlForPanning,\r\n arcRotateCamera._panningMouseButton\r\n );\r\n } else {\r\n this._scene.activeCamera.attachControl(this._scene.activeCamera.inputs ? this._scene.activeCamera.inputs.noPreventDefault : true);\r\n }\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n private _startDragRay = new Ray(new Vector3(), new Vector3());\r\n private _lastPointerRay: { [key: number]: Ray } = {};\r\n /**\r\n * Simulates the start of a pointer drag event on the behavior\r\n * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)\r\n * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)\r\n * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)\r\n */\r\n public startDrag(pointerId: number = PointerDragBehavior._AnyMouseId, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n this._startDrag(pointerId, fromRay, startPickedPoint);\r\n\r\n let lastRay = this._lastPointerRay[pointerId];\r\n if (pointerId === PointerDragBehavior._AnyMouseId) {\r\n lastRay = this._lastPointerRay[<any>Object.keys(this._lastPointerRay)[0]];\r\n }\r\n\r\n if (lastRay) {\r\n // if there was a last pointer ray drag the object there\r\n this._moveDrag(lastRay);\r\n }\r\n }\r\n\r\n protected _startDrag(pointerId: number, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n if (!this._scene.activeCamera || this.dragging || !this.attachedNode) {\r\n return;\r\n }\r\n\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Create start ray from the camera to the object\r\n if (fromRay) {\r\n this._startDragRay.direction.copyFrom(fromRay.direction);\r\n this._startDragRay.origin.copyFrom(fromRay.origin);\r\n } else {\r\n this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);\r\n this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);\r\n }\r\n\r\n this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);\r\n\r\n const pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);\r\n if (pickedPoint) {\r\n this.dragging = true;\r\n this.currentDraggingPointerId = pointerId;\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n this._targetPosition.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n // Detatch camera controls\r\n if (this.detachCameraControls && this._scene.activeCamera && this._scene.activeCamera.inputs && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.inputs.attachedToElement) {\r\n this._scene.activeCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n } else {\r\n this.releaseDrag();\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n\r\n private _dragDelta = new Vector3();\r\n protected _moveDrag(ray: Ray) {\r\n this._moving = true;\r\n const pickedPoint = this._pickWithRayOnDragPlane(ray);\r\n\r\n if (pickedPoint) {\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n\r\n if (this.updateDragPlane) {\r\n this._updateDragPlanePosition(ray, pickedPoint);\r\n }\r\n let dragLength: number;\r\n // depending on the drag mode option drag accordingly\r\n if (this._options.dragAxis) {\r\n // Convert local drag axis to world if useObjectOrientationForDragging\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis)\r\n : this._worldDragAxis.copyFrom(this._options.dragAxis);\r\n // Project delta drag from the drag plane onto the drag axis\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);\r\n\r\n if (this.additionalTransformNode) {\r\n this.additionalTransformNode.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n Vector3.TransformNormalToRef(this._worldDragAxis, TmpVectors.Matrix[0], this._worldDragAxis);\r\n }\r\n this._worldDragAxis.normalize();\r\n dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);\r\n this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);\r\n } else {\r\n dragLength = this._dragDelta.length();\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);\r\n }\r\n this._targetPosition.addInPlace(this._dragDelta);\r\n this.onDragObservable.notifyObservers({\r\n dragDistance: dragLength,\r\n delta: this._dragDelta,\r\n dragPlanePoint: pickedPoint,\r\n dragPlaneNormal: this._dragPlane.forward,\r\n pointerId: this.currentDraggingPointerId,\r\n pointerInfo: this._activePointerInfo,\r\n });\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n }\r\n\r\n private _pickWithRayOnDragPlane(ray: Nullable<Ray>) {\r\n if (!ray) {\r\n return null;\r\n }\r\n\r\n // Calculate angle between plane normal and ray\r\n let angle = Math.acos(Vector3.Dot(this._dragPlane.forward, ray.direction));\r\n // Correct if ray is casted from oposite side\r\n if (angle > Math.PI / 2) {\r\n angle = Math.PI - angle;\r\n }\r\n\r\n // If the angle is too perpendicular to the plane pick another point on the plane where it is looking\r\n if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {\r\n if (this._useAlternatePickedPointAboveMaxDragAngle) {\r\n // Invert ray direction along the towards object axis\r\n this._tmpVector.copyFrom(ray.direction);\r\n this.attachedNode.absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);\r\n this._alternatePickedPoint.normalize();\r\n this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed * Vector3.Dot(this._alternatePickedPoint, this._tmpVector));\r\n this._tmpVector.addInPlace(this._alternatePickedPoint);\r\n\r\n // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point\r\n const dot = Vector3.Dot(this._dragPlane.forward, this._tmpVector);\r\n this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);\r\n this._alternatePickedPoint.addInPlace(this._tmpVector);\r\n this._alternatePickedPoint.addInPlace(this.attachedNode.absolutePosition);\r\n return this._alternatePickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n // use an infinite plane instead of ray picking a mesh that must be updated every frame\r\n const planeNormal = this._dragPlane.forward;\r\n const planePosition = this._dragPlane.position;\r\n const dotProduct = ray.direction.dot(planeNormal);\r\n if (Math.abs(dotProduct) < Epsilon) {\r\n // Ray and plane are parallel, no intersection\r\n return null;\r\n }\r\n\r\n planePosition.subtractToRef(ray.origin, TmpVectors.Vector3[0]);\r\n const t = TmpVectors.Vector3[0].dot(planeNormal) / dotProduct;\r\n // Ensure the intersection point is in front of the ray (t must be positive)\r\n if (t < 0) {\r\n // Intersection point is behind the ray\r\n return null;\r\n }\r\n\r\n // Calculate the intersection point using the parameter t\r\n ray.direction.scaleToRef(t, TmpVectors.Vector3[0]);\r\n const intersectionPoint = ray.origin.add(TmpVectors.Vector3[0]);\r\n return intersectionPoint;\r\n }\r\n\r\n // Variables to avoid instantiation in the below method\r\n private _pointA = new Vector3(0, 0, 0);\r\n private _pointC = new Vector3(0, 0, 0);\r\n private _localAxis = new Vector3(0, 0, 0);\r\n private _lookAt = new Vector3(0, 0, 0);\r\n // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera\r\n private _updateDragPlanePosition(ray: Ray, dragPlanePosition: Vector3) {\r\n this._pointA.copyFrom(dragPlanePosition);\r\n if (this._options.dragAxis) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Calculate plane normal that is the cross product of local axis and (eye-dragPlanePosition)\r\n ray.origin.subtractToRef(this._pointA, this._pointC);\r\n this._pointC.normalize();\r\n if (Math.abs(Vector3.Dot(this._localAxis, this._pointC)) > 0.999) {\r\n // the drag axis is colinear with the (eye to position) ray. The cross product will give jittered values.\r\n // A new axis vector need to be computed\r\n if (Math.abs(Vector3.Dot(Vector3.UpReadOnly, this._pointC)) > 0.999) {\r\n this._lookAt.copyFrom(Vector3.Right());\r\n } else {\r\n this._lookAt.copyFrom(Vector3.UpReadOnly);\r\n }\r\n } else {\r\n Vector3.CrossToRef(this._localAxis, this._pointC, this._lookAt);\r\n // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendicular to camera\r\n Vector3.CrossToRef(this._localAxis, this._lookAt, this._lookAt);\r\n this._lookAt.normalize();\r\n }\r\n\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._lookAt, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else if (this._options.dragPlaneNormal) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragPlaneNormal);\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._localAxis, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else {\r\n if (this._scene.activeCamera) {\r\n this._scene.activeCamera.getForwardRay().direction.normalizeToRef(this._localAxis);\r\n }\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._dragPlane.lookAt(this._pointA.add(this._localAxis));\r\n }\r\n // Update the position of the drag plane so it doesn't get out of sync with the node (eg. when moving back and forth quickly)\r\n this._dragPlane.position.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n this._dragPlane.computeWorldMatrix(true);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._lastPointerRay = {};\r\n if (this.attachedNode) {\r\n this.attachedNode.isNearGrabbable = false;\r\n }\r\n if (this._pointerObserver) {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n if (this._dragPlane) {\r\n this._dragPlane.dispose();\r\n }\r\n this.releaseDrag();\r\n }\r\n}\r\n"]}
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import { type Mesh } from "../../Meshes/mesh.js";
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import { Vector3, Quaternion } from "../../Maths/math.vector.js";
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import { Vector3, Quaternion } from "../../Maths/math.vector.pure.js";
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import { Observable } from "../../Misc/observable.js";
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import { BaseSixDofDragBehavior } from "./baseSixDofDragBehavior.js";
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/**
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import { Vector3, Quaternion, Matrix, TmpVectors } from "../../Maths/math.vector.js";
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import { Vector3, Quaternion, Matrix, TmpVectors } from "../../Maths/math.vector.pure.js";
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import { BaseSixDofDragBehavior } from "./baseSixDofDragBehavior.js";
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import { TransformNode } from "../../Meshes/transformNode.js";
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import { TransformNode } from "../../Meshes/transformNode.pure.js";
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/**
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* A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
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{ type Mesh } from \"../../Meshes/mesh\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { Vector3, Quaternion, Matrix, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { type Observer, Observable } from \"../../Misc/observable\";\r\nimport { BaseSixDofDragBehavior } from \"./baseSixDofDragBehavior\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Space } from \"../../Maths/math.axis\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray\r\n */\r\nexport class SixDofDragBehavior extends BaseSixDofDragBehavior {\r\n private _sceneRenderObserver: Nullable<Observer<Scene>> = null;\r\n private _virtualTransformNode: TransformNode;\r\n\r\n protected _targetPosition = new Vector3(0, 0, 0);\r\n protected _targetOrientation = new Quaternion();\r\n protected _targetScaling = new Vector3(1, 1, 1);\r\n protected _startingPosition = new Vector3(0, 0, 0);\r\n protected _startingOrientation = new Quaternion();\r\n protected _startingScaling = new Vector3(1, 1, 1);\r\n\r\n /**\r\n * Fires when position is updated\r\n */\r\n public onPositionChangedObservable = new Observable<{ position: Vector3 }>();\r\n\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n public dragDeltaRatio = 0.2;\r\n\r\n /**\r\n * If the object should rotate to face the drag origin\r\n */\r\n public rotateDraggedObject = true;\r\n\r\n /**\r\n * If `rotateDraggedObject` is set to `true`, this parameter determines if we are only rotating around the y axis (yaw)\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public rotateAroundYOnly = false;\r\n\r\n /**\r\n * Should the behavior rotate 1:1 with the motion controller, when one is used.\r\n */\r\n public rotateWithMotionController = true;\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public override get name(): string {\r\n return \"SixDofDrag\";\r\n }\r\n\r\n /**\r\n * Use this flag to update the target but not move the owner node towards the target\r\n */\r\n public disableMovement: boolean = false;\r\n\r\n /**\r\n * Should the object rotate towards the camera when we start dragging it\r\n */\r\n public faceCameraOnDragStart = false;\r\n\r\n /**\r\n * Attaches the six DoF drag behavior\r\n * In XR mode the mesh and its children will have their isNearGrabbable property set to true\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n */\r\n public override attach(ownerNode: Mesh): void {\r\n super.attach(ownerNode);\r\n\r\n ownerNode.isNearGrabbable = true;\r\n // if it has children, make sure they are grabbable too\r\n const children = ownerNode.getChildMeshes();\r\n for (const m of children) {\r\n m.isNearGrabbable = true;\r\n }\r\n\r\n // Node that will save the owner's transform\r\n this._virtualTransformNode = new TransformNode(\"virtual_sixDof\", BaseSixDofDragBehavior._VirtualScene);\r\n this._virtualTransformNode.rotationQuaternion = Quaternion.Identity();\r\n\r\n // On every frame move towards target scaling to avoid jitter caused by vr controllers\r\n this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(() => {\r\n if (this.currentDraggingPointerIds.length === 1 && this._moving && !this.disableMovement) {\r\n // 1 pointer only drags mesh\r\n const deltaToAdd = TmpVectors.Vector3[0];\r\n deltaToAdd.copyFrom(this._targetPosition).subtractInPlace(ownerNode.absolutePosition).scaleInPlace(this.dragDeltaRatio);\r\n const deltaToAddTransformed = TmpVectors.Vector3[1];\r\n deltaToAddTransformed.copyFrom(deltaToAdd);\r\n // If the node has a parent, transform the delta to local space, so it can be added to the\r\n // position in local space\r\n if (ownerNode.parent) {\r\n const parentRotationMatrixInverse = TmpVectors.Matrix[0];\r\n (ownerNode.parent as TransformNode).absoluteRotationQuaternion.toRotationMatrix(parentRotationMatrixInverse);\r\n parentRotationMatrixInverse.invert();\r\n Vector3.TransformNormalToRef(deltaToAdd, parentRotationMatrixInverse, deltaToAddTransformed);\r\n }\r\n ownerNode.position.addInPlace(deltaToAddTransformed);\r\n\r\n this.onPositionChangedObservable.notifyObservers({ position: ownerNode.absolutePosition });\r\n\r\n // Only rotate the mesh if it's parent has uniform scaling\r\n if (!ownerNode.parent || ((ownerNode.parent as TransformNode).scaling && !(ownerNode.parent as TransformNode).scaling.isNonUniformWithinEpsilon(0.001))) {\r\n const rotationToApply = TmpVectors.Quaternion[0];\r\n rotationToApply.copyFrom(this._targetOrientation);\r\n if (ownerNode.parent) {\r\n const parentRotationInverse = TmpVectors.Quaternion[0];\r\n parentRotationInverse.copyFrom((ownerNode.parent as TransformNode).absoluteRotationQuaternion);\r\n parentRotationInverse.invertInPlace();\r\n parentRotationInverse.multiplyToRef(this._targetOrientation, rotationToApply);\r\n }\r\n Quaternion.SlerpToRef(ownerNode.rotationQuaternion!, rotationToApply, this.dragDeltaRatio, ownerNode.rotationQuaternion!);\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _getPositionOffsetAround(transformationLocalOrigin: Vector3, scaling: number, rotation: Quaternion): Vector3 {\r\n const translationMatrix = TmpVectors.Matrix[0]; // T\r\n const translationMatrixInv = TmpVectors.Matrix[1]; // T'\r\n const rotationMatrix = TmpVectors.Matrix[2]; // R\r\n const scaleMatrix = TmpVectors.Matrix[3]; // S\r\n const finalMatrix = TmpVectors.Matrix[4]; // T' x R x S x T\r\n\r\n Matrix.TranslationToRef(transformationLocalOrigin.x, transformationLocalOrigin.y, transformationLocalOrigin.z, translationMatrix); // T\r\n Matrix.TranslationToRef(-transformationLocalOrigin.x, -transformationLocalOrigin.y, -transformationLocalOrigin.z, translationMatrixInv); // T'\r\n Matrix.FromQuaternionToRef(rotation, rotationMatrix); // R\r\n Matrix.ScalingToRef(scaling, scaling, scaling, scaleMatrix);\r\n translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R\r\n finalMatrix.multiplyToRef(scaleMatrix, finalMatrix); // T' x R x S\r\n finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x S x T\r\n\r\n return finalMatrix.getTranslation();\r\n }\r\n\r\n private _onePointerPositionUpdated(worldDeltaPosition: Vector3, worldDeltaRotation: Quaternion) {\r\n const pointerDelta = TmpVectors.Vector3[0];\r\n pointerDelta.setAll(0);\r\n\r\n if (this._dragging === this._dragType.DRAG) {\r\n if (this.rotateDraggedObject) {\r\n if (this.rotateAroundYOnly) {\r\n // Convert change in rotation to only y axis rotation\r\n Quaternion.RotationYawPitchRollToRef(worldDeltaRotation.toEulerAngles().y, 0, 0, TmpVectors.Quaternion[0]);\r\n } else {\r\n TmpVectors.Quaternion[0].copyFrom(worldDeltaRotation);\r\n }\r\n TmpVectors.Quaternion[0].multiplyToRef(this._startingOrientation, this._targetOrientation);\r\n }\r\n } else if (this._dragging === this._dragType.NEAR_DRAG || (this._dragging === this._dragType.DRAG_WITH_CONTROLLER && this.rotateWithMotionController)) {\r\n worldDeltaRotation.multiplyToRef(this._startingOrientation, this._targetOrientation);\r\n }\r\n\r\n this._targetPosition.copyFrom(this._startingPosition).addInPlace(worldDeltaPosition);\r\n }\r\n\r\n private _twoPointersPositionUpdated() {\r\n const startingPosition0 = this._virtualMeshesInfo[this.currentDraggingPointerIds[0]].startingPosition;\r\n const startingPosition1 = this._virtualMeshesInfo[this.currentDraggingPointerIds[1]].startingPosition;\r\n const startingCenter = TmpVectors.Vector3[0];\r\n startingPosition0.addToRef(startingPosition1, startingCenter);\r\n startingCenter.scaleInPlace(0.5);\r\n const startingVector = TmpVectors.Vector3[1];\r\n startingPosition1.subtractToRef(startingPosition0, startingVector);\r\n\r\n const currentPosition0 = this._virtualMeshesInfo[this.currentDraggingPointerIds[0]].dragMesh.absolutePosition;\r\n const currentPosition1 = this._virtualMeshesInfo[this.currentDraggingPointerIds[1]].dragMesh.absolutePosition;\r\n const currentCenter = TmpVectors.Vector3[2];\r\n currentPosition0.addToRef(currentPosition1, currentCenter);\r\n currentCenter.scaleInPlace(0.5);\r\n const currentVector = TmpVectors.Vector3[3];\r\n currentPosition1.subtractToRef(currentPosition0, currentVector);\r\n\r\n const scaling = currentVector.length() / startingVector.length();\r\n const translation = currentCenter.subtract(startingCenter);\r\n const rotationQuaternion = Quaternion.FromEulerAngles(\r\n 0,\r\n Vector3.GetAngleBetweenVectorsOnPlane(startingVector.normalize(), currentVector.normalize(), Vector3.UpReadOnly),\r\n 0\r\n );\r\n\r\n const oldParent = this._ownerNode.parent;\r\n this._ownerNode.setParent(null);\r\n\r\n const positionOffset = this._getPositionOffsetAround(startingCenter.subtract(this._virtualTransformNode.getAbsolutePivotPoint()), scaling, rotationQuaternion);\r\n this._virtualTransformNode.rotationQuaternion!.multiplyToRef(rotationQuaternion, this._ownerNode.rotationQuaternion!);\r\n this._virtualTransformNode.scaling.scaleToRef(scaling, this._ownerNode.scaling);\r\n this._virtualTransformNode.position.addToRef(translation.addInPlace(positionOffset), this._ownerNode.position);\r\n this.onPositionChangedObservable.notifyObservers({ position: this._ownerNode.position });\r\n\r\n this._ownerNode.setParent(oldParent);\r\n }\r\n\r\n protected override _targetDragStart() {\r\n const pointerCount = this.currentDraggingPointerIds.length;\r\n\r\n if (!this._ownerNode.rotationQuaternion) {\r\n this._ownerNode.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._ownerNode.rotation.y, this._ownerNode.rotation.x, this._ownerNode.rotation.z);\r\n }\r\n const worldPivot = this._ownerNode.getAbsolutePivotPoint();\r\n\r\n if (pointerCount === 1) {\r\n this._targetPosition.copyFrom(this._ownerNode.absolutePosition);\r\n this._targetOrientation.copyFrom(this._ownerNode.rotationQuaternion);\r\n this._targetScaling.copyFrom(this._ownerNode.absoluteScaling);\r\n\r\n if (this.faceCameraOnDragStart && this._scene.activeCamera) {\r\n const toCamera = TmpVectors.Vector3[0];\r\n this._scene.activeCamera.position.subtractToRef(worldPivot, toCamera);\r\n toCamera.normalize();\r\n const quat = TmpVectors.Quaternion[0];\r\n if (this._scene.useRightHandedSystem) {\r\n Quaternion.FromLookDirectionRHToRef(toCamera, new Vector3(0, 1, 0), quat);\r\n } else {\r\n Quaternion.FromLookDirectionLHToRef(toCamera, new Vector3(0, 1, 0), quat);\r\n }\r\n quat.normalize();\r\n Quaternion.RotationYawPitchRollToRef(quat.toEulerAngles().y, 0, 0, TmpVectors.Quaternion[0]);\r\n this._targetOrientation.copyFrom(TmpVectors.Quaternion[0]);\r\n }\r\n this._startingPosition.copyFrom(this._targetPosition);\r\n this._startingOrientation.copyFrom(this._targetOrientation);\r\n this._startingScaling.copyFrom(this._targetScaling);\r\n } else if (pointerCount === 2) {\r\n this._virtualTransformNode.setPivotPoint(new Vector3(0, 0, 0), Space.LOCAL);\r\n this._virtualTransformNode.position.copyFrom(this._ownerNode.absolutePosition);\r\n this._virtualTransformNode.scaling.copyFrom(this._ownerNode.absoluteScaling);\r\n this._virtualTransformNode.rotationQuaternion!.copyFrom(this._ownerNode.absoluteRotationQuaternion);\r\n this._virtualTransformNode.setPivotPoint(worldPivot, Space.WORLD);\r\n this._resetVirtualMeshesPosition();\r\n }\r\n }\r\n\r\n protected override _targetDrag(worldDeltaPosition: Vector3, worldDeltaRotation: Quaternion) {\r\n if (this.currentDraggingPointerIds.length === 1) {\r\n this._onePointerPositionUpdated(worldDeltaPosition, worldDeltaRotation);\r\n } else if (this.currentDraggingPointerIds.length === 2) {\r\n this._twoPointersPositionUpdated();\r\n }\r\n }\r\n\r\n protected override _targetDragEnd() {\r\n if (this.currentDraggingPointerIds.length === 1) {\r\n // We still have 1 active pointer, we must simulate a dragstart with a reseted position/orientation\r\n this._resetVirtualMeshesPosition();\r\n const previousFaceCameraFlag = this.faceCameraOnDragStart;\r\n this.faceCameraOnDragStart = false;\r\n this._targetDragStart();\r\n this.faceCameraOnDragStart = previousFaceCameraFlag;\r\n }\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public override detach(): void {\r\n if (this._ownerNode) {\r\n this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);\r\n }\r\n\r\n if (this._virtualTransformNode) {\r\n this._virtualTransformNode.dispose();\r\n }\r\n\r\n super.detach();\r\n }\r\n}\r\n"]}
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1
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+
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{ type Mesh } from \"../../Meshes/mesh\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { Vector3, Quaternion, Matrix, TmpVectors } from \"../../Maths/math.vector.pure\";\r\nimport { type Observer, Observable } from \"../../Misc/observable\";\r\nimport { BaseSixDofDragBehavior } from \"./baseSixDofDragBehavior\";\r\nimport { TransformNode } from \"../../Meshes/transformNode.pure\";\r\nimport { Space } from \"../../Maths/math.axis\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray\r\n */\r\nexport class SixDofDragBehavior extends BaseSixDofDragBehavior {\r\n private _sceneRenderObserver: Nullable<Observer<Scene>> = null;\r\n private _virtualTransformNode: TransformNode;\r\n\r\n protected _targetPosition = new Vector3(0, 0, 0);\r\n protected _targetOrientation = new Quaternion();\r\n protected _targetScaling = new Vector3(1, 1, 1);\r\n protected _startingPosition = new Vector3(0, 0, 0);\r\n protected _startingOrientation = new Quaternion();\r\n protected _startingScaling = new Vector3(1, 1, 1);\r\n\r\n /**\r\n * Fires when position is updated\r\n */\r\n public onPositionChangedObservable = new Observable<{ position: Vector3 }>();\r\n\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n public dragDeltaRatio = 0.2;\r\n\r\n /**\r\n * If the object should rotate to face the drag origin\r\n */\r\n public rotateDraggedObject = true;\r\n\r\n /**\r\n * If `rotateDraggedObject` is set to `true`, this parameter determines if we are only rotating around the y axis (yaw)\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public rotateAroundYOnly = false;\r\n\r\n /**\r\n * Should the behavior rotate 1:1 with the motion controller, when one is used.\r\n */\r\n public rotateWithMotionController = true;\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public override get name(): string {\r\n return \"SixDofDrag\";\r\n }\r\n\r\n /**\r\n * Use this flag to update the target but not move the owner node towards the target\r\n */\r\n public disableMovement: boolean = false;\r\n\r\n /**\r\n * Should the object rotate towards the camera when we start dragging it\r\n */\r\n public faceCameraOnDragStart = false;\r\n\r\n /**\r\n * Attaches the six DoF drag behavior\r\n * In XR mode the mesh and its children will have their isNearGrabbable property set to true\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n */\r\n public override attach(ownerNode: Mesh): void {\r\n super.attach(ownerNode);\r\n\r\n ownerNode.isNearGrabbable = true;\r\n // if it has children, make sure they are grabbable too\r\n const children = ownerNode.getChildMeshes();\r\n for (const m of children) {\r\n m.isNearGrabbable = true;\r\n }\r\n\r\n // Node that will save the owner's transform\r\n this._virtualTransformNode = new TransformNode(\"virtual_sixDof\", BaseSixDofDragBehavior._VirtualScene);\r\n this._virtualTransformNode.rotationQuaternion = Quaternion.Identity();\r\n\r\n // On every frame move towards target scaling to avoid jitter caused by vr controllers\r\n this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(() => {\r\n if (this.currentDraggingPointerIds.length === 1 && this._moving && !this.disableMovement) {\r\n // 1 pointer only drags mesh\r\n const deltaToAdd = TmpVectors.Vector3[0];\r\n deltaToAdd.copyFrom(this._targetPosition).subtractInPlace(ownerNode.absolutePosition).scaleInPlace(this.dragDeltaRatio);\r\n const deltaToAddTransformed = TmpVectors.Vector3[1];\r\n deltaToAddTransformed.copyFrom(deltaToAdd);\r\n // If the node has a parent, transform the delta to local space, so it can be added to the\r\n // position in local space\r\n if (ownerNode.parent) {\r\n const parentRotationMatrixInverse = TmpVectors.Matrix[0];\r\n (ownerNode.parent as TransformNode).absoluteRotationQuaternion.toRotationMatrix(parentRotationMatrixInverse);\r\n parentRotationMatrixInverse.invert();\r\n Vector3.TransformNormalToRef(deltaToAdd, parentRotationMatrixInverse, deltaToAddTransformed);\r\n }\r\n ownerNode.position.addInPlace(deltaToAddTransformed);\r\n\r\n this.onPositionChangedObservable.notifyObservers({ position: ownerNode.absolutePosition });\r\n\r\n // Only rotate the mesh if it's parent has uniform scaling\r\n if (!ownerNode.parent || ((ownerNode.parent as TransformNode).scaling && !(ownerNode.parent as TransformNode).scaling.isNonUniformWithinEpsilon(0.001))) {\r\n const rotationToApply = TmpVectors.Quaternion[0];\r\n rotationToApply.copyFrom(this._targetOrientation);\r\n if (ownerNode.parent) {\r\n const parentRotationInverse = TmpVectors.Quaternion[0];\r\n parentRotationInverse.copyFrom((ownerNode.parent as TransformNode).absoluteRotationQuaternion);\r\n parentRotationInverse.invertInPlace();\r\n parentRotationInverse.multiplyToRef(this._targetOrientation, rotationToApply);\r\n }\r\n Quaternion.SlerpToRef(ownerNode.rotationQuaternion!, rotationToApply, this.dragDeltaRatio, ownerNode.rotationQuaternion!);\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _getPositionOffsetAround(transformationLocalOrigin: Vector3, scaling: number, rotation: Quaternion): Vector3 {\r\n const translationMatrix = TmpVectors.Matrix[0]; // T\r\n const translationMatrixInv = TmpVectors.Matrix[1]; // T'\r\n const rotationMatrix = TmpVectors.Matrix[2]; // R\r\n const scaleMatrix = TmpVectors.Matrix[3]; // S\r\n const finalMatrix = TmpVectors.Matrix[4]; // T' x R x S x T\r\n\r\n Matrix.TranslationToRef(transformationLocalOrigin.x, transformationLocalOrigin.y, transformationLocalOrigin.z, translationMatrix); // T\r\n Matrix.TranslationToRef(-transformationLocalOrigin.x, -transformationLocalOrigin.y, -transformationLocalOrigin.z, translationMatrixInv); // T'\r\n Matrix.FromQuaternionToRef(rotation, rotationMatrix); // R\r\n Matrix.ScalingToRef(scaling, scaling, scaling, scaleMatrix);\r\n translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R\r\n finalMatrix.multiplyToRef(scaleMatrix, finalMatrix); // T' x R x S\r\n finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x S x T\r\n\r\n return finalMatrix.getTranslation();\r\n }\r\n\r\n private _onePointerPositionUpdated(worldDeltaPosition: Vector3, worldDeltaRotation: Quaternion) {\r\n const pointerDelta = TmpVectors.Vector3[0];\r\n pointerDelta.setAll(0);\r\n\r\n if (this._dragging === this._dragType.DRAG) {\r\n if (this.rotateDraggedObject) {\r\n if (this.rotateAroundYOnly) {\r\n // Convert change in rotation to only y axis rotation\r\n Quaternion.RotationYawPitchRollToRef(worldDeltaRotation.toEulerAngles().y, 0, 0, TmpVectors.Quaternion[0]);\r\n } else {\r\n TmpVectors.Quaternion[0].copyFrom(worldDeltaRotation);\r\n }\r\n TmpVectors.Quaternion[0].multiplyToRef(this._startingOrientation, this._targetOrientation);\r\n }\r\n } else if (this._dragging === this._dragType.NEAR_DRAG || (this._dragging === this._dragType.DRAG_WITH_CONTROLLER && this.rotateWithMotionController)) {\r\n worldDeltaRotation.multiplyToRef(this._startingOrientation, this._targetOrientation);\r\n }\r\n\r\n this._targetPosition.copyFrom(this._startingPosition).addInPlace(worldDeltaPosition);\r\n }\r\n\r\n private _twoPointersPositionUpdated() {\r\n const startingPosition0 = this._virtualMeshesInfo[this.currentDraggingPointerIds[0]].startingPosition;\r\n const startingPosition1 = this._virtualMeshesInfo[this.currentDraggingPointerIds[1]].startingPosition;\r\n const startingCenter = TmpVectors.Vector3[0];\r\n startingPosition0.addToRef(startingPosition1, startingCenter);\r\n startingCenter.scaleInPlace(0.5);\r\n const startingVector = TmpVectors.Vector3[1];\r\n startingPosition1.subtractToRef(startingPosition0, startingVector);\r\n\r\n const currentPosition0 = this._virtualMeshesInfo[this.currentDraggingPointerIds[0]].dragMesh.absolutePosition;\r\n const currentPosition1 = this._virtualMeshesInfo[this.currentDraggingPointerIds[1]].dragMesh.absolutePosition;\r\n const currentCenter = TmpVectors.Vector3[2];\r\n currentPosition0.addToRef(currentPosition1, currentCenter);\r\n currentCenter.scaleInPlace(0.5);\r\n const currentVector = TmpVectors.Vector3[3];\r\n currentPosition1.subtractToRef(currentPosition0, currentVector);\r\n\r\n const scaling = currentVector.length() / startingVector.length();\r\n const translation = currentCenter.subtract(startingCenter);\r\n const rotationQuaternion = Quaternion.FromEulerAngles(\r\n 0,\r\n Vector3.GetAngleBetweenVectorsOnPlane(startingVector.normalize(), currentVector.normalize(), Vector3.UpReadOnly),\r\n 0\r\n );\r\n\r\n const oldParent = this._ownerNode.parent;\r\n this._ownerNode.setParent(null);\r\n\r\n const positionOffset = this._getPositionOffsetAround(startingCenter.subtract(this._virtualTransformNode.getAbsolutePivotPoint()), scaling, rotationQuaternion);\r\n this._virtualTransformNode.rotationQuaternion!.multiplyToRef(rotationQuaternion, this._ownerNode.rotationQuaternion!);\r\n this._virtualTransformNode.scaling.scaleToRef(scaling, this._ownerNode.scaling);\r\n this._virtualTransformNode.position.addToRef(translation.addInPlace(positionOffset), this._ownerNode.position);\r\n this.onPositionChangedObservable.notifyObservers({ position: this._ownerNode.position });\r\n\r\n this._ownerNode.setParent(oldParent);\r\n }\r\n\r\n protected override _targetDragStart() {\r\n const pointerCount = this.currentDraggingPointerIds.length;\r\n\r\n if (!this._ownerNode.rotationQuaternion) {\r\n this._ownerNode.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._ownerNode.rotation.y, this._ownerNode.rotation.x, this._ownerNode.rotation.z);\r\n }\r\n const worldPivot = this._ownerNode.getAbsolutePivotPoint();\r\n\r\n if (pointerCount === 1) {\r\n this._targetPosition.copyFrom(this._ownerNode.absolutePosition);\r\n this._targetOrientation.copyFrom(this._ownerNode.rotationQuaternion);\r\n this._targetScaling.copyFrom(this._ownerNode.absoluteScaling);\r\n\r\n if (this.faceCameraOnDragStart && this._scene.activeCamera) {\r\n const toCamera = TmpVectors.Vector3[0];\r\n this._scene.activeCamera.position.subtractToRef(worldPivot, toCamera);\r\n toCamera.normalize();\r\n const quat = TmpVectors.Quaternion[0];\r\n if (this._scene.useRightHandedSystem) {\r\n Quaternion.FromLookDirectionRHToRef(toCamera, new Vector3(0, 1, 0), quat);\r\n } else {\r\n Quaternion.FromLookDirectionLHToRef(toCamera, new Vector3(0, 1, 0), quat);\r\n }\r\n quat.normalize();\r\n Quaternion.RotationYawPitchRollToRef(quat.toEulerAngles().y, 0, 0, TmpVectors.Quaternion[0]);\r\n this._targetOrientation.copyFrom(TmpVectors.Quaternion[0]);\r\n }\r\n this._startingPosition.copyFrom(this._targetPosition);\r\n this._startingOrientation.copyFrom(this._targetOrientation);\r\n this._startingScaling.copyFrom(this._targetScaling);\r\n } else if (pointerCount === 2) {\r\n this._virtualTransformNode.setPivotPoint(new Vector3(0, 0, 0), Space.LOCAL);\r\n this._virtualTransformNode.position.copyFrom(this._ownerNode.absolutePosition);\r\n this._virtualTransformNode.scaling.copyFrom(this._ownerNode.absoluteScaling);\r\n this._virtualTransformNode.rotationQuaternion!.copyFrom(this._ownerNode.absoluteRotationQuaternion);\r\n this._virtualTransformNode.setPivotPoint(worldPivot, Space.WORLD);\r\n this._resetVirtualMeshesPosition();\r\n }\r\n }\r\n\r\n protected override _targetDrag(worldDeltaPosition: Vector3, worldDeltaRotation: Quaternion) {\r\n if (this.currentDraggingPointerIds.length === 1) {\r\n this._onePointerPositionUpdated(worldDeltaPosition, worldDeltaRotation);\r\n } else if (this.currentDraggingPointerIds.length === 2) {\r\n this._twoPointersPositionUpdated();\r\n }\r\n }\r\n\r\n protected override _targetDragEnd() {\r\n if (this.currentDraggingPointerIds.length === 1) {\r\n // We still have 1 active pointer, we must simulate a dragstart with a reseted position/orientation\r\n this._resetVirtualMeshesPosition();\r\n const previousFaceCameraFlag = this.faceCameraOnDragStart;\r\n this.faceCameraOnDragStart = false;\r\n this._targetDragStart();\r\n this.faceCameraOnDragStart = previousFaceCameraFlag;\r\n }\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public override detach(): void {\r\n if (this._ownerNode) {\r\n this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);\r\n }\r\n\r\n if (this._virtualTransformNode) {\r\n this._virtualTransformNode.dispose();\r\n }\r\n\r\n super.detach();\r\n }\r\n}\r\n"]}
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@@ -1,5 +1,5 @@
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1
1
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import { PointerEventTypes } from "../../Events/pointerEvents.js";
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2
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-
import { Quaternion, TmpVectors, Vector3 } from "../../Maths/math.vector.js";
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2
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+
import { Quaternion, TmpVectors, Vector3 } from "../../Maths/math.vector.pure.js";
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3
3
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/**
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4
4
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* A behavior that allows a transform node to stick to a surface position/orientation
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5
5
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* @since 5.0.0
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@@ -1 +1 @@
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1
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-
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{ type PickingInfo } from \"../../Collisions/pickingInfo\";\r\nimport { type PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Quaternion, TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport { type AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { type Mesh } from \"../../Meshes/mesh\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Behavior } from \"../behavior\";\r\n\r\n/**\r\n * A behavior that allows a transform node to stick to a surface position/orientation\r\n * @since 5.0.0\r\n */\r\nexport class SurfaceMagnetismBehavior implements Behavior<Mesh> {\r\n private _scene: Scene;\r\n private _attachedMesh: Nullable<Mesh> = null;\r\n private _attachPointLocalOffset: Vector3 = new Vector3();\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _workingPosition: Vector3 = new Vector3();\r\n private _workingQuaternion: Quaternion = new Quaternion();\r\n private _lastTick: number = -1;\r\n private _onBeforeRender: Nullable<Observer<Scene>>;\r\n private _hit = false;\r\n\r\n /**\r\n * Distance offset from the hit point to place the target at, along the hit normal.\r\n */\r\n public hitNormalOffset: number = 0.05;\r\n\r\n /**\r\n * Name of the behavior\r\n */\r\n public get name(): string {\r\n return \"SurfaceMagnetism\";\r\n }\r\n\r\n /**\r\n * Spatial mapping meshes to collide with\r\n */\r\n public meshes: AbstractMesh[] = [];\r\n\r\n /**\r\n * Function called when the behavior needs to be initialized (after attaching it to a target)\r\n */\r\n public init(): void {}\r\n\r\n /**\r\n * Set to false if the node should strictly follow the camera without any interpolation time\r\n */\r\n public interpolatePose = true;\r\n\r\n /**\r\n * Rate of interpolation of position and rotation of the attached node.\r\n * Higher values will give a slower interpolation.\r\n */\r\n public lerpTime = 250;\r\n\r\n /**\r\n * If true, pitch and roll are omitted.\r\n */\r\n public keepOrientationVertical = true;\r\n\r\n /**\r\n * Is this behavior reacting to pointer events\r\n */\r\n public enabled = true;\r\n\r\n /**\r\n * Maximum distance for the node to stick to the surface\r\n */\r\n public maxStickingDistance = 0.8;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<Mesh> {\r\n return this._attachedMesh;\r\n }\r\n\r\n /**\r\n * Attaches the behavior to a transform node\r\n * @param target defines the target where the behavior is attached to\r\n * @param scene the scene\r\n */\r\n public attach(target: Mesh, scene?: Scene): void {\r\n this._attachedMesh = target;\r\n this._scene = scene || target.getScene();\r\n if (!this._attachedMesh.rotationQuaternion) {\r\n this._attachedMesh.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._attachedMesh.rotation.y, this._attachedMesh.rotation.x, this._attachedMesh.rotation.z);\r\n }\r\n this.updateAttachPoint();\r\n\r\n this._workingPosition.copyFrom(this._attachedMesh.position);\r\n this._workingQuaternion.copyFrom(this._attachedMesh.rotationQuaternion);\r\n this._addObservables();\r\n }\r\n\r\n /**\r\n * Detaches the behavior\r\n */\r\n public detach(): void {\r\n this._attachedMesh = null;\r\n this._removeObservables();\r\n }\r\n\r\n private _getTargetPose(pickingInfo: PickingInfo): Nullable<{ position: Vector3; quaternion: Quaternion }> {\r\n if (!this._attachedMesh) {\r\n return null;\r\n }\r\n\r\n if (pickingInfo && pickingInfo.hit) {\r\n const pickedNormal = pickingInfo.getNormal(true, true);\r\n const pickedPoint = pickingInfo.pickedPoint;\r\n\r\n if (!pickedNormal || !pickedPoint) {\r\n return null;\r\n }\r\n pickedNormal.normalize();\r\n\r\n const worldTarget = TmpVectors.Vector3[0];\r\n worldTarget.copyFrom(pickedNormal);\r\n worldTarget.scaleInPlace(this.hitNormalOffset);\r\n worldTarget.addInPlace(pickedPoint);\r\n\r\n if (this._attachedMesh.parent) {\r\n TmpVectors.Matrix[0].copyFrom(this._attachedMesh.parent.getWorldMatrix()).invert();\r\n Vector3.TransformNormalToRef(worldTarget, TmpVectors.Matrix[0], worldTarget);\r\n }\r\n\r\n return {\r\n position: worldTarget,\r\n quaternion: Quaternion.RotationYawPitchRoll(\r\n -Math.atan2(pickedNormal.x, -pickedNormal.z),\r\n this.keepOrientationVertical ? 0 : Math.atan2(pickedNormal.y, Math.sqrt(pickedNormal.z * pickedNormal.z + pickedNormal.x * pickedNormal.x)),\r\n 0\r\n ),\r\n };\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Updates the attach point with the current geometry extents of the attached mesh\r\n */\r\n public updateAttachPoint() {\r\n this._getAttachPointOffsetToRef(this._attachPointLocalOffset);\r\n }\r\n\r\n /**\r\n * Finds the intersection point of the given ray onto the meshes and updates the target.\r\n * Transformation will be interpolated according to `interpolatePose` and `lerpTime` properties.\r\n * If no mesh of `meshes` are hit, this does nothing.\r\n * @param pickInfo The input pickingInfo that will be used to intersect the meshes\r\n * @returns a boolean indicating if we found a hit to stick to\r\n */\r\n public findAndUpdateTarget(pickInfo: PickingInfo): boolean {\r\n this._hit = false;\r\n if (!pickInfo.ray) {\r\n return false;\r\n }\r\n\r\n const subPicking = pickInfo.ray.intersectsMeshes(this.meshes)[0];\r\n\r\n if (this._attachedMesh && subPicking && subPicking.hit && subPicking.pickedMesh) {\r\n const pose = this._getTargetPose(subPicking);\r\n if (pose && Vector3.Distance(this._attachedMesh.position, pose.position) < this.maxStickingDistance) {\r\n this._workingPosition.copyFrom(pose.position);\r\n this._workingQuaternion.copyFrom(pose.quaternion);\r\n this._hit = true;\r\n }\r\n }\r\n\r\n return this._hit;\r\n }\r\n\r\n private _getAttachPointOffsetToRef(ref: Vector3) {\r\n if (!this._attachedMesh) {\r\n ref.setAll(0);\r\n return;\r\n }\r\n\r\n const storedQuat = TmpVectors.Quaternion[0];\r\n storedQuat.copyFrom(this._attachedMesh.rotationQuaternion!);\r\n this._attachedMesh.rotationQuaternion!.copyFromFloats(0, 0, 0, 1);\r\n this._attachedMesh.computeWorldMatrix();\r\n const boundingMinMax = this._attachedMesh.getHierarchyBoundingVectors();\r\n const center = TmpVectors.Vector3[0];\r\n boundingMinMax.max.addToRef(boundingMinMax.min, center);\r\n center.scaleInPlace(0.5);\r\n center.z = boundingMinMax.max.z;\r\n // We max the z coordinate because we want the attach point to be on the back of the mesh\r\n const invWorld = TmpVectors.Matrix[0];\r\n this._attachedMesh.getWorldMatrix().invertToRef(invWorld);\r\n Vector3.TransformCoordinatesToRef(center, invWorld, ref);\r\n this._attachedMesh.rotationQuaternion!.copyFrom(storedQuat);\r\n }\r\n\r\n private _updateTransformToGoal(elapsed: number) {\r\n if (!this._attachedMesh || !this._hit) {\r\n return;\r\n }\r\n\r\n const oldParent = this._attachedMesh.parent;\r\n this._attachedMesh.setParent(null);\r\n\r\n const worldOffset = TmpVectors.Vector3[0];\r\n Vector3.TransformNormalToRef(this._attachPointLocalOffset, this._attachedMesh.getWorldMatrix(), worldOffset);\r\n\r\n if (!this.interpolatePose) {\r\n this._attachedMesh.position.copyFrom(this._workingPosition).subtractInPlace(worldOffset);\r\n this._attachedMesh.rotationQuaternion!.copyFrom(this._workingQuaternion);\r\n return;\r\n }\r\n\r\n // position\r\n const interpolatedPosition = new Vector3();\r\n Vector3.SmoothToRef(this._attachedMesh.position, this._workingPosition, elapsed, this.lerpTime, interpolatedPosition);\r\n this._attachedMesh.position.copyFrom(interpolatedPosition);\r\n\r\n // rotation\r\n const currentRotation = new Quaternion();\r\n currentRotation.copyFrom(this._attachedMesh.rotationQuaternion!);\r\n Quaternion.SmoothToRef(currentRotation, this._workingQuaternion, elapsed, this.lerpTime, this._attachedMesh.rotationQuaternion!);\r\n\r\n this._attachedMesh.setParent(oldParent);\r\n }\r\n\r\n private _addObservables() {\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n if (this.enabled && pointerInfo.type == PointerEventTypes.POINTERMOVE && pointerInfo.pickInfo) {\r\n this.findAndUpdateTarget(pointerInfo.pickInfo);\r\n }\r\n });\r\n\r\n this._lastTick = Date.now();\r\n this._onBeforeRender = this._scene.onBeforeRenderObservable.add(() => {\r\n const tick = Date.now();\r\n this._updateTransformToGoal(tick - this._lastTick);\r\n this._lastTick = tick;\r\n });\r\n }\r\n\r\n private _removeObservables() {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n this._scene.onBeforeRenderObservable.remove(this._onBeforeRender);\r\n this._pointerObserver = null;\r\n this._onBeforeRender = null;\r\n }\r\n}\r\n"]}
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{ type PickingInfo } from \"../../Collisions/pickingInfo\";\r\nimport { type PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Quaternion, TmpVectors, Vector3 } from \"../../Maths/math.vector.pure\";\r\nimport { type AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { type Mesh } from \"../../Meshes/mesh\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Behavior } from \"../behavior\";\r\n\r\n/**\r\n * A behavior that allows a transform node to stick to a surface position/orientation\r\n * @since 5.0.0\r\n */\r\nexport class SurfaceMagnetismBehavior implements Behavior<Mesh> {\r\n private _scene: Scene;\r\n private _attachedMesh: Nullable<Mesh> = null;\r\n private _attachPointLocalOffset: Vector3 = new Vector3();\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _workingPosition: Vector3 = new Vector3();\r\n private _workingQuaternion: Quaternion = new Quaternion();\r\n private _lastTick: number = -1;\r\n private _onBeforeRender: Nullable<Observer<Scene>>;\r\n private _hit = false;\r\n\r\n /**\r\n * Distance offset from the hit point to place the target at, along the hit normal.\r\n */\r\n public hitNormalOffset: number = 0.05;\r\n\r\n /**\r\n * Name of the behavior\r\n */\r\n public get name(): string {\r\n return \"SurfaceMagnetism\";\r\n }\r\n\r\n /**\r\n * Spatial mapping meshes to collide with\r\n */\r\n public meshes: AbstractMesh[] = [];\r\n\r\n /**\r\n * Function called when the behavior needs to be initialized (after attaching it to a target)\r\n */\r\n public init(): void {}\r\n\r\n /**\r\n * Set to false if the node should strictly follow the camera without any interpolation time\r\n */\r\n public interpolatePose = true;\r\n\r\n /**\r\n * Rate of interpolation of position and rotation of the attached node.\r\n * Higher values will give a slower interpolation.\r\n */\r\n public lerpTime = 250;\r\n\r\n /**\r\n * If true, pitch and roll are omitted.\r\n */\r\n public keepOrientationVertical = true;\r\n\r\n /**\r\n * Is this behavior reacting to pointer events\r\n */\r\n public enabled = true;\r\n\r\n /**\r\n * Maximum distance for the node to stick to the surface\r\n */\r\n public maxStickingDistance = 0.8;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<Mesh> {\r\n return this._attachedMesh;\r\n }\r\n\r\n /**\r\n * Attaches the behavior to a transform node\r\n * @param target defines the target where the behavior is attached to\r\n * @param scene the scene\r\n */\r\n public attach(target: Mesh, scene?: Scene): void {\r\n this._attachedMesh = target;\r\n this._scene = scene || target.getScene();\r\n if (!this._attachedMesh.rotationQuaternion) {\r\n this._attachedMesh.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._attachedMesh.rotation.y, this._attachedMesh.rotation.x, this._attachedMesh.rotation.z);\r\n }\r\n this.updateAttachPoint();\r\n\r\n this._workingPosition.copyFrom(this._attachedMesh.position);\r\n this._workingQuaternion.copyFrom(this._attachedMesh.rotationQuaternion);\r\n this._addObservables();\r\n }\r\n\r\n /**\r\n * Detaches the behavior\r\n */\r\n public detach(): void {\r\n this._attachedMesh = null;\r\n this._removeObservables();\r\n }\r\n\r\n private _getTargetPose(pickingInfo: PickingInfo): Nullable<{ position: Vector3; quaternion: Quaternion }> {\r\n if (!this._attachedMesh) {\r\n return null;\r\n }\r\n\r\n if (pickingInfo && pickingInfo.hit) {\r\n const pickedNormal = pickingInfo.getNormal(true, true);\r\n const pickedPoint = pickingInfo.pickedPoint;\r\n\r\n if (!pickedNormal || !pickedPoint) {\r\n return null;\r\n }\r\n pickedNormal.normalize();\r\n\r\n const worldTarget = TmpVectors.Vector3[0];\r\n worldTarget.copyFrom(pickedNormal);\r\n worldTarget.scaleInPlace(this.hitNormalOffset);\r\n worldTarget.addInPlace(pickedPoint);\r\n\r\n if (this._attachedMesh.parent) {\r\n TmpVectors.Matrix[0].copyFrom(this._attachedMesh.parent.getWorldMatrix()).invert();\r\n Vector3.TransformNormalToRef(worldTarget, TmpVectors.Matrix[0], worldTarget);\r\n }\r\n\r\n return {\r\n position: worldTarget,\r\n quaternion: Quaternion.RotationYawPitchRoll(\r\n -Math.atan2(pickedNormal.x, -pickedNormal.z),\r\n this.keepOrientationVertical ? 0 : Math.atan2(pickedNormal.y, Math.sqrt(pickedNormal.z * pickedNormal.z + pickedNormal.x * pickedNormal.x)),\r\n 0\r\n ),\r\n };\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Updates the attach point with the current geometry extents of the attached mesh\r\n */\r\n public updateAttachPoint() {\r\n this._getAttachPointOffsetToRef(this._attachPointLocalOffset);\r\n }\r\n\r\n /**\r\n * Finds the intersection point of the given ray onto the meshes and updates the target.\r\n * Transformation will be interpolated according to `interpolatePose` and `lerpTime` properties.\r\n * If no mesh of `meshes` are hit, this does nothing.\r\n * @param pickInfo The input pickingInfo that will be used to intersect the meshes\r\n * @returns a boolean indicating if we found a hit to stick to\r\n */\r\n public findAndUpdateTarget(pickInfo: PickingInfo): boolean {\r\n this._hit = false;\r\n if (!pickInfo.ray) {\r\n return false;\r\n }\r\n\r\n const subPicking = pickInfo.ray.intersectsMeshes(this.meshes)[0];\r\n\r\n if (this._attachedMesh && subPicking && subPicking.hit && subPicking.pickedMesh) {\r\n const pose = this._getTargetPose(subPicking);\r\n if (pose && Vector3.Distance(this._attachedMesh.position, pose.position) < this.maxStickingDistance) {\r\n this._workingPosition.copyFrom(pose.position);\r\n this._workingQuaternion.copyFrom(pose.quaternion);\r\n this._hit = true;\r\n }\r\n }\r\n\r\n return this._hit;\r\n }\r\n\r\n private _getAttachPointOffsetToRef(ref: Vector3) {\r\n if (!this._attachedMesh) {\r\n ref.setAll(0);\r\n return;\r\n }\r\n\r\n const storedQuat = TmpVectors.Quaternion[0];\r\n storedQuat.copyFrom(this._attachedMesh.rotationQuaternion!);\r\n this._attachedMesh.rotationQuaternion!.copyFromFloats(0, 0, 0, 1);\r\n this._attachedMesh.computeWorldMatrix();\r\n const boundingMinMax = this._attachedMesh.getHierarchyBoundingVectors();\r\n const center = TmpVectors.Vector3[0];\r\n boundingMinMax.max.addToRef(boundingMinMax.min, center);\r\n center.scaleInPlace(0.5);\r\n center.z = boundingMinMax.max.z;\r\n // We max the z coordinate because we want the attach point to be on the back of the mesh\r\n const invWorld = TmpVectors.Matrix[0];\r\n this._attachedMesh.getWorldMatrix().invertToRef(invWorld);\r\n Vector3.TransformCoordinatesToRef(center, invWorld, ref);\r\n this._attachedMesh.rotationQuaternion!.copyFrom(storedQuat);\r\n }\r\n\r\n private _updateTransformToGoal(elapsed: number) {\r\n if (!this._attachedMesh || !this._hit) {\r\n return;\r\n }\r\n\r\n const oldParent = this._attachedMesh.parent;\r\n this._attachedMesh.setParent(null);\r\n\r\n const worldOffset = TmpVectors.Vector3[0];\r\n Vector3.TransformNormalToRef(this._attachPointLocalOffset, this._attachedMesh.getWorldMatrix(), worldOffset);\r\n\r\n if (!this.interpolatePose) {\r\n this._attachedMesh.position.copyFrom(this._workingPosition).subtractInPlace(worldOffset);\r\n this._attachedMesh.rotationQuaternion!.copyFrom(this._workingQuaternion);\r\n return;\r\n }\r\n\r\n // position\r\n const interpolatedPosition = new Vector3();\r\n Vector3.SmoothToRef(this._attachedMesh.position, this._workingPosition, elapsed, this.lerpTime, interpolatedPosition);\r\n this._attachedMesh.position.copyFrom(interpolatedPosition);\r\n\r\n // rotation\r\n const currentRotation = new Quaternion();\r\n currentRotation.copyFrom(this._attachedMesh.rotationQuaternion!);\r\n Quaternion.SmoothToRef(currentRotation, this._workingQuaternion, elapsed, this.lerpTime, this._attachedMesh.rotationQuaternion!);\r\n\r\n this._attachedMesh.setParent(oldParent);\r\n }\r\n\r\n private _addObservables() {\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n if (this.enabled && pointerInfo.type == PointerEventTypes.POINTERMOVE && pointerInfo.pickInfo) {\r\n this.findAndUpdateTarget(pointerInfo.pickInfo);\r\n }\r\n });\r\n\r\n this._lastTick = Date.now();\r\n this._onBeforeRender = this._scene.onBeforeRenderObservable.add(() => {\r\n const tick = Date.now();\r\n this._updateTransformToGoal(tick - this._lastTick);\r\n this._lastTick = tick;\r\n });\r\n }\r\n\r\n private _removeObservables() {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n this._scene.onBeforeRenderObservable.remove(this._onBeforeRender);\r\n this._pointerObserver = null;\r\n this._onBeforeRender = null;\r\n }\r\n}\r\n"]}
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{ type Bone } from \"./bone\";\r\nimport { Vector3, Quaternion, Matrix } from \"../Maths/math.vector\";\r\nimport { type TransformNode } from \"../Meshes/transformNode\";\r\nimport { type Nullable } from \"../types\";\r\nimport { Space } from \"../Maths/math.axis\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\n/**\r\n * Class used to apply inverse kinematics to bones\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons#boneikcontroller\r\n */\r\nexport class BoneIKController {\r\n private static _TmpVecs: Vector3[] = [Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero()];\r\n private static _TmpQuat = Quaternion.Identity();\r\n private static _TmpMats: Matrix[] = [Matrix.Identity(), Matrix.Identity()];\r\n\r\n /**\r\n * Gets or sets the target TransformNode\r\n * Name kept as mesh for back compatibility\r\n */\r\n public targetMesh: TransformNode;\r\n\r\n /** Gets or sets the mesh used as pole */\r\n public poleTargetMesh: TransformNode;\r\n\r\n /**\r\n * Gets or sets the bone used as pole\r\n */\r\n public poleTargetBone: Nullable<Bone>;\r\n\r\n /**\r\n * Gets or sets the target position\r\n */\r\n public targetPosition = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets the pole target position\r\n */\r\n public poleTargetPosition = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets the pole target local offset\r\n */\r\n public poleTargetLocalOffset = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets the pole angle\r\n */\r\n public poleAngle = 0;\r\n\r\n /**\r\n * Gets or sets the TransformNode associated with the controller\r\n * Name kept as mesh for back compatibility\r\n */\r\n public mesh: TransformNode;\r\n\r\n /**\r\n * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)\r\n */\r\n public slerpAmount = 1;\r\n\r\n private _bone1Quat = Quaternion.Identity();\r\n private _bone1Mat = Matrix.Identity();\r\n private _bone2Ang = Math.PI;\r\n\r\n private _bone1: Bone;\r\n private _bone2: Bone;\r\n private _bone1Length: number;\r\n private _bone2Length: number;\r\n private _maxAngle = Math.PI;\r\n private _maxReach: number;\r\n\r\n private _rightHandedSystem = false;\r\n\r\n private _bendAxis = Vector3.Right();\r\n private _slerping = false;\r\n\r\n private _adjustRoll = 0;\r\n\r\n private _notEnoughInformation = false;\r\n\r\n /**\r\n * Gets or sets maximum allowed angle\r\n */\r\n public get maxAngle(): number {\r\n return this._maxAngle;\r\n }\r\n\r\n public set maxAngle(value: number) {\r\n this._setMaxAngle(value);\r\n }\r\n\r\n /**\r\n * Creates a new BoneIKController\r\n * @param mesh defines the TransformNode to control\r\n * @param bone defines the bone to control. The bone needs to have a parent bone. It also needs to have a length greater than 0 or a children we can use to infer its length.\r\n * @param options defines options to set up the controller\r\n * @param options.targetMesh\r\n * @param options.poleTargetMesh\r\n * @param options.poleTargetBone\r\n * @param options.poleTargetLocalOffset\r\n * @param options.poleAngle\r\n * @param options.bendAxis\r\n * @param options.maxAngle\r\n * @param options.slerpAmount\r\n */\r\n constructor(\r\n mesh: TransformNode,\r\n bone: Bone,\r\n options?: {\r\n targetMesh?: TransformNode;\r\n poleTargetMesh?: TransformNode;\r\n poleTargetBone?: Bone;\r\n poleTargetLocalOffset?: Vector3;\r\n poleAngle?: number;\r\n bendAxis?: Vector3;\r\n maxAngle?: number;\r\n slerpAmount?: number;\r\n }\r\n ) {\r\n this._bone2 = bone;\r\n const bone1 = bone.getParent();\r\n\r\n if (!bone1) {\r\n this._notEnoughInformation = true;\r\n Logger.Error(\"BoneIKController: bone must have a parent for IK to work.\");\r\n return;\r\n }\r\n this._bone1 = bone1;\r\n\r\n if (this._bone2.children.length === 0 && !this._bone2.length) {\r\n this._notEnoughInformation = true;\r\n Logger.Error(\"BoneIKController: bone must not be a leaf or it should have a length for IK to work.\");\r\n return;\r\n }\r\n\r\n this.mesh = mesh;\r\n\r\n bone.getSkeleton().computeAbsoluteMatrices();\r\n\r\n const bonePos = bone.getPosition();\r\n\r\n if (bone.getAbsoluteMatrix().determinant() > 0) {\r\n this._rightHandedSystem = true;\r\n this._bendAxis.x = 0;\r\n this._bendAxis.y = 0;\r\n this._bendAxis.z = -1;\r\n\r\n if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {\r\n this._adjustRoll = Math.PI * 0.5;\r\n this._bendAxis.z = 1;\r\n }\r\n }\r\n\r\n if (this._bone1.length && this._bone2.length) {\r\n const boneScale1 = this._bone1.getScale();\r\n const boneScale2 = this._bone2.getScale();\r\n\r\n this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;\r\n this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;\r\n } else if (this._bone2.children[0]) {\r\n mesh.computeWorldMatrix(true);\r\n\r\n const pos1 = this._bone2.children[0].getAbsolutePosition(mesh);\r\n const pos2 = this._bone2.getAbsolutePosition(mesh);\r\n const pos3 = this._bone1.getAbsolutePosition(mesh);\r\n\r\n this._bone2Length = Vector3.Distance(pos1, pos2);\r\n this._bone1Length = Vector3.Distance(pos2, pos3);\r\n } else {\r\n mesh.computeWorldMatrix(true);\r\n\r\n const boneScale2 = this._bone2.getScale();\r\n this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;\r\n\r\n const pos2 = this._bone2.getAbsolutePosition(mesh);\r\n const pos3 = this._bone1.getAbsolutePosition(mesh);\r\n\r\n this._bone1Length = Vector3.Distance(pos2, pos3);\r\n }\r\n\r\n this._bone1.getRotationMatrixToRef(Space.WORLD, mesh, this._bone1Mat);\r\n this.maxAngle = Math.PI;\r\n\r\n if (options) {\r\n if (options.targetMesh) {\r\n this.targetMesh = options.targetMesh;\r\n this.targetMesh.computeWorldMatrix(true);\r\n }\r\n\r\n if (options.poleTargetMesh) {\r\n this.poleTargetMesh = options.poleTargetMesh;\r\n this.poleTargetMesh.computeWorldMatrix(true);\r\n } else if (options.poleTargetBone) {\r\n this.poleTargetBone = options.poleTargetBone;\r\n } else if (this._bone1.getParent()) {\r\n this.poleTargetBone = this._bone1.getParent();\r\n }\r\n\r\n if (options.poleTargetLocalOffset) {\r\n this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);\r\n }\r\n\r\n if (options.poleAngle) {\r\n this.poleAngle = options.poleAngle;\r\n }\r\n\r\n if (options.bendAxis) {\r\n this._bendAxis.copyFrom(options.bendAxis);\r\n }\r\n\r\n if (options.maxAngle) {\r\n this.maxAngle = options.maxAngle;\r\n }\r\n\r\n if (options.slerpAmount) {\r\n this.slerpAmount = options.slerpAmount;\r\n }\r\n }\r\n }\r\n\r\n private _setMaxAngle(ang: number): void {\r\n if (ang < 0) {\r\n ang = 0;\r\n }\r\n\r\n if (ang > Math.PI || ang == undefined) {\r\n ang = Math.PI;\r\n }\r\n\r\n this._maxAngle = ang;\r\n\r\n const a = this._bone1Length;\r\n const b = this._bone2Length;\r\n\r\n this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));\r\n }\r\n\r\n /**\r\n * Force the controller to update the bones\r\n */\r\n public update(): void {\r\n if (this._notEnoughInformation) {\r\n return;\r\n }\r\n\r\n const target = this.targetPosition;\r\n const poleTarget = this.poleTargetPosition;\r\n\r\n const mat1 = BoneIKController._TmpMats[0];\r\n const mat2 = BoneIKController._TmpMats[1];\r\n\r\n if (this.targetMesh) {\r\n target.copyFrom(this.targetMesh.getAbsolutePosition());\r\n }\r\n\r\n if (this.poleTargetBone) {\r\n this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);\r\n } else if (this.poleTargetMesh) {\r\n Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);\r\n }\r\n\r\n const bonePos = BoneIKController._TmpVecs[0];\r\n const zaxis = BoneIKController._TmpVecs[1];\r\n const xaxis = BoneIKController._TmpVecs[2];\r\n const yaxis = BoneIKController._TmpVecs[3];\r\n const upAxis = BoneIKController._TmpVecs[4];\r\n\r\n const tmpQuat = BoneIKController._TmpQuat;\r\n\r\n this._bone1.getAbsolutePositionToRef(this.mesh, bonePos);\r\n\r\n poleTarget.subtractToRef(bonePos, upAxis);\r\n\r\n if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {\r\n upAxis.y = 1;\r\n } else {\r\n upAxis.normalize();\r\n }\r\n\r\n target.subtractToRef(bonePos, yaxis);\r\n yaxis.normalize();\r\n\r\n Vector3.CrossToRef(yaxis, upAxis, zaxis);\r\n zaxis.normalize();\r\n\r\n Vector3.CrossToRef(yaxis, zaxis, xaxis);\r\n xaxis.normalize();\r\n\r\n Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);\r\n\r\n const a = this._bone1Length;\r\n const b = this._bone2Length;\r\n\r\n let c = Vector3.Distance(bonePos, target);\r\n\r\n if (this._maxReach > 0) {\r\n c = Math.min(this._maxReach, c);\r\n }\r\n\r\n let acosa = (b * b + c * c - a * a) / (2 * b * c);\r\n let acosb = (c * c + a * a - b * b) / (2 * c * a);\r\n\r\n if (acosa > 1) {\r\n acosa = 1;\r\n }\r\n\r\n if (acosb > 1) {\r\n acosb = 1;\r\n }\r\n\r\n if (acosa < -1) {\r\n acosa = -1;\r\n }\r\n\r\n if (acosb < -1) {\r\n acosb = -1;\r\n }\r\n\r\n const angA = Math.acos(acosa);\r\n const angB = Math.acos(acosb);\r\n\r\n let angC = -angA - angB;\r\n\r\n if (this._rightHandedSystem) {\r\n Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);\r\n mat2.multiplyToRef(mat1, mat1);\r\n\r\n Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);\r\n mat2.multiplyToRef(mat1, mat1);\r\n } else {\r\n const _tmpVec = BoneIKController._TmpVecs[5];\r\n\r\n _tmpVec.copyFrom(this._bendAxis);\r\n _tmpVec.x *= -1;\r\n\r\n Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);\r\n mat2.multiplyToRef(mat1, mat1);\r\n }\r\n\r\n if (this.poleAngle) {\r\n Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);\r\n mat1.multiplyToRef(mat2, mat1);\r\n }\r\n\r\n if (this._bone1) {\r\n if (this.slerpAmount < 1) {\r\n if (!this._slerping) {\r\n Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);\r\n }\r\n Quaternion.FromRotationMatrixToRef(mat1, tmpQuat);\r\n Quaternion.SlerpToRef(this._bone1Quat, tmpQuat, this.slerpAmount, this._bone1Quat);\r\n angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;\r\n\r\n this._bone1.setRotationQuaternion(this._bone1Quat, Space.WORLD, this.mesh);\r\n this._slerping = true;\r\n } else {\r\n this._bone1.setRotationMatrix(mat1, Space.WORLD, this.mesh);\r\n this._bone1Mat.copyFrom(mat1);\r\n this._slerping = false;\r\n }\r\n this._updateLinkedTransformRotation(this._bone1);\r\n }\r\n\r\n this._bone2.setAxisAngle(this._bendAxis, angC, Space.LOCAL);\r\n this._updateLinkedTransformRotation(this._bone2);\r\n this._bone2Ang = angC;\r\n }\r\n\r\n private _updateLinkedTransformRotation(bone: Bone): void {\r\n if (bone._linkedTransformNode) {\r\n if (!bone._linkedTransformNode.rotationQuaternion) {\r\n bone._linkedTransformNode.rotationQuaternion = new Quaternion();\r\n }\r\n bone.getRotationQuaternionToRef(Space.LOCAL, null, bone._linkedTransformNode.rotationQuaternion);\r\n }\r\n }\r\n}\r\n"]}
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|
1
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+
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{ type Bone } from \"./bone\";\r\nimport { Vector3, Quaternion, Matrix } from \"../Maths/math.vector.pure\";\r\nimport { type TransformNode } from \"../Meshes/transformNode\";\r\nimport { type Nullable } from \"../types\";\r\nimport { Space } from \"../Maths/math.axis\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\n/**\r\n * Class used to apply inverse kinematics to bones\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons#boneikcontroller\r\n */\r\nexport class BoneIKController {\r\n private static _TmpVecs: Vector3[] = [Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero(), Vector3.Zero()];\r\n private static _TmpQuat = Quaternion.Identity();\r\n private static _TmpMats: Matrix[] = [Matrix.Identity(), Matrix.Identity()];\r\n\r\n /**\r\n * Gets or sets the target TransformNode\r\n * Name kept as mesh for back compatibility\r\n */\r\n public targetMesh: TransformNode;\r\n\r\n /** Gets or sets the mesh used as pole */\r\n public poleTargetMesh: TransformNode;\r\n\r\n /**\r\n * Gets or sets the bone used as pole\r\n */\r\n public poleTargetBone: Nullable<Bone>;\r\n\r\n /**\r\n * Gets or sets the target position\r\n */\r\n public targetPosition = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets the pole target position\r\n */\r\n public poleTargetPosition = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets the pole target local offset\r\n */\r\n public poleTargetLocalOffset = Vector3.Zero();\r\n\r\n /**\r\n * Gets or sets the pole angle\r\n */\r\n public poleAngle = 0;\r\n\r\n /**\r\n * Gets or sets the TransformNode associated with the controller\r\n * Name kept as mesh for back compatibility\r\n */\r\n public mesh: TransformNode;\r\n\r\n /**\r\n * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)\r\n */\r\n public slerpAmount = 1;\r\n\r\n private _bone1Quat = Quaternion.Identity();\r\n private _bone1Mat = Matrix.Identity();\r\n private _bone2Ang = Math.PI;\r\n\r\n private _bone1: Bone;\r\n private _bone2: Bone;\r\n private _bone1Length: number;\r\n private _bone2Length: number;\r\n private _maxAngle = Math.PI;\r\n private _maxReach: number;\r\n\r\n private _rightHandedSystem = false;\r\n\r\n private _bendAxis = Vector3.Right();\r\n private _slerping = false;\r\n\r\n private _adjustRoll = 0;\r\n\r\n private _notEnoughInformation = false;\r\n\r\n /**\r\n * Gets or sets maximum allowed angle\r\n */\r\n public get maxAngle(): number {\r\n return this._maxAngle;\r\n }\r\n\r\n public set maxAngle(value: number) {\r\n this._setMaxAngle(value);\r\n }\r\n\r\n /**\r\n * Creates a new BoneIKController\r\n * @param mesh defines the TransformNode to control\r\n * @param bone defines the bone to control. The bone needs to have a parent bone. It also needs to have a length greater than 0 or a children we can use to infer its length.\r\n * @param options defines options to set up the controller\r\n * @param options.targetMesh\r\n * @param options.poleTargetMesh\r\n * @param options.poleTargetBone\r\n * @param options.poleTargetLocalOffset\r\n * @param options.poleAngle\r\n * @param options.bendAxis\r\n * @param options.maxAngle\r\n * @param options.slerpAmount\r\n */\r\n constructor(\r\n mesh: TransformNode,\r\n bone: Bone,\r\n options?: {\r\n targetMesh?: TransformNode;\r\n poleTargetMesh?: TransformNode;\r\n poleTargetBone?: Bone;\r\n poleTargetLocalOffset?: Vector3;\r\n poleAngle?: number;\r\n bendAxis?: Vector3;\r\n maxAngle?: number;\r\n slerpAmount?: number;\r\n }\r\n ) {\r\n this._bone2 = bone;\r\n const bone1 = bone.getParent();\r\n\r\n if (!bone1) {\r\n this._notEnoughInformation = true;\r\n Logger.Error(\"BoneIKController: bone must have a parent for IK to work.\");\r\n return;\r\n }\r\n this._bone1 = bone1;\r\n\r\n if (this._bone2.children.length === 0 && !this._bone2.length) {\r\n this._notEnoughInformation = true;\r\n Logger.Error(\"BoneIKController: bone must not be a leaf or it should have a length for IK to work.\");\r\n return;\r\n }\r\n\r\n this.mesh = mesh;\r\n\r\n bone.getSkeleton().computeAbsoluteMatrices();\r\n\r\n const bonePos = bone.getPosition();\r\n\r\n if (bone.getAbsoluteMatrix().determinant() > 0) {\r\n this._rightHandedSystem = true;\r\n this._bendAxis.x = 0;\r\n this._bendAxis.y = 0;\r\n this._bendAxis.z = -1;\r\n\r\n if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {\r\n this._adjustRoll = Math.PI * 0.5;\r\n this._bendAxis.z = 1;\r\n }\r\n }\r\n\r\n if (this._bone1.length && this._bone2.length) {\r\n const boneScale1 = this._bone1.getScale();\r\n const boneScale2 = this._bone2.getScale();\r\n\r\n this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;\r\n this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;\r\n } else if (this._bone2.children[0]) {\r\n mesh.computeWorldMatrix(true);\r\n\r\n const pos1 = this._bone2.children[0].getAbsolutePosition(mesh);\r\n const pos2 = this._bone2.getAbsolutePosition(mesh);\r\n const pos3 = this._bone1.getAbsolutePosition(mesh);\r\n\r\n this._bone2Length = Vector3.Distance(pos1, pos2);\r\n this._bone1Length = Vector3.Distance(pos2, pos3);\r\n } else {\r\n mesh.computeWorldMatrix(true);\r\n\r\n const boneScale2 = this._bone2.getScale();\r\n this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;\r\n\r\n const pos2 = this._bone2.getAbsolutePosition(mesh);\r\n const pos3 = this._bone1.getAbsolutePosition(mesh);\r\n\r\n this._bone1Length = Vector3.Distance(pos2, pos3);\r\n }\r\n\r\n this._bone1.getRotationMatrixToRef(Space.WORLD, mesh, this._bone1Mat);\r\n this.maxAngle = Math.PI;\r\n\r\n if (options) {\r\n if (options.targetMesh) {\r\n this.targetMesh = options.targetMesh;\r\n this.targetMesh.computeWorldMatrix(true);\r\n }\r\n\r\n if (options.poleTargetMesh) {\r\n this.poleTargetMesh = options.poleTargetMesh;\r\n this.poleTargetMesh.computeWorldMatrix(true);\r\n } else if (options.poleTargetBone) {\r\n this.poleTargetBone = options.poleTargetBone;\r\n } else if (this._bone1.getParent()) {\r\n this.poleTargetBone = this._bone1.getParent();\r\n }\r\n\r\n if (options.poleTargetLocalOffset) {\r\n this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);\r\n }\r\n\r\n if (options.poleAngle) {\r\n this.poleAngle = options.poleAngle;\r\n }\r\n\r\n if (options.bendAxis) {\r\n this._bendAxis.copyFrom(options.bendAxis);\r\n }\r\n\r\n if (options.maxAngle) {\r\n this.maxAngle = options.maxAngle;\r\n }\r\n\r\n if (options.slerpAmount) {\r\n this.slerpAmount = options.slerpAmount;\r\n }\r\n }\r\n }\r\n\r\n private _setMaxAngle(ang: number): void {\r\n if (ang < 0) {\r\n ang = 0;\r\n }\r\n\r\n if (ang > Math.PI || ang == undefined) {\r\n ang = Math.PI;\r\n }\r\n\r\n this._maxAngle = ang;\r\n\r\n const a = this._bone1Length;\r\n const b = this._bone2Length;\r\n\r\n this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));\r\n }\r\n\r\n /**\r\n * Force the controller to update the bones\r\n */\r\n public update(): void {\r\n if (this._notEnoughInformation) {\r\n return;\r\n }\r\n\r\n const target = this.targetPosition;\r\n const poleTarget = this.poleTargetPosition;\r\n\r\n const mat1 = BoneIKController._TmpMats[0];\r\n const mat2 = BoneIKController._TmpMats[1];\r\n\r\n if (this.targetMesh) {\r\n target.copyFrom(this.targetMesh.getAbsolutePosition());\r\n }\r\n\r\n if (this.poleTargetBone) {\r\n this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);\r\n } else if (this.poleTargetMesh) {\r\n Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);\r\n }\r\n\r\n const bonePos = BoneIKController._TmpVecs[0];\r\n const zaxis = BoneIKController._TmpVecs[1];\r\n const xaxis = BoneIKController._TmpVecs[2];\r\n const yaxis = BoneIKController._TmpVecs[3];\r\n const upAxis = BoneIKController._TmpVecs[4];\r\n\r\n const tmpQuat = BoneIKController._TmpQuat;\r\n\r\n this._bone1.getAbsolutePositionToRef(this.mesh, bonePos);\r\n\r\n poleTarget.subtractToRef(bonePos, upAxis);\r\n\r\n if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {\r\n upAxis.y = 1;\r\n } else {\r\n upAxis.normalize();\r\n }\r\n\r\n target.subtractToRef(bonePos, yaxis);\r\n yaxis.normalize();\r\n\r\n Vector3.CrossToRef(yaxis, upAxis, zaxis);\r\n zaxis.normalize();\r\n\r\n Vector3.CrossToRef(yaxis, zaxis, xaxis);\r\n xaxis.normalize();\r\n\r\n Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);\r\n\r\n const a = this._bone1Length;\r\n const b = this._bone2Length;\r\n\r\n let c = Vector3.Distance(bonePos, target);\r\n\r\n if (this._maxReach > 0) {\r\n c = Math.min(this._maxReach, c);\r\n }\r\n\r\n let acosa = (b * b + c * c - a * a) / (2 * b * c);\r\n let acosb = (c * c + a * a - b * b) / (2 * c * a);\r\n\r\n if (acosa > 1) {\r\n acosa = 1;\r\n }\r\n\r\n if (acosb > 1) {\r\n acosb = 1;\r\n }\r\n\r\n if (acosa < -1) {\r\n acosa = -1;\r\n }\r\n\r\n if (acosb < -1) {\r\n acosb = -1;\r\n }\r\n\r\n const angA = Math.acos(acosa);\r\n const angB = Math.acos(acosb);\r\n\r\n let angC = -angA - angB;\r\n\r\n if (this._rightHandedSystem) {\r\n Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);\r\n mat2.multiplyToRef(mat1, mat1);\r\n\r\n Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);\r\n mat2.multiplyToRef(mat1, mat1);\r\n } else {\r\n const _tmpVec = BoneIKController._TmpVecs[5];\r\n\r\n _tmpVec.copyFrom(this._bendAxis);\r\n _tmpVec.x *= -1;\r\n\r\n Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);\r\n mat2.multiplyToRef(mat1, mat1);\r\n }\r\n\r\n if (this.poleAngle) {\r\n Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);\r\n mat1.multiplyToRef(mat2, mat1);\r\n }\r\n\r\n if (this._bone1) {\r\n if (this.slerpAmount < 1) {\r\n if (!this._slerping) {\r\n Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);\r\n }\r\n Quaternion.FromRotationMatrixToRef(mat1, tmpQuat);\r\n Quaternion.SlerpToRef(this._bone1Quat, tmpQuat, this.slerpAmount, this._bone1Quat);\r\n angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;\r\n\r\n this._bone1.setRotationQuaternion(this._bone1Quat, Space.WORLD, this.mesh);\r\n this._slerping = true;\r\n } else {\r\n this._bone1.setRotationMatrix(mat1, Space.WORLD, this.mesh);\r\n this._bone1Mat.copyFrom(mat1);\r\n this._slerping = false;\r\n }\r\n this._updateLinkedTransformRotation(this._bone1);\r\n }\r\n\r\n this._bone2.setAxisAngle(this._bendAxis, angC, Space.LOCAL);\r\n this._updateLinkedTransformRotation(this._bone2);\r\n this._bone2Ang = angC;\r\n }\r\n\r\n private _updateLinkedTransformRotation(bone: Bone): void {\r\n if (bone._linkedTransformNode) {\r\n if (!bone._linkedTransformNode.rotationQuaternion) {\r\n bone._linkedTransformNode.rotationQuaternion = new Quaternion();\r\n }\r\n bone.getRotationQuaternionToRef(Space.LOCAL, null, bone._linkedTransformNode.rotationQuaternion);\r\n }\r\n }\r\n}\r\n"]}
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