@babylonjs/core 9.11.0 → 9.12.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1078) hide show
  1. package/Actions/actionManager.d.ts +1 -1
  2. package/Actions/actionManager.js +8 -5
  3. package/Actions/actionManager.js.map +1 -1
  4. package/Animations/animatable.core.d.ts +1 -1
  5. package/Animations/animatable.core.js +2 -2
  6. package/Animations/animatable.core.js.map +1 -1
  7. package/Animations/animationPropertiesOverride.js +1 -1
  8. package/Animations/animationPropertiesOverride.js.map +1 -1
  9. package/Animations/animatorAvatar.d.ts +2 -2
  10. package/Animations/animatorAvatar.js +3 -3
  11. package/Animations/animatorAvatar.js.map +1 -1
  12. package/Animations/pathCursor.d.ts +1 -1
  13. package/Animations/pathCursor.js +1 -1
  14. package/Animations/pathCursor.js.map +1 -1
  15. package/Animations/runtimeAnimation.d.ts +1 -1
  16. package/Animations/runtimeAnimation.js +2 -2
  17. package/Animations/runtimeAnimation.js.map +1 -1
  18. package/Audio/analyser.js +1 -1
  19. package/Audio/analyser.js.map +1 -1
  20. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js +1 -1
  21. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js.map +1 -1
  22. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +1 -1
  23. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +1 -1
  24. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
  25. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +1 -1
  26. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js +1 -1
  27. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js.map +1 -1
  28. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +1 -1
  29. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +1 -1
  30. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  31. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +1 -1
  32. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
  33. package/AudioV2/webAudio/webAudioStreamingSound.js +1 -1
  34. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  35. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  36. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  37. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  38. package/BakedVertexAnimation/vertexAnimationBaker.js +1 -1
  39. package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -1
  40. package/Behaviors/Cameras/bouncingBehavior.js +1 -1
  41. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  42. package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
  43. package/Behaviors/Cameras/framingBehavior.js +2 -2
  44. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  45. package/Behaviors/Cameras/interpolatingBehavior.d.ts +28 -1
  46. package/Behaviors/Cameras/interpolatingBehavior.js +64 -22
  47. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
  48. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  49. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  50. package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +3 -3
  51. package/Behaviors/Meshes/baseSixDofDragBehavior.js +4 -4
  52. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  53. package/Behaviors/Meshes/followBehavior.js +1 -1
  54. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  55. package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
  56. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  57. package/Behaviors/Meshes/multiPointerScaleBehavior.js +1 -1
  58. package/Behaviors/Meshes/multiPointerScaleBehavior.js.map +1 -1
  59. package/Behaviors/Meshes/pointerDragBehavior.d.ts +3 -3
  60. package/Behaviors/Meshes/pointerDragBehavior.js +5 -5
  61. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  62. package/Behaviors/Meshes/sixDofDragBehavior.d.ts +1 -1
  63. package/Behaviors/Meshes/sixDofDragBehavior.js +2 -2
  64. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  65. package/Behaviors/Meshes/surfaceMagnetismBehavior.js +1 -1
  66. package/Behaviors/Meshes/surfaceMagnetismBehavior.js.map +1 -1
  67. package/Bones/boneIKController.d.ts +1 -1
  68. package/Bones/boneIKController.js +1 -1
  69. package/Bones/boneIKController.js.map +1 -1
  70. package/Bones/boneLookController.d.ts +1 -1
  71. package/Bones/boneLookController.js +1 -1
  72. package/Bones/boneLookController.js.map +1 -1
  73. package/Bones/skeleton.d.ts +2 -2
  74. package/Bones/skeleton.functions.d.ts +1 -1
  75. package/Bones/skeleton.functions.js +3 -3
  76. package/Bones/skeleton.functions.js.map +1 -1
  77. package/Bones/skeleton.js +3 -4
  78. package/Bones/skeleton.js.map +1 -1
  79. package/Buffers/buffer.align.pure.js +6 -0
  80. package/Buffers/buffer.align.pure.js.map +1 -1
  81. package/Buffers/buffer.nonFloatVertexBuffers.js +2 -1
  82. package/Buffers/buffer.nonFloatVertexBuffers.js.map +1 -1
  83. package/Buffers/buffer.pure.d.ts +8 -0
  84. package/Buffers/buffer.pure.js +31 -2
  85. package/Buffers/buffer.pure.js.map +1 -1
  86. package/Buffers/bufferUtils.js +17 -5
  87. package/Buffers/bufferUtils.js.map +1 -1
  88. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +1 -1
  89. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  90. package/Cameras/Inputs/BaseCameraPointersInput.js +1 -1
  91. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  92. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +1 -1
  93. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  94. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
  95. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  96. package/Cameras/Inputs/flyCameraKeyboardInput.js +11 -3
  97. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  98. package/Cameras/Inputs/flyCameraMouseInput.d.ts +2 -0
  99. package/Cameras/Inputs/flyCameraMouseInput.js +16 -4
  100. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  101. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +1 -1
  102. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  103. package/Cameras/Inputs/followCameraMouseWheelInput.js +1 -1
  104. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  105. package/Cameras/Inputs/freeCameraGamepadInput.js +1 -1
  106. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  107. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +27 -7
  108. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  109. package/Cameras/Inputs/freeCameraMouseInput.d.ts +14 -0
  110. package/Cameras/Inputs/freeCameraMouseInput.js +27 -5
  111. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  112. package/Cameras/Inputs/freeCameraMouseWheelInput.js +1 -1
  113. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  114. package/Cameras/Inputs/freeCameraTouchInput.js +18 -7
  115. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  116. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +9 -2
  117. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
  118. package/Cameras/Limits/geospatialLimits.d.ts +1 -1
  119. package/Cameras/Limits/geospatialLimits.js +1 -1
  120. package/Cameras/Limits/geospatialLimits.js.map +1 -1
  121. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +2 -2
  122. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  123. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -1
  124. package/Cameras/RigModes/stereoscopicRigMode.js +3 -3
  125. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  126. package/Cameras/RigModes/vrRigMode.js +2 -2
  127. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  128. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +3 -3
  129. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +5 -5
  130. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  131. package/Cameras/VR/vrCameraMetrics.d.ts +1 -1
  132. package/Cameras/VR/vrCameraMetrics.js +1 -1
  133. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  134. package/Cameras/arcRotateCamera.pure.js.map +1 -1
  135. package/Cameras/cameraInputsManager.d.ts +1 -1
  136. package/Cameras/cameraInputsManager.js +1 -1
  137. package/Cameras/cameraInputsManager.js.map +1 -1
  138. package/Cameras/flyCamera.pure.d.ts +8 -0
  139. package/Cameras/flyCamera.pure.js.map +1 -1
  140. package/Cameras/freeCamera.pure.d.ts +8 -0
  141. package/Cameras/freeCamera.pure.js.map +1 -1
  142. package/Cameras/geospatialCamera.pure.d.ts +30 -7
  143. package/Cameras/geospatialCamera.pure.js +39 -14
  144. package/Cameras/geospatialCamera.pure.js.map +1 -1
  145. package/Cameras/geospatialCameraMovement.js +2 -2
  146. package/Cameras/geospatialCameraMovement.js.map +1 -1
  147. package/Cameras/index.d.ts +1 -0
  148. package/Cameras/index.js +1 -0
  149. package/Cameras/index.js.map +1 -1
  150. package/Cameras/pure.d.ts +1 -0
  151. package/Cameras/pure.js +1 -0
  152. package/Cameras/pure.js.map +1 -1
  153. package/Cameras/targetCamera.pure.d.ts +25 -0
  154. package/Cameras/targetCamera.pure.js +83 -25
  155. package/Cameras/targetCamera.pure.js.map +1 -1
  156. package/Cameras/targetCameraMovement.d.ts +56 -0
  157. package/Cameras/targetCameraMovement.js +63 -0
  158. package/Cameras/targetCameraMovement.js.map +1 -0
  159. package/Collisions/collider.d.ts +1 -1
  160. package/Collisions/collider.js +1 -1
  161. package/Collisions/collider.js.map +1 -1
  162. package/Collisions/gpuPicker.d.ts +1 -1
  163. package/Collisions/gpuPicker.js +5 -5
  164. package/Collisions/gpuPicker.js.map +1 -1
  165. package/Collisions/meshCollisionData.d.ts +1 -1
  166. package/Collisions/meshCollisionData.js +1 -1
  167. package/Collisions/meshCollisionData.js.map +1 -1
  168. package/Collisions/pickingInfo.d.ts +1 -1
  169. package/Collisions/pickingInfo.js +2 -2
  170. package/Collisions/pickingInfo.js.map +1 -1
  171. package/Culling/Octrees/octreeBlock.d.ts +1 -1
  172. package/Culling/Octrees/octreeBlock.js +1 -1
  173. package/Culling/Octrees/octreeBlock.js.map +1 -1
  174. package/Culling/boundingBox.d.ts +1 -1
  175. package/Culling/boundingBox.js +1 -1
  176. package/Culling/boundingBox.js.map +1 -1
  177. package/Culling/boundingInfo.d.ts +1 -1
  178. package/Culling/boundingInfo.js +1 -1
  179. package/Culling/boundingInfo.js.map +1 -1
  180. package/Culling/boundingSphere.d.ts +1 -1
  181. package/Culling/boundingSphere.js +1 -1
  182. package/Culling/boundingSphere.js.map +1 -1
  183. package/Culling/ray.core.d.ts +1 -1
  184. package/Culling/ray.core.js +1 -1
  185. package/Culling/ray.core.js.map +1 -1
  186. package/Debug/axesViewer.d.ts +1 -1
  187. package/Debug/axesViewer.js +3 -3
  188. package/Debug/axesViewer.js.map +1 -1
  189. package/Debug/boneAxesViewer.d.ts +1 -1
  190. package/Debug/boneAxesViewer.js +1 -1
  191. package/Debug/boneAxesViewer.js.map +1 -1
  192. package/Debug/directionalLightFrustumViewer.d.ts +1 -1
  193. package/Debug/directionalLightFrustumViewer.js +6 -6
  194. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  195. package/Debug/rayHelper.d.ts +1 -1
  196. package/Debug/rayHelper.js +2 -2
  197. package/Debug/rayHelper.js.map +1 -1
  198. package/Debug/skeletonViewer.d.ts +2 -2
  199. package/Debug/skeletonViewer.js +10 -10
  200. package/Debug/skeletonViewer.js.map +1 -1
  201. package/DeviceInput/internalDeviceSourceManager.d.ts +1 -1
  202. package/DeviceInput/internalDeviceSourceManager.js +0 -1
  203. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  204. package/DeviceInput/webDeviceInputSystem.js +1 -1
  205. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  206. package/Engines/AbstractEngine/abstractEngine.scissor.d.ts +18 -0
  207. package/Engines/AbstractEngine/abstractEngine.scissor.js +2 -0
  208. package/Engines/AbstractEngine/abstractEngine.scissor.js.map +1 -0
  209. package/Engines/Extensions/engine.views.d.ts +1 -1
  210. package/Engines/Extensions/engine.views.js +1 -1
  211. package/Engines/Extensions/engine.views.js.map +1 -1
  212. package/Engines/Native/nativeHelpers.js +4 -1
  213. package/Engines/Native/nativeHelpers.js.map +1 -1
  214. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  215. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +11 -1
  216. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  217. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  218. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  219. package/Engines/WebGPU/webgpuTintWASM.js +1 -1
  220. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  221. package/Engines/abstractEngine.pure.js +2 -2
  222. package/Engines/abstractEngine.pure.js.map +1 -1
  223. package/Engines/constants.d.ts +4 -0
  224. package/Engines/constants.js +4 -0
  225. package/Engines/constants.js.map +1 -1
  226. package/Engines/engine.d.ts +1 -0
  227. package/Engines/engine.js +1 -0
  228. package/Engines/engine.js.map +1 -1
  229. package/Engines/engine.pure.d.ts +0 -12
  230. package/Engines/engine.pure.js +0 -20
  231. package/Engines/engine.pure.js.map +1 -1
  232. package/Engines/engineFactory.d.ts +2 -2
  233. package/Engines/engineFactory.js +3 -3
  234. package/Engines/engineFactory.js.map +1 -1
  235. package/Engines/nullEngine.pure.d.ts +66 -0
  236. package/Engines/nullEngine.pure.js +93 -0
  237. package/Engines/nullEngine.pure.js.map +1 -1
  238. package/Engines/pure.d.ts +1 -0
  239. package/Engines/pure.js +1 -0
  240. package/Engines/pure.js.map +1 -1
  241. package/Engines/thinEngine.scissor.d.ts +6 -0
  242. package/Engines/thinEngine.scissor.js +9 -0
  243. package/Engines/thinEngine.scissor.js.map +1 -0
  244. package/Engines/thinEngine.scissor.pure.d.ts +6 -0
  245. package/Engines/thinEngine.scissor.pure.js +24 -0
  246. package/Engines/thinEngine.scissor.pure.js.map +1 -0
  247. package/Engines/thinNativeEngine.d.ts +0 -1
  248. package/Engines/thinNativeEngine.js +0 -1
  249. package/Engines/thinNativeEngine.js.map +1 -1
  250. package/Engines/thinNativeEngine.pure.js +7 -0
  251. package/Engines/thinNativeEngine.pure.js.map +1 -1
  252. package/Engines/webgpuEngine.pure.js.map +1 -1
  253. package/Events/pointerEvents.d.ts +1 -1
  254. package/Events/pointerEvents.js +1 -1
  255. package/Events/pointerEvents.js.map +1 -1
  256. package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js +1 -1
  257. package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js.map +1 -1
  258. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.d.ts +1 -1
  259. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js +1 -1
  260. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
  261. package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js +1 -1
  262. package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js.map +1 -1
  263. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.d.ts +1 -1
  264. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js +3 -3
  265. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js.map +1 -1
  266. package/FlowGraph/CustomTypes/flowGraphMatrix.d.ts +1 -1
  267. package/FlowGraph/CustomTypes/flowGraphMatrix.js +1 -1
  268. package/FlowGraph/CustomTypes/flowGraphMatrix.js.map +1 -1
  269. package/FlowGraph/flowGraphBlock.d.ts +1 -1
  270. package/FlowGraph/flowGraphBlock.js +1 -1
  271. package/FlowGraph/flowGraphBlock.js.map +1 -1
  272. package/FlowGraph/flowGraphExecutionBlock.d.ts +1 -1
  273. package/FlowGraph/flowGraphExecutionBlock.js +1 -1
  274. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
  275. package/FlowGraph/flowGraphMath.d.ts +1 -1
  276. package/FlowGraph/flowGraphMath.js +1 -1
  277. package/FlowGraph/flowGraphMath.js.map +1 -1
  278. package/FlowGraph/flowGraphParser.js +1 -1
  279. package/FlowGraph/flowGraphParser.js.map +1 -1
  280. package/FlowGraph/flowGraphPathConverterComponent.d.ts +1 -1
  281. package/FlowGraph/flowGraphPathConverterComponent.js +2 -2
  282. package/FlowGraph/flowGraphPathConverterComponent.js.map +1 -1
  283. package/FlowGraph/flowGraphValidator.js.map +1 -1
  284. package/FlowGraph/serialization.js +4 -4
  285. package/FlowGraph/serialization.js.map +1 -1
  286. package/FlowGraph/utils.js.map +1 -1
  287. package/FrameGraph/Node/nodeRenderGraph.d.ts +2 -2
  288. package/FrameGraph/Node/nodeRenderGraph.js +7 -7
  289. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  290. package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +30 -0
  291. package/FrameGraph/Tasks/Layers/baseLayerTask.js +28 -1
  292. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  293. package/FrameGraph/Tasks/Misc/computeShaderTask.d.ts +2 -2
  294. package/FrameGraph/Tasks/Misc/computeShaderTask.js +2 -2
  295. package/FrameGraph/Tasks/Misc/computeShaderTask.js.map +1 -1
  296. package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +1 -1
  297. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +2 -2
  298. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
  299. package/FrameGraph/Tasks/PostProcesses/blurTask.d.ts +7 -0
  300. package/FrameGraph/Tasks/PostProcesses/blurTask.js +8 -1
  301. package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
  302. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +1 -1
  303. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
  304. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js +1 -1
  305. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
  306. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +1 -1
  307. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +1 -1
  308. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -1
  309. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +2 -2
  310. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +3 -3
  311. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
  312. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +1 -1
  313. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +2 -2
  314. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  315. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +6 -0
  316. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +14 -5
  317. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  318. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +1 -1
  319. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +1 -1
  320. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -1
  321. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.d.ts +1 -1
  322. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js +1 -1
  323. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js.map +1 -1
  324. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.d.ts +1 -1
  325. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js +2 -2
  326. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js.map +1 -1
  327. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.d.ts +1 -1
  328. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js +2 -2
  329. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js.map +1 -1
  330. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +7 -1
  331. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +7 -1
  332. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  333. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -1
  334. package/FrameGraph/Tasks/Texture/clearTextureTask.js +1 -1
  335. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  336. package/FrameGraph/frameGraphRenderContext.js +1 -1
  337. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  338. package/FrameGraph/frameGraphTextureManager.d.ts +1 -1
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{ type Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type FlyCamera } from \"../../Cameras/flyCamera\";\r\nimport { type PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Quaternion } from \"../../Maths/math.vector\";\r\nimport { Axis } from \"../../Maths/math.axis\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { type IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n/**\r\n * Listen to mouse events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FlyCameraMouseInput implements ICameraInput<FlyCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FlyCamera;\r\n\r\n /**\r\n * Defines if touch is enabled. (Default is true.)\r\n */\r\n public touchEnabled: boolean;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera rotation.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Assign buttons for Yaw control.\r\n */\r\n public buttonsYaw: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Pitch control.\r\n */\r\n public buttonsPitch: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Roll control.\r\n */\r\n public buttonsRoll: number[] = [2];\r\n\r\n /**\r\n * Detect if any button is being pressed while mouse is moved.\r\n * -1 = Mouse locked.\r\n * 0 = Left button.\r\n * 1 = Middle Button.\r\n * 2 = Right Button.\r\n */\r\n public activeButton: number = -1;\r\n\r\n /**\r\n * Defines the pointer's angular sensibility, to control the camera rotation speed.\r\n * Higher values reduce its sensitivity.\r\n */\r\n @serialize()\r\n public angularSensibility = 1000.0;\r\n\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _rollObserver: Nullable<Observer<Scene>>;\r\n private _previousPosition: Nullable<{ x: number; y: number }> = null;\r\n private _noPreventDefault: boolean | undefined;\r\n\r\n /**\r\n * Listen to mouse events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\n constructor() {}\r\n\r\n /**\r\n * Attach the mouse control to the HTML DOM element.\r\n * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this._noPreventDefault = noPreventDefault;\r\n\r\n this._observer = this.camera.getScene()._inputManager._addCameraPointerObserver(\r\n (p: any) => {\r\n this._pointerInput(p);\r\n },\r\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE\r\n );\r\n\r\n // Correct Roll by rate, if enabled.\r\n this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(() => {\r\n if (this.camera.rollCorrect) {\r\n this.camera.restoreRoll(this.camera.rollCorrect);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n\r\n this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);\r\n\r\n this._observer = null;\r\n this._rollObserver = null;\r\n this._previousPosition = null;\r\n this._noPreventDefault = undefined;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name.\r\n */\r\n public getClassName(): string {\r\n return \"FlyCameraMouseInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input's friendly name.\r\n */\r\n public getSimpleName(): string {\r\n return \"mouse\";\r\n }\r\n\r\n // Track mouse movement, when the pointer is not locked.\r\n private _pointerInput(p: any): void {\r\n const e = <IPointerEvent>p.event;\r\n\r\n const camera = this.camera;\r\n const engine = camera.getEngine();\r\n\r\n if (!this.touchEnabled && e.pointerType === \"touch\") {\r\n return;\r\n }\r\n\r\n // Mouse is moved but an unknown mouse button is pressed.\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {\r\n return;\r\n }\r\n\r\n const srcElement = <HTMLElement>e.target;\r\n\r\n // Mouse down.\r\n if (p.type === PointerEventTypes.POINTERDOWN) {\r\n try {\r\n srcElement?.setPointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this._previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY,\r\n };\r\n\r\n this.activeButton = e.button;\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n\r\n // This is required to move while pointer button is down\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n }\r\n // Mouse up.\r\n else if (p.type === PointerEventTypes.POINTERUP) {\r\n try {\r\n srcElement?.releasePointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this.activeButton = -1;\r\n\r\n this._previousPosition = null;\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n // Mouse move.\r\n else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!this._previousPosition) {\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n\r\n return;\r\n }\r\n\r\n const offsetX = e.clientX - this._previousPosition.x;\r\n const offsetY = e.clientY - this._previousPosition.y;\r\n\r\n this._rotateCamera(offsetX, offsetY);\r\n\r\n this._previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY,\r\n };\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n }\r\n\r\n // Track mouse movement, when pointer is locked.\r\n private _onMouseMove(e: any): void {\r\n const camera = this.camera;\r\n const engine = camera.getEngine();\r\n\r\n if (!engine.isPointerLock) {\r\n return;\r\n }\r\n\r\n const offsetX = e.movementX;\r\n const offsetY = e.movementY;\r\n\r\n this._rotateCamera(offsetX, offsetY);\r\n\r\n this._previousPosition = null;\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n\r\n /**\r\n * Rotate camera by mouse offset.\r\n * @param offsetX\r\n * @param offsetY\r\n */\r\n private _rotateCamera(offsetX: number, offsetY: number): void {\r\n const camera = this.camera;\r\n\r\n const handednessMultiplier = camera._calculateHandednessMultiplier();\r\n const x = (offsetX * handednessMultiplier) / this.angularSensibility;\r\n const y = (offsetY * handednessMultiplier) / this.angularSensibility;\r\n\r\n // Initialize to current rotation.\r\n const currentRotation = Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);\r\n let rotationChange: Quaternion;\r\n\r\n // Pitch.\r\n if (\r\n this.buttonsPitch.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.X, y);\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Yaw.\r\n if (\r\n this.buttonsYaw.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Y, x);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n\r\n // Add Roll, if banked turning is enabled, within Roll limit.\r\n const limit = camera.bankedTurnLimit + camera._trackRoll; // Defaults to 90° plus manual roll.\r\n if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {\r\n const bankingDelta = camera.bankedTurnMultiplier * -x;\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, bankingDelta);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n }\r\n\r\n // Roll.\r\n if (\r\n this.buttonsRoll.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, -x);\r\n // Track Rolling.\r\n camera._trackRoll -= x;\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Apply rotationQuaternion to Euler camera.rotation.\r\n currentRotation.toEulerAnglesToRef(camera.rotation);\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FlyCameraMouseInput\"] = FlyCameraMouseInput;\r\n"]}
1
+ 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{ type Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type FlyCamera } from \"../../Cameras/flyCamera\";\r\nimport { type PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Quaternion } from \"../../Maths/math.vector.pure\";\r\nimport { Axis } from \"../../Maths/math.axis\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\nimport { type IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport { type InputConditions } from \"../inputMapper\";\r\n/**\r\n * Listen to mouse events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FlyCameraMouseInput implements ICameraInput<FlyCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FlyCamera;\r\n\r\n /**\r\n * Defines if touch is enabled. (Default is true.)\r\n */\r\n public touchEnabled: boolean;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera rotation.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Assign buttons for Yaw control.\r\n */\r\n public buttonsYaw: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Pitch control.\r\n */\r\n public buttonsPitch: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Roll control.\r\n */\r\n public buttonsRoll: number[] = [2];\r\n\r\n /**\r\n * Detect if any button is being pressed while mouse is moved.\r\n * -1 = Mouse locked.\r\n * 0 = Left button.\r\n * 1 = Middle Button.\r\n * 2 = Right Button.\r\n */\r\n public activeButton: number = -1;\r\n\r\n /**\r\n * Defines the pointer's angular sensibility, to control the camera rotation speed.\r\n * Higher values reduce its sensitivity.\r\n */\r\n @serialize()\r\n public angularSensibility = 1000.0;\r\n\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _rollObserver: Nullable<Observer<Scene>>;\r\n private _previousPosition: Nullable<{ x: number; y: number }> = null;\r\n private _noPreventDefault: boolean | undefined;\r\n\r\n /** Reused conditions object for `resolveInteraction` to avoid per-move allocations. */\r\n private readonly _pointerConditions: InputConditions = {};\r\n\r\n /**\r\n * Listen to mouse events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\n constructor() {}\r\n\r\n /**\r\n * Attach the mouse control to the HTML DOM element.\r\n * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this._noPreventDefault = noPreventDefault;\r\n\r\n this._observer = this.camera.getScene()._inputManager._addCameraPointerObserver(\r\n (p: any) => {\r\n this._pointerInput(p);\r\n },\r\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE\r\n );\r\n\r\n // Correct Roll by rate, if enabled.\r\n this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(() => {\r\n if (this.camera.rollCorrect) {\r\n this.camera.restoreRoll(this.camera.rollCorrect);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n\r\n this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);\r\n\r\n this._observer = null;\r\n this._rollObserver = null;\r\n this._previousPosition = null;\r\n this._noPreventDefault = undefined;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name.\r\n */\r\n public getClassName(): string {\r\n return \"FlyCameraMouseInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input's friendly name.\r\n */\r\n public getSimpleName(): string {\r\n return \"mouse\";\r\n }\r\n\r\n // Track mouse movement, when the pointer is not locked.\r\n private _pointerInput(p: any): void {\r\n const e = <IPointerEvent>p.event;\r\n\r\n const camera = this.camera;\r\n const engine = camera.getEngine();\r\n\r\n if (!this.touchEnabled && e.pointerType === \"touch\") {\r\n return;\r\n }\r\n\r\n // Mouse is moved but an unknown mouse button is pressed.\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {\r\n return;\r\n }\r\n\r\n const srcElement = <HTMLElement>e.target;\r\n\r\n // Mouse down.\r\n if (p.type === PointerEventTypes.POINTERDOWN) {\r\n try {\r\n srcElement?.setPointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this._previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY,\r\n };\r\n\r\n this.activeButton = e.button;\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n\r\n // This is required to move while pointer button is down\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n }\r\n // Mouse up.\r\n else if (p.type === PointerEventTypes.POINTERUP) {\r\n try {\r\n srcElement?.releasePointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this.activeButton = -1;\r\n\r\n this._previousPosition = null;\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n // Mouse move.\r\n else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!this._previousPosition) {\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n\r\n return;\r\n }\r\n\r\n const offsetX = e.clientX - this._previousPosition.x;\r\n const offsetY = e.clientY - this._previousPosition.y;\r\n\r\n this._rotateCamera(offsetX, offsetY);\r\n\r\n this._previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY,\r\n };\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n }\r\n\r\n // Track mouse movement, when pointer is locked.\r\n private _onMouseMove(e: any): void {\r\n const camera = this.camera;\r\n const engine = camera.getEngine();\r\n\r\n if (!engine.isPointerLock) {\r\n return;\r\n }\r\n\r\n const offsetX = e.movementX;\r\n const offsetY = e.movementY;\r\n\r\n this._rotateCamera(offsetX, offsetY);\r\n\r\n this._previousPosition = null;\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n\r\n /**\r\n * Rotate camera by mouse offset.\r\n * @param offsetX\r\n * @param offsetY\r\n */\r\n private _rotateCamera(offsetX: number, offsetY: number): void {\r\n const camera = this.camera;\r\n\r\n // Consult the configurable input map: only rotate when the active button resolves to the\r\n // \"rotate\" interaction, letting consumers remap or disable pointer-driven rotation. The\r\n // resolved entry's sensitivity overrides the legacy `angularSensibility` (used as fallback).\r\n this._pointerConditions.button = this.activeButton;\r\n const entry = camera.movement.input.resolveInteraction(\"pointer\", this._pointerConditions);\r\n if (!entry || entry.interaction !== \"rotate\") {\r\n return;\r\n }\r\n\r\n const handednessMultiplier = camera._calculateHandednessMultiplier();\r\n const sensitivityX = entry.sensitivityX ?? entry.sensitivity ?? 1 / this.angularSensibility;\r\n const sensitivityY = entry.sensitivityY ?? entry.sensitivity ?? 1 / this.angularSensibility;\r\n const x = offsetX * handednessMultiplier * sensitivityX;\r\n const y = offsetY * handednessMultiplier * sensitivityY;\r\n\r\n // Initialize to current rotation.\r\n const currentRotation = Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);\r\n let rotationChange: Quaternion;\r\n\r\n // Pitch.\r\n if (\r\n this.buttonsPitch.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.X, y);\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Yaw.\r\n if (\r\n this.buttonsYaw.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Y, x);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n\r\n // Add Roll, if banked turning is enabled, within Roll limit.\r\n const limit = camera.bankedTurnLimit + camera._trackRoll; // Defaults to 90° plus manual roll.\r\n if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {\r\n const bankingDelta = camera.bankedTurnMultiplier * -x;\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, bankingDelta);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n }\r\n\r\n // Roll.\r\n if (\r\n this.buttonsRoll.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, -x);\r\n // Track Rolling.\r\n camera._trackRoll -= x;\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Apply rotationQuaternion to Euler camera.rotation.\r\n currentRotation.toEulerAnglesToRef(camera.rotation);\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FlyCameraMouseInput\"] = FlyCameraMouseInput;\r\n"]}
@@ -2,7 +2,7 @@ import { __decorate } from "../../tslib.es6.js";
2
2
  import { CameraInputTypes } from "../../Cameras/cameraInputsManager.js";
3
3
  import { serialize } from "../../Misc/decorators.js";
4
4
  import { KeyboardEventTypes } from "../../Events/keyboardEvents.js";
5
- import { Tools } from "../../Misc/tools.js";
5
+ import { Tools } from "../../Misc/tools.pure.js";
6
6
  /**
7
7
  * Manage the keyboard inputs to control the movement of a follow camera.
8
8
  * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
@@ -1 +1 @@
1
- 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{ type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type FollowCamera } from \"../../Cameras/followCamera\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type KeyboardInfo, KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\n\r\n/**\r\n * Manage the keyboard inputs to control the movement of a follow camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FollowCamera;\r\n\r\n /**\r\n * Defines the list of key codes associated with the up action (increase heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetIncr = [38];\r\n\r\n /**\r\n * Defines the list of key codes associated with the down action (decrease heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetDecr = [40];\r\n\r\n /**\r\n * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetModifierAlt: boolean = false;\r\n\r\n /**\r\n * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetModifierCtrl: boolean = false;\r\n\r\n /**\r\n * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetModifierShift: boolean = false;\r\n\r\n /**\r\n * Defines the list of key codes associated with the left action (increase rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetIncr = [37];\r\n\r\n /**\r\n * Defines the list of key codes associated with the right action (decrease rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetDecr = [39];\r\n\r\n /**\r\n * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetModifierAlt: boolean = false;\r\n\r\n /**\r\n * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetModifierCtrl: boolean = false;\r\n\r\n /**\r\n * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetModifierShift: boolean = false;\r\n\r\n /**\r\n * Defines the list of key codes associated with the zoom-in action (decrease radius)\r\n */\r\n @serialize()\r\n public keysRadiusIncr = [40];\r\n\r\n /**\r\n * Defines the list of key codes associated with the zoom-out action (increase radius)\r\n */\r\n @serialize()\r\n public keysRadiusDecr = [38];\r\n\r\n /**\r\n * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)\r\n */\r\n @serialize()\r\n public keysRadiusModifierAlt: boolean = true;\r\n\r\n /**\r\n * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)\r\n */\r\n @serialize()\r\n public keysRadiusModifierCtrl: boolean = false;\r\n\r\n /**\r\n * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)\r\n */\r\n @serialize()\r\n public keysRadiusModifierShift: boolean = false;\r\n\r\n /**\r\n * Defines the rate of change of heightOffset.\r\n */\r\n @serialize()\r\n public heightSensibility: number = 1;\r\n\r\n /**\r\n * Defines the rate of change of rotationOffset.\r\n */\r\n @serialize()\r\n public rotationSensibility: number = 1;\r\n\r\n /**\r\n * Defines the rate of change of radius.\r\n */\r\n @serialize()\r\n public radiusSensibility: number = 1;\r\n\r\n private _keys = new Array<number>();\r\n private _ctrlPressed: boolean;\r\n private _altPressed: boolean;\r\n private _shiftPressed: boolean;\r\n private _onCanvasBlurObserver: Nullable<Observer<AbstractEngine>>;\r\n private _onKeyboardObserver: Nullable<Observer<KeyboardInfo>>;\r\n private _engine: AbstractEngine;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n if (this._onCanvasBlurObserver) {\r\n return;\r\n }\r\n\r\n this._scene = this.camera.getScene();\r\n this._engine = this._scene.getEngine();\r\n\r\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(() => {\r\n this._keys.length = 0;\r\n });\r\n\r\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add((info) => {\r\n const evt = info.event;\r\n if (!evt.metaKey) {\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n this._ctrlPressed = evt.ctrlKey;\r\n this._altPressed = evt.altKey;\r\n this._shiftPressed = evt.shiftKey;\r\n\r\n if (\r\n this.keysHeightOffsetIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysHeightOffsetDecr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotationOffsetIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotationOffsetDecr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRadiusIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRadiusDecr.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index === -1) {\r\n this._keys.push(evt.keyCode);\r\n }\r\n\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n } else {\r\n if (\r\n this.keysHeightOffsetIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysHeightOffsetDecr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotationOffsetIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotationOffsetDecr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRadiusIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRadiusDecr.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index >= 0) {\r\n this._keys.splice(index, 1);\r\n }\r\n\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._scene) {\r\n if (this._onKeyboardObserver) {\r\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\r\n }\r\n if (this._onCanvasBlurObserver) {\r\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver = null;\r\n }\r\n\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._onKeyboardObserver) {\r\n for (const keyCode of this._keys) {\r\n if (this.keysHeightOffsetIncr.indexOf(keyCode) !== -1 && this._modifierHeightOffset()) {\r\n this.camera.heightOffset += this.heightSensibility;\r\n } else if (this.keysHeightOffsetDecr.indexOf(keyCode) !== -1 && this._modifierHeightOffset()) {\r\n this.camera.heightOffset -= this.heightSensibility;\r\n } else if (this.keysRotationOffsetIncr.indexOf(keyCode) !== -1 && this._modifierRotationOffset()) {\r\n this.camera.rotationOffset += this.rotationSensibility;\r\n this.camera.rotationOffset %= 360;\r\n } else if (this.keysRotationOffsetDecr.indexOf(keyCode) !== -1 && this._modifierRotationOffset()) {\r\n this.camera.rotationOffset -= this.rotationSensibility;\r\n this.camera.rotationOffset %= 360;\r\n } else if (this.keysRadiusIncr.indexOf(keyCode) !== -1 && this._modifierRadius()) {\r\n this.camera.radius += this.radiusSensibility;\r\n } else if (this.keysRadiusDecr.indexOf(keyCode) !== -1 && this._modifierRadius()) {\r\n this.camera.radius -= this.radiusSensibility;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FollowCameraKeyboardMoveInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"keyboard\";\r\n }\r\n\r\n /**\r\n * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to\r\n * allow modification of the heightOffset value.\r\n * @returns true if modifier keys match\r\n */\r\n private _modifierHeightOffset(): boolean {\r\n return (\r\n this.keysHeightOffsetModifierAlt === this._altPressed &&\r\n this.keysHeightOffsetModifierCtrl === this._ctrlPressed &&\r\n this.keysHeightOffsetModifierShift === this._shiftPressed\r\n );\r\n }\r\n\r\n /**\r\n * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to\r\n * allow modification of the rotationOffset value.\r\n * @returns true if modifier keys match\r\n */\r\n private _modifierRotationOffset(): boolean {\r\n return (\r\n this.keysRotationOffsetModifierAlt === this._altPressed &&\r\n this.keysRotationOffsetModifierCtrl === this._ctrlPressed &&\r\n this.keysRotationOffsetModifierShift === this._shiftPressed\r\n );\r\n }\r\n\r\n /**\r\n * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to\r\n * allow modification of the radius value.\r\n * @returns true if modifier keys match\r\n */\r\n private _modifierRadius(): boolean {\r\n return this.keysRadiusModifierAlt === this._altPressed && this.keysRadiusModifierCtrl === this._ctrlPressed && this.keysRadiusModifierShift === this._shiftPressed;\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FollowCameraKeyboardMoveInput\"] = FollowCameraKeyboardMoveInput;\r\n"]}
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{ type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type FollowCamera } from \"../../Cameras/followCamera\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type KeyboardInfo, KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\n\r\n/**\r\n * Manage the keyboard inputs to control the movement of a follow camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FollowCamera;\r\n\r\n /**\r\n * Defines the list of key codes associated with the up action (increase heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetIncr = [38];\r\n\r\n /**\r\n * Defines the list of key codes associated with the down action (decrease heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetDecr = [40];\r\n\r\n /**\r\n * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetModifierAlt: boolean = false;\r\n\r\n /**\r\n * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetModifierCtrl: boolean = false;\r\n\r\n /**\r\n * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)\r\n */\r\n @serialize()\r\n public keysHeightOffsetModifierShift: boolean = false;\r\n\r\n /**\r\n * Defines the list of key codes associated with the left action (increase rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetIncr = [37];\r\n\r\n /**\r\n * Defines the list of key codes associated with the right action (decrease rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetDecr = [39];\r\n\r\n /**\r\n * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetModifierAlt: boolean = false;\r\n\r\n /**\r\n * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetModifierCtrl: boolean = false;\r\n\r\n /**\r\n * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)\r\n */\r\n @serialize()\r\n public keysRotationOffsetModifierShift: boolean = false;\r\n\r\n /**\r\n * Defines the list of key codes associated with the zoom-in action (decrease radius)\r\n */\r\n @serialize()\r\n public keysRadiusIncr = [40];\r\n\r\n /**\r\n * Defines the list of key codes associated with the zoom-out action (increase radius)\r\n */\r\n @serialize()\r\n public keysRadiusDecr = [38];\r\n\r\n /**\r\n * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)\r\n */\r\n @serialize()\r\n public keysRadiusModifierAlt: boolean = true;\r\n\r\n /**\r\n * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)\r\n */\r\n @serialize()\r\n public keysRadiusModifierCtrl: boolean = false;\r\n\r\n /**\r\n * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)\r\n */\r\n @serialize()\r\n public keysRadiusModifierShift: boolean = false;\r\n\r\n /**\r\n * Defines the rate of change of heightOffset.\r\n */\r\n @serialize()\r\n public heightSensibility: number = 1;\r\n\r\n /**\r\n * Defines the rate of change of rotationOffset.\r\n */\r\n @serialize()\r\n public rotationSensibility: number = 1;\r\n\r\n /**\r\n * Defines the rate of change of radius.\r\n */\r\n @serialize()\r\n public radiusSensibility: number = 1;\r\n\r\n private _keys = new Array<number>();\r\n private _ctrlPressed: boolean;\r\n private _altPressed: boolean;\r\n private _shiftPressed: boolean;\r\n private _onCanvasBlurObserver: Nullable<Observer<AbstractEngine>>;\r\n private _onKeyboardObserver: Nullable<Observer<KeyboardInfo>>;\r\n private _engine: AbstractEngine;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n if (this._onCanvasBlurObserver) {\r\n return;\r\n }\r\n\r\n this._scene = this.camera.getScene();\r\n this._engine = this._scene.getEngine();\r\n\r\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(() => {\r\n this._keys.length = 0;\r\n });\r\n\r\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add((info) => {\r\n const evt = info.event;\r\n if (!evt.metaKey) {\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n this._ctrlPressed = evt.ctrlKey;\r\n this._altPressed = evt.altKey;\r\n this._shiftPressed = evt.shiftKey;\r\n\r\n if (\r\n this.keysHeightOffsetIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysHeightOffsetDecr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotationOffsetIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotationOffsetDecr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRadiusIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRadiusDecr.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index === -1) {\r\n this._keys.push(evt.keyCode);\r\n }\r\n\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n } else {\r\n if (\r\n this.keysHeightOffsetIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysHeightOffsetDecr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotationOffsetIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotationOffsetDecr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRadiusIncr.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRadiusDecr.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index >= 0) {\r\n this._keys.splice(index, 1);\r\n }\r\n\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._scene) {\r\n if (this._onKeyboardObserver) {\r\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\r\n }\r\n if (this._onCanvasBlurObserver) {\r\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver = null;\r\n }\r\n\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._onKeyboardObserver) {\r\n for (const keyCode of this._keys) {\r\n if (this.keysHeightOffsetIncr.indexOf(keyCode) !== -1 && this._modifierHeightOffset()) {\r\n this.camera.heightOffset += this.heightSensibility;\r\n } else if (this.keysHeightOffsetDecr.indexOf(keyCode) !== -1 && this._modifierHeightOffset()) {\r\n this.camera.heightOffset -= this.heightSensibility;\r\n } else if (this.keysRotationOffsetIncr.indexOf(keyCode) !== -1 && this._modifierRotationOffset()) {\r\n this.camera.rotationOffset += this.rotationSensibility;\r\n this.camera.rotationOffset %= 360;\r\n } else if (this.keysRotationOffsetDecr.indexOf(keyCode) !== -1 && this._modifierRotationOffset()) {\r\n this.camera.rotationOffset -= this.rotationSensibility;\r\n this.camera.rotationOffset %= 360;\r\n } else if (this.keysRadiusIncr.indexOf(keyCode) !== -1 && this._modifierRadius()) {\r\n this.camera.radius += this.radiusSensibility;\r\n } else if (this.keysRadiusDecr.indexOf(keyCode) !== -1 && this._modifierRadius()) {\r\n this.camera.radius -= this.radiusSensibility;\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FollowCameraKeyboardMoveInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"keyboard\";\r\n }\r\n\r\n /**\r\n * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to\r\n * allow modification of the heightOffset value.\r\n * @returns true if modifier keys match\r\n */\r\n private _modifierHeightOffset(): boolean {\r\n return (\r\n this.keysHeightOffsetModifierAlt === this._altPressed &&\r\n this.keysHeightOffsetModifierCtrl === this._ctrlPressed &&\r\n this.keysHeightOffsetModifierShift === this._shiftPressed\r\n );\r\n }\r\n\r\n /**\r\n * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to\r\n * allow modification of the rotationOffset value.\r\n * @returns true if modifier keys match\r\n */\r\n private _modifierRotationOffset(): boolean {\r\n return (\r\n this.keysRotationOffsetModifierAlt === this._altPressed &&\r\n this.keysRotationOffsetModifierCtrl === this._ctrlPressed &&\r\n this.keysRotationOffsetModifierShift === this._shiftPressed\r\n );\r\n }\r\n\r\n /**\r\n * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to\r\n * allow modification of the radius value.\r\n * @returns true if modifier keys match\r\n */\r\n private _modifierRadius(): boolean {\r\n return this.keysRadiusModifierAlt === this._altPressed && this.keysRadiusModifierCtrl === this._ctrlPressed && this.keysRadiusModifierShift === this._shiftPressed;\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FollowCameraKeyboardMoveInput\"] = FollowCameraKeyboardMoveInput;\r\n"]}
@@ -2,7 +2,7 @@ import { __decorate } from "../../tslib.es6.js";
2
2
  import { serialize } from "../../Misc/decorators.js";
3
3
  import { CameraInputTypes } from "../../Cameras/cameraInputsManager.js";
4
4
  import { PointerEventTypes } from "../../Events/pointerEvents.js";
5
- import { Tools } from "../../Misc/tools.js";
5
+ import { Tools } from "../../Misc/tools.pure.js";
6
6
  import { Logger } from "../../Misc/logger.js";
7
7
  /**
8
8
  * Manage the mouse wheel inputs to control a follow camera.
@@ -1 +1 @@
1
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(Mouse wheel modifies camera.radius value.)\r\n */\r\n @serialize()\r\n public axisControlRadius: boolean = true;\r\n\r\n /**\r\n * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)\r\n */\r\n @serialize()\r\n public axisControlHeight: boolean = false;\r\n\r\n /**\r\n * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)\r\n */\r\n @serialize()\r\n public axisControlRotation: boolean = false;\r\n\r\n /**\r\n * Gets or Set the mouse wheel precision or how fast is the camera moves in\r\n * relation to mouseWheel events.\r\n */\r\n @serialize()\r\n public wheelPrecision = 3.0;\r\n\r\n /**\r\n * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.\r\n * It defines the percentage of current camera.radius to use as delta when wheel is used.\r\n */\r\n @serialize()\r\n public wheelDeltaPercentage = 0;\r\n\r\n private _wheel: Nullable<(p: PointerInfo, s: EventState) => void>;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this._wheel = (p) => {\r\n // sanity check - this should be a PointerWheel event.\r\n if (p.type !== PointerEventTypes.POINTERWHEEL) {\r\n return;\r\n }\r\n const event = <IWheelEvent>p.event;\r\n let delta = 0;\r\n\r\n const wheelDelta = Math.max(-1, Math.min(1, event.deltaY));\r\n if (this.wheelDeltaPercentage) {\r\n if (+this.axisControlRadius + +this.axisControlHeight + +this.axisControlRotation) {\r\n Logger.Warn(\r\n \"wheelDeltaPercentage only usable when mouse wheel \" +\r\n \"controls ONE axis. \" +\r\n \"Currently enabled: \" +\r\n \"axisControlRadius: \" +\r\n this.axisControlRadius +\r\n \", axisControlHeightOffset: \" +\r\n this.axisControlHeight +\r\n \", axisControlRotationOffset: \" +\r\n this.axisControlRotation\r\n );\r\n }\r\n\r\n if (this.axisControlRadius) {\r\n delta = wheelDelta * 0.01 * this.wheelDeltaPercentage * this.camera.radius;\r\n } else if (this.axisControlHeight) {\r\n delta = wheelDelta * 0.01 * this.wheelDeltaPercentage * this.camera.heightOffset;\r\n } else if (this.axisControlRotation) {\r\n delta = wheelDelta * 0.01 * this.wheelDeltaPercentage * this.camera.rotationOffset;\r\n }\r\n } else {\r\n delta = wheelDelta * this.wheelPrecision;\r\n }\r\n\r\n if (delta) {\r\n if (this.axisControlRadius) {\r\n this.camera.radius += delta;\r\n } else if (this.axisControlHeight) {\r\n this.camera.heightOffset -= delta;\r\n } else if (this.axisControlRotation) {\r\n this.camera.rotationOffset -= delta;\r\n }\r\n }\r\n\r\n if (event.preventDefault) {\r\n if (!noPreventDefault) {\r\n event.preventDefault();\r\n }\r\n }\r\n };\r\n\r\n this._observer = this.camera.getScene()._inputManager._addCameraPointerObserver(this._wheel, PointerEventTypes.POINTERWHEEL);\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n this._observer = null;\r\n this._wheel = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ArcRotateCameraMouseWheelInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"mousewheel\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FollowCameraMouseWheelInput\"] = FollowCameraMouseWheelInput;\r\n"]}
1
+ {"version":3,"file":"followCameraMouseWheelInput.js","sourceRoot":"","sources":["../../../../../dev/core/src/Cameras/Inputs/followCameraMouseWheelInput.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,SAAS,EAAE,MAAM,uBAAuB,CAAC;AAGlD,OAAO,EAAqB,gBAAgB,EAAE,MAAM,mCAAmC,CAAC;AACxF,OAAO,EAAoB,iBAAiB,EAAE,MAAM,4BAA4B,CAAC;AAEjF,OAAO,EAAE,KAAK,EAAE,MAAM,uBAAuB,CAAC;AAC9C,OAAO,EAAE,MAAM,EAAE,MAAM,kBAAkB,CAAC;AAE1C;;;GAGG;AACH,MAAM,OAAO,2BAA2B;IAAxC;QAMI;;WAEG;QAEI,sBAAiB,GAAY,IAAI,CAAC;QAEzC;;WAEG;QAEI,sBAAiB,GAAY,KAAK,CAAC;QAE1C;;WAEG;QAEI,wBAAmB,GAAY,KAAK,CAAC;QAE5C;;;WAGG;QAEI,mBAAc,GAAG,GAAG,CAAC;QAE5B;;;WAGG;QAEI,yBAAoB,GAAG,CAAC,CAAC;IA4FpC,CAAC;IAvFG;;;OAGG;IACI,aAAa,CAAC,gBAA0B;QAC3C,gBAAgB,GAAG,KAAK,CAAC,gCAAgC,CAAC,SAAS,CAAC,CAAC;QACrE,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,EAAE,EAAE;YAChB,sDAAsD;YACtD,IAAI,CAAC,CAAC,IAAI,KAAK,iBAAiB,CAAC,YAAY,EAAE,CAAC;gBAC5C,OAAO;YACX,CAAC;YACD,MAAM,KAAK,GAAgB,CAAC,CAAC,KAAK,CAAC;YACnC,IAAI,KAAK,GAAG,CAAC,CAAC;YAEd,MAAM,UAAU,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,KAAK,CAAC,MAAM,CAAC,CAAC,CAAC;YAC3D,IAAI,IAAI,CAAC,oBAAoB,EAAE,CAAC;gBAC5B,IAAI,CAAC,IAAI,CAAC,iBAAiB,GAAG,CAAC,IAAI,CAAC,iBAAiB,GAAG,CAAC,IAAI,CAAC,mBAAmB,EAAE,CAAC;oBAChF,MAAM,CAAC,IAAI,CACP,oDAAoD;wBAChD,qBAAqB;wBACrB,qBAAqB;wBACrB,qBAAqB;wBACrB,IAAI,CAAC,iBAAiB;wBACtB,6BAA6B;wBAC7B,IAAI,CAAC,iBAAiB;wBACtB,+BAA+B;wBAC/B,IAAI,CAAC,mBAAmB,CAC/B,CAAC;gBACN,CAAC;gBAED,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;oBACzB,KAAK,GAAG,UAAU,GAAG,IAAI,GAAG,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC;gBAC/E,CAAC;qBAAM,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;oBAChC,KAAK,GAAG,UAAU,GAAG,IAAI,GAAG,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC;gBACrF,CAAC;qBAAM,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;oBAClC,KAAK,GAAG,UAAU,GAAG,IAAI,GAAG,IAAI,CAAC,oBAAoB,GAAG,IAAI,CAAC,MAAM,CAAC,cAAc,CAAC;gBACvF,CAAC;YACL,CAAC;iBAAM,CAAC;gBACJ,KAAK,GAAG,UAAU,GAAG,IAAI,CAAC,cAAc,CAAC;YAC7C,CAAC;YAED,IAAI,KAAK,EAAE,CAAC;gBACR,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;oBACzB,IAAI,CAAC,MAAM,CAAC,MAAM,IAAI,KAAK,CAAC;gBAChC,CAAC;qBAAM,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;oBAChC,IAAI,CAAC,MAAM,CAAC,YAAY,IAAI,KAAK,CAAC;gBACtC,CAAC;qBAAM,IAAI,IAAI,CAAC,mBAAmB,EAAE,CAAC;oBAClC,IAAI,CAAC,MAAM,CAAC,cAAc,IAAI,KAAK,CAAC;gBACxC,CAAC;YACL,CAAC;YAED,IAAI,KAAK,CAAC,cAAc,EAAE,CAAC;gBACvB,IAAI,CAAC,gBAAgB,EAAE,CAAC;oBACpB,KAAK,CAAC,cAAc,EAAE,CAAC;gBAC3B,CAAC;YACL,CAAC;QACL,CAAC,CAAC;QAEF,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC,aAAa,CAAC,yBAAyB,CAAC,IAAI,CAAC,MAAM,EAAE,iBAAiB,CAAC,YAAY,CAAC,CAAC;IACjI,CAAC;IAED;;OAEG;IACI,aAAa;QAChB,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YACjB,IAAI,CAAC,MAAM,CAAC,QAAQ,EAAE,CAAC,aAAa,CAAC,4BAA4B,CAAC,IAAI,CAAC,SAAS,CAAC,CAAC;YAClF,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;YACtB,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC;QACvB,CAAC;IACL,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,gCAAgC,CAAC;IAC5C,CAAC;IAED;;;OAGG;IACI,aAAa;QAChB,OAAO,YAAY,CAAC;IACxB,CAAC;CACJ;AAtHU;IADN,SAAS,EAAE;sEAC6B;AAMlC;IADN,SAAS,EAAE;sEAC8B;AAMnC;IADN,SAAS,EAAE;wEACgC;AAOrC;IADN,SAAS,EAAE;mEACgB;AAOrB;IADN,SAAS,EAAE;yEACoB;AA8F9B,gBAAiB,CAAC,6BAA6B,CAAC,GAAG,2BAA2B,CAAC","sourcesContent":["import { type Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type EventState, type Observer } from \"../../Misc/observable\";\r\nimport { type FollowCamera } from \"../../Cameras/followCamera\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { type IWheelEvent } from \"../../Events/deviceInputEvents\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\nimport { Logger } from \"core/Misc/logger\";\r\n\r\n/**\r\n * Manage the mouse wheel inputs to control a follow camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FollowCamera;\r\n\r\n /**\r\n * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)\r\n */\r\n @serialize()\r\n public axisControlRadius: boolean = true;\r\n\r\n /**\r\n * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)\r\n */\r\n @serialize()\r\n public axisControlHeight: boolean = false;\r\n\r\n /**\r\n * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)\r\n */\r\n @serialize()\r\n public axisControlRotation: boolean = false;\r\n\r\n /**\r\n * Gets or Set the mouse wheel precision or how fast is the camera moves in\r\n * relation to mouseWheel events.\r\n */\r\n @serialize()\r\n public wheelPrecision = 3.0;\r\n\r\n /**\r\n * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.\r\n * It defines the percentage of current camera.radius to use as delta when wheel is used.\r\n */\r\n @serialize()\r\n public wheelDeltaPercentage = 0;\r\n\r\n private _wheel: Nullable<(p: PointerInfo, s: EventState) => void>;\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this._wheel = (p) => {\r\n // sanity check - this should be a PointerWheel event.\r\n if (p.type !== PointerEventTypes.POINTERWHEEL) {\r\n return;\r\n }\r\n const event = <IWheelEvent>p.event;\r\n let delta = 0;\r\n\r\n const wheelDelta = Math.max(-1, Math.min(1, event.deltaY));\r\n if (this.wheelDeltaPercentage) {\r\n if (+this.axisControlRadius + +this.axisControlHeight + +this.axisControlRotation) {\r\n Logger.Warn(\r\n \"wheelDeltaPercentage only usable when mouse wheel \" +\r\n \"controls ONE axis. \" +\r\n \"Currently enabled: \" +\r\n \"axisControlRadius: \" +\r\n this.axisControlRadius +\r\n \", axisControlHeightOffset: \" +\r\n this.axisControlHeight +\r\n \", axisControlRotationOffset: \" +\r\n this.axisControlRotation\r\n );\r\n }\r\n\r\n if (this.axisControlRadius) {\r\n delta = wheelDelta * 0.01 * this.wheelDeltaPercentage * this.camera.radius;\r\n } else if (this.axisControlHeight) {\r\n delta = wheelDelta * 0.01 * this.wheelDeltaPercentage * this.camera.heightOffset;\r\n } else if (this.axisControlRotation) {\r\n delta = wheelDelta * 0.01 * this.wheelDeltaPercentage * this.camera.rotationOffset;\r\n }\r\n } else {\r\n delta = wheelDelta * this.wheelPrecision;\r\n }\r\n\r\n if (delta) {\r\n if (this.axisControlRadius) {\r\n this.camera.radius += delta;\r\n } else if (this.axisControlHeight) {\r\n this.camera.heightOffset -= delta;\r\n } else if (this.axisControlRotation) {\r\n this.camera.rotationOffset -= delta;\r\n }\r\n }\r\n\r\n if (event.preventDefault) {\r\n if (!noPreventDefault) {\r\n event.preventDefault();\r\n }\r\n }\r\n };\r\n\r\n this._observer = this.camera.getScene()._inputManager._addCameraPointerObserver(this._wheel, PointerEventTypes.POINTERWHEEL);\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n this._observer = null;\r\n this._wheel = null;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"ArcRotateCameraMouseWheelInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"mousewheel\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FollowCameraMouseWheelInput\"] = FollowCameraMouseWheelInput;\r\n"]}
@@ -1,7 +1,7 @@
1
1
  import { __decorate } from "../../tslib.es6.js";
2
2
  import { serialize } from "../../Misc/decorators.js";
3
3
  import { CameraInputTypes } from "../../Cameras/cameraInputsManager.js";
4
- import { Matrix, Vector3, Vector2 } from "../../Maths/math.vector.js";
4
+ import { Matrix, Vector3, Vector2 } from "../../Maths/math.vector.pure.js";
5
5
  import { Gamepad } from "../../Gamepads/gamepad.js";
6
6
  /**
7
7
  * Manage the gamepad inputs to control a free camera.
@@ -1 +1 @@
1
- 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{ serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { Matrix, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Gamepad } from \"../../Gamepads/gamepad\";\r\n\r\n/**\r\n * Manage the gamepad inputs to control a free camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {\r\n /**\r\n * Define the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n /**\r\n * Define the Gamepad controlling the input\r\n */\r\n public gamepad: Nullable<Gamepad>;\r\n\r\n /**\r\n * Defines the gamepad rotation sensibility.\r\n * This is the threshold from when rotation starts to be accounted for to prevent jittering.\r\n */\r\n @serialize()\r\n public gamepadAngularSensibility = 200;\r\n\r\n /**\r\n * Defines the gamepad move sensibility.\r\n * This is the threshold from when moving starts to be accounted for for to prevent jittering.\r\n */\r\n @serialize()\r\n public gamepadMoveSensibility = 40;\r\n\r\n /**\r\n * Defines the minimum value at which any analog stick input is ignored.\r\n * Note: This value should only be a value between 0 and 1.\r\n */\r\n public deadzoneDelta = 0.1;\r\n\r\n private _yAxisScale = 1.0;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted\r\n */\r\n public get invertYAxis() {\r\n return this._yAxisScale !== 1.0;\r\n }\r\n\r\n public set invertYAxis(value: boolean) {\r\n this._yAxisScale = value ? -1.0 : 1.0;\r\n }\r\n\r\n // private members\r\n private _onGamepadConnectedObserver: Nullable<Observer<Gamepad>>;\r\n private _onGamepadDisconnectedObserver: Nullable<Observer<Gamepad>>;\r\n private _cameraTransform: Matrix = Matrix.Identity();\r\n private _deltaTransform: Vector3 = Vector3.Zero();\r\n private _vector3: Vector3 = Vector3.Zero();\r\n private _vector2: Vector2 = Vector2.Zero();\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n */\r\n public attachControl(): void {\r\n const manager = this.camera.getScene().gamepadManager;\r\n this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add((gamepad) => {\r\n if (gamepad.type !== Gamepad.POSE_ENABLED) {\r\n // prioritize XBOX gamepads.\r\n if (!this.gamepad || gamepad.type === Gamepad.XBOX) {\r\n this.gamepad = gamepad;\r\n }\r\n }\r\n });\r\n\r\n this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add((gamepad) => {\r\n if (this.gamepad === gamepad) {\r\n this.gamepad = null;\r\n }\r\n });\r\n\r\n // check if there are already other controllers connected\r\n this.gamepad = manager.getGamepadByType(Gamepad.XBOX);\r\n // if no xbox controller was found, but there are gamepad controllers, take the first one\r\n if (!this.gamepad && manager.gamepads.length) {\r\n this.gamepad = manager.gamepads[0];\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);\r\n this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);\r\n this.gamepad = null;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this.gamepad && this.gamepad.leftStick) {\r\n const camera = this.camera;\r\n const lsValues = this.gamepad.leftStick;\r\n if (this.gamepadMoveSensibility !== 0) {\r\n lsValues.x = Math.abs(lsValues.x) > this.deadzoneDelta ? lsValues.x / this.gamepadMoveSensibility : 0;\r\n lsValues.y = Math.abs(lsValues.y) > this.deadzoneDelta ? lsValues.y / this.gamepadMoveSensibility : 0;\r\n }\r\n\r\n let rsValues = this.gamepad.rightStick;\r\n if (rsValues && this.gamepadAngularSensibility !== 0) {\r\n rsValues.x = Math.abs(rsValues.x) > this.deadzoneDelta ? rsValues.x / this.gamepadAngularSensibility : 0;\r\n rsValues.y = (Math.abs(rsValues.y) > this.deadzoneDelta ? rsValues.y / this.gamepadAngularSensibility : 0) * this._yAxisScale;\r\n } else {\r\n rsValues = { x: 0, y: 0 };\r\n }\r\n\r\n if (!camera.rotationQuaternion) {\r\n Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);\r\n } else {\r\n camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);\r\n }\r\n\r\n const speed = camera._computeLocalCameraSpeed() * 50.0;\r\n this._vector3.copyFromFloats(lsValues.x * speed, 0, -lsValues.y * speed);\r\n\r\n Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);\r\n camera.cameraDirection.addInPlace(this._deltaTransform);\r\n this._vector2.copyFromFloats(rsValues.y, rsValues.x);\r\n camera.cameraRotation.addInPlace(this._vector2);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraGamepadInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"gamepad\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraGamepadInput\"] = FreeCameraGamepadInput;\r\n"]}
1
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{ serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { Matrix, Vector3, Vector2 } from \"../../Maths/math.vector.pure\";\r\nimport { Gamepad } from \"../../Gamepads/gamepad\";\r\n\r\n/**\r\n * Manage the gamepad inputs to control a free camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {\r\n /**\r\n * Define the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n /**\r\n * Define the Gamepad controlling the input\r\n */\r\n public gamepad: Nullable<Gamepad>;\r\n\r\n /**\r\n * Defines the gamepad rotation sensibility.\r\n * This is the threshold from when rotation starts to be accounted for to prevent jittering.\r\n */\r\n @serialize()\r\n public gamepadAngularSensibility = 200;\r\n\r\n /**\r\n * Defines the gamepad move sensibility.\r\n * This is the threshold from when moving starts to be accounted for for to prevent jittering.\r\n */\r\n @serialize()\r\n public gamepadMoveSensibility = 40;\r\n\r\n /**\r\n * Defines the minimum value at which any analog stick input is ignored.\r\n * Note: This value should only be a value between 0 and 1.\r\n */\r\n public deadzoneDelta = 0.1;\r\n\r\n private _yAxisScale = 1.0;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted\r\n */\r\n public get invertYAxis() {\r\n return this._yAxisScale !== 1.0;\r\n }\r\n\r\n public set invertYAxis(value: boolean) {\r\n this._yAxisScale = value ? -1.0 : 1.0;\r\n }\r\n\r\n // private members\r\n private _onGamepadConnectedObserver: Nullable<Observer<Gamepad>>;\r\n private _onGamepadDisconnectedObserver: Nullable<Observer<Gamepad>>;\r\n private _cameraTransform: Matrix = Matrix.Identity();\r\n private _deltaTransform: Vector3 = Vector3.Zero();\r\n private _vector3: Vector3 = Vector3.Zero();\r\n private _vector2: Vector2 = Vector2.Zero();\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n */\r\n public attachControl(): void {\r\n const manager = this.camera.getScene().gamepadManager;\r\n this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add((gamepad) => {\r\n if (gamepad.type !== Gamepad.POSE_ENABLED) {\r\n // prioritize XBOX gamepads.\r\n if (!this.gamepad || gamepad.type === Gamepad.XBOX) {\r\n this.gamepad = gamepad;\r\n }\r\n }\r\n });\r\n\r\n this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add((gamepad) => {\r\n if (this.gamepad === gamepad) {\r\n this.gamepad = null;\r\n }\r\n });\r\n\r\n // check if there are already other controllers connected\r\n this.gamepad = manager.getGamepadByType(Gamepad.XBOX);\r\n // if no xbox controller was found, but there are gamepad controllers, take the first one\r\n if (!this.gamepad && manager.gamepads.length) {\r\n this.gamepad = manager.gamepads[0];\r\n }\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);\r\n this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);\r\n this.gamepad = null;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this.gamepad && this.gamepad.leftStick) {\r\n const camera = this.camera;\r\n const lsValues = this.gamepad.leftStick;\r\n if (this.gamepadMoveSensibility !== 0) {\r\n lsValues.x = Math.abs(lsValues.x) > this.deadzoneDelta ? lsValues.x / this.gamepadMoveSensibility : 0;\r\n lsValues.y = Math.abs(lsValues.y) > this.deadzoneDelta ? lsValues.y / this.gamepadMoveSensibility : 0;\r\n }\r\n\r\n let rsValues = this.gamepad.rightStick;\r\n if (rsValues && this.gamepadAngularSensibility !== 0) {\r\n rsValues.x = Math.abs(rsValues.x) > this.deadzoneDelta ? rsValues.x / this.gamepadAngularSensibility : 0;\r\n rsValues.y = (Math.abs(rsValues.y) > this.deadzoneDelta ? rsValues.y / this.gamepadAngularSensibility : 0) * this._yAxisScale;\r\n } else {\r\n rsValues = { x: 0, y: 0 };\r\n }\r\n\r\n if (!camera.rotationQuaternion) {\r\n Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);\r\n } else {\r\n camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);\r\n }\r\n\r\n const speed = camera._computeLocalCameraSpeed() * 50.0;\r\n this._vector3.copyFromFloats(lsValues.x * speed, 0, -lsValues.y * speed);\r\n\r\n Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);\r\n camera.cameraDirection.addInPlace(this._deltaTransform);\r\n this._vector2.copyFromFloats(rsValues.y, rsValues.x);\r\n camera.cameraRotation.addInPlace(this._vector2);\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraGamepadInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"gamepad\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraGamepadInput\"] = FreeCameraGamepadInput;\r\n"]}
@@ -2,8 +2,8 @@ import { __decorate } from "../../tslib.es6.js";
2
2
  import { serialize } from "../../Misc/decorators.js";
3
3
  import { CameraInputTypes } from "../../Cameras/cameraInputsManager.js";
4
4
  import { KeyboardEventTypes } from "../../Events/keyboardEvents.js";
5
- import { Vector3 } from "../../Maths/math.vector.js";
6
- import { Tools } from "../../Misc/tools.js";
5
+ import { Vector3 } from "../../Maths/math.vector.pure.js";
6
+ import { Tools } from "../../Misc/tools.pure.js";
7
7
  /**
8
8
  * Manage the keyboard inputs to control the movement of a free camera.
9
9
  * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
@@ -139,10 +139,17 @@ export class FreeCameraKeyboardMoveInput {
139
139
  checkInputs() {
140
140
  if (this._onKeyboardObserver) {
141
141
  const camera = this.camera;
142
+ // Movement keys are gated on the keyboard→translate mapping and rotation keys on
143
+ // keyboard→rotate. Removing the corresponding entry disables that family of keys.
144
+ // An entry's optional `sensitivity` acts as a gain (default 1) over the legacy scaling.
145
+ const input = camera.movement.input;
146
+ const translateEntry = input.getEntry("keyboard", "translate");
147
+ const rotateEntry = input.getEntry("keyboard", "rotate");
148
+ const rotateGain = rotateEntry?.sensitivity ?? 1;
142
149
  // Keyboard
143
150
  for (let index = 0; index < this._keys.length; index++) {
144
151
  const keyCode = this._keys[index];
145
- const speed = camera._computeLocalCameraSpeed();
152
+ const speed = camera._computeLocalCameraSpeed() * (translateEntry?.sensitivity ?? 1);
146
153
  if (this.keysLeft.indexOf(keyCode) !== -1) {
147
154
  camera._localDirection.copyFromFloats(-speed, 0, 0);
148
155
  }
@@ -163,19 +170,32 @@ export class FreeCameraKeyboardMoveInput {
163
170
  }
164
171
  else if (this.keysRotateLeft.indexOf(keyCode) !== -1) {
165
172
  camera._localDirection.copyFromFloats(0, 0, 0);
166
- camera.cameraRotation.y -= this._getLocalRotation();
173
+ if (rotateEntry) {
174
+ camera.cameraRotation.y -= this._getLocalRotation() * rotateGain;
175
+ }
167
176
  }
168
177
  else if (this.keysRotateRight.indexOf(keyCode) !== -1) {
169
178
  camera._localDirection.copyFromFloats(0, 0, 0);
170
- camera.cameraRotation.y += this._getLocalRotation();
179
+ if (rotateEntry) {
180
+ camera.cameraRotation.y += this._getLocalRotation() * rotateGain;
181
+ }
171
182
  }
172
183
  else if (this.keysRotateUp.indexOf(keyCode) !== -1) {
173
184
  camera._localDirection.copyFromFloats(0, 0, 0);
174
- camera.cameraRotation.x -= this._getLocalRotation();
185
+ if (rotateEntry) {
186
+ camera.cameraRotation.x -= this._getLocalRotation() * rotateGain;
187
+ }
175
188
  }
176
189
  else if (this.keysRotateDown.indexOf(keyCode) !== -1) {
177
190
  camera._localDirection.copyFromFloats(0, 0, 0);
178
- camera.cameraRotation.x += this._getLocalRotation();
191
+ if (rotateEntry) {
192
+ camera.cameraRotation.x += this._getLocalRotation() * rotateGain;
193
+ }
194
+ }
195
+ // Suppress accumulated translation when the keyboard→translate mapping is removed.
196
+ // Rotation keys already zeroed `_localDirection`, so this is a no-op for them.
197
+ if (!translateEntry) {
198
+ camera._localDirection.copyFromFloats(0, 0, 0);
179
199
  }
180
200
  if (camera.getScene().useRightHandedSystem) {
181
201
  camera._localDirection.z *= -1;
@@ -1 +1 @@
1
- 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{ serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { type KeyboardInfo, KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Tools } from \"../../Misc/tools\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\n/**\r\n * Manage the keyboard inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysUp = [38];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the upward move of the camera.\r\n */\r\n @serialize()\r\n public keysUpward = [33];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysDown = [40];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the downward move of the camera.\r\n */\r\n @serialize()\r\n public keysDownward = [34];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysLeft = [37];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysRight = [39];\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.\r\n */\r\n @serialize()\r\n public rotationSpeed = 0.5;\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the left rotation move of the camera.\r\n */\r\n @serialize()\r\n public keysRotateLeft: number[] = [];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the right rotation move of the camera.\r\n */\r\n @serialize()\r\n public keysRotateRight: number[] = [];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the up rotation move of the camera.\r\n */\r\n @serialize()\r\n public keysRotateUp: number[] = [];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the down rotation move of the camera.\r\n */\r\n @serialize()\r\n public keysRotateDown: number[] = [];\r\n\r\n private _keys = new Array<number>();\r\n private _onCanvasBlurObserver: Nullable<Observer<AbstractEngine>>;\r\n private _onKeyboardObserver: Nullable<Observer<KeyboardInfo>>;\r\n private _engine: AbstractEngine;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n if (this._onCanvasBlurObserver) {\r\n return;\r\n }\r\n\r\n this._scene = this.camera.getScene();\r\n this._engine = this._scene.getEngine();\r\n\r\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(() => {\r\n this._keys.length = 0;\r\n });\r\n\r\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add((info) => {\r\n const evt = info.event;\r\n if (!evt.metaKey) {\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n if (\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysUpward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDownward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateDown.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index === -1) {\r\n this._keys.push(evt.keyCode);\r\n }\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n } else {\r\n if (\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysUpward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDownward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateDown.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index >= 0) {\r\n this._keys.splice(index, 1);\r\n }\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n }\r\n });\r\n }\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._scene) {\r\n if (this._onKeyboardObserver) {\r\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\r\n }\r\n\r\n if (this._onCanvasBlurObserver) {\r\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver = null;\r\n }\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._onKeyboardObserver) {\r\n const camera = this.camera;\r\n // Keyboard\r\n for (let index = 0; index < this._keys.length; index++) {\r\n const keyCode = this._keys[index];\r\n const speed = camera._computeLocalCameraSpeed();\r\n\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(-speed, 0, 0);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, speed);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(speed, 0, 0);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, -speed);\r\n } else if (this.keysUpward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, speed, 0);\r\n } else if (this.keysDownward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, -speed, 0);\r\n } else if (this.keysRotateLeft.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, 0);\r\n camera.cameraRotation.y -= this._getLocalRotation();\r\n } else if (this.keysRotateRight.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, 0);\r\n camera.cameraRotation.y += this._getLocalRotation();\r\n } else if (this.keysRotateUp.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, 0);\r\n camera.cameraRotation.x -= this._getLocalRotation();\r\n } else if (this.keysRotateDown.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, 0);\r\n camera.cameraRotation.x += this._getLocalRotation();\r\n }\r\n\r\n if (camera.getScene().useRightHandedSystem) {\r\n camera._localDirection.z *= -1;\r\n }\r\n\r\n camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);\r\n Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);\r\n camera.cameraDirection.addInPlace(camera._transformedDirection);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraKeyboardMoveInput\";\r\n }\r\n\r\n /** @internal */\r\n public _onLostFocus(): void {\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"keyboard\";\r\n }\r\n\r\n private _getLocalRotation(): number {\r\n const handednessMultiplier = this.camera._calculateHandednessMultiplier();\r\n const rotation = ((this.rotationSpeed * this._engine.getDeltaTime()) / 1000) * handednessMultiplier;\r\n\r\n return rotation;\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraKeyboardMoveInput\"] = FreeCameraKeyboardMoveInput;\r\n"]}
1
+ 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{ serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { type KeyboardInfo, KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector.pure\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\n/**\r\n * Manage the keyboard inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysUp = [38];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the upward move of the camera.\r\n */\r\n @serialize()\r\n public keysUpward = [33];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysDown = [40];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the downward move of the camera.\r\n */\r\n @serialize()\r\n public keysDownward = [34];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysLeft = [37];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysRight = [39];\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.\r\n */\r\n @serialize()\r\n public rotationSpeed = 0.5;\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the left rotation move of the camera.\r\n */\r\n @serialize()\r\n public keysRotateLeft: number[] = [];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the right rotation move of the camera.\r\n */\r\n @serialize()\r\n public keysRotateRight: number[] = [];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the up rotation move of the camera.\r\n */\r\n @serialize()\r\n public keysRotateUp: number[] = [];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the down rotation move of the camera.\r\n */\r\n @serialize()\r\n public keysRotateDown: number[] = [];\r\n\r\n private _keys = new Array<number>();\r\n private _onCanvasBlurObserver: Nullable<Observer<AbstractEngine>>;\r\n private _onKeyboardObserver: Nullable<Observer<KeyboardInfo>>;\r\n private _engine: AbstractEngine;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n if (this._onCanvasBlurObserver) {\r\n return;\r\n }\r\n\r\n this._scene = this.camera.getScene();\r\n this._engine = this._scene.getEngine();\r\n\r\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(() => {\r\n this._keys.length = 0;\r\n });\r\n\r\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add((info) => {\r\n const evt = info.event;\r\n if (!evt.metaKey) {\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n if (\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysUpward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDownward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateDown.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index === -1) {\r\n this._keys.push(evt.keyCode);\r\n }\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n } else {\r\n if (\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysUpward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDownward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateDown.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index >= 0) {\r\n this._keys.splice(index, 1);\r\n }\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n }\r\n });\r\n }\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._scene) {\r\n if (this._onKeyboardObserver) {\r\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\r\n }\r\n\r\n if (this._onCanvasBlurObserver) {\r\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver = null;\r\n }\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._onKeyboardObserver) {\r\n const camera = this.camera;\r\n // Movement keys are gated on the keyboard→translate mapping and rotation keys on\r\n // keyboard→rotate. Removing the corresponding entry disables that family of keys.\r\n // An entry's optional `sensitivity` acts as a gain (default 1) over the legacy scaling.\r\n const input = camera.movement.input;\r\n const translateEntry = input.getEntry(\"keyboard\", \"translate\");\r\n const rotateEntry = input.getEntry(\"keyboard\", \"rotate\");\r\n const rotateGain = rotateEntry?.sensitivity ?? 1;\r\n // Keyboard\r\n for (let index = 0; index < this._keys.length; index++) {\r\n const keyCode = this._keys[index];\r\n const speed = camera._computeLocalCameraSpeed() * (translateEntry?.sensitivity ?? 1);\r\n\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(-speed, 0, 0);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, speed);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(speed, 0, 0);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, -speed);\r\n } else if (this.keysUpward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, speed, 0);\r\n } else if (this.keysDownward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, -speed, 0);\r\n } else if (this.keysRotateLeft.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, 0);\r\n if (rotateEntry) {\r\n camera.cameraRotation.y -= this._getLocalRotation() * rotateGain;\r\n }\r\n } else if (this.keysRotateRight.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, 0);\r\n if (rotateEntry) {\r\n camera.cameraRotation.y += this._getLocalRotation() * rotateGain;\r\n }\r\n } else if (this.keysRotateUp.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, 0);\r\n if (rotateEntry) {\r\n camera.cameraRotation.x -= this._getLocalRotation() * rotateGain;\r\n }\r\n } else if (this.keysRotateDown.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, 0);\r\n if (rotateEntry) {\r\n camera.cameraRotation.x += this._getLocalRotation() * rotateGain;\r\n }\r\n }\r\n\r\n // Suppress accumulated translation when the keyboard→translate mapping is removed.\r\n // Rotation keys already zeroed `_localDirection`, so this is a no-op for them.\r\n if (!translateEntry) {\r\n camera._localDirection.copyFromFloats(0, 0, 0);\r\n }\r\n\r\n if (camera.getScene().useRightHandedSystem) {\r\n camera._localDirection.z *= -1;\r\n }\r\n\r\n camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);\r\n Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);\r\n camera.cameraDirection.addInPlace(camera._transformedDirection);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraKeyboardMoveInput\";\r\n }\r\n\r\n /** @internal */\r\n public _onLostFocus(): void {\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"keyboard\";\r\n }\r\n\r\n private _getLocalRotation(): number {\r\n const handednessMultiplier = this.camera._calculateHandednessMultiplier();\r\n const rotation = ((this.rotationSpeed * this._engine.getDeltaTime()) / 1000) * handednessMultiplier;\r\n\r\n return rotation;\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraKeyboardMoveInput\"] = FreeCameraKeyboardMoveInput;\r\n"]}
@@ -41,6 +41,20 @@ export declare class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
41
41
  private _currentActiveButton;
42
42
  private _activePointerId;
43
43
  private _contextMenuBind;
44
+ /** Reused conditions object for `resolveInteraction` to avoid per-move allocations. */
45
+ private readonly _pointerConditions;
46
+ /**
47
+ * Applies a pointer-drag delta as camera rotation, but only if the camera's configurable
48
+ * input map resolves the current pointer interaction to "rotate". The map is consulted with
49
+ * the currently active mouse button so consumers can remap or disable pointer-driven rotation.
50
+ * The applied scale comes from the resolved entry's `sensitivity`/`sensitivityX`/`sensitivityY`,
51
+ * falling back to the legacy `angularSensibility` for backward compatibility. The rotation is
52
+ * still written to `camera.cameraRotation` (not the movement accumulators) so existing code that
53
+ * reads `cameraRotation` immediately after a pointer event keeps working.
54
+ * @param offsetX Horizontal pointer delta (already handedness-adjusted).
55
+ * @param offsetY Vertical pointer delta (already handedness-adjusted).
56
+ */
57
+ private _applyPointerRotation;
44
58
  /**
45
59
  * Manage the mouse inputs to control the movement of a free camera.
46
60
  * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
@@ -3,12 +3,34 @@ import { Observable } from "../../Misc/observable.js";
3
3
  import { serialize } from "../../Misc/decorators.js";
4
4
  import { CameraInputTypes } from "../../Cameras/cameraInputsManager.js";
5
5
  import { PointerEventTypes } from "../../Events/pointerEvents.js";
6
- import { Tools } from "../../Misc/tools.js";
6
+ import { Tools } from "../../Misc/tools.pure.js";
7
7
  /**
8
8
  * Manage the mouse inputs to control the movement of a free camera.
9
9
  * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
10
10
  */
11
11
  export class FreeCameraMouseInput {
12
+ /**
13
+ * Applies a pointer-drag delta as camera rotation, but only if the camera's configurable
14
+ * input map resolves the current pointer interaction to "rotate". The map is consulted with
15
+ * the currently active mouse button so consumers can remap or disable pointer-driven rotation.
16
+ * The applied scale comes from the resolved entry's `sensitivity`/`sensitivityX`/`sensitivityY`,
17
+ * falling back to the legacy `angularSensibility` for backward compatibility. The rotation is
18
+ * still written to `camera.cameraRotation` (not the movement accumulators) so existing code that
19
+ * reads `cameraRotation` immediately after a pointer event keeps working.
20
+ * @param offsetX Horizontal pointer delta (already handedness-adjusted).
21
+ * @param offsetY Vertical pointer delta (already handedness-adjusted).
22
+ */
23
+ _applyPointerRotation(offsetX, offsetY) {
24
+ this._pointerConditions.button = this._currentActiveButton;
25
+ const entry = this.camera.movement.input.resolveInteraction("pointer", this._pointerConditions);
26
+ if (!entry || entry.interaction !== "rotate") {
27
+ return;
28
+ }
29
+ const sensitivityX = entry.sensitivityX ?? entry.sensitivity ?? 1 / this.angularSensibility;
30
+ const sensitivityY = entry.sensitivityY ?? entry.sensitivity ?? 1 / this.angularSensibility;
31
+ this.camera.cameraRotation.y += offsetX * sensitivityX;
32
+ this.camera.cameraRotation.x += offsetY * sensitivityY;
33
+ }
12
34
  /**
13
35
  * Manage the mouse inputs to control the movement of a free camera.
14
36
  * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
@@ -40,6 +62,8 @@ export class FreeCameraMouseInput {
40
62
  this._allowCameraRotation = true;
41
63
  this._currentActiveButton = -1;
42
64
  this._activePointerId = -1;
65
+ /** Reused conditions object for `resolveInteraction` to avoid per-move allocations. */
66
+ this._pointerConditions = {};
43
67
  }
44
68
  /**
45
69
  * Attach the input controls to a specific dom element to get the input from.
@@ -117,8 +141,7 @@ export class FreeCameraMouseInput {
117
141
  const offsetX = (evt.clientX - this._previousPosition.x) * handednessMultiplier;
118
142
  const offsetY = (evt.clientY - this._previousPosition.y) * handednessMultiplier;
119
143
  if (this._allowCameraRotation) {
120
- this.camera.cameraRotation.y += offsetX / this.angularSensibility;
121
- this.camera.cameraRotation.x += offsetY / this.angularSensibility;
144
+ this._applyPointerRotation(offsetX, offsetY);
122
145
  }
123
146
  this.onPointerMovedObservable.notifyObservers({ offsetX: offsetX, offsetY: offsetY });
124
147
  this._previousPosition = {
@@ -137,8 +160,7 @@ export class FreeCameraMouseInput {
137
160
  return;
138
161
  }
139
162
  const handednessMultiplier = this.camera._calculateHandednessMultiplier();
140
- this.camera.cameraRotation.y += (evt.movementX * handednessMultiplier) / this.angularSensibility;
141
- this.camera.cameraRotation.x += (evt.movementY * handednessMultiplier) / this.angularSensibility;
163
+ this._applyPointerRotation(evt.movementX * handednessMultiplier, evt.movementY * handednessMultiplier);
142
164
  this._previousPosition = null;
143
165
  if (!noPreventDefault) {
144
166
  evt.preventDefault();