@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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  1038. package/XR/features/WebXRHitTestLegacy.d.ts +1 -1
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  1041. package/XR/motionController/webXRAbstractMotionController.js +2 -2
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  1047. package/XR/webXRCamera.d.ts +3 -3
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  1055. package/XR/webXRExperienceHelper.js +2 -2
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  1057. package/XR/webXRFeaturesManager.d.ts +47 -0
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  1066. package/XR/webXRRenderTargetTextureProvider.d.ts +1 -1
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  1069. package/assetContainer.d.ts +4 -4
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  1072. package/node.d.ts +1 -1
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  1076. package/scene.pure.d.ts +12 -0
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{ type Behavior } from \"../../Behaviors/behavior\";\r\nimport { type Camera } from \"../../Cameras/camera\";\r\nimport { type ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { ExponentialEase, EasingFunction } from \"../../Animations/easing\";\r\nimport { type Observer, Observable } from \"../../Misc/observable\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type PointerInfoPre, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { PrecisionDate } from \"../../Misc/precisionDate\";\r\n\r\nimport { type AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { type TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { type Animatable } from \"../../Animations/animatable.core\";\r\nimport { Animation } from \"../../Animations/animation\";\r\n\r\n/**\r\n * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors#framing-behavior\r\n */\r\nexport class FramingBehavior implements Behavior<ArcRotateCamera> {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n public get name(): string {\r\n return \"Framing\";\r\n }\r\n\r\n /**\r\n * An event triggered when the animation to zoom on target mesh has ended\r\n */\r\n public onTargetFramingAnimationEndObservable = new Observable<void>();\r\n\r\n private _mode = FramingBehavior.FitFrustumSidesMode;\r\n private _radiusScale = 1.0;\r\n private _positionScale = 0.5;\r\n private _defaultElevation = 0.3;\r\n private _elevationReturnTime = 1500;\r\n private _elevationReturnWaitTime = 1000;\r\n private _zoomStopsAnimation = false;\r\n private _framingTime = 1500;\r\n\r\n /**\r\n * The easing function used by animations\r\n */\r\n public static EasingFunction = new ExponentialEase();\r\n\r\n /**\r\n * The easing mode used by animations\r\n */\r\n public static EasingMode = EasingFunction.EASINGMODE_EASEINOUT;\r\n\r\n /**\r\n * Sets the current mode used by the behavior\r\n */\r\n public set mode(mode: number) {\r\n this._mode = mode;\r\n }\r\n\r\n /**\r\n * Gets current mode used by the behavior.\r\n */\r\n public get mode(): number {\r\n return this._mode;\r\n }\r\n\r\n /**\r\n * Sets the scale applied to the radius (1 by default)\r\n */\r\n public set radiusScale(radius: number) {\r\n this._radiusScale = radius;\r\n }\r\n\r\n /**\r\n * Gets the scale applied to the radius\r\n */\r\n public get radiusScale(): number {\r\n return this._radiusScale;\r\n }\r\n\r\n /**\r\n * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.\r\n */\r\n public set positionScale(scale: number) {\r\n this._positionScale = scale;\r\n }\r\n\r\n /**\r\n * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.\r\n */\r\n public get positionScale(): number {\r\n return this._positionScale;\r\n }\r\n\r\n /**\r\n * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle\r\n * behaviour is triggered, in radians.\r\n */\r\n public set defaultElevation(elevation: number) {\r\n this._defaultElevation = elevation;\r\n }\r\n\r\n /**\r\n * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle\r\n * behaviour is triggered, in radians.\r\n */\r\n public get defaultElevation() {\r\n return this._defaultElevation;\r\n }\r\n\r\n /**\r\n * Sets the time (in milliseconds) taken to return to the default beta position.\r\n * Negative value indicates camera should not return to default.\r\n */\r\n public set elevationReturnTime(speed: number) {\r\n this._elevationReturnTime = speed;\r\n }\r\n\r\n /**\r\n * Gets the time (in milliseconds) taken to return to the default beta position.\r\n * Negative value indicates camera should not return to default.\r\n */\r\n public get elevationReturnTime(): number {\r\n return this._elevationReturnTime;\r\n }\r\n\r\n /**\r\n * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.\r\n */\r\n public set elevationReturnWaitTime(time: number) {\r\n this._elevationReturnWaitTime = time;\r\n }\r\n\r\n /**\r\n * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.\r\n */\r\n public get elevationReturnWaitTime(): number {\r\n return this._elevationReturnWaitTime;\r\n }\r\n\r\n /**\r\n * Sets the flag that indicates if user zooming should stop animation.\r\n */\r\n public set zoomStopsAnimation(flag: boolean) {\r\n this._zoomStopsAnimation = flag;\r\n }\r\n\r\n /**\r\n * Gets the flag that indicates if user zooming should stop animation.\r\n */\r\n public get zoomStopsAnimation(): boolean {\r\n return this._zoomStopsAnimation;\r\n }\r\n\r\n /**\r\n * Sets the transition time when framing the mesh, in milliseconds\r\n */\r\n public set framingTime(time: number) {\r\n this._framingTime = time;\r\n }\r\n\r\n /**\r\n * Gets the transition time when framing the mesh, in milliseconds\r\n */\r\n public get framingTime() {\r\n return this._framingTime;\r\n }\r\n\r\n /**\r\n * Define if the behavior should automatically change the configured\r\n * camera limits and sensibilities.\r\n */\r\n public autoCorrectCameraLimitsAndSensibility = true;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<ArcRotateCamera> {\r\n return this._attachedCamera;\r\n }\r\n\r\n // Default behavior functions\r\n private _onPrePointerObservableObserver: Nullable<Observer<PointerInfoPre>>;\r\n private _onAfterCheckInputsObserver: Nullable<Observer<Camera>>;\r\n private _onMeshTargetChangedObserver: Nullable<Observer<Nullable<TransformNode>>>;\r\n private _attachedCamera: Nullable<ArcRotateCamera> = null;\r\n private _isPointerDown = false;\r\n private _lastInteractionTime = -Infinity;\r\n\r\n /**\r\n * Initializes the behavior.\r\n */\r\n public init(): void {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Attaches the behavior to its arc rotate camera.\r\n * @param camera Defines the camera to attach the behavior to\r\n */\r\n public attach(camera: ArcRotateCamera): void {\r\n this._attachedCamera = camera;\r\n const scene = this._attachedCamera.getScene();\r\n\r\n FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);\r\n\r\n this._onPrePointerObservableObserver = scene.onPrePointerObservable.add((pointerInfoPre) => {\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERDOWN) {\r\n this._isPointerDown = true;\r\n return;\r\n }\r\n\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERUP) {\r\n this._isPointerDown = false;\r\n }\r\n });\r\n\r\n this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add((transformNode) => {\r\n if (transformNode && (transformNode as AbstractMesh).getBoundingInfo) {\r\n this.zoomOnMesh(transformNode as AbstractMesh, undefined, () => {\r\n this.onTargetFramingAnimationEndObservable.notifyObservers();\r\n });\r\n }\r\n });\r\n\r\n this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(() => {\r\n // Stop the animation if there is user interaction and the animation should stop for this interaction\r\n this._applyUserInteraction();\r\n\r\n // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it\r\n // back to the default position after a given timeout\r\n this._maintainCameraAboveGround();\r\n });\r\n }\r\n\r\n /**\r\n * Detaches the behavior from its current arc rotate camera.\r\n */\r\n public detach(): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n const scene = this._attachedCamera.getScene();\r\n\r\n if (this._onPrePointerObservableObserver) {\r\n scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);\r\n }\r\n\r\n if (this._onAfterCheckInputsObserver) {\r\n this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);\r\n }\r\n\r\n if (this._onMeshTargetChangedObserver) {\r\n this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);\r\n }\r\n\r\n this._attachedCamera = null;\r\n }\r\n\r\n // Framing control\r\n private _animatables = new Array<Animatable>();\r\n private _betaIsAnimating = false;\r\n private _betaTransition: Animation;\r\n private _radiusTransition: Animation;\r\n private _vectorTransition: Animation;\r\n\r\n /**\r\n * Targets the given mesh and updates zoom level accordingly.\r\n * @param mesh The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n public zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): void {\r\n mesh.computeWorldMatrix(true);\r\n\r\n const boundingBox = mesh.getBoundingInfo().boundingBox;\r\n this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Targets the given mesh with its children and updates zoom level accordingly.\r\n * @param mesh The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n public zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): void {\r\n mesh.computeWorldMatrix(true);\r\n\r\n const boundingBox = mesh.getHierarchyBoundingVectors(true);\r\n this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Targets the given meshes with their children and updates zoom level accordingly.\r\n * @param meshes The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n public zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): void {\r\n const min = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n const max = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n\r\n for (let i = 0; i < meshes.length; i++) {\r\n const boundingInfo = meshes[i].getHierarchyBoundingVectors(true);\r\n Vector3.CheckExtends(boundingInfo.min, min, max);\r\n Vector3.CheckExtends(boundingInfo.max, min, max);\r\n }\r\n\r\n this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Targets the bounding box info defined by its extends and updates zoom level accordingly.\r\n * @param minimumWorld Determines the smaller position of the bounding box extend\r\n * @param maximumWorld Determines the bigger position of the bounding box extend\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n * @returns true if the zoom was done\r\n */\r\n public zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): boolean {\r\n let zoomTarget: Vector3;\r\n\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n\r\n // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY\r\n const bottom = minimumWorld.y;\r\n const top = maximumWorld.y;\r\n const zoomTargetY = bottom + (top - bottom) * this._positionScale;\r\n const radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);\r\n\r\n if (!isFinite(zoomTargetY)) {\r\n return false; // Abort mission as there is no target\r\n }\r\n\r\n if (focusOnOriginXZ) {\r\n zoomTarget = new Vector3(0, zoomTargetY, 0);\r\n } else {\r\n const centerWorld = minimumWorld.add(radiusWorld);\r\n zoomTarget = new Vector3(centerWorld.x, zoomTargetY, centerWorld.z);\r\n }\r\n\r\n if (!this._vectorTransition) {\r\n this._vectorTransition = Animation.CreateAnimation(\"target\", Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);\r\n }\r\n\r\n this._betaIsAnimating = true;\r\n let animatable = Animation.TransitionTo(\"target\", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);\r\n if (animatable) {\r\n this._animatables.push(animatable);\r\n }\r\n\r\n // sets the radius and lower radius bounds\r\n // Small delta ensures camera is not always at lower zoom limit.\r\n let radius = 0;\r\n if (this._mode === FramingBehavior.FitFrustumSidesMode) {\r\n const position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);\r\n if (this.autoCorrectCameraLimitsAndSensibility) {\r\n this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;\r\n }\r\n radius = position;\r\n } else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {\r\n radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);\r\n if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {\r\n this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;\r\n }\r\n }\r\n\r\n // Set sensibilities\r\n if (this.autoCorrectCameraLimitsAndSensibility) {\r\n const extend = maximumWorld.subtract(minimumWorld).length();\r\n this._attachedCamera.panningSensibility = 5000 / extend;\r\n this._attachedCamera.wheelPrecision = 100 / radius;\r\n }\r\n\r\n // transition to new radius\r\n if (!this._radiusTransition) {\r\n this._radiusTransition = Animation.CreateAnimation(\"radius\", Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);\r\n }\r\n\r\n animatable = Animation.TransitionTo(\"radius\", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, () => {\r\n this.stopAllAnimations();\r\n if (onAnimationEnd) {\r\n onAnimationEnd();\r\n }\r\n\r\n if (this._attachedCamera && this._attachedCamera.useInputToRestoreState) {\r\n this._attachedCamera.storeState();\r\n }\r\n });\r\n\r\n if (animatable) {\r\n this._animatables.push(animatable);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Calculates the lowest radius for the camera based on the bounding box of the mesh.\r\n * @param minimumWorld\r\n * @param maximumWorld\r\n * @returns The minimum distance from the primary mesh's center point at which the camera must be kept in order\r\n *\t\t to fully enclose the mesh in the viewing frustum.\r\n */\r\n protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number {\r\n const camera = this._attachedCamera;\r\n\r\n if (!camera) {\r\n return 0;\r\n }\r\n\r\n let distance = camera._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld, this._radiusScale);\r\n if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {\r\n // Don't exceed the requested limit\r\n distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;\r\n }\r\n\r\n // Don't exceed the upper radius limit\r\n if (camera.upperRadiusLimit) {\r\n distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;\r\n }\r\n\r\n return distance;\r\n }\r\n\r\n /**\r\n * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera\r\n * is automatically returned to its default position (expected to be above ground plane).\r\n */\r\n private _maintainCameraAboveGround(): void {\r\n if (this._elevationReturnTime < 0) {\r\n return;\r\n }\r\n\r\n const timeSinceInteraction = PrecisionDate.Now - this._lastInteractionTime;\r\n const defaultBeta = Math.PI * 0.5 - this._defaultElevation;\r\n const limitBeta = Math.PI * 0.5;\r\n\r\n // Bring the camera back up if below the ground plane\r\n if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {\r\n this._betaIsAnimating = true;\r\n\r\n //Transition to new position\r\n this.stopAllAnimations();\r\n\r\n if (!this._betaTransition) {\r\n this._betaTransition = Animation.CreateAnimation(\"beta\", Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);\r\n }\r\n\r\n const animatable = Animation.TransitionTo(\r\n \"beta\",\r\n defaultBeta,\r\n this._attachedCamera,\r\n this._attachedCamera.getScene(),\r\n 60,\r\n this._betaTransition,\r\n this._elevationReturnTime,\r\n () => {\r\n this._clearAnimationLocks();\r\n this.stopAllAnimations();\r\n }\r\n );\r\n\r\n if (animatable) {\r\n this._animatables.push(animatable);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.\r\n */\r\n private _clearAnimationLocks(): void {\r\n this._betaIsAnimating = false;\r\n }\r\n\r\n /**\r\n * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.\r\n */\r\n private _applyUserInteraction(): void {\r\n if (this.isUserIsMoving) {\r\n this._lastInteractionTime = PrecisionDate.Now;\r\n this.stopAllAnimations();\r\n this._clearAnimationLocks();\r\n }\r\n }\r\n\r\n /**\r\n * Stops and removes all animations that have been applied to the camera\r\n */\r\n public stopAllAnimations(): void {\r\n if (this._attachedCamera) {\r\n this._attachedCamera.animations = [];\r\n }\r\n\r\n while (this._animatables.length) {\r\n if (this._animatables[0]) {\r\n this._animatables[0].onAnimationEnd = null;\r\n this._animatables[0].stop();\r\n }\r\n this._animatables.shift();\r\n }\r\n }\r\n\r\n /**\r\n * Gets a value indicating if the user is moving the camera\r\n */\r\n public get isUserIsMoving(): boolean {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n\r\n return (\r\n this._attachedCamera.inertialAlphaOffset !== 0 ||\r\n this._attachedCamera.inertialBetaOffset !== 0 ||\r\n this._attachedCamera.inertialRadiusOffset !== 0 ||\r\n this._attachedCamera.inertialPanningX !== 0 ||\r\n this._attachedCamera.inertialPanningY !== 0 ||\r\n this._isPointerDown\r\n );\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * The camera can move all the way towards the mesh.\r\n */\r\n public static IgnoreBoundsSizeMode = 0;\r\n\r\n /**\r\n * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides\r\n */\r\n public static FitFrustumSidesMode = 1;\r\n}\r\n"]}
1
+ 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{ type Behavior } from \"../../Behaviors/behavior\";\r\nimport { type Camera } from \"../../Cameras/camera\";\r\nimport { type ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { ExponentialEase, EasingFunction } from \"../../Animations/easing\";\r\nimport { type Observer, Observable } from \"../../Misc/observable\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type PointerInfoPre, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { PrecisionDate } from \"../../Misc/precisionDate\";\r\n\r\nimport { type AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { type TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Vector3 } from \"../../Maths/math.vector.pure\";\r\nimport { type Animatable } from \"../../Animations/animatable.core\";\r\nimport { Animation } from \"../../Animations/animation.pure\";\r\n\r\n/**\r\n * The framing behavior (FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors#framing-behavior\r\n */\r\nexport class FramingBehavior implements Behavior<ArcRotateCamera> {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n public get name(): string {\r\n return \"Framing\";\r\n }\r\n\r\n /**\r\n * An event triggered when the animation to zoom on target mesh has ended\r\n */\r\n public onTargetFramingAnimationEndObservable = new Observable<void>();\r\n\r\n private _mode = FramingBehavior.FitFrustumSidesMode;\r\n private _radiusScale = 1.0;\r\n private _positionScale = 0.5;\r\n private _defaultElevation = 0.3;\r\n private _elevationReturnTime = 1500;\r\n private _elevationReturnWaitTime = 1000;\r\n private _zoomStopsAnimation = false;\r\n private _framingTime = 1500;\r\n\r\n /**\r\n * The easing function used by animations\r\n */\r\n public static EasingFunction = new ExponentialEase();\r\n\r\n /**\r\n * The easing mode used by animations\r\n */\r\n public static EasingMode = EasingFunction.EASINGMODE_EASEINOUT;\r\n\r\n /**\r\n * Sets the current mode used by the behavior\r\n */\r\n public set mode(mode: number) {\r\n this._mode = mode;\r\n }\r\n\r\n /**\r\n * Gets current mode used by the behavior.\r\n */\r\n public get mode(): number {\r\n return this._mode;\r\n }\r\n\r\n /**\r\n * Sets the scale applied to the radius (1 by default)\r\n */\r\n public set radiusScale(radius: number) {\r\n this._radiusScale = radius;\r\n }\r\n\r\n /**\r\n * Gets the scale applied to the radius\r\n */\r\n public get radiusScale(): number {\r\n return this._radiusScale;\r\n }\r\n\r\n /**\r\n * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.\r\n */\r\n public set positionScale(scale: number) {\r\n this._positionScale = scale;\r\n }\r\n\r\n /**\r\n * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.\r\n */\r\n public get positionScale(): number {\r\n return this._positionScale;\r\n }\r\n\r\n /**\r\n * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle\r\n * behaviour is triggered, in radians.\r\n */\r\n public set defaultElevation(elevation: number) {\r\n this._defaultElevation = elevation;\r\n }\r\n\r\n /**\r\n * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle\r\n * behaviour is triggered, in radians.\r\n */\r\n public get defaultElevation() {\r\n return this._defaultElevation;\r\n }\r\n\r\n /**\r\n * Sets the time (in milliseconds) taken to return to the default beta position.\r\n * Negative value indicates camera should not return to default.\r\n */\r\n public set elevationReturnTime(speed: number) {\r\n this._elevationReturnTime = speed;\r\n }\r\n\r\n /**\r\n * Gets the time (in milliseconds) taken to return to the default beta position.\r\n * Negative value indicates camera should not return to default.\r\n */\r\n public get elevationReturnTime(): number {\r\n return this._elevationReturnTime;\r\n }\r\n\r\n /**\r\n * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.\r\n */\r\n public set elevationReturnWaitTime(time: number) {\r\n this._elevationReturnWaitTime = time;\r\n }\r\n\r\n /**\r\n * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.\r\n */\r\n public get elevationReturnWaitTime(): number {\r\n return this._elevationReturnWaitTime;\r\n }\r\n\r\n /**\r\n * Sets the flag that indicates if user zooming should stop animation.\r\n */\r\n public set zoomStopsAnimation(flag: boolean) {\r\n this._zoomStopsAnimation = flag;\r\n }\r\n\r\n /**\r\n * Gets the flag that indicates if user zooming should stop animation.\r\n */\r\n public get zoomStopsAnimation(): boolean {\r\n return this._zoomStopsAnimation;\r\n }\r\n\r\n /**\r\n * Sets the transition time when framing the mesh, in milliseconds\r\n */\r\n public set framingTime(time: number) {\r\n this._framingTime = time;\r\n }\r\n\r\n /**\r\n * Gets the transition time when framing the mesh, in milliseconds\r\n */\r\n public get framingTime() {\r\n return this._framingTime;\r\n }\r\n\r\n /**\r\n * Define if the behavior should automatically change the configured\r\n * camera limits and sensibilities.\r\n */\r\n public autoCorrectCameraLimitsAndSensibility = true;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<ArcRotateCamera> {\r\n return this._attachedCamera;\r\n }\r\n\r\n // Default behavior functions\r\n private _onPrePointerObservableObserver: Nullable<Observer<PointerInfoPre>>;\r\n private _onAfterCheckInputsObserver: Nullable<Observer<Camera>>;\r\n private _onMeshTargetChangedObserver: Nullable<Observer<Nullable<TransformNode>>>;\r\n private _attachedCamera: Nullable<ArcRotateCamera> = null;\r\n private _isPointerDown = false;\r\n private _lastInteractionTime = -Infinity;\r\n\r\n /**\r\n * Initializes the behavior.\r\n */\r\n public init(): void {\r\n // Do nothing\r\n }\r\n\r\n /**\r\n * Attaches the behavior to its arc rotate camera.\r\n * @param camera Defines the camera to attach the behavior to\r\n */\r\n public attach(camera: ArcRotateCamera): void {\r\n this._attachedCamera = camera;\r\n const scene = this._attachedCamera.getScene();\r\n\r\n FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);\r\n\r\n this._onPrePointerObservableObserver = scene.onPrePointerObservable.add((pointerInfoPre) => {\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERDOWN) {\r\n this._isPointerDown = true;\r\n return;\r\n }\r\n\r\n if (pointerInfoPre.type === PointerEventTypes.POINTERUP) {\r\n this._isPointerDown = false;\r\n }\r\n });\r\n\r\n this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add((transformNode) => {\r\n if (transformNode && (transformNode as AbstractMesh).getBoundingInfo) {\r\n this.zoomOnMesh(transformNode as AbstractMesh, undefined, () => {\r\n this.onTargetFramingAnimationEndObservable.notifyObservers();\r\n });\r\n }\r\n });\r\n\r\n this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(() => {\r\n // Stop the animation if there is user interaction and the animation should stop for this interaction\r\n this._applyUserInteraction();\r\n\r\n // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it\r\n // back to the default position after a given timeout\r\n this._maintainCameraAboveGround();\r\n });\r\n }\r\n\r\n /**\r\n * Detaches the behavior from its current arc rotate camera.\r\n */\r\n public detach(): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n const scene = this._attachedCamera.getScene();\r\n\r\n if (this._onPrePointerObservableObserver) {\r\n scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);\r\n }\r\n\r\n if (this._onAfterCheckInputsObserver) {\r\n this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);\r\n }\r\n\r\n if (this._onMeshTargetChangedObserver) {\r\n this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);\r\n }\r\n\r\n this._attachedCamera = null;\r\n }\r\n\r\n // Framing control\r\n private _animatables = new Array<Animatable>();\r\n private _betaIsAnimating = false;\r\n private _betaTransition: Animation;\r\n private _radiusTransition: Animation;\r\n private _vectorTransition: Animation;\r\n\r\n /**\r\n * Targets the given mesh and updates zoom level accordingly.\r\n * @param mesh The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n public zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): void {\r\n mesh.computeWorldMatrix(true);\r\n\r\n const boundingBox = mesh.getBoundingInfo().boundingBox;\r\n this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Targets the given mesh with its children and updates zoom level accordingly.\r\n * @param mesh The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n public zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): void {\r\n mesh.computeWorldMatrix(true);\r\n\r\n const boundingBox = mesh.getHierarchyBoundingVectors(true);\r\n this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Targets the given meshes with their children and updates zoom level accordingly.\r\n * @param meshes The mesh to target.\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n */\r\n public zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): void {\r\n const min = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n const max = new Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);\r\n\r\n for (let i = 0; i < meshes.length; i++) {\r\n const boundingInfo = meshes[i].getHierarchyBoundingVectors(true);\r\n Vector3.CheckExtends(boundingInfo.min, min, max);\r\n Vector3.CheckExtends(boundingInfo.max, min, max);\r\n }\r\n\r\n this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);\r\n }\r\n\r\n /**\r\n * Targets the bounding box info defined by its extends and updates zoom level accordingly.\r\n * @param minimumWorld Determines the smaller position of the bounding box extend\r\n * @param maximumWorld Determines the bigger position of the bounding box extend\r\n * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh\r\n * @param onAnimationEnd Callback triggered at the end of the framing animation\r\n * @returns true if the zoom was done\r\n */\r\n public zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ: boolean = false, onAnimationEnd: Nullable<() => void> = null): boolean {\r\n let zoomTarget: Vector3;\r\n\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n\r\n // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY\r\n const bottom = minimumWorld.y;\r\n const top = maximumWorld.y;\r\n const zoomTargetY = bottom + (top - bottom) * this._positionScale;\r\n const radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);\r\n\r\n if (!isFinite(zoomTargetY)) {\r\n return false; // Abort mission as there is no target\r\n }\r\n\r\n if (focusOnOriginXZ) {\r\n zoomTarget = new Vector3(0, zoomTargetY, 0);\r\n } else {\r\n const centerWorld = minimumWorld.add(radiusWorld);\r\n zoomTarget = new Vector3(centerWorld.x, zoomTargetY, centerWorld.z);\r\n }\r\n\r\n if (!this._vectorTransition) {\r\n this._vectorTransition = Animation.CreateAnimation(\"target\", Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);\r\n }\r\n\r\n this._betaIsAnimating = true;\r\n let animatable = Animation.TransitionTo(\"target\", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);\r\n if (animatable) {\r\n this._animatables.push(animatable);\r\n }\r\n\r\n // sets the radius and lower radius bounds\r\n // Small delta ensures camera is not always at lower zoom limit.\r\n let radius = 0;\r\n if (this._mode === FramingBehavior.FitFrustumSidesMode) {\r\n const position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);\r\n if (this.autoCorrectCameraLimitsAndSensibility) {\r\n this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;\r\n }\r\n radius = position;\r\n } else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {\r\n radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);\r\n if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {\r\n this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;\r\n }\r\n }\r\n\r\n // Set sensibilities\r\n if (this.autoCorrectCameraLimitsAndSensibility) {\r\n const extend = maximumWorld.subtract(minimumWorld).length();\r\n this._attachedCamera.panningSensibility = 5000 / extend;\r\n this._attachedCamera.wheelPrecision = 100 / radius;\r\n }\r\n\r\n // transition to new radius\r\n if (!this._radiusTransition) {\r\n this._radiusTransition = Animation.CreateAnimation(\"radius\", Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);\r\n }\r\n\r\n animatable = Animation.TransitionTo(\"radius\", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, () => {\r\n this.stopAllAnimations();\r\n if (onAnimationEnd) {\r\n onAnimationEnd();\r\n }\r\n\r\n if (this._attachedCamera && this._attachedCamera.useInputToRestoreState) {\r\n this._attachedCamera.storeState();\r\n }\r\n });\r\n\r\n if (animatable) {\r\n this._animatables.push(animatable);\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Calculates the lowest radius for the camera based on the bounding box of the mesh.\r\n * @param minimumWorld\r\n * @param maximumWorld\r\n * @returns The minimum distance from the primary mesh's center point at which the camera must be kept in order\r\n *\t\t to fully enclose the mesh in the viewing frustum.\r\n */\r\n protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number {\r\n const camera = this._attachedCamera;\r\n\r\n if (!camera) {\r\n return 0;\r\n }\r\n\r\n let distance = camera._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld, this._radiusScale);\r\n if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {\r\n // Don't exceed the requested limit\r\n distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;\r\n }\r\n\r\n // Don't exceed the upper radius limit\r\n if (camera.upperRadiusLimit) {\r\n distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;\r\n }\r\n\r\n return distance;\r\n }\r\n\r\n /**\r\n * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera\r\n * is automatically returned to its default position (expected to be above ground plane).\r\n */\r\n private _maintainCameraAboveGround(): void {\r\n if (this._elevationReturnTime < 0) {\r\n return;\r\n }\r\n\r\n const timeSinceInteraction = PrecisionDate.Now - this._lastInteractionTime;\r\n const defaultBeta = Math.PI * 0.5 - this._defaultElevation;\r\n const limitBeta = Math.PI * 0.5;\r\n\r\n // Bring the camera back up if below the ground plane\r\n if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {\r\n this._betaIsAnimating = true;\r\n\r\n //Transition to new position\r\n this.stopAllAnimations();\r\n\r\n if (!this._betaTransition) {\r\n this._betaTransition = Animation.CreateAnimation(\"beta\", Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);\r\n }\r\n\r\n const animatable = Animation.TransitionTo(\r\n \"beta\",\r\n defaultBeta,\r\n this._attachedCamera,\r\n this._attachedCamera.getScene(),\r\n 60,\r\n this._betaTransition,\r\n this._elevationReturnTime,\r\n () => {\r\n this._clearAnimationLocks();\r\n this.stopAllAnimations();\r\n }\r\n );\r\n\r\n if (animatable) {\r\n this._animatables.push(animatable);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.\r\n */\r\n private _clearAnimationLocks(): void {\r\n this._betaIsAnimating = false;\r\n }\r\n\r\n /**\r\n * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.\r\n */\r\n private _applyUserInteraction(): void {\r\n if (this.isUserIsMoving) {\r\n this._lastInteractionTime = PrecisionDate.Now;\r\n this.stopAllAnimations();\r\n this._clearAnimationLocks();\r\n }\r\n }\r\n\r\n /**\r\n * Stops and removes all animations that have been applied to the camera\r\n */\r\n public stopAllAnimations(): void {\r\n if (this._attachedCamera) {\r\n this._attachedCamera.animations = [];\r\n }\r\n\r\n while (this._animatables.length) {\r\n if (this._animatables[0]) {\r\n this._animatables[0].onAnimationEnd = null;\r\n this._animatables[0].stop();\r\n }\r\n this._animatables.shift();\r\n }\r\n }\r\n\r\n /**\r\n * Gets a value indicating if the user is moving the camera\r\n */\r\n public get isUserIsMoving(): boolean {\r\n if (!this._attachedCamera) {\r\n return false;\r\n }\r\n\r\n return (\r\n this._attachedCamera.inertialAlphaOffset !== 0 ||\r\n this._attachedCamera.inertialBetaOffset !== 0 ||\r\n this._attachedCamera.inertialRadiusOffset !== 0 ||\r\n this._attachedCamera.inertialPanningX !== 0 ||\r\n this._attachedCamera.inertialPanningY !== 0 ||\r\n this._isPointerDown\r\n );\r\n }\r\n\r\n // Statics\r\n\r\n /**\r\n * The camera can move all the way towards the mesh.\r\n */\r\n public static IgnoreBoundsSizeMode = 0;\r\n\r\n /**\r\n * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides\r\n */\r\n public static FitFrustumSidesMode = 1;\r\n}\r\n"]}
@@ -1,7 +1,7 @@
1
1
  import { type Behavior } from "../behavior.js";
2
2
  import { EasingFunction } from "../../Animations/easing.js";
3
3
  import { type Nullable } from "../../types.js";
4
- import { Animation } from "../../Animations/animation.js";
4
+ import { Animation } from "../../Animations/animation.pure.js";
5
5
  import { type Camera } from "../../Cameras/camera.js";
6
6
  import { type IColor3Like, type IColor4Like, type IMatrixLike, type IQuaternionLike, type IVector2Like, type IVector3Like } from "../../Maths/math.like.js";
7
7
  export type AllowedAnimValue = number | IVector2Like | IVector3Like | IQuaternionLike | IMatrixLike | IColor3Like | IColor4Like | SizeLike | undefined;
@@ -33,6 +33,7 @@ export declare class InterpolatingBehavior<C extends Camera = Camera> implements
33
33
  private _attachedCamera;
34
34
  private _animatables;
35
35
  private _promiseResolve?;
36
+ private static readonly _FrameRate;
36
37
  /**
37
38
  * Initializes the behavior
38
39
  */
@@ -51,11 +52,37 @@ export declare class InterpolatingBehavior<C extends Camera = Camera> implements
51
52
  */
52
53
  detach(): void;
53
54
  get isInterpolating(): boolean;
55
+ /**
56
+ * Gets the longest remaining duration (in milliseconds) across all in-flight property animations.
57
+ * Returns 0 when nothing is currently animating.
58
+ */
59
+ get remainingDurationMs(): number;
54
60
  /**
55
61
  * Stops and removes all animations
56
62
  */
57
63
  stopAllAnimations(): void;
64
+ /**
65
+ * Called when a single property's transition completes (or is applied instantly). Cleans up the
66
+ * spent animation and resolves the in-flight promise once every property has reached its target.
67
+ * @param propertyName name of the property whose animation has finished
68
+ */
69
+ private _onPropertyAnimationEnd;
70
+ /**
71
+ * Redirects any in-flight transition toward the given property values, reusing the time remaining in the
72
+ * current transition. No-op when nothing is currently animating.
73
+ * @deprecated Prefer `animatePropertiesAsync(properties, remainingDurationMs)`, which makes the duration
74
+ * explicit. This method is retained for backward compatibility.
75
+ * @param properties defines the property values to redirect toward
76
+ */
58
77
  updateProperties<K extends keyof C>(properties: Map<K, AllowedAnimValue>): void;
78
+ /**
79
+ * Animates camera properties to new values.
80
+ * @param properties defines the property values to animate to
81
+ * @param transitionDuration defines the transition duration in milliseconds
82
+ * @param easingFn defines the easing function to use
83
+ * @param updateAnimation defines an optional callback used to update each generated animation
84
+ * @returns a promise that resolves when the animation completes
85
+ */
59
86
  animatePropertiesAsync<K extends keyof C>(properties: Map<K, AllowedAnimValue>, transitionDuration?: number, easingFn?: EasingFunction, updateAnimation?: (key: string, animation: Animation) => void): Promise<void>;
60
87
  }
61
88
  export type SizeLike = {
@@ -1,5 +1,5 @@
1
1
  import { CubicEase, EasingFunction } from "../../Animations/easing.js";
2
- import { Animation } from "../../Animations/animation.js";
2
+ import { Animation } from "../../Animations/animation.pure.js";
3
3
  /**
4
4
  * Animate camera property changes with an interpolation effect
5
5
  * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors
@@ -63,6 +63,18 @@ export class InterpolatingBehavior {
63
63
  get isInterpolating() {
64
64
  return this._animatables.size > 0;
65
65
  }
66
+ /**
67
+ * Gets the longest remaining duration (in milliseconds) across all in-flight property animations.
68
+ * Returns 0 when nothing is currently animating.
69
+ */
70
+ get remainingDurationMs() {
71
+ let remaining = 0;
72
+ this._animatables.forEach((animatable) => {
73
+ const remainingFrames = Math.max(animatable.toFrame - animatable.masterFrame, 0);
74
+ remaining = Math.max(remaining, (remainingFrames / InterpolatingBehavior._FrameRate) * 1000);
75
+ });
76
+ return remaining;
77
+ }
66
78
  /**
67
79
  * Stops and removes all animations
68
80
  */
@@ -74,14 +86,49 @@ export class InterpolatingBehavior {
74
86
  this._promiseResolve?.();
75
87
  this._promiseResolve = undefined;
76
88
  }
77
- updateProperties(properties) {
78
- properties.forEach((value, key) => {
79
- if (value !== undefined) {
80
- const animatable = this._animatables.get(String(key));
81
- animatable && (animatable.target = value);
89
+ /**
90
+ * Called when a single property's transition completes (or is applied instantly). Cleans up the
91
+ * spent animation and resolves the in-flight promise once every property has reached its target.
92
+ * @param propertyName name of the property whose animation has finished
93
+ */
94
+ _onPropertyAnimationEnd(propertyName) {
95
+ const camera = this._attachedCamera;
96
+ if (camera) {
97
+ // Remove the associated animation from camera once the transition to target is complete so that property animations don't accumulate
98
+ for (let i = camera.animations.length - 1; i >= 0; --i) {
99
+ if (camera.animations[i].name === propertyName + "Animation") {
100
+ camera.animations.splice(i, 1);
101
+ }
82
102
  }
83
- });
103
+ }
104
+ this._animatables.delete(propertyName);
105
+ if (this._animatables.size === 0) {
106
+ const resolve = this._promiseResolve;
107
+ this._promiseResolve = undefined;
108
+ resolve?.();
109
+ }
110
+ }
111
+ /**
112
+ * Redirects any in-flight transition toward the given property values, reusing the time remaining in the
113
+ * current transition. No-op when nothing is currently animating.
114
+ * @deprecated Prefer `animatePropertiesAsync(properties, remainingDurationMs)`, which makes the duration
115
+ * explicit. This method is retained for backward compatibility.
116
+ * @param properties defines the property values to redirect toward
117
+ */
118
+ updateProperties(properties) {
119
+ if (!this.isInterpolating) {
120
+ return;
121
+ }
122
+ void this.animatePropertiesAsync(properties, this.remainingDurationMs);
84
123
  }
124
+ /**
125
+ * Animates camera properties to new values.
126
+ * @param properties defines the property values to animate to
127
+ * @param transitionDuration defines the transition duration in milliseconds
128
+ * @param easingFn defines the easing function to use
129
+ * @param updateAnimation defines an optional callback used to update each generated animation
130
+ * @returns a promise that resolves when the animation completes
131
+ */
85
132
  async animatePropertiesAsync(properties, transitionDuration = this.transitionDuration, easingFn = this.easingFunction, updateAnimation) {
86
133
  const promise = new Promise((resolve) => {
87
134
  this.stopAllAnimations();
@@ -92,36 +139,31 @@ export class InterpolatingBehavior {
92
139
  }
93
140
  const camera = this._attachedCamera;
94
141
  const scene = camera.getScene();
95
- const checkClear = (propertyName) => {
96
- // Remove the associated animation from camera once the transition to target is complete so that property animations don't accumulate
97
- for (let i = camera.animations.length - 1; i >= 0; --i) {
98
- if (camera.animations[i].name === propertyName + "Animation") {
99
- camera.animations.splice(i, 1);
100
- }
101
- }
102
- this._animatables.delete(propertyName);
103
- if (this._animatables.size === 0) {
104
- this._promiseResolve = undefined;
105
- resolve();
106
- }
107
- };
108
142
  properties.forEach((value, key) => {
109
143
  if (value !== undefined && camera[key] !== value) {
110
144
  const propertyName = String(key);
111
- const animation = Animation.CreateAnimation(propertyName, GetAnimationType(value), 60, easingFn);
145
+ const animation = Animation.CreateAnimation(propertyName, GetAnimationType(value), InterpolatingBehavior._FrameRate, easingFn);
112
146
  // Optionally allow caller to further customize the animation
113
147
  updateAnimation?.(propertyName, animation);
114
148
  // Pass false for stopCurrent so that we can interpolate multiple properties at once
115
- const animatable = Animation.TransitionTo(propertyName, value, camera, scene, 60, animation, transitionDuration, () => checkClear(propertyName), false);
149
+ const animatable = Animation.TransitionTo(propertyName, value, camera, scene, InterpolatingBehavior._FrameRate, animation, transitionDuration, () => this._onPropertyAnimationEnd(propertyName), false);
116
150
  if (animatable) {
117
151
  this._animatables.set(propertyName, animatable);
118
152
  }
119
153
  }
120
154
  });
155
+ // Nothing needed animating (already at target): resolve immediately rather than hang.
156
+ if (this._animatables.size === 0) {
157
+ this._promiseResolve = undefined;
158
+ resolve();
159
+ }
121
160
  });
122
161
  return await promise;
123
162
  }
124
163
  }
164
+ // Frame rate used for all generated transition animations. Kept as a single constant so the duration
165
+ // math in remainingDurationMs stays consistent with the animations created in animatePropertiesAsync.
166
+ InterpolatingBehavior._FrameRate = 60;
125
167
  // Structural type-guards (no instanceof)
126
168
  function IsQuaternionLike(v) {
127
169
  return v != null && typeof v.x === "number" && typeof v.y === "number" && typeof v.z === "number" && typeof v.w === "number";
@@ -1 +1 @@
1
- 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{ type Behavior } from \"../behavior\";\r\nimport { CubicEase, EasingFunction } from \"../../Animations/easing\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Animatable } from \"../../Animations/animatable.core\";\r\nimport { Animation } from \"../../Animations/animation\";\r\nimport { type Camera } from \"../../Cameras/camera\";\r\nimport { type IColor3Like, type IColor4Like, type IMatrixLike, type IQuaternionLike, type IVector2Like, type IVector3Like } from \"../../Maths/math.like\";\r\n\r\nexport type AllowedAnimValue = number | IVector2Like | IVector3Like | IQuaternionLike | IMatrixLike | IColor3Like | IColor4Like | SizeLike | undefined;\r\n\r\n/**\r\n * Animate camera property changes with an interpolation effect\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors\r\n */\r\nexport class InterpolatingBehavior<C extends Camera = Camera> implements Behavior<C> {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n public get name(): string {\r\n return \"Interpolating\";\r\n }\r\n\r\n /**\r\n * The easing function to use for interpolation\r\n */\r\n public easingFunction: EasingFunction = new CubicEase();\r\n\r\n /**\r\n * The easing mode (default is EASINGMODE_EASEINOUT)\r\n */\r\n public easingMode = EasingFunction.EASINGMODE_EASEINOUT;\r\n\r\n /**\r\n * Duration of the animation in milliseconds\r\n */\r\n public transitionDuration = 450;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<C> {\r\n return this._attachedCamera;\r\n }\r\n\r\n private _attachedCamera: Nullable<C> = null;\r\n private _animatables: Map<string, Animatable> = new Map<string, Animatable>();\r\n private _promiseResolve?: () => void;\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n constructor() {\r\n this.easingFunction.setEasingMode(this.easingMode);\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init(): void {\r\n // Nothing to do on init\r\n }\r\n\r\n /**\r\n * Attaches the behavior to a camera\r\n * @param camera The camera to attach to\r\n */\r\n public attach(camera: C): void {\r\n this._attachedCamera = camera;\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the camera\r\n */\r\n public detach(): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n this.stopAllAnimations();\r\n this._attachedCamera = null;\r\n }\r\n\r\n public get isInterpolating(): boolean {\r\n return this._animatables.size > 0;\r\n }\r\n\r\n /**\r\n * Stops and removes all animations\r\n */\r\n public stopAllAnimations(): void {\r\n if (this._attachedCamera) {\r\n this._animatables.forEach((animatable) => animatable.stop());\r\n }\r\n this._animatables.clear();\r\n this._promiseResolve?.();\r\n this._promiseResolve = undefined;\r\n }\r\n\r\n public updateProperties<K extends keyof C>(properties: Map<K, AllowedAnimValue>): void {\r\n properties.forEach((value, key) => {\r\n if (value !== undefined) {\r\n const animatable = this._animatables.get(String(key));\r\n animatable && (animatable.target = value as unknown as any);\r\n }\r\n });\r\n }\r\n\r\n public async animatePropertiesAsync<K extends keyof C>(\r\n properties: Map<K, AllowedAnimValue>,\r\n transitionDuration: number = this.transitionDuration,\r\n easingFn: EasingFunction = this.easingFunction,\r\n updateAnimation?: (key: string, animation: Animation) => void\r\n ): Promise<void> {\r\n const promise = new Promise<void>((resolve) => {\r\n this.stopAllAnimations();\r\n\r\n this._promiseResolve = resolve;\r\n if (!this._attachedCamera) {\r\n this._promiseResolve = undefined;\r\n return resolve();\r\n }\r\n const camera = this._attachedCamera;\r\n const scene = camera.getScene();\r\n\r\n const checkClear = (propertyName: string) => {\r\n // Remove the associated animation from camera once the transition to target is complete so that property animations don't accumulate\r\n for (let i = camera.animations.length - 1; i >= 0; --i) {\r\n if (camera.animations[i].name === propertyName + \"Animation\") {\r\n camera.animations.splice(i, 1);\r\n }\r\n }\r\n\r\n this._animatables.delete(propertyName);\r\n if (this._animatables.size === 0) {\r\n this._promiseResolve = undefined;\r\n resolve();\r\n }\r\n };\r\n\r\n properties.forEach((value, key) => {\r\n if (value !== undefined && camera[key] !== value) {\r\n const propertyName = String(key);\r\n const animation = Animation.CreateAnimation(propertyName, GetAnimationType(value), 60, easingFn);\r\n // Optionally allow caller to further customize the animation\r\n updateAnimation?.(propertyName, animation);\r\n\r\n // Pass false for stopCurrent so that we can interpolate multiple properties at once\r\n const animatable = Animation.TransitionTo(propertyName, value, camera, scene, 60, animation, transitionDuration, () => checkClear(propertyName), false);\r\n if (animatable) {\r\n this._animatables.set(propertyName, animatable);\r\n }\r\n }\r\n });\r\n });\r\n return await promise;\r\n }\r\n}\r\n\r\n// Structural type-guards (no instanceof)\r\nfunction IsQuaternionLike(v: any): v is IQuaternionLike {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\" && typeof v.z === \"number\" && typeof v.w === \"number\";\r\n}\r\n\r\nfunction IsMatrixLike(v: any): v is IMatrixLike {\r\n return v != null && (Array.isArray((v as any).m) || typeof (v as any).m === \"object\");\r\n}\r\n\r\nfunction IsVector3Like(v: any): v is IVector3Like {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\" && typeof v.z === \"number\";\r\n}\r\n\r\nfunction IsVector2Like(v: any): v is IVector2Like {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\";\r\n}\r\n\r\nfunction IsColor3Like(v: any): v is IColor3Like {\r\n return v != null && typeof v.r === \"number\" && typeof v.g === \"number\" && typeof v.b === \"number\";\r\n}\r\n\r\nfunction IsColor4Like(v: any): v is IColor4Like {\r\n return v != null && typeof v.r === \"number\" && typeof v.g === \"number\" && typeof v.b === \"number\" && typeof v.a === \"number\";\r\n}\r\n\r\nexport type SizeLike = { width: number; height: number };\r\n\r\nfunction IsSizeLike(v: any): v is SizeLike {\r\n return v != null && typeof v.width === \"number\" && typeof v.height === \"number\";\r\n}\r\n\r\nconst GetAnimationType = (value: AllowedAnimValue): number => {\r\n if (IsQuaternionLike(value)) {\r\n return Animation.ANIMATIONTYPE_QUATERNION;\r\n }\r\n if (IsMatrixLike(value)) {\r\n return Animation.ANIMATIONTYPE_MATRIX;\r\n }\r\n if (IsVector3Like(value)) {\r\n return Animation.ANIMATIONTYPE_VECTOR3;\r\n }\r\n if (IsVector2Like(value)) {\r\n return Animation.ANIMATIONTYPE_VECTOR2;\r\n }\r\n if (IsColor3Like(value)) {\r\n return Animation.ANIMATIONTYPE_COLOR3;\r\n }\r\n if (IsColor4Like(value)) {\r\n return Animation.ANIMATIONTYPE_COLOR4;\r\n }\r\n if (IsSizeLike(value)) {\r\n return Animation.ANIMATIONTYPE_SIZE;\r\n }\r\n\r\n // Fallback to float for numbers and unknown shapes\r\n return Animation.ANIMATIONTYPE_FLOAT;\r\n};\r\n"]}
1
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{ type Behavior } from \"../behavior\";\r\nimport { CubicEase, EasingFunction } from \"../../Animations/easing\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Animatable } from \"../../Animations/animatable.core\";\r\nimport { Animation } from \"../../Animations/animation.pure\";\r\nimport { type Camera } from \"../../Cameras/camera\";\r\nimport { type IColor3Like, type IColor4Like, type IMatrixLike, type IQuaternionLike, type IVector2Like, type IVector3Like } from \"../../Maths/math.like\";\r\n\r\nexport type AllowedAnimValue = number | IVector2Like | IVector3Like | IQuaternionLike | IMatrixLike | IColor3Like | IColor4Like | SizeLike | undefined;\r\n\r\n/**\r\n * Animate camera property changes with an interpolation effect\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors\r\n */\r\nexport class InterpolatingBehavior<C extends Camera = Camera> implements Behavior<C> {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n public get name(): string {\r\n return \"Interpolating\";\r\n }\r\n\r\n /**\r\n * The easing function to use for interpolation\r\n */\r\n public easingFunction: EasingFunction = new CubicEase();\r\n\r\n /**\r\n * The easing mode (default is EASINGMODE_EASEINOUT)\r\n */\r\n public easingMode = EasingFunction.EASINGMODE_EASEINOUT;\r\n\r\n /**\r\n * Duration of the animation in milliseconds\r\n */\r\n public transitionDuration = 450;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<C> {\r\n return this._attachedCamera;\r\n }\r\n\r\n private _attachedCamera: Nullable<C> = null;\r\n private _animatables: Map<string, Animatable> = new Map<string, Animatable>();\r\n private _promiseResolve?: () => void;\r\n\r\n // Frame rate used for all generated transition animations. Kept as a single constant so the duration\r\n // math in remainingDurationMs stays consistent with the animations created in animatePropertiesAsync.\r\n private static readonly _FrameRate = 60;\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n constructor() {\r\n this.easingFunction.setEasingMode(this.easingMode);\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init(): void {\r\n // Nothing to do on init\r\n }\r\n\r\n /**\r\n * Attaches the behavior to a camera\r\n * @param camera The camera to attach to\r\n */\r\n public attach(camera: C): void {\r\n this._attachedCamera = camera;\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the camera\r\n */\r\n public detach(): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n this.stopAllAnimations();\r\n this._attachedCamera = null;\r\n }\r\n\r\n public get isInterpolating(): boolean {\r\n return this._animatables.size > 0;\r\n }\r\n\r\n /**\r\n * Gets the longest remaining duration (in milliseconds) across all in-flight property animations.\r\n * Returns 0 when nothing is currently animating.\r\n */\r\n public get remainingDurationMs(): number {\r\n let remaining = 0;\r\n this._animatables.forEach((animatable) => {\r\n const remainingFrames = Math.max(animatable.toFrame - animatable.masterFrame, 0);\r\n remaining = Math.max(remaining, (remainingFrames / InterpolatingBehavior._FrameRate) * 1000);\r\n });\r\n return remaining;\r\n }\r\n\r\n /**\r\n * Stops and removes all animations\r\n */\r\n public stopAllAnimations(): void {\r\n if (this._attachedCamera) {\r\n this._animatables.forEach((animatable) => animatable.stop());\r\n }\r\n this._animatables.clear();\r\n this._promiseResolve?.();\r\n this._promiseResolve = undefined;\r\n }\r\n\r\n /**\r\n * Called when a single property's transition completes (or is applied instantly). Cleans up the\r\n * spent animation and resolves the in-flight promise once every property has reached its target.\r\n * @param propertyName name of the property whose animation has finished\r\n */\r\n private _onPropertyAnimationEnd(propertyName: string): void {\r\n const camera = this._attachedCamera;\r\n if (camera) {\r\n // Remove the associated animation from camera once the transition to target is complete so that property animations don't accumulate\r\n for (let i = camera.animations.length - 1; i >= 0; --i) {\r\n if (camera.animations[i].name === propertyName + \"Animation\") {\r\n camera.animations.splice(i, 1);\r\n }\r\n }\r\n }\r\n\r\n this._animatables.delete(propertyName);\r\n if (this._animatables.size === 0) {\r\n const resolve = this._promiseResolve;\r\n this._promiseResolve = undefined;\r\n resolve?.();\r\n }\r\n }\r\n\r\n /**\r\n * Redirects any in-flight transition toward the given property values, reusing the time remaining in the\r\n * current transition. No-op when nothing is currently animating.\r\n * @deprecated Prefer `animatePropertiesAsync(properties, remainingDurationMs)`, which makes the duration\r\n * explicit. This method is retained for backward compatibility.\r\n * @param properties defines the property values to redirect toward\r\n */\r\n public updateProperties<K extends keyof C>(properties: Map<K, AllowedAnimValue>): void {\r\n if (!this.isInterpolating) {\r\n return;\r\n }\r\n void this.animatePropertiesAsync(properties, this.remainingDurationMs);\r\n }\r\n\r\n /**\r\n * Animates camera properties to new values.\r\n * @param properties defines the property values to animate to\r\n * @param transitionDuration defines the transition duration in milliseconds\r\n * @param easingFn defines the easing function to use\r\n * @param updateAnimation defines an optional callback used to update each generated animation\r\n * @returns a promise that resolves when the animation completes\r\n */\r\n public async animatePropertiesAsync<K extends keyof C>(\r\n properties: Map<K, AllowedAnimValue>,\r\n transitionDuration: number = this.transitionDuration,\r\n easingFn: EasingFunction = this.easingFunction,\r\n updateAnimation?: (key: string, animation: Animation) => void\r\n ): Promise<void> {\r\n const promise = new Promise<void>((resolve) => {\r\n this.stopAllAnimations();\r\n\r\n this._promiseResolve = resolve;\r\n if (!this._attachedCamera) {\r\n this._promiseResolve = undefined;\r\n return resolve();\r\n }\r\n const camera = this._attachedCamera;\r\n const scene = camera.getScene();\r\n\r\n properties.forEach((value, key) => {\r\n if (value !== undefined && camera[key] !== value) {\r\n const propertyName = String(key);\r\n const animation = Animation.CreateAnimation(propertyName, GetAnimationType(value), InterpolatingBehavior._FrameRate, easingFn);\r\n // Optionally allow caller to further customize the animation\r\n updateAnimation?.(propertyName, animation);\r\n\r\n // Pass false for stopCurrent so that we can interpolate multiple properties at once\r\n const animatable = Animation.TransitionTo(\r\n propertyName,\r\n value,\r\n camera,\r\n scene,\r\n InterpolatingBehavior._FrameRate,\r\n animation,\r\n transitionDuration,\r\n () => this._onPropertyAnimationEnd(propertyName),\r\n false\r\n );\r\n if (animatable) {\r\n this._animatables.set(propertyName, animatable);\r\n }\r\n }\r\n });\r\n\r\n // Nothing needed animating (already at target): resolve immediately rather than hang.\r\n if (this._animatables.size === 0) {\r\n this._promiseResolve = undefined;\r\n resolve();\r\n }\r\n });\r\n return await promise;\r\n }\r\n}\r\n\r\n// Structural type-guards (no instanceof)\r\nfunction IsQuaternionLike(v: any): v is IQuaternionLike {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\" && typeof v.z === \"number\" && typeof v.w === \"number\";\r\n}\r\n\r\nfunction IsMatrixLike(v: any): v is IMatrixLike {\r\n return v != null && (Array.isArray((v as any).m) || typeof (v as any).m === \"object\");\r\n}\r\n\r\nfunction IsVector3Like(v: any): v is IVector3Like {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\" && typeof v.z === \"number\";\r\n}\r\n\r\nfunction IsVector2Like(v: any): v is IVector2Like {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\";\r\n}\r\n\r\nfunction IsColor3Like(v: any): v is IColor3Like {\r\n return v != null && typeof v.r === \"number\" && typeof v.g === \"number\" && typeof v.b === \"number\";\r\n}\r\n\r\nfunction IsColor4Like(v: any): v is IColor4Like {\r\n return v != null && typeof v.r === \"number\" && typeof v.g === \"number\" && typeof v.b === \"number\" && typeof v.a === \"number\";\r\n}\r\n\r\nexport type SizeLike = { width: number; height: number };\r\n\r\nfunction IsSizeLike(v: any): v is SizeLike {\r\n return v != null && typeof v.width === \"number\" && typeof v.height === \"number\";\r\n}\r\n\r\nconst GetAnimationType = (value: AllowedAnimValue): number => {\r\n if (IsQuaternionLike(value)) {\r\n return Animation.ANIMATIONTYPE_QUATERNION;\r\n }\r\n if (IsMatrixLike(value)) {\r\n return Animation.ANIMATIONTYPE_MATRIX;\r\n }\r\n if (IsVector3Like(value)) {\r\n return Animation.ANIMATIONTYPE_VECTOR3;\r\n }\r\n if (IsVector2Like(value)) {\r\n return Animation.ANIMATIONTYPE_VECTOR2;\r\n }\r\n if (IsColor3Like(value)) {\r\n return Animation.ANIMATIONTYPE_COLOR3;\r\n }\r\n if (IsColor4Like(value)) {\r\n return Animation.ANIMATIONTYPE_COLOR4;\r\n }\r\n if (IsSizeLike(value)) {\r\n return Animation.ANIMATIONTYPE_SIZE;\r\n }\r\n\r\n // Fallback to float for numbers and unknown shapes\r\n return Animation.ANIMATIONTYPE_FLOAT;\r\n};\r\n"]}
@@ -1,4 +1,4 @@
1
- import { Vector3, Matrix, Quaternion } from "../../Maths/math.vector.js";
1
+ import { Vector3, Matrix, Quaternion } from "../../Maths/math.vector.pure.js";
2
2
  /**
3
3
  * @internal
4
4
  */
@@ -1 +1 @@
1
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{ Vector3, Matrix, Quaternion } from \"../../Maths/math.vector\";\r\nimport { type Mesh } from \"../../Meshes/mesh\";\r\nimport { type TransformNode } from \"../../Meshes/transformNode\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Behavior } from \"../../Behaviors/behavior\";\r\n\r\n/**\r\n * @internal\r\n */\r\nclass FaceDirectionInfo {\r\n constructor(\r\n public direction: Vector3,\r\n public rotatedDirection = new Vector3(),\r\n public diff = 0,\r\n public ignore = false\r\n ) {}\r\n}\r\n\r\n/**\r\n * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera\r\n */\r\nexport class AttachToBoxBehavior implements Behavior<Mesh> {\r\n /**\r\n * [\"AttachToBoxBehavior\"] The name of the behavior\r\n */\r\n public name = \"AttachToBoxBehavior\";\r\n /**\r\n * [0.15] The distance away from the face of the mesh that the UI should be attached to (default: 0.15)\r\n */\r\n public distanceAwayFromFace = 0.15;\r\n /**\r\n * [0.15] The distance from the bottom of the face that the UI should be attached to (default: 0.15)\r\n */\r\n public distanceAwayFromBottomOfFace = 0.15;\r\n private _faceVectors = [\r\n new FaceDirectionInfo(Vector3.Up()),\r\n new FaceDirectionInfo(Vector3.Down()),\r\n new FaceDirectionInfo(Vector3.Left()),\r\n new FaceDirectionInfo(Vector3.Right()),\r\n new FaceDirectionInfo(Vector3.Forward()),\r\n new FaceDirectionInfo(Vector3.Forward().scaleInPlace(-1)),\r\n ];\r\n private _target: Mesh;\r\n private _scene: Scene;\r\n private _onRenderObserver: Nullable<Observer<Scene>>;\r\n private _tmpMatrix = new Matrix();\r\n private _tmpVector = new Vector3();\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<Mesh> {\r\n return this._target;\r\n }\r\n\r\n /**\r\n * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera\r\n * @param _ui The transform node that should be attached to the mesh\r\n */\r\n constructor(private _ui: TransformNode) {\r\n this._target = null!;\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {\r\n /* Does nothing */\r\n }\r\n\r\n private _closestFace(targetDirection: Vector3) {\r\n // Go over each face and calculate the angle between the face's normal and targetDirection\r\n for (const v of this._faceVectors) {\r\n if (!this._target.rotationQuaternion) {\r\n this._target.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._target.rotation.y, this._target.rotation.x, this._target.rotation.z);\r\n }\r\n this._target.rotationQuaternion.toRotationMatrix(this._tmpMatrix);\r\n Vector3.TransformCoordinatesToRef(v.direction, this._tmpMatrix, v.rotatedDirection);\r\n v.diff = Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, Vector3.Cross(v.rotatedDirection, targetDirection));\r\n }\r\n // Return the face information of the one with the normal closest to target direction\r\n return this._faceVectors.reduce((min, p) => {\r\n if (min.ignore) {\r\n return p;\r\n } else if (p.ignore) {\r\n return min;\r\n } else {\r\n return min.diff < p.diff ? min : p;\r\n }\r\n }, this._faceVectors[0]);\r\n }\r\n\r\n private _zeroVector = Vector3.Zero();\r\n private _lookAtTmpMatrix = new Matrix();\r\n private _lookAtToRef(pos: Vector3, up = new Vector3(0, 1, 0), ref: Quaternion) {\r\n Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);\r\n this._lookAtTmpMatrix.invert();\r\n Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);\r\n }\r\n\r\n /**\r\n * Attaches the AttachToBoxBehavior to the passed in mesh\r\n * @param target The mesh that the specified node will be attached to\r\n */\r\n attach(target: Mesh) {\r\n this._target = target;\r\n this._scene = this._target.getScene();\r\n\r\n // Every frame, update the app bars position\r\n this._onRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n // Find the face closest to the cameras position\r\n let cameraPos = this._scene.activeCamera.position;\r\n if ((<any>this._scene.activeCamera).devicePosition) {\r\n cameraPos = (<any>this._scene.activeCamera).devicePosition;\r\n }\r\n const facing = this._closestFace(cameraPos.subtract(target.position));\r\n if (this._scene.activeCamera.leftCamera) {\r\n this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);\r\n } else {\r\n this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);\r\n }\r\n\r\n // Get camera up direction\r\n Vector3.TransformCoordinatesToRef(Vector3.Up(), this._tmpMatrix, this._tmpVector);\r\n // Ignore faces to not select a parallel face for the up vector of the UI\r\n for (const v of this._faceVectors) {\r\n if (facing.direction.x && v.direction.x) {\r\n v.ignore = true;\r\n }\r\n if (facing.direction.y && v.direction.y) {\r\n v.ignore = true;\r\n }\r\n if (facing.direction.z && v.direction.z) {\r\n v.ignore = true;\r\n }\r\n }\r\n const facingUp = this._closestFace(this._tmpVector);\r\n // Unignore faces\r\n for (const v of this._faceVectors) {\r\n v.ignore = false;\r\n }\r\n\r\n // Position the app bar on that face\r\n this._ui.position.copyFrom(target.position);\r\n if (facing.direction.x) {\r\n facing.rotatedDirection.scaleToRef(target.scaling.x / 2 + this.distanceAwayFromFace, this._tmpVector);\r\n this._ui.position.addInPlace(this._tmpVector);\r\n }\r\n if (facing.direction.y) {\r\n facing.rotatedDirection.scaleToRef(target.scaling.y / 2 + this.distanceAwayFromFace, this._tmpVector);\r\n this._ui.position.addInPlace(this._tmpVector);\r\n }\r\n if (facing.direction.z) {\r\n facing.rotatedDirection.scaleToRef(target.scaling.z / 2 + this.distanceAwayFromFace, this._tmpVector);\r\n this._ui.position.addInPlace(this._tmpVector);\r\n }\r\n\r\n // Rotate to be oriented properly to the camera\r\n if (!this._ui.rotationQuaternion) {\r\n this._ui.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._ui.rotation.y, this._ui.rotation.x, this._ui.rotation.z);\r\n }\r\n facing.rotatedDirection.scaleToRef(-1, this._tmpVector);\r\n this._lookAtToRef(this._tmpVector, facingUp.rotatedDirection, this._ui.rotationQuaternion);\r\n\r\n // Place ui the correct distance from the bottom of the mesh\r\n if (facingUp.direction.x) {\r\n this._ui.up.scaleToRef(this.distanceAwayFromBottomOfFace - target.scaling.x / 2, this._tmpVector);\r\n }\r\n if (facingUp.direction.y) {\r\n this._ui.up.scaleToRef(this.distanceAwayFromBottomOfFace - target.scaling.y / 2, this._tmpVector);\r\n }\r\n if (facingUp.direction.z) {\r\n this._ui.up.scaleToRef(this.distanceAwayFromBottomOfFace - target.scaling.z / 2, this._tmpVector);\r\n }\r\n this._ui.position.addInPlace(this._tmpVector);\r\n });\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n detach() {\r\n this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);\r\n this._target = null!;\r\n }\r\n}\r\n"]}
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{ Vector3, Matrix, Quaternion } from \"../../Maths/math.vector.pure\";\r\nimport { type Mesh } from \"../../Meshes/mesh\";\r\nimport { type TransformNode } from \"../../Meshes/transformNode\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Behavior } from \"../../Behaviors/behavior\";\r\n\r\n/**\r\n * @internal\r\n */\r\nclass FaceDirectionInfo {\r\n constructor(\r\n public direction: Vector3,\r\n public rotatedDirection = new Vector3(),\r\n public diff = 0,\r\n public ignore = false\r\n ) {}\r\n}\r\n\r\n/**\r\n * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera\r\n */\r\nexport class AttachToBoxBehavior implements Behavior<Mesh> {\r\n /**\r\n * [\"AttachToBoxBehavior\"] The name of the behavior\r\n */\r\n public name = \"AttachToBoxBehavior\";\r\n /**\r\n * [0.15] The distance away from the face of the mesh that the UI should be attached to (default: 0.15)\r\n */\r\n public distanceAwayFromFace = 0.15;\r\n /**\r\n * [0.15] The distance from the bottom of the face that the UI should be attached to (default: 0.15)\r\n */\r\n public distanceAwayFromBottomOfFace = 0.15;\r\n private _faceVectors = [\r\n new FaceDirectionInfo(Vector3.Up()),\r\n new FaceDirectionInfo(Vector3.Down()),\r\n new FaceDirectionInfo(Vector3.Left()),\r\n new FaceDirectionInfo(Vector3.Right()),\r\n new FaceDirectionInfo(Vector3.Forward()),\r\n new FaceDirectionInfo(Vector3.Forward().scaleInPlace(-1)),\r\n ];\r\n private _target: Mesh;\r\n private _scene: Scene;\r\n private _onRenderObserver: Nullable<Observer<Scene>>;\r\n private _tmpMatrix = new Matrix();\r\n private _tmpVector = new Vector3();\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<Mesh> {\r\n return this._target;\r\n }\r\n\r\n /**\r\n * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera\r\n * @param _ui The transform node that should be attached to the mesh\r\n */\r\n constructor(private _ui: TransformNode) {\r\n this._target = null!;\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {\r\n /* Does nothing */\r\n }\r\n\r\n private _closestFace(targetDirection: Vector3) {\r\n // Go over each face and calculate the angle between the face's normal and targetDirection\r\n for (const v of this._faceVectors) {\r\n if (!this._target.rotationQuaternion) {\r\n this._target.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._target.rotation.y, this._target.rotation.x, this._target.rotation.z);\r\n }\r\n this._target.rotationQuaternion.toRotationMatrix(this._tmpMatrix);\r\n Vector3.TransformCoordinatesToRef(v.direction, this._tmpMatrix, v.rotatedDirection);\r\n v.diff = Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, Vector3.Cross(v.rotatedDirection, targetDirection));\r\n }\r\n // Return the face information of the one with the normal closest to target direction\r\n return this._faceVectors.reduce((min, p) => {\r\n if (min.ignore) {\r\n return p;\r\n } else if (p.ignore) {\r\n return min;\r\n } else {\r\n return min.diff < p.diff ? min : p;\r\n }\r\n }, this._faceVectors[0]);\r\n }\r\n\r\n private _zeroVector = Vector3.Zero();\r\n private _lookAtTmpMatrix = new Matrix();\r\n private _lookAtToRef(pos: Vector3, up = new Vector3(0, 1, 0), ref: Quaternion) {\r\n Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);\r\n this._lookAtTmpMatrix.invert();\r\n Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);\r\n }\r\n\r\n /**\r\n * Attaches the AttachToBoxBehavior to the passed in mesh\r\n * @param target The mesh that the specified node will be attached to\r\n */\r\n attach(target: Mesh) {\r\n this._target = target;\r\n this._scene = this._target.getScene();\r\n\r\n // Every frame, update the app bars position\r\n this._onRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n // Find the face closest to the cameras position\r\n let cameraPos = this._scene.activeCamera.position;\r\n if ((<any>this._scene.activeCamera).devicePosition) {\r\n cameraPos = (<any>this._scene.activeCamera).devicePosition;\r\n }\r\n const facing = this._closestFace(cameraPos.subtract(target.position));\r\n if (this._scene.activeCamera.leftCamera) {\r\n this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);\r\n } else {\r\n this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);\r\n }\r\n\r\n // Get camera up direction\r\n Vector3.TransformCoordinatesToRef(Vector3.Up(), this._tmpMatrix, this._tmpVector);\r\n // Ignore faces to not select a parallel face for the up vector of the UI\r\n for (const v of this._faceVectors) {\r\n if (facing.direction.x && v.direction.x) {\r\n v.ignore = true;\r\n }\r\n if (facing.direction.y && v.direction.y) {\r\n v.ignore = true;\r\n }\r\n if (facing.direction.z && v.direction.z) {\r\n v.ignore = true;\r\n }\r\n }\r\n const facingUp = this._closestFace(this._tmpVector);\r\n // Unignore faces\r\n for (const v of this._faceVectors) {\r\n v.ignore = false;\r\n }\r\n\r\n // Position the app bar on that face\r\n this._ui.position.copyFrom(target.position);\r\n if (facing.direction.x) {\r\n facing.rotatedDirection.scaleToRef(target.scaling.x / 2 + this.distanceAwayFromFace, this._tmpVector);\r\n this._ui.position.addInPlace(this._tmpVector);\r\n }\r\n if (facing.direction.y) {\r\n facing.rotatedDirection.scaleToRef(target.scaling.y / 2 + this.distanceAwayFromFace, this._tmpVector);\r\n this._ui.position.addInPlace(this._tmpVector);\r\n }\r\n if (facing.direction.z) {\r\n facing.rotatedDirection.scaleToRef(target.scaling.z / 2 + this.distanceAwayFromFace, this._tmpVector);\r\n this._ui.position.addInPlace(this._tmpVector);\r\n }\r\n\r\n // Rotate to be oriented properly to the camera\r\n if (!this._ui.rotationQuaternion) {\r\n this._ui.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._ui.rotation.y, this._ui.rotation.x, this._ui.rotation.z);\r\n }\r\n facing.rotatedDirection.scaleToRef(-1, this._tmpVector);\r\n this._lookAtToRef(this._tmpVector, facingUp.rotatedDirection, this._ui.rotationQuaternion);\r\n\r\n // Place ui the correct distance from the bottom of the mesh\r\n if (facingUp.direction.x) {\r\n this._ui.up.scaleToRef(this.distanceAwayFromBottomOfFace - target.scaling.x / 2, this._tmpVector);\r\n }\r\n if (facingUp.direction.y) {\r\n this._ui.up.scaleToRef(this.distanceAwayFromBottomOfFace - target.scaling.y / 2, this._tmpVector);\r\n }\r\n if (facingUp.direction.z) {\r\n this._ui.up.scaleToRef(this.distanceAwayFromBottomOfFace - target.scaling.z / 2, this._tmpVector);\r\n }\r\n this._ui.position.addInPlace(this._tmpVector);\r\n });\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n detach() {\r\n this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);\r\n this._target = null!;\r\n }\r\n}\r\n"]}
@@ -1,10 +1,10 @@
1
1
  import { type Behavior } from "../../Behaviors/behavior.js";
2
2
  import { type AbstractMesh } from "../../Meshes/abstractMesh.js";
3
- import { Scene } from "../../scene.js";
3
+ import { Scene } from "../../scene.pure.js";
4
4
  import { type Nullable } from "../../types.js";
5
- import { Vector3, Quaternion } from "../../Maths/math.vector.js";
5
+ import { Vector3, Quaternion } from "../../Maths/math.vector.pure.js";
6
6
  import { Observable } from "../../Misc/observable.js";
7
- import { TransformNode } from "../../Meshes/transformNode.js";
7
+ import { TransformNode } from "../../Meshes/transformNode.pure.js";
8
8
  import { type PickingInfo } from "../../Collisions/pickingInfo.js";
9
9
  /**
10
10
  * Data store to track virtual pointers movement
@@ -1,9 +1,9 @@
1
- import { Scene } from "../../scene.js";
1
+ import { Scene } from "../../scene.pure.js";
2
2
  import { PointerEventTypes } from "../../Events/pointerEvents.js";
3
- import { Vector3, Quaternion, TmpVectors } from "../../Maths/math.vector.js";
3
+ import { Vector3, Quaternion, TmpVectors } from "../../Maths/math.vector.pure.js";
4
4
  import { Observable } from "../../Misc/observable.js";
5
- import { TransformNode } from "../../Meshes/transformNode.js";
6
- import { Camera } from "../../Cameras/camera.js";
5
+ import { TransformNode } from "../../Meshes/transformNode.pure.js";
6
+ import { Camera } from "../../Cameras/camera.pure.js";
7
7
  /**
8
8
  * Base behavior for six degrees of freedom interactions in XR experiences.
9
9
  * Creates virtual meshes that are dragged around