@babylonjs/core 9.11.0 → 9.12.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1078) hide show
  1. package/Actions/actionManager.d.ts +1 -1
  2. package/Actions/actionManager.js +8 -5
  3. package/Actions/actionManager.js.map +1 -1
  4. package/Animations/animatable.core.d.ts +1 -1
  5. package/Animations/animatable.core.js +2 -2
  6. package/Animations/animatable.core.js.map +1 -1
  7. package/Animations/animationPropertiesOverride.js +1 -1
  8. package/Animations/animationPropertiesOverride.js.map +1 -1
  9. package/Animations/animatorAvatar.d.ts +2 -2
  10. package/Animations/animatorAvatar.js +3 -3
  11. package/Animations/animatorAvatar.js.map +1 -1
  12. package/Animations/pathCursor.d.ts +1 -1
  13. package/Animations/pathCursor.js +1 -1
  14. package/Animations/pathCursor.js.map +1 -1
  15. package/Animations/runtimeAnimation.d.ts +1 -1
  16. package/Animations/runtimeAnimation.js +2 -2
  17. package/Animations/runtimeAnimation.js.map +1 -1
  18. package/Audio/analyser.js +1 -1
  19. package/Audio/analyser.js.map +1 -1
  20. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js +1 -1
  21. package/AudioV2/abstractAudio/components/spatialAudioAttacherComponent.js.map +1 -1
  22. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +1 -1
  23. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +1 -1
  24. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
  25. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.d.ts +1 -1
  26. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js +1 -1
  27. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudioListener.js.map +1 -1
  28. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +1 -1
  29. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +1 -1
  30. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  31. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js +1 -1
  32. package/AudioV2/webAudio/subProperties/spatialWebAudioListener.js.map +1 -1
  33. package/AudioV2/webAudio/webAudioStreamingSound.js +1 -1
  34. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  35. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  36. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  37. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  38. package/BakedVertexAnimation/vertexAnimationBaker.js +1 -1
  39. package/BakedVertexAnimation/vertexAnimationBaker.js.map +1 -1
  40. package/Behaviors/Cameras/bouncingBehavior.js +1 -1
  41. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  42. package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
  43. package/Behaviors/Cameras/framingBehavior.js +2 -2
  44. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  45. package/Behaviors/Cameras/interpolatingBehavior.d.ts +28 -1
  46. package/Behaviors/Cameras/interpolatingBehavior.js +64 -22
  47. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
  48. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  49. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  50. package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +3 -3
  51. package/Behaviors/Meshes/baseSixDofDragBehavior.js +4 -4
  52. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  53. package/Behaviors/Meshes/followBehavior.js +1 -1
  54. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  55. package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
  56. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  57. package/Behaviors/Meshes/multiPointerScaleBehavior.js +1 -1
  58. package/Behaviors/Meshes/multiPointerScaleBehavior.js.map +1 -1
  59. package/Behaviors/Meshes/pointerDragBehavior.d.ts +3 -3
  60. package/Behaviors/Meshes/pointerDragBehavior.js +5 -5
  61. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  62. package/Behaviors/Meshes/sixDofDragBehavior.d.ts +1 -1
  63. package/Behaviors/Meshes/sixDofDragBehavior.js +2 -2
  64. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  65. package/Behaviors/Meshes/surfaceMagnetismBehavior.js +1 -1
  66. package/Behaviors/Meshes/surfaceMagnetismBehavior.js.map +1 -1
  67. package/Bones/boneIKController.d.ts +1 -1
  68. package/Bones/boneIKController.js +1 -1
  69. package/Bones/boneIKController.js.map +1 -1
  70. package/Bones/boneLookController.d.ts +1 -1
  71. package/Bones/boneLookController.js +1 -1
  72. package/Bones/boneLookController.js.map +1 -1
  73. package/Bones/skeleton.d.ts +2 -2
  74. package/Bones/skeleton.functions.d.ts +1 -1
  75. package/Bones/skeleton.functions.js +3 -3
  76. package/Bones/skeleton.functions.js.map +1 -1
  77. package/Bones/skeleton.js +3 -4
  78. package/Bones/skeleton.js.map +1 -1
  79. package/Buffers/buffer.align.pure.js +6 -0
  80. package/Buffers/buffer.align.pure.js.map +1 -1
  81. package/Buffers/buffer.nonFloatVertexBuffers.js +2 -1
  82. package/Buffers/buffer.nonFloatVertexBuffers.js.map +1 -1
  83. package/Buffers/buffer.pure.d.ts +8 -0
  84. package/Buffers/buffer.pure.js +31 -2
  85. package/Buffers/buffer.pure.js.map +1 -1
  86. package/Buffers/bufferUtils.js +17 -5
  87. package/Buffers/bufferUtils.js.map +1 -1
  88. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +1 -1
  89. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  90. package/Cameras/Inputs/BaseCameraPointersInput.js +1 -1
  91. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  92. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +1 -1
  93. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  94. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
  95. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  96. package/Cameras/Inputs/flyCameraKeyboardInput.js +11 -3
  97. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  98. package/Cameras/Inputs/flyCameraMouseInput.d.ts +2 -0
  99. package/Cameras/Inputs/flyCameraMouseInput.js +16 -4
  100. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  101. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +1 -1
  102. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  103. package/Cameras/Inputs/followCameraMouseWheelInput.js +1 -1
  104. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  105. package/Cameras/Inputs/freeCameraGamepadInput.js +1 -1
  106. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  107. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +27 -7
  108. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  109. package/Cameras/Inputs/freeCameraMouseInput.d.ts +14 -0
  110. package/Cameras/Inputs/freeCameraMouseInput.js +27 -5
  111. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  112. package/Cameras/Inputs/freeCameraMouseWheelInput.js +1 -1
  113. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  114. package/Cameras/Inputs/freeCameraTouchInput.js +18 -7
  115. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  116. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +9 -2
  117. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
  118. package/Cameras/Limits/geospatialLimits.d.ts +1 -1
  119. package/Cameras/Limits/geospatialLimits.js +1 -1
  120. package/Cameras/Limits/geospatialLimits.js.map +1 -1
  121. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +2 -2
  122. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js.map +1 -1
  123. package/Cameras/RigModes/stereoscopicRigMode.d.ts +1 -1
  124. package/Cameras/RigModes/stereoscopicRigMode.js +3 -3
  125. package/Cameras/RigModes/stereoscopicRigMode.js.map +1 -1
  126. package/Cameras/RigModes/vrRigMode.js +2 -2
  127. package/Cameras/RigModes/vrRigMode.js.map +1 -1
  128. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +3 -3
  129. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +5 -5
  130. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  131. package/Cameras/VR/vrCameraMetrics.d.ts +1 -1
  132. package/Cameras/VR/vrCameraMetrics.js +1 -1
  133. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  134. package/Cameras/arcRotateCamera.pure.js.map +1 -1
  135. package/Cameras/cameraInputsManager.d.ts +1 -1
  136. package/Cameras/cameraInputsManager.js +1 -1
  137. package/Cameras/cameraInputsManager.js.map +1 -1
  138. package/Cameras/flyCamera.pure.d.ts +8 -0
  139. package/Cameras/flyCamera.pure.js.map +1 -1
  140. package/Cameras/freeCamera.pure.d.ts +8 -0
  141. package/Cameras/freeCamera.pure.js.map +1 -1
  142. package/Cameras/geospatialCamera.pure.d.ts +30 -7
  143. package/Cameras/geospatialCamera.pure.js +39 -14
  144. package/Cameras/geospatialCamera.pure.js.map +1 -1
  145. package/Cameras/geospatialCameraMovement.js +2 -2
  146. package/Cameras/geospatialCameraMovement.js.map +1 -1
  147. package/Cameras/index.d.ts +1 -0
  148. package/Cameras/index.js +1 -0
  149. package/Cameras/index.js.map +1 -1
  150. package/Cameras/pure.d.ts +1 -0
  151. package/Cameras/pure.js +1 -0
  152. package/Cameras/pure.js.map +1 -1
  153. package/Cameras/targetCamera.pure.d.ts +25 -0
  154. package/Cameras/targetCamera.pure.js +83 -25
  155. package/Cameras/targetCamera.pure.js.map +1 -1
  156. package/Cameras/targetCameraMovement.d.ts +56 -0
  157. package/Cameras/targetCameraMovement.js +63 -0
  158. package/Cameras/targetCameraMovement.js.map +1 -0
  159. package/Collisions/collider.d.ts +1 -1
  160. package/Collisions/collider.js +1 -1
  161. package/Collisions/collider.js.map +1 -1
  162. package/Collisions/gpuPicker.d.ts +1 -1
  163. package/Collisions/gpuPicker.js +5 -5
  164. package/Collisions/gpuPicker.js.map +1 -1
  165. package/Collisions/meshCollisionData.d.ts +1 -1
  166. package/Collisions/meshCollisionData.js +1 -1
  167. package/Collisions/meshCollisionData.js.map +1 -1
  168. package/Collisions/pickingInfo.d.ts +1 -1
  169. package/Collisions/pickingInfo.js +2 -2
  170. package/Collisions/pickingInfo.js.map +1 -1
  171. package/Culling/Octrees/octreeBlock.d.ts +1 -1
  172. package/Culling/Octrees/octreeBlock.js +1 -1
  173. package/Culling/Octrees/octreeBlock.js.map +1 -1
  174. package/Culling/boundingBox.d.ts +1 -1
  175. package/Culling/boundingBox.js +1 -1
  176. package/Culling/boundingBox.js.map +1 -1
  177. package/Culling/boundingInfo.d.ts +1 -1
  178. package/Culling/boundingInfo.js +1 -1
  179. package/Culling/boundingInfo.js.map +1 -1
  180. package/Culling/boundingSphere.d.ts +1 -1
  181. package/Culling/boundingSphere.js +1 -1
  182. package/Culling/boundingSphere.js.map +1 -1
  183. package/Culling/ray.core.d.ts +1 -1
  184. package/Culling/ray.core.js +1 -1
  185. package/Culling/ray.core.js.map +1 -1
  186. package/Debug/axesViewer.d.ts +1 -1
  187. package/Debug/axesViewer.js +3 -3
  188. package/Debug/axesViewer.js.map +1 -1
  189. package/Debug/boneAxesViewer.d.ts +1 -1
  190. package/Debug/boneAxesViewer.js +1 -1
  191. package/Debug/boneAxesViewer.js.map +1 -1
  192. package/Debug/directionalLightFrustumViewer.d.ts +1 -1
  193. package/Debug/directionalLightFrustumViewer.js +6 -6
  194. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  195. package/Debug/rayHelper.d.ts +1 -1
  196. package/Debug/rayHelper.js +2 -2
  197. package/Debug/rayHelper.js.map +1 -1
  198. package/Debug/skeletonViewer.d.ts +2 -2
  199. package/Debug/skeletonViewer.js +10 -10
  200. package/Debug/skeletonViewer.js.map +1 -1
  201. package/DeviceInput/internalDeviceSourceManager.d.ts +1 -1
  202. package/DeviceInput/internalDeviceSourceManager.js +0 -1
  203. package/DeviceInput/internalDeviceSourceManager.js.map +1 -1
  204. package/DeviceInput/webDeviceInputSystem.js +1 -1
  205. package/DeviceInput/webDeviceInputSystem.js.map +1 -1
  206. package/Engines/AbstractEngine/abstractEngine.scissor.d.ts +18 -0
  207. package/Engines/AbstractEngine/abstractEngine.scissor.js +2 -0
  208. package/Engines/AbstractEngine/abstractEngine.scissor.js.map +1 -0
  209. package/Engines/Extensions/engine.views.d.ts +1 -1
  210. package/Engines/Extensions/engine.views.js +1 -1
  211. package/Engines/Extensions/engine.views.js.map +1 -1
  212. package/Engines/Native/nativeHelpers.js +4 -1
  213. package/Engines/Native/nativeHelpers.js.map +1 -1
  214. package/Engines/WebGPU/webgpuCacheRenderPipeline.d.ts +1 -1
  215. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +11 -1
  216. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  217. package/Engines/WebGPU/webgpuComputeContext.d.ts +1 -1
  218. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  219. package/Engines/WebGPU/webgpuTintWASM.js +1 -1
  220. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  221. package/Engines/abstractEngine.pure.js +2 -2
  222. package/Engines/abstractEngine.pure.js.map +1 -1
  223. package/Engines/constants.d.ts +4 -0
  224. package/Engines/constants.js +4 -0
  225. package/Engines/constants.js.map +1 -1
  226. package/Engines/engine.d.ts +1 -0
  227. package/Engines/engine.js +1 -0
  228. package/Engines/engine.js.map +1 -1
  229. package/Engines/engine.pure.d.ts +0 -12
  230. package/Engines/engine.pure.js +0 -20
  231. package/Engines/engine.pure.js.map +1 -1
  232. package/Engines/engineFactory.d.ts +2 -2
  233. package/Engines/engineFactory.js +3 -3
  234. package/Engines/engineFactory.js.map +1 -1
  235. package/Engines/nullEngine.pure.d.ts +66 -0
  236. package/Engines/nullEngine.pure.js +93 -0
  237. package/Engines/nullEngine.pure.js.map +1 -1
  238. package/Engines/pure.d.ts +1 -0
  239. package/Engines/pure.js +1 -0
  240. package/Engines/pure.js.map +1 -1
  241. package/Engines/thinEngine.scissor.d.ts +6 -0
  242. package/Engines/thinEngine.scissor.js +9 -0
  243. package/Engines/thinEngine.scissor.js.map +1 -0
  244. package/Engines/thinEngine.scissor.pure.d.ts +6 -0
  245. package/Engines/thinEngine.scissor.pure.js +24 -0
  246. package/Engines/thinEngine.scissor.pure.js.map +1 -0
  247. package/Engines/thinNativeEngine.d.ts +0 -1
  248. package/Engines/thinNativeEngine.js +0 -1
  249. package/Engines/thinNativeEngine.js.map +1 -1
  250. package/Engines/thinNativeEngine.pure.js +7 -0
  251. package/Engines/thinNativeEngine.pure.js.map +1 -1
  252. package/Engines/webgpuEngine.pure.js.map +1 -1
  253. package/Events/pointerEvents.d.ts +1 -1
  254. package/Events/pointerEvents.js +1 -1
  255. package/Events/pointerEvents.js.map +1 -1
  256. package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js +1 -1
  257. package/FlowGraph/Blocks/Data/Utils/flowGraphCodeExecutionBlock.js.map +1 -1
  258. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.d.ts +1 -1
  259. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js +1 -1
  260. package/FlowGraph/Blocks/Data/flowGraphCachedOperationBlock.js.map +1 -1
  261. package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js +1 -1
  262. package/FlowGraph/Blocks/Event/flowGraphKeyboardEventBlock.js.map +1 -1
  263. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.d.ts +1 -1
  264. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js +3 -3
  265. package/FlowGraph/Blocks/Execution/Animation/flowGraphInterpolationBlock.pure.js.map +1 -1
  266. package/FlowGraph/CustomTypes/flowGraphMatrix.d.ts +1 -1
  267. package/FlowGraph/CustomTypes/flowGraphMatrix.js +1 -1
  268. package/FlowGraph/CustomTypes/flowGraphMatrix.js.map +1 -1
  269. package/FlowGraph/flowGraphBlock.d.ts +1 -1
  270. package/FlowGraph/flowGraphBlock.js +1 -1
  271. package/FlowGraph/flowGraphBlock.js.map +1 -1
  272. package/FlowGraph/flowGraphExecutionBlock.d.ts +1 -1
  273. package/FlowGraph/flowGraphExecutionBlock.js +1 -1
  274. package/FlowGraph/flowGraphExecutionBlock.js.map +1 -1
  275. package/FlowGraph/flowGraphMath.d.ts +1 -1
  276. package/FlowGraph/flowGraphMath.js +1 -1
  277. package/FlowGraph/flowGraphMath.js.map +1 -1
  278. package/FlowGraph/flowGraphParser.js +1 -1
  279. package/FlowGraph/flowGraphParser.js.map +1 -1
  280. package/FlowGraph/flowGraphPathConverterComponent.d.ts +1 -1
  281. package/FlowGraph/flowGraphPathConverterComponent.js +2 -2
  282. package/FlowGraph/flowGraphPathConverterComponent.js.map +1 -1
  283. package/FlowGraph/flowGraphValidator.js.map +1 -1
  284. package/FlowGraph/serialization.js +4 -4
  285. package/FlowGraph/serialization.js.map +1 -1
  286. package/FlowGraph/utils.js.map +1 -1
  287. package/FrameGraph/Node/nodeRenderGraph.d.ts +2 -2
  288. package/FrameGraph/Node/nodeRenderGraph.js +7 -7
  289. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  290. package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +30 -0
  291. package/FrameGraph/Tasks/Layers/baseLayerTask.js +28 -1
  292. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  293. package/FrameGraph/Tasks/Misc/computeShaderTask.d.ts +2 -2
  294. package/FrameGraph/Tasks/Misc/computeShaderTask.js +2 -2
  295. package/FrameGraph/Tasks/Misc/computeShaderTask.js.map +1 -1
  296. package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +1 -1
  297. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +2 -2
  298. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -1
  299. package/FrameGraph/Tasks/PostProcesses/blurTask.d.ts +7 -0
  300. package/FrameGraph/Tasks/PostProcesses/blurTask.js +8 -1
  301. package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
  302. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +1 -1
  303. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
  304. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js +1 -1
  305. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
  306. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +1 -1
  307. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +1 -1
  308. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -1
  309. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +2 -2
  310. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +3 -3
  311. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
  312. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +1 -1
  313. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +2 -2
  314. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  315. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +6 -0
  316. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +14 -5
  317. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  318. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +1 -1
  319. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +1 -1
  320. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -1
  321. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.d.ts +1 -1
  322. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js +1 -1
  323. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsSpatialBlurTask.js.map +1 -1
  324. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.d.ts +1 -1
  325. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js +2 -2
  326. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsTracingTask.js.map +1 -1
  327. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.d.ts +1 -1
  328. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js +2 -2
  329. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsVoxelizationTask.js.map +1 -1
  330. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +7 -1
  331. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +7 -1
  332. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  333. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -1
  334. package/FrameGraph/Tasks/Texture/clearTextureTask.js +1 -1
  335. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  336. package/FrameGraph/frameGraphRenderContext.js +1 -1
  337. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  338. package/FrameGraph/frameGraphTextureManager.d.ts +1 -1
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{ type Behavior } from \"../../Behaviors/behavior\";\r\nimport { type AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Vector3, Quaternion, TmpVectors } from \"../../Maths/math.vector\";\r\nimport { type Observer, Observable } from \"../../Misc/observable\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { type PickingInfo } from \"../../Collisions/pickingInfo\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport { type Ray } from \"../../Culling/ray\";\r\nimport { type IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport { type ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\n\r\n/**\r\n * Data store to track virtual pointers movement\r\n */\r\ntype VirtualMeshInfo = {\r\n dragging: boolean;\r\n moving: boolean;\r\n dragMesh: TransformNode;\r\n originMesh: TransformNode;\r\n pivotMesh: TransformNode;\r\n startingPivotPosition: Vector3;\r\n startingPivotOrientation: Quaternion;\r\n startingPosition: Vector3;\r\n startingOrientation: Quaternion;\r\n lastOriginPosition: Vector3;\r\n lastDragPosition: Vector3;\r\n};\r\n\r\n/**\r\n * Base behavior for six degrees of freedom interactions in XR experiences.\r\n * Creates virtual meshes that are dragged around\r\n * And observables for position/rotation changes\r\n */\r\nexport class BaseSixDofDragBehavior implements Behavior<TransformNode> {\r\n protected static _VirtualScene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _attachedToElement: boolean = false;\r\n protected _virtualMeshesInfo: {\r\n [id: number]: VirtualMeshInfo;\r\n } = {};\r\n\r\n private _tmpVector: Vector3 = new Vector3();\r\n private _tmpQuaternion: Quaternion = new Quaternion();\r\n\r\n protected _dragType = {\r\n NONE: 0,\r\n DRAG: 1,\r\n DRAG_WITH_CONTROLLER: 2,\r\n NEAR_DRAG: 3,\r\n };\r\n\r\n protected _scene: Scene;\r\n protected _moving = false;\r\n protected _ownerNode: TransformNode = null!;\r\n protected _dragging = this._dragType.NONE;\r\n\r\n /**\r\n * The list of child meshes that can receive drag events\r\n * If `null`, all child meshes will receive drag event\r\n */\r\n public draggableMeshes: Nullable<AbstractMesh[]> = null;\r\n\r\n /**\r\n * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)\r\n */\r\n public zDragFactor = 3;\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public get currentDraggingPointerId() {\r\n if (this.currentDraggingPointerIds[0] !== undefined) {\r\n return this.currentDraggingPointerIds[0];\r\n }\r\n return -1;\r\n }\r\n\r\n public set currentDraggingPointerId(value: number) {\r\n this.currentDraggingPointerIds[0] = value;\r\n }\r\n\r\n /**\r\n * In case of multipointer interaction, all pointer ids currently active are stored here\r\n */\r\n public currentDraggingPointerIds: number[] = [];\r\n\r\n /**\r\n * Get or set the currentDraggingPointerId\r\n * @deprecated Please use currentDraggingPointerId instead\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get currentDraggingPointerID(): number {\r\n return this.currentDraggingPointerId;\r\n }\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public set currentDraggingPointerID(currentDraggingPointerID: number) {\r\n this.currentDraggingPointerId = currentDraggingPointerID;\r\n }\r\n /**\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * Fires each time a drag starts\r\n */\r\n public onDragStartObservable = new Observable<{ position: Vector3 }>();\r\n /**\r\n * Fires each time a drag happens\r\n */\r\n public onDragObservable = new Observable<{ delta: Vector3; position: Vector3; pickInfo: PickingInfo }>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n */\r\n public onDragEndObservable = new Observable<unknown>();\r\n\r\n /**\r\n * Should the behavior allow simultaneous pointers to interact with the owner node.\r\n */\r\n public allowMultiPointer: boolean = true;\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"BaseSixDofDrag\";\r\n }\r\n\r\n /**\r\n * Returns true if the attached mesh is currently moving with this behavior\r\n */\r\n public get isMoving(): boolean {\r\n return this._moving;\r\n }\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<TransformNode> {\r\n return this._ownerNode;\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * In the case of multiple active cameras, the cameraToUseForPointers should be used if set instead of active camera\r\n */\r\n private get _pointerCamera() {\r\n if (this._scene.cameraToUseForPointers) {\r\n return this._scene.cameraToUseForPointers;\r\n } else {\r\n return this._scene.activeCamera;\r\n }\r\n }\r\n\r\n private _createVirtualMeshInfo() {\r\n // Setup virtual meshes to be used for dragging without dirtying the existing scene\r\n\r\n const dragMesh = new TransformNode(\"\", BaseSixDofDragBehavior._VirtualScene);\r\n dragMesh.rotationQuaternion = new Quaternion();\r\n const originMesh = new TransformNode(\"\", BaseSixDofDragBehavior._VirtualScene);\r\n originMesh.rotationQuaternion = new Quaternion();\r\n const pivotMesh = new TransformNode(\"\", BaseSixDofDragBehavior._VirtualScene);\r\n pivotMesh.rotationQuaternion = new Quaternion();\r\n\r\n return {\r\n dragging: false,\r\n moving: false,\r\n dragMesh,\r\n originMesh,\r\n pivotMesh,\r\n startingPivotPosition: new Vector3(),\r\n startingPivotOrientation: new Quaternion(),\r\n startingPosition: new Vector3(),\r\n startingOrientation: new Quaternion(),\r\n lastOriginPosition: new Vector3(),\r\n lastDragPosition: new Vector3(),\r\n };\r\n }\r\n\r\n protected _resetVirtualMeshesPosition() {\r\n for (let i = 0; i < this.currentDraggingPointerIds.length; i++) {\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].pivotMesh.position.copyFrom(this._ownerNode.getAbsolutePivotPoint());\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].pivotMesh.rotationQuaternion!.copyFrom(this._ownerNode.rotationQuaternion!);\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].startingPivotPosition.copyFrom(\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].pivotMesh.position\r\n );\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].startingPivotOrientation.copyFrom(\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].pivotMesh.rotationQuaternion!\r\n );\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].startingPosition.copyFrom(this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].dragMesh.position);\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].startingOrientation.copyFrom(\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].dragMesh.rotationQuaternion!\r\n );\r\n }\r\n }\r\n\r\n private _pointerUpdate2D(ray: Ray, pointerId: number, zDragFactor: number) {\r\n if (this._pointerCamera && this._pointerCamera.cameraRigMode == Camera.RIG_MODE_NONE && !this._pointerCamera._isLeftCamera && !this._pointerCamera._isRightCamera) {\r\n ray.origin.copyFrom(this._pointerCamera.globalPosition);\r\n zDragFactor = 0;\r\n }\r\n\r\n const virtualMeshesInfo = this._virtualMeshesInfo[pointerId];\r\n\r\n // Calculate controller drag distance in controller space\r\n const originDragDifference = TmpVectors.Vector3[11];\r\n ray.origin.subtractToRef(virtualMeshesInfo.lastOriginPosition, originDragDifference);\r\n virtualMeshesInfo.lastOriginPosition.copyFrom(ray.origin);\r\n const localOriginDragDifference = -Vector3.Dot(originDragDifference, ray.direction);\r\n\r\n virtualMeshesInfo.originMesh.addChild(virtualMeshesInfo.dragMesh);\r\n virtualMeshesInfo.originMesh.addChild(virtualMeshesInfo.pivotMesh);\r\n\r\n this._applyZOffset(virtualMeshesInfo.dragMesh, localOriginDragDifference, zDragFactor);\r\n this._applyZOffset(virtualMeshesInfo.pivotMesh, localOriginDragDifference, zDragFactor);\r\n\r\n // Update the controller position\r\n virtualMeshesInfo.originMesh.position.copyFrom(ray.origin);\r\n const lookAt = TmpVectors.Vector3[10];\r\n ray.origin.addToRef(ray.direction, lookAt);\r\n virtualMeshesInfo.originMesh.lookAt(lookAt);\r\n\r\n virtualMeshesInfo.originMesh.removeChild(virtualMeshesInfo.dragMesh);\r\n virtualMeshesInfo.originMesh.removeChild(virtualMeshesInfo.pivotMesh);\r\n }\r\n\r\n private _pointerUpdateXR(controllerAimTransform: TransformNode, controllerGripTransform: Nullable<TransformNode>, pointerId: number, zDragFactor: number) {\r\n const virtualMeshesInfo = this._virtualMeshesInfo[pointerId];\r\n virtualMeshesInfo.originMesh.position.copyFrom(controllerAimTransform.position);\r\n if (this._dragging === this._dragType.NEAR_DRAG && controllerGripTransform) {\r\n virtualMeshesInfo.originMesh.rotationQuaternion!.copyFrom(controllerGripTransform.rotationQuaternion!);\r\n } else {\r\n virtualMeshesInfo.originMesh.rotationQuaternion!.copyFrom(controllerAimTransform.rotationQuaternion!);\r\n }\r\n\r\n virtualMeshesInfo.pivotMesh.computeWorldMatrix(true);\r\n virtualMeshesInfo.dragMesh.computeWorldMatrix(true);\r\n\r\n // Z scaling logic\r\n if (zDragFactor !== 0) {\r\n // Camera.getForwardRay modifies TmpVectors.Vector[0-3], so cache it in advance\r\n const cameraForwardVec = TmpVectors.Vector3[10];\r\n const originDragDirection = TmpVectors.Vector3[11];\r\n cameraForwardVec.copyFrom(this._pointerCamera!.getForwardRay().direction);\r\n virtualMeshesInfo.originMesh.position.subtractToRef(virtualMeshesInfo.lastOriginPosition, originDragDirection);\r\n virtualMeshesInfo.lastOriginPosition.copyFrom(virtualMeshesInfo.originMesh.position);\r\n const controllerDragDistance = originDragDirection.length();\r\n originDragDirection.normalize();\r\n\r\n const cameraToDrag = TmpVectors.Vector3[12];\r\n const controllerToDrag = TmpVectors.Vector3[9];\r\n virtualMeshesInfo.dragMesh.absolutePosition.subtractToRef(this._pointerCamera!.globalPosition, cameraToDrag);\r\n virtualMeshesInfo.dragMesh.absolutePosition.subtractToRef(virtualMeshesInfo.originMesh.position, controllerToDrag);\r\n const controllerToDragDistance = controllerToDrag.length();\r\n cameraToDrag.normalize();\r\n controllerToDrag.normalize();\r\n\r\n const controllerDragScaling = Math.abs(Vector3.Dot(originDragDirection, controllerToDrag)) * Vector3.Dot(originDragDirection, cameraForwardVec);\r\n let zOffsetScaling = controllerDragScaling * zDragFactor * controllerDragDistance * controllerToDragDistance;\r\n\r\n // Prevent pulling the mesh through the controller\r\n const minDistanceFromControllerToDragMesh = 0.01;\r\n if (zOffsetScaling < 0 && minDistanceFromControllerToDragMesh - controllerToDragDistance > zOffsetScaling) {\r\n zOffsetScaling = Math.min(minDistanceFromControllerToDragMesh - controllerToDragDistance, 0);\r\n }\r\n controllerToDrag.scaleInPlace(zOffsetScaling);\r\n\r\n controllerToDrag.addToRef(virtualMeshesInfo.pivotMesh.absolutePosition, this._tmpVector);\r\n virtualMeshesInfo.pivotMesh.setAbsolutePosition(this._tmpVector);\r\n controllerToDrag.addToRef(virtualMeshesInfo.dragMesh.absolutePosition, this._tmpVector);\r\n virtualMeshesInfo.dragMesh.setAbsolutePosition(this._tmpVector);\r\n }\r\n }\r\n\r\n /**\r\n * Attaches the scale behavior the passed in mesh\r\n * @param ownerNode The mesh that will be scaled around once attached\r\n */\r\n public attach(ownerNode: TransformNode): void {\r\n this._ownerNode = ownerNode;\r\n this._scene = this._ownerNode.getScene();\r\n if (!BaseSixDofDragBehavior._VirtualScene) {\r\n BaseSixDofDragBehavior._VirtualScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n BaseSixDofDragBehavior._VirtualScene.detachControl();\r\n }\r\n\r\n const pickPredicate = (m: AbstractMesh) => {\r\n return this._ownerNode === m || (m.isDescendantOf(this._ownerNode) && (!this.draggableMeshes || this.draggableMeshes.indexOf(m) !== -1));\r\n };\r\n\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n const pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n if (!this._virtualMeshesInfo[pointerId]) {\r\n this._virtualMeshesInfo[pointerId] = this._createVirtualMeshInfo();\r\n }\r\n const virtualMeshesInfo = this._virtualMeshesInfo[pointerId];\r\n const isXRPointer = (<IPointerEvent>pointerInfo.event).pointerType === \"xr-near\" || (<IPointerEvent>pointerInfo.event).pointerType === \"xr\";\r\n const isNearXRPointer = (<IPointerEvent>pointerInfo.event).pointerType === \"xr-near\";\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (\r\n !virtualMeshesInfo.dragging &&\r\n pointerInfo.pickInfo &&\r\n pointerInfo.pickInfo.hit &&\r\n pointerInfo.pickInfo.pickedMesh &&\r\n pointerInfo.pickInfo.pickedPoint &&\r\n pointerInfo.pickInfo.ray &&\r\n (!isNearXRPointer || pointerInfo.pickInfo.aimTransform) &&\r\n pickPredicate(pointerInfo.pickInfo.pickedMesh)\r\n ) {\r\n if ((!this.allowMultiPointer || isXRPointer) && this.currentDraggingPointerIds.length > 0) {\r\n return;\r\n }\r\n\r\n if (\r\n this._pointerCamera &&\r\n this._pointerCamera.cameraRigMode === Camera.RIG_MODE_NONE &&\r\n !this._pointerCamera._isLeftCamera &&\r\n !this._pointerCamera._isRightCamera\r\n ) {\r\n pointerInfo.pickInfo.ray.origin.copyFrom(this._pointerCamera.globalPosition);\r\n }\r\n\r\n this._ownerNode.computeWorldMatrix(true);\r\n const virtualMeshesInfo = this._virtualMeshesInfo[pointerId];\r\n\r\n if (isXRPointer) {\r\n this._dragging = pointerInfo.pickInfo.originMesh ? this._dragType.NEAR_DRAG : this._dragType.DRAG_WITH_CONTROLLER;\r\n virtualMeshesInfo.originMesh.position.copyFrom(pointerInfo.pickInfo.aimTransform!.position);\r\n if (this._dragging === this._dragType.NEAR_DRAG && pointerInfo.pickInfo.gripTransform) {\r\n virtualMeshesInfo.originMesh.rotationQuaternion!.copyFrom(pointerInfo.pickInfo.gripTransform.rotationQuaternion!);\r\n } else {\r\n virtualMeshesInfo.originMesh.rotationQuaternion!.copyFrom(pointerInfo.pickInfo.aimTransform!.rotationQuaternion!);\r\n }\r\n } else {\r\n this._dragging = this._dragType.DRAG;\r\n virtualMeshesInfo.originMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n }\r\n\r\n virtualMeshesInfo.lastOriginPosition.copyFrom(virtualMeshesInfo.originMesh.position);\r\n\r\n virtualMeshesInfo.dragMesh.position.copyFrom(pointerInfo.pickInfo.pickedPoint);\r\n virtualMeshesInfo.lastDragPosition.copyFrom(pointerInfo.pickInfo.pickedPoint);\r\n\r\n virtualMeshesInfo.pivotMesh.position.copyFrom(this._ownerNode.getAbsolutePivotPoint());\r\n virtualMeshesInfo.pivotMesh.rotationQuaternion!.copyFrom(this._ownerNode.absoluteRotationQuaternion);\r\n\r\n virtualMeshesInfo.startingPosition.copyFrom(virtualMeshesInfo.dragMesh.position);\r\n virtualMeshesInfo.startingPivotPosition.copyFrom(virtualMeshesInfo.pivotMesh.position);\r\n virtualMeshesInfo.startingOrientation.copyFrom(virtualMeshesInfo.dragMesh.rotationQuaternion!);\r\n virtualMeshesInfo.startingPivotOrientation.copyFrom(virtualMeshesInfo.pivotMesh.rotationQuaternion!);\r\n\r\n if (isNearXRPointer) {\r\n virtualMeshesInfo.originMesh.addChild(virtualMeshesInfo.dragMesh);\r\n virtualMeshesInfo.originMesh.addChild(virtualMeshesInfo.pivotMesh);\r\n } else {\r\n virtualMeshesInfo.originMesh.lookAt(virtualMeshesInfo.dragMesh.position);\r\n }\r\n\r\n // Update state\r\n virtualMeshesInfo.dragging = true;\r\n\r\n if (this.currentDraggingPointerIds.indexOf(pointerId) === -1) {\r\n this.currentDraggingPointerIds.push(pointerId);\r\n }\r\n\r\n // Detach camera controls\r\n if (this.detachCameraControls && this._pointerCamera && !this._pointerCamera.leftCamera) {\r\n if (this._pointerCamera.inputs && this._pointerCamera.inputs.attachedToElement) {\r\n this._pointerCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else if (!this.allowMultiPointer || this.currentDraggingPointerIds.length === 0) {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n this._targetDragStart(virtualMeshesInfo.pivotMesh.position, virtualMeshesInfo.pivotMesh.rotationQuaternion!, pointerId);\r\n this.onDragStartObservable.notifyObservers({ position: virtualMeshesInfo.pivotMesh.position });\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP || pointerInfo.type == PointerEventTypes.POINTERDOUBLETAP) {\r\n const registeredPointerIndex = this.currentDraggingPointerIds.indexOf(pointerId);\r\n\r\n // Update state\r\n virtualMeshesInfo.dragging = false;\r\n\r\n if (registeredPointerIndex !== -1) {\r\n this.currentDraggingPointerIds.splice(registeredPointerIndex, 1);\r\n if (this.currentDraggingPointerIds.length === 0) {\r\n this._moving = false;\r\n this._dragging = this._dragType.NONE;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._pointerCamera && !this._pointerCamera.leftCamera) {\r\n this._reattachCameraControls();\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n virtualMeshesInfo.originMesh.removeChild(virtualMeshesInfo.dragMesh);\r\n virtualMeshesInfo.originMesh.removeChild(virtualMeshesInfo.pivotMesh);\r\n this._targetDragEnd(pointerId);\r\n this.onDragEndObservable.notifyObservers({});\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n const registeredPointerIndex = this.currentDraggingPointerIds.indexOf(pointerId);\r\n\r\n if (registeredPointerIndex !== -1 && virtualMeshesInfo.dragging && pointerInfo.pickInfo && (pointerInfo.pickInfo.ray || pointerInfo.pickInfo.aimTransform)) {\r\n let zDragFactor = this.zDragFactor;\r\n\r\n // 2 pointer interaction should not have a z axis drag factor\r\n // as well as near interaction\r\n if (this.currentDraggingPointerIds.length > 1 || pointerInfo.pickInfo.originMesh) {\r\n zDragFactor = 0;\r\n }\r\n\r\n this._ownerNode.computeWorldMatrix(true);\r\n if (!isNearXRPointer) {\r\n this._pointerUpdate2D(pointerInfo.pickInfo.ray!, pointerId, zDragFactor);\r\n } else {\r\n this._pointerUpdateXR(pointerInfo.pickInfo.aimTransform!, pointerInfo.pickInfo.gripTransform, pointerId, zDragFactor);\r\n }\r\n\r\n // Get change in rotation\r\n this._tmpQuaternion.copyFrom(virtualMeshesInfo.startingPivotOrientation);\r\n this._tmpQuaternion.x = -this._tmpQuaternion.x;\r\n this._tmpQuaternion.y = -this._tmpQuaternion.y;\r\n this._tmpQuaternion.z = -this._tmpQuaternion.z;\r\n virtualMeshesInfo.pivotMesh.absoluteRotationQuaternion.multiplyToRef(this._tmpQuaternion, this._tmpQuaternion);\r\n virtualMeshesInfo.pivotMesh.absolutePosition.subtractToRef(virtualMeshesInfo.startingPivotPosition, this._tmpVector);\r\n\r\n this.onDragObservable.notifyObservers({ delta: this._tmpVector, position: virtualMeshesInfo.pivotMesh.position, pickInfo: pointerInfo.pickInfo });\r\n\r\n // Notify herited methods and observables\r\n this._targetDrag(this._tmpVector, this._tmpQuaternion, pointerId);\r\n virtualMeshesInfo.lastDragPosition.copyFrom(virtualMeshesInfo.dragMesh.absolutePosition);\r\n\r\n this._moving = true;\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _applyZOffset(node: TransformNode, localOriginDragDifference: number, zDragFactor: number) {\r\n // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away\r\n node.position.z -= node.position.z < 1 ? localOriginDragDifference * zDragFactor : localOriginDragDifference * zDragFactor * node.position.z;\r\n if (node.position.z < 0) {\r\n node.position.z = 0;\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _targetDragStart(worldPosition: Vector3, worldRotation: Quaternion, pointerId: number) {\r\n // Herited classes can override that\r\n }\r\n\r\n protected _targetDrag(worldDeltaPosition: Vector3, worldDeltaRotation: Quaternion, pointerId: number) {\r\n // Herited classes can override that\r\n }\r\n\r\n protected _targetDragEnd(pointerId: number) {\r\n // Herited classes can override that\r\n }\r\n\r\n protected _reattachCameraControls() {\r\n if (this._pointerCamera) {\r\n // If the camera is an ArcRotateCamera, preserve the settings from the camera\r\n // when reattaching control\r\n if (this._pointerCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._pointerCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(\r\n arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true,\r\n arcRotateCamera._useCtrlForPanning,\r\n arcRotateCamera._panningMouseButton\r\n );\r\n } else {\r\n // preserve the settings from the camera when reattaching control\r\n this._pointerCamera.attachControl(this._pointerCamera.inputs ? this._pointerCamera.inputs.noPreventDefault : true);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n if (this._scene) {\r\n if (this.detachCameraControls && this._attachedToElement && this._pointerCamera && !this._pointerCamera.leftCamera) {\r\n this._reattachCameraControls();\r\n this._attachedToElement = false;\r\n }\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n\r\n for (const pointerId in this._virtualMeshesInfo) {\r\n this._virtualMeshesInfo[pointerId].originMesh.dispose();\r\n this._virtualMeshesInfo[pointerId].dragMesh.dispose();\r\n }\r\n\r\n this.onDragEndObservable.clear();\r\n this.onDragObservable.clear();\r\n this.onDragStartObservable.clear();\r\n\r\n this._ownerNode = null!;\r\n }\r\n}\r\n"]}
1
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{ type Behavior } from \"../../Behaviors/behavior\";\r\nimport { type AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Scene } from \"../../scene.pure\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Vector3, Quaternion, TmpVectors } from \"../../Maths/math.vector.pure\";\r\nimport { type Observer, Observable } from \"../../Misc/observable\";\r\nimport { TransformNode } from \"../../Meshes/transformNode.pure\";\r\nimport { type PickingInfo } from \"../../Collisions/pickingInfo\";\r\nimport { Camera } from \"../../Cameras/camera.pure\";\r\nimport { type Ray } from \"../../Culling/ray\";\r\nimport { type IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport { type ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\n\r\n/**\r\n * Data store to track virtual pointers movement\r\n */\r\ntype VirtualMeshInfo = {\r\n dragging: boolean;\r\n moving: boolean;\r\n dragMesh: TransformNode;\r\n originMesh: TransformNode;\r\n pivotMesh: TransformNode;\r\n startingPivotPosition: Vector3;\r\n startingPivotOrientation: Quaternion;\r\n startingPosition: Vector3;\r\n startingOrientation: Quaternion;\r\n lastOriginPosition: Vector3;\r\n lastDragPosition: Vector3;\r\n};\r\n\r\n/**\r\n * Base behavior for six degrees of freedom interactions in XR experiences.\r\n * Creates virtual meshes that are dragged around\r\n * And observables for position/rotation changes\r\n */\r\nexport class BaseSixDofDragBehavior implements Behavior<TransformNode> {\r\n protected static _VirtualScene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _attachedToElement: boolean = false;\r\n protected _virtualMeshesInfo: {\r\n [id: number]: VirtualMeshInfo;\r\n } = {};\r\n\r\n private _tmpVector: Vector3 = new Vector3();\r\n private _tmpQuaternion: Quaternion = new Quaternion();\r\n\r\n protected _dragType = {\r\n NONE: 0,\r\n DRAG: 1,\r\n DRAG_WITH_CONTROLLER: 2,\r\n NEAR_DRAG: 3,\r\n };\r\n\r\n protected _scene: Scene;\r\n protected _moving = false;\r\n protected _ownerNode: TransformNode = null!;\r\n protected _dragging = this._dragType.NONE;\r\n\r\n /**\r\n * The list of child meshes that can receive drag events\r\n * If `null`, all child meshes will receive drag event\r\n */\r\n public draggableMeshes: Nullable<AbstractMesh[]> = null;\r\n\r\n /**\r\n * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)\r\n */\r\n public zDragFactor = 3;\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public get currentDraggingPointerId() {\r\n if (this.currentDraggingPointerIds[0] !== undefined) {\r\n return this.currentDraggingPointerIds[0];\r\n }\r\n return -1;\r\n }\r\n\r\n public set currentDraggingPointerId(value: number) {\r\n this.currentDraggingPointerIds[0] = value;\r\n }\r\n\r\n /**\r\n * In case of multipointer interaction, all pointer ids currently active are stored here\r\n */\r\n public currentDraggingPointerIds: number[] = [];\r\n\r\n /**\r\n * Get or set the currentDraggingPointerId\r\n * @deprecated Please use currentDraggingPointerId instead\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get currentDraggingPointerID(): number {\r\n return this.currentDraggingPointerId;\r\n }\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public set currentDraggingPointerID(currentDraggingPointerID: number) {\r\n this.currentDraggingPointerId = currentDraggingPointerID;\r\n }\r\n /**\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * Fires each time a drag starts\r\n */\r\n public onDragStartObservable = new Observable<{ position: Vector3 }>();\r\n /**\r\n * Fires each time a drag happens\r\n */\r\n public onDragObservable = new Observable<{ delta: Vector3; position: Vector3; pickInfo: PickingInfo }>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n */\r\n public onDragEndObservable = new Observable<unknown>();\r\n\r\n /**\r\n * Should the behavior allow simultaneous pointers to interact with the owner node.\r\n */\r\n public allowMultiPointer: boolean = true;\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"BaseSixDofDrag\";\r\n }\r\n\r\n /**\r\n * Returns true if the attached mesh is currently moving with this behavior\r\n */\r\n public get isMoving(): boolean {\r\n return this._moving;\r\n }\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<TransformNode> {\r\n return this._ownerNode;\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * In the case of multiple active cameras, the cameraToUseForPointers should be used if set instead of active camera\r\n */\r\n private get _pointerCamera() {\r\n if (this._scene.cameraToUseForPointers) {\r\n return this._scene.cameraToUseForPointers;\r\n } else {\r\n return this._scene.activeCamera;\r\n }\r\n }\r\n\r\n private _createVirtualMeshInfo() {\r\n // Setup virtual meshes to be used for dragging without dirtying the existing scene\r\n\r\n const dragMesh = new TransformNode(\"\", BaseSixDofDragBehavior._VirtualScene);\r\n dragMesh.rotationQuaternion = new Quaternion();\r\n const originMesh = new TransformNode(\"\", BaseSixDofDragBehavior._VirtualScene);\r\n originMesh.rotationQuaternion = new Quaternion();\r\n const pivotMesh = new TransformNode(\"\", BaseSixDofDragBehavior._VirtualScene);\r\n pivotMesh.rotationQuaternion = new Quaternion();\r\n\r\n return {\r\n dragging: false,\r\n moving: false,\r\n dragMesh,\r\n originMesh,\r\n pivotMesh,\r\n startingPivotPosition: new Vector3(),\r\n startingPivotOrientation: new Quaternion(),\r\n startingPosition: new Vector3(),\r\n startingOrientation: new Quaternion(),\r\n lastOriginPosition: new Vector3(),\r\n lastDragPosition: new Vector3(),\r\n };\r\n }\r\n\r\n protected _resetVirtualMeshesPosition() {\r\n for (let i = 0; i < this.currentDraggingPointerIds.length; i++) {\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].pivotMesh.position.copyFrom(this._ownerNode.getAbsolutePivotPoint());\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].pivotMesh.rotationQuaternion!.copyFrom(this._ownerNode.rotationQuaternion!);\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].startingPivotPosition.copyFrom(\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].pivotMesh.position\r\n );\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].startingPivotOrientation.copyFrom(\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].pivotMesh.rotationQuaternion!\r\n );\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].startingPosition.copyFrom(this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].dragMesh.position);\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].startingOrientation.copyFrom(\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].dragMesh.rotationQuaternion!\r\n );\r\n }\r\n }\r\n\r\n private _pointerUpdate2D(ray: Ray, pointerId: number, zDragFactor: number) {\r\n if (this._pointerCamera && this._pointerCamera.cameraRigMode == Camera.RIG_MODE_NONE && !this._pointerCamera._isLeftCamera && !this._pointerCamera._isRightCamera) {\r\n ray.origin.copyFrom(this._pointerCamera.globalPosition);\r\n zDragFactor = 0;\r\n }\r\n\r\n const virtualMeshesInfo = this._virtualMeshesInfo[pointerId];\r\n\r\n // Calculate controller drag distance in controller space\r\n const originDragDifference = TmpVectors.Vector3[11];\r\n ray.origin.subtractToRef(virtualMeshesInfo.lastOriginPosition, originDragDifference);\r\n virtualMeshesInfo.lastOriginPosition.copyFrom(ray.origin);\r\n const localOriginDragDifference = -Vector3.Dot(originDragDifference, ray.direction);\r\n\r\n virtualMeshesInfo.originMesh.addChild(virtualMeshesInfo.dragMesh);\r\n virtualMeshesInfo.originMesh.addChild(virtualMeshesInfo.pivotMesh);\r\n\r\n this._applyZOffset(virtualMeshesInfo.dragMesh, localOriginDragDifference, zDragFactor);\r\n this._applyZOffset(virtualMeshesInfo.pivotMesh, localOriginDragDifference, zDragFactor);\r\n\r\n // Update the controller position\r\n virtualMeshesInfo.originMesh.position.copyFrom(ray.origin);\r\n const lookAt = TmpVectors.Vector3[10];\r\n ray.origin.addToRef(ray.direction, lookAt);\r\n virtualMeshesInfo.originMesh.lookAt(lookAt);\r\n\r\n virtualMeshesInfo.originMesh.removeChild(virtualMeshesInfo.dragMesh);\r\n virtualMeshesInfo.originMesh.removeChild(virtualMeshesInfo.pivotMesh);\r\n }\r\n\r\n private _pointerUpdateXR(controllerAimTransform: TransformNode, controllerGripTransform: Nullable<TransformNode>, pointerId: number, zDragFactor: number) {\r\n const virtualMeshesInfo = this._virtualMeshesInfo[pointerId];\r\n virtualMeshesInfo.originMesh.position.copyFrom(controllerAimTransform.position);\r\n if (this._dragging === this._dragType.NEAR_DRAG && controllerGripTransform) {\r\n virtualMeshesInfo.originMesh.rotationQuaternion!.copyFrom(controllerGripTransform.rotationQuaternion!);\r\n } else {\r\n virtualMeshesInfo.originMesh.rotationQuaternion!.copyFrom(controllerAimTransform.rotationQuaternion!);\r\n }\r\n\r\n virtualMeshesInfo.pivotMesh.computeWorldMatrix(true);\r\n virtualMeshesInfo.dragMesh.computeWorldMatrix(true);\r\n\r\n // Z scaling logic\r\n if (zDragFactor !== 0) {\r\n // Camera.getForwardRay modifies TmpVectors.Vector[0-3], so cache it in advance\r\n const cameraForwardVec = TmpVectors.Vector3[10];\r\n const originDragDirection = TmpVectors.Vector3[11];\r\n cameraForwardVec.copyFrom(this._pointerCamera!.getForwardRay().direction);\r\n virtualMeshesInfo.originMesh.position.subtractToRef(virtualMeshesInfo.lastOriginPosition, originDragDirection);\r\n virtualMeshesInfo.lastOriginPosition.copyFrom(virtualMeshesInfo.originMesh.position);\r\n const controllerDragDistance = originDragDirection.length();\r\n originDragDirection.normalize();\r\n\r\n const cameraToDrag = TmpVectors.Vector3[12];\r\n const controllerToDrag = TmpVectors.Vector3[9];\r\n virtualMeshesInfo.dragMesh.absolutePosition.subtractToRef(this._pointerCamera!.globalPosition, cameraToDrag);\r\n virtualMeshesInfo.dragMesh.absolutePosition.subtractToRef(virtualMeshesInfo.originMesh.position, controllerToDrag);\r\n const controllerToDragDistance = controllerToDrag.length();\r\n cameraToDrag.normalize();\r\n controllerToDrag.normalize();\r\n\r\n const controllerDragScaling = Math.abs(Vector3.Dot(originDragDirection, controllerToDrag)) * Vector3.Dot(originDragDirection, cameraForwardVec);\r\n let zOffsetScaling = controllerDragScaling * zDragFactor * controllerDragDistance * controllerToDragDistance;\r\n\r\n // Prevent pulling the mesh through the controller\r\n const minDistanceFromControllerToDragMesh = 0.01;\r\n if (zOffsetScaling < 0 && minDistanceFromControllerToDragMesh - controllerToDragDistance > zOffsetScaling) {\r\n zOffsetScaling = Math.min(minDistanceFromControllerToDragMesh - controllerToDragDistance, 0);\r\n }\r\n controllerToDrag.scaleInPlace(zOffsetScaling);\r\n\r\n controllerToDrag.addToRef(virtualMeshesInfo.pivotMesh.absolutePosition, this._tmpVector);\r\n virtualMeshesInfo.pivotMesh.setAbsolutePosition(this._tmpVector);\r\n controllerToDrag.addToRef(virtualMeshesInfo.dragMesh.absolutePosition, this._tmpVector);\r\n virtualMeshesInfo.dragMesh.setAbsolutePosition(this._tmpVector);\r\n }\r\n }\r\n\r\n /**\r\n * Attaches the scale behavior the passed in mesh\r\n * @param ownerNode The mesh that will be scaled around once attached\r\n */\r\n public attach(ownerNode: TransformNode): void {\r\n this._ownerNode = ownerNode;\r\n this._scene = this._ownerNode.getScene();\r\n if (!BaseSixDofDragBehavior._VirtualScene) {\r\n BaseSixDofDragBehavior._VirtualScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n BaseSixDofDragBehavior._VirtualScene.detachControl();\r\n }\r\n\r\n const pickPredicate = (m: AbstractMesh) => {\r\n return this._ownerNode === m || (m.isDescendantOf(this._ownerNode) && (!this.draggableMeshes || this.draggableMeshes.indexOf(m) !== -1));\r\n };\r\n\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n const pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n if (!this._virtualMeshesInfo[pointerId]) {\r\n this._virtualMeshesInfo[pointerId] = this._createVirtualMeshInfo();\r\n }\r\n const virtualMeshesInfo = this._virtualMeshesInfo[pointerId];\r\n const isXRPointer = (<IPointerEvent>pointerInfo.event).pointerType === \"xr-near\" || (<IPointerEvent>pointerInfo.event).pointerType === \"xr\";\r\n const isNearXRPointer = (<IPointerEvent>pointerInfo.event).pointerType === \"xr-near\";\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (\r\n !virtualMeshesInfo.dragging &&\r\n pointerInfo.pickInfo &&\r\n pointerInfo.pickInfo.hit &&\r\n pointerInfo.pickInfo.pickedMesh &&\r\n pointerInfo.pickInfo.pickedPoint &&\r\n pointerInfo.pickInfo.ray &&\r\n (!isNearXRPointer || pointerInfo.pickInfo.aimTransform) &&\r\n pickPredicate(pointerInfo.pickInfo.pickedMesh)\r\n ) {\r\n if ((!this.allowMultiPointer || isXRPointer) && this.currentDraggingPointerIds.length > 0) {\r\n return;\r\n }\r\n\r\n if (\r\n this._pointerCamera &&\r\n this._pointerCamera.cameraRigMode === Camera.RIG_MODE_NONE &&\r\n !this._pointerCamera._isLeftCamera &&\r\n !this._pointerCamera._isRightCamera\r\n ) {\r\n pointerInfo.pickInfo.ray.origin.copyFrom(this._pointerCamera.globalPosition);\r\n }\r\n\r\n this._ownerNode.computeWorldMatrix(true);\r\n const virtualMeshesInfo = this._virtualMeshesInfo[pointerId];\r\n\r\n if (isXRPointer) {\r\n this._dragging = pointerInfo.pickInfo.originMesh ? this._dragType.NEAR_DRAG : this._dragType.DRAG_WITH_CONTROLLER;\r\n virtualMeshesInfo.originMesh.position.copyFrom(pointerInfo.pickInfo.aimTransform!.position);\r\n if (this._dragging === this._dragType.NEAR_DRAG && pointerInfo.pickInfo.gripTransform) {\r\n virtualMeshesInfo.originMesh.rotationQuaternion!.copyFrom(pointerInfo.pickInfo.gripTransform.rotationQuaternion!);\r\n } else {\r\n virtualMeshesInfo.originMesh.rotationQuaternion!.copyFrom(pointerInfo.pickInfo.aimTransform!.rotationQuaternion!);\r\n }\r\n } else {\r\n this._dragging = this._dragType.DRAG;\r\n virtualMeshesInfo.originMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n }\r\n\r\n virtualMeshesInfo.lastOriginPosition.copyFrom(virtualMeshesInfo.originMesh.position);\r\n\r\n virtualMeshesInfo.dragMesh.position.copyFrom(pointerInfo.pickInfo.pickedPoint);\r\n virtualMeshesInfo.lastDragPosition.copyFrom(pointerInfo.pickInfo.pickedPoint);\r\n\r\n virtualMeshesInfo.pivotMesh.position.copyFrom(this._ownerNode.getAbsolutePivotPoint());\r\n virtualMeshesInfo.pivotMesh.rotationQuaternion!.copyFrom(this._ownerNode.absoluteRotationQuaternion);\r\n\r\n virtualMeshesInfo.startingPosition.copyFrom(virtualMeshesInfo.dragMesh.position);\r\n virtualMeshesInfo.startingPivotPosition.copyFrom(virtualMeshesInfo.pivotMesh.position);\r\n virtualMeshesInfo.startingOrientation.copyFrom(virtualMeshesInfo.dragMesh.rotationQuaternion!);\r\n virtualMeshesInfo.startingPivotOrientation.copyFrom(virtualMeshesInfo.pivotMesh.rotationQuaternion!);\r\n\r\n if (isNearXRPointer) {\r\n virtualMeshesInfo.originMesh.addChild(virtualMeshesInfo.dragMesh);\r\n virtualMeshesInfo.originMesh.addChild(virtualMeshesInfo.pivotMesh);\r\n } else {\r\n virtualMeshesInfo.originMesh.lookAt(virtualMeshesInfo.dragMesh.position);\r\n }\r\n\r\n // Update state\r\n virtualMeshesInfo.dragging = true;\r\n\r\n if (this.currentDraggingPointerIds.indexOf(pointerId) === -1) {\r\n this.currentDraggingPointerIds.push(pointerId);\r\n }\r\n\r\n // Detach camera controls\r\n if (this.detachCameraControls && this._pointerCamera && !this._pointerCamera.leftCamera) {\r\n if (this._pointerCamera.inputs && this._pointerCamera.inputs.attachedToElement) {\r\n this._pointerCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else if (!this.allowMultiPointer || this.currentDraggingPointerIds.length === 0) {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n this._targetDragStart(virtualMeshesInfo.pivotMesh.position, virtualMeshesInfo.pivotMesh.rotationQuaternion!, pointerId);\r\n this.onDragStartObservable.notifyObservers({ position: virtualMeshesInfo.pivotMesh.position });\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP || pointerInfo.type == PointerEventTypes.POINTERDOUBLETAP) {\r\n const registeredPointerIndex = this.currentDraggingPointerIds.indexOf(pointerId);\r\n\r\n // Update state\r\n virtualMeshesInfo.dragging = false;\r\n\r\n if (registeredPointerIndex !== -1) {\r\n this.currentDraggingPointerIds.splice(registeredPointerIndex, 1);\r\n if (this.currentDraggingPointerIds.length === 0) {\r\n this._moving = false;\r\n this._dragging = this._dragType.NONE;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._pointerCamera && !this._pointerCamera.leftCamera) {\r\n this._reattachCameraControls();\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n virtualMeshesInfo.originMesh.removeChild(virtualMeshesInfo.dragMesh);\r\n virtualMeshesInfo.originMesh.removeChild(virtualMeshesInfo.pivotMesh);\r\n this._targetDragEnd(pointerId);\r\n this.onDragEndObservable.notifyObservers({});\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n const registeredPointerIndex = this.currentDraggingPointerIds.indexOf(pointerId);\r\n\r\n if (registeredPointerIndex !== -1 && virtualMeshesInfo.dragging && pointerInfo.pickInfo && (pointerInfo.pickInfo.ray || pointerInfo.pickInfo.aimTransform)) {\r\n let zDragFactor = this.zDragFactor;\r\n\r\n // 2 pointer interaction should not have a z axis drag factor\r\n // as well as near interaction\r\n if (this.currentDraggingPointerIds.length > 1 || pointerInfo.pickInfo.originMesh) {\r\n zDragFactor = 0;\r\n }\r\n\r\n this._ownerNode.computeWorldMatrix(true);\r\n if (!isNearXRPointer) {\r\n this._pointerUpdate2D(pointerInfo.pickInfo.ray!, pointerId, zDragFactor);\r\n } else {\r\n this._pointerUpdateXR(pointerInfo.pickInfo.aimTransform!, pointerInfo.pickInfo.gripTransform, pointerId, zDragFactor);\r\n }\r\n\r\n // Get change in rotation\r\n this._tmpQuaternion.copyFrom(virtualMeshesInfo.startingPivotOrientation);\r\n this._tmpQuaternion.x = -this._tmpQuaternion.x;\r\n this._tmpQuaternion.y = -this._tmpQuaternion.y;\r\n this._tmpQuaternion.z = -this._tmpQuaternion.z;\r\n virtualMeshesInfo.pivotMesh.absoluteRotationQuaternion.multiplyToRef(this._tmpQuaternion, this._tmpQuaternion);\r\n virtualMeshesInfo.pivotMesh.absolutePosition.subtractToRef(virtualMeshesInfo.startingPivotPosition, this._tmpVector);\r\n\r\n this.onDragObservable.notifyObservers({ delta: this._tmpVector, position: virtualMeshesInfo.pivotMesh.position, pickInfo: pointerInfo.pickInfo });\r\n\r\n // Notify herited methods and observables\r\n this._targetDrag(this._tmpVector, this._tmpQuaternion, pointerId);\r\n virtualMeshesInfo.lastDragPosition.copyFrom(virtualMeshesInfo.dragMesh.absolutePosition);\r\n\r\n this._moving = true;\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _applyZOffset(node: TransformNode, localOriginDragDifference: number, zDragFactor: number) {\r\n // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away\r\n node.position.z -= node.position.z < 1 ? localOriginDragDifference * zDragFactor : localOriginDragDifference * zDragFactor * node.position.z;\r\n if (node.position.z < 0) {\r\n node.position.z = 0;\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _targetDragStart(worldPosition: Vector3, worldRotation: Quaternion, pointerId: number) {\r\n // Herited classes can override that\r\n }\r\n\r\n protected _targetDrag(worldDeltaPosition: Vector3, worldDeltaRotation: Quaternion, pointerId: number) {\r\n // Herited classes can override that\r\n }\r\n\r\n protected _targetDragEnd(pointerId: number) {\r\n // Herited classes can override that\r\n }\r\n\r\n protected _reattachCameraControls() {\r\n if (this._pointerCamera) {\r\n // If the camera is an ArcRotateCamera, preserve the settings from the camera\r\n // when reattaching control\r\n if (this._pointerCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._pointerCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(\r\n arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true,\r\n arcRotateCamera._useCtrlForPanning,\r\n arcRotateCamera._panningMouseButton\r\n );\r\n } else {\r\n // preserve the settings from the camera when reattaching control\r\n this._pointerCamera.attachControl(this._pointerCamera.inputs ? this._pointerCamera.inputs.noPreventDefault : true);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n if (this._scene) {\r\n if (this.detachCameraControls && this._attachedToElement && this._pointerCamera && !this._pointerCamera.leftCamera) {\r\n this._reattachCameraControls();\r\n this._attachedToElement = false;\r\n }\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n\r\n for (const pointerId in this._virtualMeshesInfo) {\r\n this._virtualMeshesInfo[pointerId].originMesh.dispose();\r\n this._virtualMeshesInfo[pointerId].dragMesh.dispose();\r\n }\r\n\r\n this.onDragEndObservable.clear();\r\n this.onDragObservable.clear();\r\n this.onDragStartObservable.clear();\r\n\r\n this._ownerNode = null!;\r\n }\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- import { Matrix, Quaternion, Vector3 } from "../../Maths/math.vector.js";
1
+ import { Matrix, Quaternion, Vector3 } from "../../Maths/math.vector.pure.js";
2
2
  import { Clamp } from "../../Maths/math.scalar.functions.js";
3
3
  import { Epsilon } from "../../Maths/math.constants.js";
4
4
  /**
@@ -1 +1 @@
1
- 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{ type Behavior } from \"../behavior\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Camera } from \"../../Cameras/camera\";\r\nimport { Matrix, Quaternion, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Clamp } from \"../../Maths/math.scalar.functions\";\r\nimport { type TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will follow a camera\r\n * @since 5.0.0\r\n */\r\nexport class FollowBehavior implements Behavior<TransformNode> {\r\n private _scene: Scene;\r\n\r\n // Memory cache to avoid GC usage\r\n private _tmpQuaternion: Quaternion = new Quaternion();\r\n private _tmpVectors: Vector3[] = [new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3()];\r\n private _tmpMatrix: Matrix = new Matrix();\r\n private _tmpInvertView: Matrix = new Matrix();\r\n private _tmpForward: Vector3 = new Vector3();\r\n private _tmpNodeForward: Vector3 = new Vector3();\r\n private _tmpPosition: Vector3 = new Vector3();\r\n\r\n private _followedCamera: Nullable<Camera>;\r\n private _onBeforeRender: Nullable<Observer<Scene>>;\r\n\r\n private _workingPosition: Vector3 = new Vector3();\r\n private _workingQuaternion: Quaternion = new Quaternion();\r\n private _lastTick: number = -1;\r\n private _recenterNextUpdate = true;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public attachedNode: Nullable<TransformNode>;\r\n\r\n /**\r\n * Set to false if the node should strictly follow the camera without any interpolation time\r\n */\r\n public interpolatePose = true;\r\n\r\n /**\r\n * Rate of interpolation of position and rotation of the attached node.\r\n * Higher values will give a slower interpolation.\r\n */\r\n public lerpTime = 500;\r\n\r\n /**\r\n * If the behavior should ignore the pitch and roll of the camera.\r\n */\r\n public ignoreCameraPitchAndRoll = false;\r\n\r\n /**\r\n * Pitch offset from camera (relative to Max Distance)\r\n * Is only effective if `ignoreCameraPitchAndRoll` is set to `true`.\r\n */\r\n public pitchOffset = 15;\r\n\r\n /**\r\n * The vertical angle from the camera forward axis to the owner will not exceed this value\r\n */\r\n public maxViewVerticalDegrees = 30;\r\n\r\n /**\r\n * The horizontal angle from the camera forward axis to the owner will not exceed this value\r\n */\r\n public maxViewHorizontalDegrees = 30;\r\n /**\r\n * The attached node will not reorient until the angle between its forward vector and the vector to the camera is greater than this value\r\n */\r\n public orientToCameraDeadzoneDegrees = 60;\r\n /**\r\n * Option to ignore distance clamping\r\n */\r\n public ignoreDistanceClamp = false;\r\n /**\r\n * Option to ignore angle clamping\r\n */\r\n public ignoreAngleClamp = false;\r\n /**\r\n * Max vertical distance between the attachedNode and camera\r\n */\r\n public verticalMaxDistance = 0;\r\n /**\r\n * Default distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public defaultDistance = 0.8;\r\n /**\r\n * Max distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public maximumDistance = 2;\r\n /**\r\n * Min distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public minimumDistance = 0.3;\r\n\r\n /**\r\n * Ignore vertical movement and lock the Y position of the object.\r\n */\r\n public useFixedVerticalOffset = false;\r\n\r\n /**\r\n * Fixed vertical position offset distance.\r\n */\r\n public fixedVerticalOffset = 0;\r\n\r\n /**\r\n * Enables/disables the behavior\r\n * @internal\r\n */\r\n public _enabled = true;\r\n\r\n /**\r\n * The camera that should be followed by this behavior\r\n */\r\n public get followedCamera(): Nullable<Camera> {\r\n return this._followedCamera || this._scene.activeCamera;\r\n }\r\n\r\n public set followedCamera(camera: Nullable<Camera>) {\r\n this._followedCamera = camera;\r\n }\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"Follow\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * Attaches the follow behavior\r\n * @param ownerNode The mesh that will be following once attached\r\n * @param followedCamera The camera that should be followed by the node\r\n */\r\n public attach(ownerNode: TransformNode, followedCamera?: Camera): void {\r\n this._scene = ownerNode.getScene();\r\n this.attachedNode = ownerNode;\r\n\r\n if (followedCamera) {\r\n this.followedCamera = followedCamera;\r\n }\r\n\r\n this._addObservables();\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this.attachedNode = null;\r\n this._removeObservables();\r\n }\r\n\r\n /**\r\n * Recenters the attached node in front of the camera on the next update\r\n */\r\n public recenter() {\r\n this._recenterNextUpdate = true;\r\n }\r\n\r\n private _angleBetweenVectorAndPlane(vector: Vector3, normal: Vector3) {\r\n // Work on copies\r\n this._tmpVectors[0].copyFrom(vector);\r\n vector = this._tmpVectors[0];\r\n this._tmpVectors[1].copyFrom(normal);\r\n normal = this._tmpVectors[1];\r\n\r\n vector.normalize();\r\n normal.normalize();\r\n\r\n return Math.PI / 2 - Math.acos(Vector3.Dot(vector, normal));\r\n }\r\n\r\n private _length2D(vector: Vector3) {\r\n return Math.sqrt(vector.x * vector.x + vector.z * vector.z);\r\n }\r\n\r\n private _distanceClamp(currentToTarget: Vector3, moveToDefault: boolean = false) {\r\n let minDistance = this.minimumDistance;\r\n let maxDistance = this.maximumDistance;\r\n const defaultDistance = this.defaultDistance;\r\n\r\n const direction = this._tmpVectors[0];\r\n direction.copyFrom(currentToTarget);\r\n let currentDistance = direction.length();\r\n direction.normalizeFromLength(currentDistance);\r\n\r\n if (this.ignoreCameraPitchAndRoll) {\r\n // If we don't account for pitch offset, the casted object will float up/down as the reference\r\n // gets closer to it because we will still be casting in the direction of the pitched offset.\r\n // To fix this, only modify the XZ position of the object.\r\n minDistance = this._length2D(direction) * minDistance;\r\n maxDistance = this._length2D(direction) * maxDistance;\r\n\r\n const currentDistance2D = this._length2D(currentToTarget);\r\n direction.scaleInPlace(currentDistance / currentDistance2D);\r\n currentDistance = currentDistance2D;\r\n }\r\n\r\n let clampedDistance: number;\r\n\r\n if (moveToDefault) {\r\n clampedDistance = defaultDistance;\r\n } else {\r\n clampedDistance = Clamp(currentDistance, minDistance, maxDistance);\r\n }\r\n\r\n currentToTarget.copyFrom(direction).scaleInPlace(clampedDistance);\r\n\r\n return currentDistance !== clampedDistance;\r\n }\r\n\r\n private _applyVerticalClamp(currentToTarget: Vector3) {\r\n if (this.verticalMaxDistance !== 0) {\r\n currentToTarget.y = Clamp(currentToTarget.y, -this.verticalMaxDistance, this.verticalMaxDistance);\r\n }\r\n }\r\n\r\n private _toOrientationQuatToRef(vector: Vector3, quaternion: Quaternion) {\r\n Quaternion.RotationYawPitchRollToRef(Math.atan2(vector.x, vector.z), Math.atan2(vector.y, Math.sqrt(vector.z * vector.z + vector.x * vector.x)), 0, quaternion);\r\n }\r\n\r\n private _applyPitchOffset(invertView: Matrix) {\r\n const forward = this._tmpVectors[0];\r\n const right = this._tmpVectors[1];\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n right.copyFromFloats(1, 0, 0);\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n forward.y = 0;\r\n forward.normalize();\r\n Vector3.TransformNormalToRef(right, invertView, right);\r\n\r\n Quaternion.RotationAxisToRef(right, (this.pitchOffset * Math.PI) / 180, this._tmpQuaternion);\r\n forward.rotateByQuaternionToRef(this._tmpQuaternion, forward);\r\n this._toOrientationQuatToRef(forward, this._tmpQuaternion);\r\n this._tmpQuaternion.toRotationMatrix(this._tmpMatrix);\r\n\r\n // Since we already extracted position from the invert view matrix, we can\r\n // disregard the position part of the matrix in the copy\r\n invertView.copyFrom(this._tmpMatrix);\r\n }\r\n\r\n private _angularClamp(invertView: Matrix, currentToTarget: Vector3): boolean {\r\n const forward = this._tmpVectors[5];\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n const right = this._tmpVectors[6];\r\n right.copyFromFloats(1, 0, 0);\r\n\r\n // forward and right are related to camera frame of reference\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n Vector3.TransformNormalToRef(right, invertView, right);\r\n\r\n // Up is global Z\r\n const up = Vector3.UpReadOnly;\r\n\r\n const dist = currentToTarget.length();\r\n\r\n if (dist < Epsilon) {\r\n return false;\r\n }\r\n\r\n let angularClamped = false;\r\n const rotationQuat = this._tmpQuaternion;\r\n\r\n // X-axis leashing\r\n if (this.ignoreCameraPitchAndRoll) {\r\n const angle = Vector3.GetAngleBetweenVectorsOnPlane(currentToTarget, forward, right);\r\n Quaternion.RotationAxisToRef(right, angle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n } else {\r\n const angle = -Vector3.GetAngleBetweenVectorsOnPlane(currentToTarget, forward, right);\r\n const minMaxAngle = ((this.maxViewVerticalDegrees * Math.PI) / 180) * 0.5;\r\n if (angle < -minMaxAngle) {\r\n Quaternion.RotationAxisToRef(right, -angle - minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n } else if (angle > minMaxAngle) {\r\n Quaternion.RotationAxisToRef(right, -angle + minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n }\r\n }\r\n\r\n // Y-axis leashing\r\n const angle = this._angleBetweenVectorAndPlane(currentToTarget, right) * (this._scene.useRightHandedSystem ? -1 : 1);\r\n const minMaxAngle = ((this.maxViewHorizontalDegrees * Math.PI) / 180) * 0.5;\r\n if (angle < -minMaxAngle) {\r\n Quaternion.RotationAxisToRef(up, -angle - minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n } else if (angle > minMaxAngle) {\r\n Quaternion.RotationAxisToRef(up, -angle + minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n }\r\n\r\n return angularClamped;\r\n }\r\n\r\n private _orientationClamp(currentToTarget: Vector3, rotationQuaternion: Quaternion) {\r\n // Construct a rotation quat from up vector and target vector\r\n const toFollowed = this._tmpVectors[0];\r\n toFollowed.copyFrom(currentToTarget).scaleInPlace(-1).normalize();\r\n\r\n const up = this._tmpVectors[1];\r\n const right = this._tmpVectors[2];\r\n // We use global up vector to orient the following node (global +Y)\r\n up.copyFromFloats(0, 1, 0);\r\n\r\n // Gram-Schmidt to create an orthonormal frame\r\n Vector3.CrossToRef(toFollowed, up, right);\r\n const length = right.length();\r\n\r\n if (length < Epsilon) {\r\n return;\r\n }\r\n\r\n right.normalizeFromLength(length);\r\n\r\n Vector3.CrossToRef(right, toFollowed, up);\r\n if (this.attachedNode?.getScene().useRightHandedSystem) {\r\n Quaternion.FromLookDirectionRHToRef(toFollowed, up, rotationQuaternion);\r\n } else {\r\n Quaternion.FromLookDirectionLHToRef(toFollowed, up, rotationQuaternion);\r\n }\r\n }\r\n\r\n private _passedOrientationDeadzone(currentToTarget: Vector3, forward: Vector3) {\r\n const leashToFollow = this._tmpVectors[5];\r\n leashToFollow.copyFrom(currentToTarget);\r\n leashToFollow.normalize();\r\n\r\n const angle = Math.abs(Vector3.GetAngleBetweenVectorsOnPlane(forward, leashToFollow, Vector3.UpReadOnly));\r\n return (angle * 180) / Math.PI > this.orientToCameraDeadzoneDegrees;\r\n }\r\n\r\n private _updateLeashing(camera: Camera) {\r\n if (this.attachedNode && this._enabled) {\r\n const oldParent = this.attachedNode.parent;\r\n this.attachedNode.setParent(null);\r\n\r\n const worldMatrix = this.attachedNode.getWorldMatrix();\r\n const currentToTarget = this._workingPosition;\r\n const rotationQuaternion = this._workingQuaternion;\r\n const pivot = this.attachedNode.getPivotPoint();\r\n const invertView = this._tmpInvertView;\r\n invertView.copyFrom(camera.getViewMatrix());\r\n invertView.invert();\r\n\r\n Vector3.TransformCoordinatesToRef(pivot, worldMatrix, currentToTarget);\r\n const position = this._tmpPosition;\r\n position.copyFromFloats(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(position, worldMatrix, position);\r\n position.scaleInPlace(-1).subtractInPlace(pivot);\r\n currentToTarget.subtractInPlace(camera.globalPosition);\r\n\r\n if (this.ignoreCameraPitchAndRoll) {\r\n this._applyPitchOffset(invertView);\r\n }\r\n\r\n let angularClamped = false;\r\n const forward = this._tmpForward;\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n\r\n const nodeForward = this._tmpNodeForward;\r\n nodeForward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n Vector3.TransformNormalToRef(nodeForward, worldMatrix, nodeForward);\r\n\r\n if (this._recenterNextUpdate) {\r\n currentToTarget.copyFrom(forward).scaleInPlace(this.defaultDistance);\r\n } else {\r\n if (this.ignoreAngleClamp) {\r\n const currentDistance = currentToTarget.length();\r\n currentToTarget.copyFrom(forward).scaleInPlace(currentDistance);\r\n } else {\r\n angularClamped = this._angularClamp(invertView, currentToTarget);\r\n }\r\n }\r\n\r\n let distanceClamped = false;\r\n if (!this.ignoreDistanceClamp) {\r\n distanceClamped = this._distanceClamp(currentToTarget, angularClamped);\r\n this._applyVerticalClamp(currentToTarget);\r\n }\r\n\r\n if (this.useFixedVerticalOffset) {\r\n currentToTarget.y = position.y - camera.globalPosition.y + this.fixedVerticalOffset;\r\n }\r\n\r\n if (angularClamped || distanceClamped || this._passedOrientationDeadzone(currentToTarget, nodeForward) || this._recenterNextUpdate) {\r\n this._orientationClamp(currentToTarget, rotationQuaternion);\r\n }\r\n\r\n this._workingPosition.subtractInPlace(pivot);\r\n this._recenterNextUpdate = false;\r\n\r\n this.attachedNode.setParent(oldParent);\r\n }\r\n }\r\n\r\n private _updateTransformToGoal(elapsed: number) {\r\n if (!this.attachedNode || !this.followedCamera || !this._enabled) {\r\n return;\r\n }\r\n\r\n if (!this.attachedNode.rotationQuaternion) {\r\n this.attachedNode.rotationQuaternion = Quaternion.Identity();\r\n }\r\n\r\n const oldParent = this.attachedNode.parent;\r\n this.attachedNode.setParent(null);\r\n\r\n if (!this.interpolatePose) {\r\n this.attachedNode.position.copyFrom(this.followedCamera.globalPosition).addInPlace(this._workingPosition);\r\n this.attachedNode.rotationQuaternion.copyFrom(this._workingQuaternion);\r\n return;\r\n }\r\n\r\n // position\r\n const currentDirection = new Vector3();\r\n currentDirection.copyFrom(this.attachedNode.position).subtractInPlace(this.followedCamera.globalPosition);\r\n Vector3.SmoothToRef(currentDirection, this._workingPosition, elapsed, this.lerpTime, currentDirection);\r\n currentDirection.addInPlace(this.followedCamera.globalPosition);\r\n this.attachedNode.position.copyFrom(currentDirection);\r\n\r\n // rotation\r\n const currentRotation = new Quaternion();\r\n currentRotation.copyFrom(this.attachedNode.rotationQuaternion);\r\n Quaternion.SmoothToRef(currentRotation, this._workingQuaternion, elapsed, this.lerpTime, this.attachedNode.rotationQuaternion);\r\n\r\n this.attachedNode.setParent(oldParent);\r\n }\r\n\r\n private _addObservables() {\r\n this._lastTick = Date.now();\r\n this._onBeforeRender = this._scene.onBeforeRenderObservable.add(() => {\r\n if (!this.followedCamera) {\r\n return;\r\n }\r\n\r\n const tick = Date.now();\r\n this._updateLeashing(this.followedCamera);\r\n this._updateTransformToGoal(tick - this._lastTick);\r\n this._lastTick = tick;\r\n });\r\n }\r\n\r\n private _removeObservables() {\r\n if (this._onBeforeRender) {\r\n this._scene.onBeforeRenderObservable.remove(this._onBeforeRender);\r\n }\r\n }\r\n}\r\n"]}
1
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{ type Behavior } from \"../behavior\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Camera } from \"../../Cameras/camera\";\r\nimport { Matrix, Quaternion, Vector3 } from \"../../Maths/math.vector.pure\";\r\nimport { Clamp } from \"../../Maths/math.scalar.functions\";\r\nimport { type TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will follow a camera\r\n * @since 5.0.0\r\n */\r\nexport class FollowBehavior implements Behavior<TransformNode> {\r\n private _scene: Scene;\r\n\r\n // Memory cache to avoid GC usage\r\n private _tmpQuaternion: Quaternion = new Quaternion();\r\n private _tmpVectors: Vector3[] = [new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3()];\r\n private _tmpMatrix: Matrix = new Matrix();\r\n private _tmpInvertView: Matrix = new Matrix();\r\n private _tmpForward: Vector3 = new Vector3();\r\n private _tmpNodeForward: Vector3 = new Vector3();\r\n private _tmpPosition: Vector3 = new Vector3();\r\n\r\n private _followedCamera: Nullable<Camera>;\r\n private _onBeforeRender: Nullable<Observer<Scene>>;\r\n\r\n private _workingPosition: Vector3 = new Vector3();\r\n private _workingQuaternion: Quaternion = new Quaternion();\r\n private _lastTick: number = -1;\r\n private _recenterNextUpdate = true;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public attachedNode: Nullable<TransformNode>;\r\n\r\n /**\r\n * Set to false if the node should strictly follow the camera without any interpolation time\r\n */\r\n public interpolatePose = true;\r\n\r\n /**\r\n * Rate of interpolation of position and rotation of the attached node.\r\n * Higher values will give a slower interpolation.\r\n */\r\n public lerpTime = 500;\r\n\r\n /**\r\n * If the behavior should ignore the pitch and roll of the camera.\r\n */\r\n public ignoreCameraPitchAndRoll = false;\r\n\r\n /**\r\n * Pitch offset from camera (relative to Max Distance)\r\n * Is only effective if `ignoreCameraPitchAndRoll` is set to `true`.\r\n */\r\n public pitchOffset = 15;\r\n\r\n /**\r\n * The vertical angle from the camera forward axis to the owner will not exceed this value\r\n */\r\n public maxViewVerticalDegrees = 30;\r\n\r\n /**\r\n * The horizontal angle from the camera forward axis to the owner will not exceed this value\r\n */\r\n public maxViewHorizontalDegrees = 30;\r\n /**\r\n * The attached node will not reorient until the angle between its forward vector and the vector to the camera is greater than this value\r\n */\r\n public orientToCameraDeadzoneDegrees = 60;\r\n /**\r\n * Option to ignore distance clamping\r\n */\r\n public ignoreDistanceClamp = false;\r\n /**\r\n * Option to ignore angle clamping\r\n */\r\n public ignoreAngleClamp = false;\r\n /**\r\n * Max vertical distance between the attachedNode and camera\r\n */\r\n public verticalMaxDistance = 0;\r\n /**\r\n * Default distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public defaultDistance = 0.8;\r\n /**\r\n * Max distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public maximumDistance = 2;\r\n /**\r\n * Min distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public minimumDistance = 0.3;\r\n\r\n /**\r\n * Ignore vertical movement and lock the Y position of the object.\r\n */\r\n public useFixedVerticalOffset = false;\r\n\r\n /**\r\n * Fixed vertical position offset distance.\r\n */\r\n public fixedVerticalOffset = 0;\r\n\r\n /**\r\n * Enables/disables the behavior\r\n * @internal\r\n */\r\n public _enabled = true;\r\n\r\n /**\r\n * The camera that should be followed by this behavior\r\n */\r\n public get followedCamera(): Nullable<Camera> {\r\n return this._followedCamera || this._scene.activeCamera;\r\n }\r\n\r\n public set followedCamera(camera: Nullable<Camera>) {\r\n this._followedCamera = camera;\r\n }\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"Follow\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * Attaches the follow behavior\r\n * @param ownerNode The mesh that will be following once attached\r\n * @param followedCamera The camera that should be followed by the node\r\n */\r\n public attach(ownerNode: TransformNode, followedCamera?: Camera): void {\r\n this._scene = ownerNode.getScene();\r\n this.attachedNode = ownerNode;\r\n\r\n if (followedCamera) {\r\n this.followedCamera = followedCamera;\r\n }\r\n\r\n this._addObservables();\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this.attachedNode = null;\r\n this._removeObservables();\r\n }\r\n\r\n /**\r\n * Recenters the attached node in front of the camera on the next update\r\n */\r\n public recenter() {\r\n this._recenterNextUpdate = true;\r\n }\r\n\r\n private _angleBetweenVectorAndPlane(vector: Vector3, normal: Vector3) {\r\n // Work on copies\r\n this._tmpVectors[0].copyFrom(vector);\r\n vector = this._tmpVectors[0];\r\n this._tmpVectors[1].copyFrom(normal);\r\n normal = this._tmpVectors[1];\r\n\r\n vector.normalize();\r\n normal.normalize();\r\n\r\n return Math.PI / 2 - Math.acos(Vector3.Dot(vector, normal));\r\n }\r\n\r\n private _length2D(vector: Vector3) {\r\n return Math.sqrt(vector.x * vector.x + vector.z * vector.z);\r\n }\r\n\r\n private _distanceClamp(currentToTarget: Vector3, moveToDefault: boolean = false) {\r\n let minDistance = this.minimumDistance;\r\n let maxDistance = this.maximumDistance;\r\n const defaultDistance = this.defaultDistance;\r\n\r\n const direction = this._tmpVectors[0];\r\n direction.copyFrom(currentToTarget);\r\n let currentDistance = direction.length();\r\n direction.normalizeFromLength(currentDistance);\r\n\r\n if (this.ignoreCameraPitchAndRoll) {\r\n // If we don't account for pitch offset, the casted object will float up/down as the reference\r\n // gets closer to it because we will still be casting in the direction of the pitched offset.\r\n // To fix this, only modify the XZ position of the object.\r\n minDistance = this._length2D(direction) * minDistance;\r\n maxDistance = this._length2D(direction) * maxDistance;\r\n\r\n const currentDistance2D = this._length2D(currentToTarget);\r\n direction.scaleInPlace(currentDistance / currentDistance2D);\r\n currentDistance = currentDistance2D;\r\n }\r\n\r\n let clampedDistance: number;\r\n\r\n if (moveToDefault) {\r\n clampedDistance = defaultDistance;\r\n } else {\r\n clampedDistance = Clamp(currentDistance, minDistance, maxDistance);\r\n }\r\n\r\n currentToTarget.copyFrom(direction).scaleInPlace(clampedDistance);\r\n\r\n return currentDistance !== clampedDistance;\r\n }\r\n\r\n private _applyVerticalClamp(currentToTarget: Vector3) {\r\n if (this.verticalMaxDistance !== 0) {\r\n currentToTarget.y = Clamp(currentToTarget.y, -this.verticalMaxDistance, this.verticalMaxDistance);\r\n }\r\n }\r\n\r\n private _toOrientationQuatToRef(vector: Vector3, quaternion: Quaternion) {\r\n Quaternion.RotationYawPitchRollToRef(Math.atan2(vector.x, vector.z), Math.atan2(vector.y, Math.sqrt(vector.z * vector.z + vector.x * vector.x)), 0, quaternion);\r\n }\r\n\r\n private _applyPitchOffset(invertView: Matrix) {\r\n const forward = this._tmpVectors[0];\r\n const right = this._tmpVectors[1];\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n right.copyFromFloats(1, 0, 0);\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n forward.y = 0;\r\n forward.normalize();\r\n Vector3.TransformNormalToRef(right, invertView, right);\r\n\r\n Quaternion.RotationAxisToRef(right, (this.pitchOffset * Math.PI) / 180, this._tmpQuaternion);\r\n forward.rotateByQuaternionToRef(this._tmpQuaternion, forward);\r\n this._toOrientationQuatToRef(forward, this._tmpQuaternion);\r\n this._tmpQuaternion.toRotationMatrix(this._tmpMatrix);\r\n\r\n // Since we already extracted position from the invert view matrix, we can\r\n // disregard the position part of the matrix in the copy\r\n invertView.copyFrom(this._tmpMatrix);\r\n }\r\n\r\n private _angularClamp(invertView: Matrix, currentToTarget: Vector3): boolean {\r\n const forward = this._tmpVectors[5];\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n const right = this._tmpVectors[6];\r\n right.copyFromFloats(1, 0, 0);\r\n\r\n // forward and right are related to camera frame of reference\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n Vector3.TransformNormalToRef(right, invertView, right);\r\n\r\n // Up is global Z\r\n const up = Vector3.UpReadOnly;\r\n\r\n const dist = currentToTarget.length();\r\n\r\n if (dist < Epsilon) {\r\n return false;\r\n }\r\n\r\n let angularClamped = false;\r\n const rotationQuat = this._tmpQuaternion;\r\n\r\n // X-axis leashing\r\n if (this.ignoreCameraPitchAndRoll) {\r\n const angle = Vector3.GetAngleBetweenVectorsOnPlane(currentToTarget, forward, right);\r\n Quaternion.RotationAxisToRef(right, angle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n } else {\r\n const angle = -Vector3.GetAngleBetweenVectorsOnPlane(currentToTarget, forward, right);\r\n const minMaxAngle = ((this.maxViewVerticalDegrees * Math.PI) / 180) * 0.5;\r\n if (angle < -minMaxAngle) {\r\n Quaternion.RotationAxisToRef(right, -angle - minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n } else if (angle > minMaxAngle) {\r\n Quaternion.RotationAxisToRef(right, -angle + minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n }\r\n }\r\n\r\n // Y-axis leashing\r\n const angle = this._angleBetweenVectorAndPlane(currentToTarget, right) * (this._scene.useRightHandedSystem ? -1 : 1);\r\n const minMaxAngle = ((this.maxViewHorizontalDegrees * Math.PI) / 180) * 0.5;\r\n if (angle < -minMaxAngle) {\r\n Quaternion.RotationAxisToRef(up, -angle - minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n } else if (angle > minMaxAngle) {\r\n Quaternion.RotationAxisToRef(up, -angle + minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n }\r\n\r\n return angularClamped;\r\n }\r\n\r\n private _orientationClamp(currentToTarget: Vector3, rotationQuaternion: Quaternion) {\r\n // Construct a rotation quat from up vector and target vector\r\n const toFollowed = this._tmpVectors[0];\r\n toFollowed.copyFrom(currentToTarget).scaleInPlace(-1).normalize();\r\n\r\n const up = this._tmpVectors[1];\r\n const right = this._tmpVectors[2];\r\n // We use global up vector to orient the following node (global +Y)\r\n up.copyFromFloats(0, 1, 0);\r\n\r\n // Gram-Schmidt to create an orthonormal frame\r\n Vector3.CrossToRef(toFollowed, up, right);\r\n const length = right.length();\r\n\r\n if (length < Epsilon) {\r\n return;\r\n }\r\n\r\n right.normalizeFromLength(length);\r\n\r\n Vector3.CrossToRef(right, toFollowed, up);\r\n if (this.attachedNode?.getScene().useRightHandedSystem) {\r\n Quaternion.FromLookDirectionRHToRef(toFollowed, up, rotationQuaternion);\r\n } else {\r\n Quaternion.FromLookDirectionLHToRef(toFollowed, up, rotationQuaternion);\r\n }\r\n }\r\n\r\n private _passedOrientationDeadzone(currentToTarget: Vector3, forward: Vector3) {\r\n const leashToFollow = this._tmpVectors[5];\r\n leashToFollow.copyFrom(currentToTarget);\r\n leashToFollow.normalize();\r\n\r\n const angle = Math.abs(Vector3.GetAngleBetweenVectorsOnPlane(forward, leashToFollow, Vector3.UpReadOnly));\r\n return (angle * 180) / Math.PI > this.orientToCameraDeadzoneDegrees;\r\n }\r\n\r\n private _updateLeashing(camera: Camera) {\r\n if (this.attachedNode && this._enabled) {\r\n const oldParent = this.attachedNode.parent;\r\n this.attachedNode.setParent(null);\r\n\r\n const worldMatrix = this.attachedNode.getWorldMatrix();\r\n const currentToTarget = this._workingPosition;\r\n const rotationQuaternion = this._workingQuaternion;\r\n const pivot = this.attachedNode.getPivotPoint();\r\n const invertView = this._tmpInvertView;\r\n invertView.copyFrom(camera.getViewMatrix());\r\n invertView.invert();\r\n\r\n Vector3.TransformCoordinatesToRef(pivot, worldMatrix, currentToTarget);\r\n const position = this._tmpPosition;\r\n position.copyFromFloats(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(position, worldMatrix, position);\r\n position.scaleInPlace(-1).subtractInPlace(pivot);\r\n currentToTarget.subtractInPlace(camera.globalPosition);\r\n\r\n if (this.ignoreCameraPitchAndRoll) {\r\n this._applyPitchOffset(invertView);\r\n }\r\n\r\n let angularClamped = false;\r\n const forward = this._tmpForward;\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n\r\n const nodeForward = this._tmpNodeForward;\r\n nodeForward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n Vector3.TransformNormalToRef(nodeForward, worldMatrix, nodeForward);\r\n\r\n if (this._recenterNextUpdate) {\r\n currentToTarget.copyFrom(forward).scaleInPlace(this.defaultDistance);\r\n } else {\r\n if (this.ignoreAngleClamp) {\r\n const currentDistance = currentToTarget.length();\r\n currentToTarget.copyFrom(forward).scaleInPlace(currentDistance);\r\n } else {\r\n angularClamped = this._angularClamp(invertView, currentToTarget);\r\n }\r\n }\r\n\r\n let distanceClamped = false;\r\n if (!this.ignoreDistanceClamp) {\r\n distanceClamped = this._distanceClamp(currentToTarget, angularClamped);\r\n this._applyVerticalClamp(currentToTarget);\r\n }\r\n\r\n if (this.useFixedVerticalOffset) {\r\n currentToTarget.y = position.y - camera.globalPosition.y + this.fixedVerticalOffset;\r\n }\r\n\r\n if (angularClamped || distanceClamped || this._passedOrientationDeadzone(currentToTarget, nodeForward) || this._recenterNextUpdate) {\r\n this._orientationClamp(currentToTarget, rotationQuaternion);\r\n }\r\n\r\n this._workingPosition.subtractInPlace(pivot);\r\n this._recenterNextUpdate = false;\r\n\r\n this.attachedNode.setParent(oldParent);\r\n }\r\n }\r\n\r\n private _updateTransformToGoal(elapsed: number) {\r\n if (!this.attachedNode || !this.followedCamera || !this._enabled) {\r\n return;\r\n }\r\n\r\n if (!this.attachedNode.rotationQuaternion) {\r\n this.attachedNode.rotationQuaternion = Quaternion.Identity();\r\n }\r\n\r\n const oldParent = this.attachedNode.parent;\r\n this.attachedNode.setParent(null);\r\n\r\n if (!this.interpolatePose) {\r\n this.attachedNode.position.copyFrom(this.followedCamera.globalPosition).addInPlace(this._workingPosition);\r\n this.attachedNode.rotationQuaternion.copyFrom(this._workingQuaternion);\r\n return;\r\n }\r\n\r\n // position\r\n const currentDirection = new Vector3();\r\n currentDirection.copyFrom(this.attachedNode.position).subtractInPlace(this.followedCamera.globalPosition);\r\n Vector3.SmoothToRef(currentDirection, this._workingPosition, elapsed, this.lerpTime, currentDirection);\r\n currentDirection.addInPlace(this.followedCamera.globalPosition);\r\n this.attachedNode.position.copyFrom(currentDirection);\r\n\r\n // rotation\r\n const currentRotation = new Quaternion();\r\n currentRotation.copyFrom(this.attachedNode.rotationQuaternion);\r\n Quaternion.SmoothToRef(currentRotation, this._workingQuaternion, elapsed, this.lerpTime, this.attachedNode.rotationQuaternion);\r\n\r\n this.attachedNode.setParent(oldParent);\r\n }\r\n\r\n private _addObservables() {\r\n this._lastTick = Date.now();\r\n this._onBeforeRender = this._scene.onBeforeRenderObservable.add(() => {\r\n if (!this.followedCamera) {\r\n return;\r\n }\r\n\r\n const tick = Date.now();\r\n this._updateLeashing(this.followedCamera);\r\n this._updateTransformToGoal(tick - this._lastTick);\r\n this._lastTick = tick;\r\n });\r\n }\r\n\r\n private _removeObservables() {\r\n if (this._onBeforeRender) {\r\n this._scene.onBeforeRenderObservable.remove(this._onBeforeRender);\r\n }\r\n }\r\n}\r\n"]}
@@ -1,6 +1,6 @@
1
1
  import { WebXRFeatureName } from "../../XR/webXRFeaturesManager.js";
2
- import { Quaternion, TmpVectors, Vector3 } from "../../Maths/math.vector.js";
3
- import { Tools } from "../../Misc/tools.js";
2
+ import { Quaternion, TmpVectors, Vector3 } from "../../Maths/math.vector.pure.js";
3
+ import { Tools } from "../../Misc/tools.pure.js";
4
4
  /**
5
5
  * Zones around the hand
6
6
  */
@@ -1 +1 @@
1
- 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{ type TransformNode } from \"../../Meshes/transformNode\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { WebXRFeatureName, type WebXRFeaturesManager } from \"../../XR/webXRFeaturesManager\";\r\nimport { type WebXREyeTracking } from \"../../XR/features/WebXREyeTracking\";\r\nimport { type WebXRHandTracking, WebXRHandJoint } from \"../../XR/features/WebXRHandTracking\";\r\nimport { type WebXRExperienceHelper } from \"../../XR/webXRExperienceHelper\";\r\nimport { type Behavior } from \"../behavior\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Quaternion, TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport { type Ray } from \"../../Culling/ray\";\r\nimport { Tools } from \"core/Misc/tools\";\r\n\r\n/**\r\n * Zones around the hand\r\n */\r\nexport const enum HandConstraintZone {\r\n /**\r\n * Above finger tips\r\n */\r\n ABOVE_FINGER_TIPS,\r\n /**\r\n * Next to the thumb\r\n */\r\n RADIAL_SIDE,\r\n /**\r\n * Next to the pinky finger\r\n */\r\n ULNAR_SIDE,\r\n /**\r\n * Below the wrist\r\n */\r\n BELOW_WRIST,\r\n}\r\n\r\n/**\r\n * Orientations for the hand zones and for the attached node\r\n */\r\nexport const enum HandConstraintOrientation {\r\n /**\r\n * Orientation is towards the camera\r\n */\r\n LOOK_AT_CAMERA,\r\n /**\r\n * Orientation is determined by the rotation of the palm\r\n */\r\n HAND_ROTATION,\r\n}\r\n\r\n/**\r\n * Orientations for the hand zones and for the attached node\r\n */\r\nexport const enum HandConstraintVisibility {\r\n /**\r\n * Constraint is always visible\r\n */\r\n ALWAYS_VISIBLE,\r\n /**\r\n * Constraint is only visible when the palm is up\r\n */\r\n PALM_UP,\r\n /**\r\n * Constraint is only visible when the user is looking at the constraint.\r\n * Uses XR Eye Tracking if enabled/available, otherwise uses camera direction\r\n */\r\n GAZE_FOCUS,\r\n /**\r\n * Constraint is only visible when the palm is up and the user is looking at it\r\n */\r\n PALM_AND_GAZE,\r\n}\r\n\r\ntype HandPoseInfo = {\r\n position: Vector3;\r\n quaternion: Quaternion;\r\n id: string;\r\n};\r\n\r\n/**\r\n * Hand constraint behavior that makes the attached `TransformNode` follow hands in XR experiences.\r\n * @since 5.0.0\r\n */\r\nexport class HandConstraintBehavior implements Behavior<TransformNode> {\r\n private _scene: Scene;\r\n private _node: TransformNode;\r\n private _eyeTracking: Nullable<WebXREyeTracking>;\r\n private _handTracking: Nullable<WebXRHandTracking>;\r\n private _sceneRenderObserver: Nullable<Observer<Scene>> = null;\r\n private _zoneAxis: { [id: number]: Vector3 } = {};\r\n\r\n /**\r\n * Sets the HandConstraintVisibility level for the hand constraint\r\n */\r\n public handConstraintVisibility: HandConstraintVisibility = HandConstraintVisibility.PALM_AND_GAZE;\r\n\r\n /**\r\n * A number from 0.0 to 1.0, marking how restricted the direction the palm faces is for the attached node to be enabled.\r\n * A 1 means the palm must be directly facing the user before the node is enabled, a 0 means it is always enabled.\r\n * Used with HandConstraintVisibility.PALM_UP\r\n */\r\n public palmUpStrictness: number = 0.95;\r\n\r\n /**\r\n * The radius in meters around the center of the hand that the user must gaze inside for the attached node to be enabled and appear.\r\n * Used with HandConstraintVisibility.GAZE_FOCUS\r\n */\r\n public gazeProximityRadius: number = 0.15;\r\n\r\n /**\r\n * Offset distance from the hand in meters\r\n */\r\n public targetOffset: number = 0.1;\r\n\r\n /**\r\n * Where to place the node regarding the center of the hand.\r\n */\r\n public targetZone: HandConstraintZone = HandConstraintZone.ULNAR_SIDE;\r\n\r\n /**\r\n * Orientation mode of the 4 zones around the hand\r\n */\r\n public zoneOrientationMode: HandConstraintOrientation = HandConstraintOrientation.HAND_ROTATION;\r\n /**\r\n * Orientation mode of the node attached to this behavior\r\n */\r\n public nodeOrientationMode: HandConstraintOrientation = HandConstraintOrientation.HAND_ROTATION;\r\n\r\n /**\r\n * Set the hand this behavior should follow. If set to \"none\", it will follow any visible hand (prioritising the left one).\r\n */\r\n public handedness: XRHandedness = \"none\";\r\n\r\n /**\r\n * Rate of interpolation of position and rotation of the attached node.\r\n * Higher values will give a slower interpolation.\r\n */\r\n public lerpTime = 100;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<TransformNode> {\r\n return this._node;\r\n }\r\n\r\n /**\r\n * Builds a hand constraint behavior\r\n */\r\n constructor() {\r\n this._node = null!;\r\n // For a right hand\r\n this._zoneAxis[HandConstraintZone.ABOVE_FINGER_TIPS] = new Vector3(0, 1, 0);\r\n this._zoneAxis[HandConstraintZone.RADIAL_SIDE] = new Vector3(-1, 0, 0);\r\n this._zoneAxis[HandConstraintZone.ULNAR_SIDE] = new Vector3(1, 0, 0);\r\n this._zoneAxis[HandConstraintZone.BELOW_WRIST] = new Vector3(0, -1, 0);\r\n }\r\n\r\n /** gets or sets behavior's name */\r\n public get name() {\r\n return \"HandConstraint\";\r\n }\r\n\r\n /** Enable the behavior */\r\n public enable() {\r\n this._node.setEnabled(true);\r\n }\r\n\r\n /** Disable the behavior */\r\n public disable() {\r\n this._node.setEnabled(false);\r\n }\r\n\r\n private _getHandPose(): Nullable<HandPoseInfo> {\r\n if (!this._handTracking) {\r\n return null;\r\n }\r\n\r\n // Retrieve any available hand, starting by the left\r\n let hand;\r\n if (this.handedness === \"none\") {\r\n hand = this._handTracking.getHandByHandedness(\"left\") || this._handTracking.getHandByHandedness(\"right\");\r\n } else {\r\n hand = this._handTracking.getHandByHandedness(this.handedness);\r\n }\r\n\r\n if (hand) {\r\n const pinkyMetacarpal = hand.getJointMesh(WebXRHandJoint.PINKY_FINGER_METACARPAL);\r\n const middleMetacarpal = hand.getJointMesh(WebXRHandJoint.MIDDLE_FINGER_METACARPAL);\r\n const wrist = hand.getJointMesh(WebXRHandJoint.WRIST);\r\n\r\n if (wrist && middleMetacarpal && pinkyMetacarpal) {\r\n const handPose: HandPoseInfo = { position: middleMetacarpal.absolutePosition, quaternion: new Quaternion(), id: hand.xrController.uniqueId };\r\n\r\n // palm forward\r\n const up = TmpVectors.Vector3[0];\r\n const forward = TmpVectors.Vector3[1];\r\n const left = TmpVectors.Vector3[2];\r\n up.copyFrom(middleMetacarpal.absolutePosition).subtractInPlace(wrist.absolutePosition).normalize();\r\n forward.copyFrom(pinkyMetacarpal.absolutePosition).subtractInPlace(middleMetacarpal.absolutePosition).normalize();\r\n\r\n // Create vectors for a rotation quaternion, where forward points out from the palm\r\n Vector3.CrossToRef(up, forward, forward);\r\n Vector3.CrossToRef(forward, up, left);\r\n\r\n if (this.handedness === \"right\") {\r\n forward.negateInPlace();\r\n }\r\n\r\n if (this._scene.useRightHandedSystem) {\r\n Quaternion.FromLookDirectionRHToRef(forward, up, handPose.quaternion);\r\n } else {\r\n Quaternion.FromLookDirectionLHToRef(forward, up, handPose.quaternion);\r\n }\r\n\r\n return handPose;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Initializes the hand constraint behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * Attaches the hand constraint to a `TransformNode`\r\n * @param node defines the node to attach the behavior to\r\n */\r\n public attach(node: TransformNode): void {\r\n this._node = node;\r\n this._scene = node.getScene();\r\n\r\n if (!this._node.rotationQuaternion) {\r\n this._node.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._node.rotation.y, this._node.rotation.x, this._node.rotation.z);\r\n }\r\n\r\n let lastTick = Date.now();\r\n this._sceneRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n const pose = this._getHandPose();\r\n\r\n this._node.reservedDataStore = this._node.reservedDataStore || {};\r\n this._node.reservedDataStore.nearInteraction = this._node.reservedDataStore.nearInteraction || {};\r\n this._node.reservedDataStore.nearInteraction.excludedControllerId = null;\r\n\r\n if (pose) {\r\n const zoneOffset = TmpVectors.Vector3[0];\r\n const camera = this._scene.activeCamera;\r\n\r\n zoneOffset.copyFrom(this._zoneAxis[this.targetZone]);\r\n\r\n const cameraLookAtQuaternion = TmpVectors.Quaternion[0];\r\n if (camera && (this.zoneOrientationMode === HandConstraintOrientation.LOOK_AT_CAMERA || this.nodeOrientationMode === HandConstraintOrientation.LOOK_AT_CAMERA)) {\r\n const toCamera = TmpVectors.Vector3[1];\r\n toCamera.copyFrom(camera.position).subtractInPlace(pose.position).normalize();\r\n if (this._scene.useRightHandedSystem) {\r\n Quaternion.FromLookDirectionRHToRef(toCamera, Vector3.UpReadOnly, cameraLookAtQuaternion);\r\n } else {\r\n Quaternion.FromLookDirectionLHToRef(toCamera, Vector3.UpReadOnly, cameraLookAtQuaternion);\r\n }\r\n }\r\n\r\n if (this.zoneOrientationMode === HandConstraintOrientation.HAND_ROTATION) {\r\n pose.quaternion.toRotationMatrix(TmpVectors.Matrix[0]);\r\n } else {\r\n cameraLookAtQuaternion.toRotationMatrix(TmpVectors.Matrix[0]);\r\n }\r\n\r\n Vector3.TransformNormalToRef(zoneOffset, TmpVectors.Matrix[0], zoneOffset);\r\n zoneOffset.scaleInPlace(this.targetOffset);\r\n\r\n const targetPosition = TmpVectors.Vector3[2];\r\n const targetRotation = TmpVectors.Quaternion[1];\r\n targetPosition.copyFrom(pose.position).addInPlace(zoneOffset);\r\n\r\n if (this.nodeOrientationMode === HandConstraintOrientation.HAND_ROTATION) {\r\n targetRotation.copyFrom(pose.quaternion);\r\n } else {\r\n targetRotation.copyFrom(cameraLookAtQuaternion);\r\n }\r\n\r\n const elapsed = Date.now() - lastTick;\r\n\r\n Vector3.SmoothToRef(this._node.position, targetPosition, elapsed, this.lerpTime, this._node.position);\r\n Quaternion.SmoothToRef(this._node.rotationQuaternion!, targetRotation, elapsed, this.lerpTime, this._node.rotationQuaternion!);\r\n\r\n this._node.reservedDataStore.nearInteraction.excludedControllerId = pose.id;\r\n }\r\n\r\n this._setVisibility(pose);\r\n\r\n lastTick = Date.now();\r\n });\r\n }\r\n\r\n private _setVisibility(pose: Nullable<HandPoseInfo>) {\r\n let palmVisible = true;\r\n let gazeVisible = true;\r\n const camera = this._scene.activeCamera;\r\n\r\n if (camera) {\r\n const cameraForward = camera.getForwardRay();\r\n\r\n if (this.handConstraintVisibility === HandConstraintVisibility.GAZE_FOCUS || this.handConstraintVisibility === HandConstraintVisibility.PALM_AND_GAZE) {\r\n gazeVisible = false;\r\n let gaze: Ray | undefined;\r\n if (this._eyeTracking) {\r\n gaze = this._eyeTracking.getEyeGaze()!;\r\n }\r\n\r\n gaze = gaze || cameraForward;\r\n\r\n const gazeToBehavior = TmpVectors.Vector3[0];\r\n if (pose) {\r\n pose.position.subtractToRef(gaze.origin, gazeToBehavior);\r\n } else {\r\n this._node.getAbsolutePosition().subtractToRef(gaze.origin, gazeToBehavior);\r\n }\r\n\r\n const projectedDistance = Vector3.Dot(gazeToBehavior, gaze.direction);\r\n const projectedSquared = projectedDistance * projectedDistance;\r\n\r\n if (projectedDistance > 0) {\r\n const radiusSquared = gazeToBehavior.lengthSquared() - projectedSquared;\r\n if (radiusSquared < this.gazeProximityRadius * this.gazeProximityRadius) {\r\n gazeVisible = true;\r\n }\r\n }\r\n }\r\n\r\n if (this.handConstraintVisibility === HandConstraintVisibility.PALM_UP || this.handConstraintVisibility === HandConstraintVisibility.PALM_AND_GAZE) {\r\n palmVisible = false;\r\n\r\n if (pose) {\r\n const palmDirection = TmpVectors.Vector3[0];\r\n Vector3.LeftHandedForwardReadOnly.rotateByQuaternionToRef(pose.quaternion, palmDirection);\r\n\r\n if (Vector3.Dot(palmDirection, cameraForward.direction) > this.palmUpStrictness * 2 - 1) {\r\n palmVisible = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._node.setEnabled(palmVisible && gazeVisible);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the `TransformNode`\r\n */\r\n public detach(): void {\r\n this._scene.onBeforeRenderObservable.remove(this._sceneRenderObserver);\r\n this._node = null!;\r\n }\r\n\r\n /**\r\n * Links the behavior to the XR experience in which to retrieve hand transform information.\r\n * @param xr xr experience\r\n */\r\n public linkToXRExperience(xr: WebXRExperienceHelper | WebXRFeaturesManager) {\r\n const featuresManager: WebXRFeaturesManager = (xr as WebXRExperienceHelper).featuresManager ? (xr as WebXRExperienceHelper).featuresManager : (xr as WebXRFeaturesManager);\r\n if (!featuresManager) {\r\n Tools.Error(\"XR features manager must be available or provided directly for the Hand Menu to work\");\r\n } else {\r\n try {\r\n this._eyeTracking = featuresManager.getEnabledFeature(WebXRFeatureName.EYE_TRACKING);\r\n } catch {}\r\n\r\n try {\r\n this._handTracking = featuresManager.getEnabledFeature(WebXRFeatureName.HAND_TRACKING);\r\n } catch {\r\n Tools.Error(\"Hand tracking must be enabled for the Hand Menu to work\");\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ type TransformNode } from \"../../Meshes/transformNode\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { WebXRFeatureName, type WebXRFeaturesManager } from \"../../XR/webXRFeaturesManager\";\r\nimport { type WebXREyeTracking } from \"../../XR/features/WebXREyeTracking\";\r\nimport { type WebXRHandTracking, WebXRHandJoint } from \"../../XR/features/WebXRHandTracking.pure\";\r\nimport { type WebXRExperienceHelper } from \"../../XR/webXRExperienceHelper\";\r\nimport { type Behavior } from \"../behavior\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Quaternion, TmpVectors, Vector3 } from \"../../Maths/math.vector.pure\";\r\nimport { type Ray } from \"../../Culling/ray\";\r\nimport { Tools } from \"core/Misc/tools.pure\";\r\n\r\n/**\r\n * Zones around the hand\r\n */\r\nexport const enum HandConstraintZone {\r\n /**\r\n * Above finger tips\r\n */\r\n ABOVE_FINGER_TIPS,\r\n /**\r\n * Next to the thumb\r\n */\r\n RADIAL_SIDE,\r\n /**\r\n * Next to the pinky finger\r\n */\r\n ULNAR_SIDE,\r\n /**\r\n * Below the wrist\r\n */\r\n BELOW_WRIST,\r\n}\r\n\r\n/**\r\n * Orientations for the hand zones and for the attached node\r\n */\r\nexport const enum HandConstraintOrientation {\r\n /**\r\n * Orientation is towards the camera\r\n */\r\n LOOK_AT_CAMERA,\r\n /**\r\n * Orientation is determined by the rotation of the palm\r\n */\r\n HAND_ROTATION,\r\n}\r\n\r\n/**\r\n * Orientations for the hand zones and for the attached node\r\n */\r\nexport const enum HandConstraintVisibility {\r\n /**\r\n * Constraint is always visible\r\n */\r\n ALWAYS_VISIBLE,\r\n /**\r\n * Constraint is only visible when the palm is up\r\n */\r\n PALM_UP,\r\n /**\r\n * Constraint is only visible when the user is looking at the constraint.\r\n * Uses XR Eye Tracking if enabled/available, otherwise uses camera direction\r\n */\r\n GAZE_FOCUS,\r\n /**\r\n * Constraint is only visible when the palm is up and the user is looking at it\r\n */\r\n PALM_AND_GAZE,\r\n}\r\n\r\ntype HandPoseInfo = {\r\n position: Vector3;\r\n quaternion: Quaternion;\r\n id: string;\r\n};\r\n\r\n/**\r\n * Hand constraint behavior that makes the attached `TransformNode` follow hands in XR experiences.\r\n * @since 5.0.0\r\n */\r\nexport class HandConstraintBehavior implements Behavior<TransformNode> {\r\n private _scene: Scene;\r\n private _node: TransformNode;\r\n private _eyeTracking: Nullable<WebXREyeTracking>;\r\n private _handTracking: Nullable<WebXRHandTracking>;\r\n private _sceneRenderObserver: Nullable<Observer<Scene>> = null;\r\n private _zoneAxis: { [id: number]: Vector3 } = {};\r\n\r\n /**\r\n * Sets the HandConstraintVisibility level for the hand constraint\r\n */\r\n public handConstraintVisibility: HandConstraintVisibility = HandConstraintVisibility.PALM_AND_GAZE;\r\n\r\n /**\r\n * A number from 0.0 to 1.0, marking how restricted the direction the palm faces is for the attached node to be enabled.\r\n * A 1 means the palm must be directly facing the user before the node is enabled, a 0 means it is always enabled.\r\n * Used with HandConstraintVisibility.PALM_UP\r\n */\r\n public palmUpStrictness: number = 0.95;\r\n\r\n /**\r\n * The radius in meters around the center of the hand that the user must gaze inside for the attached node to be enabled and appear.\r\n * Used with HandConstraintVisibility.GAZE_FOCUS\r\n */\r\n public gazeProximityRadius: number = 0.15;\r\n\r\n /**\r\n * Offset distance from the hand in meters\r\n */\r\n public targetOffset: number = 0.1;\r\n\r\n /**\r\n * Where to place the node regarding the center of the hand.\r\n */\r\n public targetZone: HandConstraintZone = HandConstraintZone.ULNAR_SIDE;\r\n\r\n /**\r\n * Orientation mode of the 4 zones around the hand\r\n */\r\n public zoneOrientationMode: HandConstraintOrientation = HandConstraintOrientation.HAND_ROTATION;\r\n /**\r\n * Orientation mode of the node attached to this behavior\r\n */\r\n public nodeOrientationMode: HandConstraintOrientation = HandConstraintOrientation.HAND_ROTATION;\r\n\r\n /**\r\n * Set the hand this behavior should follow. If set to \"none\", it will follow any visible hand (prioritising the left one).\r\n */\r\n public handedness: XRHandedness = \"none\";\r\n\r\n /**\r\n * Rate of interpolation of position and rotation of the attached node.\r\n * Higher values will give a slower interpolation.\r\n */\r\n public lerpTime = 100;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<TransformNode> {\r\n return this._node;\r\n }\r\n\r\n /**\r\n * Builds a hand constraint behavior\r\n */\r\n constructor() {\r\n this._node = null!;\r\n // For a right hand\r\n this._zoneAxis[HandConstraintZone.ABOVE_FINGER_TIPS] = new Vector3(0, 1, 0);\r\n this._zoneAxis[HandConstraintZone.RADIAL_SIDE] = new Vector3(-1, 0, 0);\r\n this._zoneAxis[HandConstraintZone.ULNAR_SIDE] = new Vector3(1, 0, 0);\r\n this._zoneAxis[HandConstraintZone.BELOW_WRIST] = new Vector3(0, -1, 0);\r\n }\r\n\r\n /** gets or sets behavior's name */\r\n public get name() {\r\n return \"HandConstraint\";\r\n }\r\n\r\n /** Enable the behavior */\r\n public enable() {\r\n this._node.setEnabled(true);\r\n }\r\n\r\n /** Disable the behavior */\r\n public disable() {\r\n this._node.setEnabled(false);\r\n }\r\n\r\n private _getHandPose(): Nullable<HandPoseInfo> {\r\n if (!this._handTracking) {\r\n return null;\r\n }\r\n\r\n // Retrieve any available hand, starting by the left\r\n let hand;\r\n if (this.handedness === \"none\") {\r\n hand = this._handTracking.getHandByHandedness(\"left\") || this._handTracking.getHandByHandedness(\"right\");\r\n } else {\r\n hand = this._handTracking.getHandByHandedness(this.handedness);\r\n }\r\n\r\n if (hand) {\r\n const pinkyMetacarpal = hand.getJointMesh(WebXRHandJoint.PINKY_FINGER_METACARPAL);\r\n const middleMetacarpal = hand.getJointMesh(WebXRHandJoint.MIDDLE_FINGER_METACARPAL);\r\n const wrist = hand.getJointMesh(WebXRHandJoint.WRIST);\r\n\r\n if (wrist && middleMetacarpal && pinkyMetacarpal) {\r\n const handPose: HandPoseInfo = { position: middleMetacarpal.absolutePosition, quaternion: new Quaternion(), id: hand.xrController.uniqueId };\r\n\r\n // palm forward\r\n const up = TmpVectors.Vector3[0];\r\n const forward = TmpVectors.Vector3[1];\r\n const left = TmpVectors.Vector3[2];\r\n up.copyFrom(middleMetacarpal.absolutePosition).subtractInPlace(wrist.absolutePosition).normalize();\r\n forward.copyFrom(pinkyMetacarpal.absolutePosition).subtractInPlace(middleMetacarpal.absolutePosition).normalize();\r\n\r\n // Create vectors for a rotation quaternion, where forward points out from the palm\r\n Vector3.CrossToRef(up, forward, forward);\r\n Vector3.CrossToRef(forward, up, left);\r\n\r\n if (this.handedness === \"right\") {\r\n forward.negateInPlace();\r\n }\r\n\r\n if (this._scene.useRightHandedSystem) {\r\n Quaternion.FromLookDirectionRHToRef(forward, up, handPose.quaternion);\r\n } else {\r\n Quaternion.FromLookDirectionLHToRef(forward, up, handPose.quaternion);\r\n }\r\n\r\n return handPose;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Initializes the hand constraint behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * Attaches the hand constraint to a `TransformNode`\r\n * @param node defines the node to attach the behavior to\r\n */\r\n public attach(node: TransformNode): void {\r\n this._node = node;\r\n this._scene = node.getScene();\r\n\r\n if (!this._node.rotationQuaternion) {\r\n this._node.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._node.rotation.y, this._node.rotation.x, this._node.rotation.z);\r\n }\r\n\r\n let lastTick = Date.now();\r\n this._sceneRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n const pose = this._getHandPose();\r\n\r\n this._node.reservedDataStore = this._node.reservedDataStore || {};\r\n this._node.reservedDataStore.nearInteraction = this._node.reservedDataStore.nearInteraction || {};\r\n this._node.reservedDataStore.nearInteraction.excludedControllerId = null;\r\n\r\n if (pose) {\r\n const zoneOffset = TmpVectors.Vector3[0];\r\n const camera = this._scene.activeCamera;\r\n\r\n zoneOffset.copyFrom(this._zoneAxis[this.targetZone]);\r\n\r\n const cameraLookAtQuaternion = TmpVectors.Quaternion[0];\r\n if (camera && (this.zoneOrientationMode === HandConstraintOrientation.LOOK_AT_CAMERA || this.nodeOrientationMode === HandConstraintOrientation.LOOK_AT_CAMERA)) {\r\n const toCamera = TmpVectors.Vector3[1];\r\n toCamera.copyFrom(camera.position).subtractInPlace(pose.position).normalize();\r\n if (this._scene.useRightHandedSystem) {\r\n Quaternion.FromLookDirectionRHToRef(toCamera, Vector3.UpReadOnly, cameraLookAtQuaternion);\r\n } else {\r\n Quaternion.FromLookDirectionLHToRef(toCamera, Vector3.UpReadOnly, cameraLookAtQuaternion);\r\n }\r\n }\r\n\r\n if (this.zoneOrientationMode === HandConstraintOrientation.HAND_ROTATION) {\r\n pose.quaternion.toRotationMatrix(TmpVectors.Matrix[0]);\r\n } else {\r\n cameraLookAtQuaternion.toRotationMatrix(TmpVectors.Matrix[0]);\r\n }\r\n\r\n Vector3.TransformNormalToRef(zoneOffset, TmpVectors.Matrix[0], zoneOffset);\r\n zoneOffset.scaleInPlace(this.targetOffset);\r\n\r\n const targetPosition = TmpVectors.Vector3[2];\r\n const targetRotation = TmpVectors.Quaternion[1];\r\n targetPosition.copyFrom(pose.position).addInPlace(zoneOffset);\r\n\r\n if (this.nodeOrientationMode === HandConstraintOrientation.HAND_ROTATION) {\r\n targetRotation.copyFrom(pose.quaternion);\r\n } else {\r\n targetRotation.copyFrom(cameraLookAtQuaternion);\r\n }\r\n\r\n const elapsed = Date.now() - lastTick;\r\n\r\n Vector3.SmoothToRef(this._node.position, targetPosition, elapsed, this.lerpTime, this._node.position);\r\n Quaternion.SmoothToRef(this._node.rotationQuaternion!, targetRotation, elapsed, this.lerpTime, this._node.rotationQuaternion!);\r\n\r\n this._node.reservedDataStore.nearInteraction.excludedControllerId = pose.id;\r\n }\r\n\r\n this._setVisibility(pose);\r\n\r\n lastTick = Date.now();\r\n });\r\n }\r\n\r\n private _setVisibility(pose: Nullable<HandPoseInfo>) {\r\n let palmVisible = true;\r\n let gazeVisible = true;\r\n const camera = this._scene.activeCamera;\r\n\r\n if (camera) {\r\n const cameraForward = camera.getForwardRay();\r\n\r\n if (this.handConstraintVisibility === HandConstraintVisibility.GAZE_FOCUS || this.handConstraintVisibility === HandConstraintVisibility.PALM_AND_GAZE) {\r\n gazeVisible = false;\r\n let gaze: Ray | undefined;\r\n if (this._eyeTracking) {\r\n gaze = this._eyeTracking.getEyeGaze()!;\r\n }\r\n\r\n gaze = gaze || cameraForward;\r\n\r\n const gazeToBehavior = TmpVectors.Vector3[0];\r\n if (pose) {\r\n pose.position.subtractToRef(gaze.origin, gazeToBehavior);\r\n } else {\r\n this._node.getAbsolutePosition().subtractToRef(gaze.origin, gazeToBehavior);\r\n }\r\n\r\n const projectedDistance = Vector3.Dot(gazeToBehavior, gaze.direction);\r\n const projectedSquared = projectedDistance * projectedDistance;\r\n\r\n if (projectedDistance > 0) {\r\n const radiusSquared = gazeToBehavior.lengthSquared() - projectedSquared;\r\n if (radiusSquared < this.gazeProximityRadius * this.gazeProximityRadius) {\r\n gazeVisible = true;\r\n }\r\n }\r\n }\r\n\r\n if (this.handConstraintVisibility === HandConstraintVisibility.PALM_UP || this.handConstraintVisibility === HandConstraintVisibility.PALM_AND_GAZE) {\r\n palmVisible = false;\r\n\r\n if (pose) {\r\n const palmDirection = TmpVectors.Vector3[0];\r\n Vector3.LeftHandedForwardReadOnly.rotateByQuaternionToRef(pose.quaternion, palmDirection);\r\n\r\n if (Vector3.Dot(palmDirection, cameraForward.direction) > this.palmUpStrictness * 2 - 1) {\r\n palmVisible = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._node.setEnabled(palmVisible && gazeVisible);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the `TransformNode`\r\n */\r\n public detach(): void {\r\n this._scene.onBeforeRenderObservable.remove(this._sceneRenderObserver);\r\n this._node = null!;\r\n }\r\n\r\n /**\r\n * Links the behavior to the XR experience in which to retrieve hand transform information.\r\n * @param xr xr experience\r\n */\r\n public linkToXRExperience(xr: WebXRExperienceHelper | WebXRFeaturesManager) {\r\n const featuresManager: WebXRFeaturesManager = (xr as WebXRExperienceHelper).featuresManager ? (xr as WebXRExperienceHelper).featuresManager : (xr as WebXRFeaturesManager);\r\n if (!featuresManager) {\r\n Tools.Error(\"XR features manager must be available or provided directly for the Hand Menu to work\");\r\n } else {\r\n try {\r\n this._eyeTracking = featuresManager.getEnabledFeature(WebXRFeatureName.EYE_TRACKING);\r\n } catch {}\r\n\r\n try {\r\n this._handTracking = featuresManager.getEnabledFeature(WebXRFeatureName.HAND_TRACKING);\r\n } catch {\r\n Tools.Error(\"Hand tracking must be enabled for the Hand Menu to work\");\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
1
  import { PointerDragBehavior } from "./pointerDragBehavior.js";
2
- import { Vector3 } from "../../Maths/math.vector.js";
2
+ import { Vector3 } from "../../Maths/math.vector.pure.js";
3
3
  /**
4
4
  * A behavior that when attached to a mesh will allow the mesh to be scaled
5
5
  */
@@ -1 +1 @@
1
- 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{ type Mesh } from \"../../Meshes/mesh\";\r\nimport { type Behavior } from \"../behavior\";\r\nimport { PointerDragBehavior } from \"./pointerDragBehavior\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Scene } from \"../../scene\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be scaled\r\n */\r\nexport class MultiPointerScaleBehavior implements Behavior<Mesh> {\r\n private _dragBehaviorA: PointerDragBehavior;\r\n private _dragBehaviorB: PointerDragBehavior;\r\n private _startDistance = 0;\r\n private _initialScale = new Vector3(0, 0, 0);\r\n private _targetScale = new Vector3(0, 0, 0);\r\n private _ownerNode: Mesh;\r\n private _sceneRenderObserver: Nullable<Observer<Scene>> = null;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<Mesh> {\r\n return this._ownerNode;\r\n }\r\n\r\n /**\r\n * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled\r\n */\r\n constructor() {\r\n this._dragBehaviorA = new PointerDragBehavior({});\r\n this._dragBehaviorA.moveAttached = false;\r\n this._dragBehaviorB = new PointerDragBehavior({});\r\n this._dragBehaviorB.moveAttached = false;\r\n this._ownerNode = null!;\r\n }\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"MultiPointerScale\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n private _getCurrentDistance() {\r\n return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();\r\n }\r\n\r\n /**\r\n * Attaches the scale behavior the passed in mesh\r\n * @param ownerNode The mesh that will be scaled around once attached\r\n */\r\n public attach(ownerNode: Mesh): void {\r\n this._ownerNode = ownerNode;\r\n\r\n // Create 2 drag behaviors such that each will only be triggered by a separate pointer\r\n this._dragBehaviorA.onDragStartObservable.add(() => {\r\n if (this._dragBehaviorA.dragging && this._dragBehaviorB.dragging) {\r\n if (this._dragBehaviorA.currentDraggingPointerId == this._dragBehaviorB.currentDraggingPointerId) {\r\n this._dragBehaviorA.releaseDrag();\r\n } else {\r\n this._initialScale.copyFrom(ownerNode.scaling);\r\n this._startDistance = this._getCurrentDistance();\r\n }\r\n }\r\n });\r\n this._dragBehaviorB.onDragStartObservable.add(() => {\r\n if (this._dragBehaviorA.dragging && this._dragBehaviorB.dragging) {\r\n if (this._dragBehaviorA.currentDraggingPointerId == this._dragBehaviorB.currentDraggingPointerId) {\r\n this._dragBehaviorB.releaseDrag();\r\n } else {\r\n this._initialScale.copyFrom(ownerNode.scaling);\r\n this._startDistance = this._getCurrentDistance();\r\n }\r\n }\r\n });\r\n\r\n // Once both drag behaviors are active scale based on the distance between the two pointers\r\n const dragBehaviors = [this._dragBehaviorA, this._dragBehaviorB];\r\n for (const behavior of dragBehaviors) {\r\n behavior.onDragObservable.add(() => {\r\n if (this._dragBehaviorA.dragging && this._dragBehaviorB.dragging) {\r\n const ratio = this._getCurrentDistance() / this._startDistance;\r\n this._initialScale.scaleToRef(ratio, this._targetScale);\r\n }\r\n });\r\n }\r\n\r\n ownerNode.addBehavior(this._dragBehaviorA);\r\n ownerNode.addBehavior(this._dragBehaviorB);\r\n\r\n // On every frame move towards target scaling to avoid jitter caused by vr controllers\r\n this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(() => {\r\n if (this._dragBehaviorA.dragging && this._dragBehaviorB.dragging) {\r\n const change = this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);\r\n if (change.length() > 0.01) {\r\n ownerNode.scaling.addInPlace(change);\r\n }\r\n }\r\n });\r\n }\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);\r\n const dragBehaviors = [this._dragBehaviorA, this._dragBehaviorB];\r\n for (const behavior of dragBehaviors) {\r\n behavior.onDragStartObservable.clear();\r\n behavior.onDragObservable.clear();\r\n this._ownerNode.removeBehavior(behavior);\r\n }\r\n this._ownerNode = null!;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"multiPointerScaleBehavior.js","sourceRoot":"","sources":["../../../../../dev/core/src/Behaviors/Meshes/multiPointerScaleBehavior.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,mBAAmB,EAAE,MAAM,uBAAuB,CAAC;AAC5D,OAAO,EAAE,OAAO,EAAE,MAAM,8BAA8B,CAAC;AAKvD;;GAEG;AACH,MAAM,OAAO,yBAAyB;IASlC;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH;QAhBQ,mBAAc,GAAG,CAAC,CAAC;QACnB,kBAAa,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACrC,iBAAY,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAEpC,yBAAoB,GAA8B,IAAI,CAAC;QAa3D,IAAI,CAAC,cAAc,GAAG,IAAI,mBAAmB,CAAC,EAAE,CAAC,CAAC;QAClD,IAAI,CAAC,cAAc,CAAC,YAAY,GAAG,KAAK,CAAC;QACzC,IAAI,CAAC,cAAc,GAAG,IAAI,mBAAmB,CAAC,EAAE,CAAC,CAAC;QAClD,IAAI,CAAC,cAAc,CAAC,YAAY,GAAG,KAAK,CAAC;QACzC,IAAI,CAAC,UAAU,GAAG,IAAK,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,IAAI;QACX,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED;;OAEG;IACI,IAAI,KAAI,CAAC;IAER,mBAAmB;QACvB,OAAO,IAAI,CAAC,cAAc,CAAC,gBAAgB,CAAC,QAAQ,CAAC,IAAI,CAAC,cAAc,CAAC,gBAAgB,CAAC,CAAC,MAAM,EAAE,CAAC;IACxG,CAAC;IAED;;;OAGG;IACI,MAAM,CAAC,SAAe;QACzB,IAAI,CAAC,UAAU,GAAG,SAAS,CAAC;QAE5B,sFAAsF;QACtF,IAAI,CAAC,cAAc,CAAC,qBAAqB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC/C,IAAI,IAAI,CAAC,cAAc,CAAC,QAAQ,IAAI,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,CAAC;gBAC/D,IAAI,IAAI,CAAC,cAAc,CAAC,wBAAwB,IAAI,IAAI,CAAC,cAAc,CAAC,wBAAwB,EAAE,CAAC;oBAC/F,IAAI,CAAC,cAAc,CAAC,WAAW,EAAE,CAAC;gBACtC,CAAC;qBAAM,CAAC;oBACJ,IAAI,CAAC,aAAa,CAAC,QAAQ,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC;oBAC/C,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC;gBACrD,CAAC;YACL,CAAC;QACL,CAAC,CAAC,CAAC;QACH,IAAI,CAAC,cAAc,CAAC,qBAAqB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC/C,IAAI,IAAI,CAAC,cAAc,CAAC,QAAQ,IAAI,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,CAAC;gBAC/D,IAAI,IAAI,CAAC,cAAc,CAAC,wBAAwB,IAAI,IAAI,CAAC,cAAc,CAAC,wBAAwB,EAAE,CAAC;oBAC/F,IAAI,CAAC,cAAc,CAAC,WAAW,EAAE,CAAC;gBACtC,CAAC;qBAAM,CAAC;oBACJ,IAAI,CAAC,aAAa,CAAC,QAAQ,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC;oBAC/C,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,mBAAmB,EAAE,CAAC;gBACrD,CAAC;YACL,CAAC;QACL,CAAC,CAAC,CAAC;QAEH,2FAA2F;QAC3F,MAAM,aAAa,GAAG,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QACjE,KAAK,MAAM,QAAQ,IAAI,aAAa,EAAE,CAAC;YACnC,QAAQ,CAAC,gBAAgB,CAAC,GAAG,CAAC,GAAG,EAAE;gBAC/B,IAAI,IAAI,CAAC,cAAc,CAAC,QAAQ,IAAI,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,CAAC;oBAC/D,MAAM,KAAK,GAAG,IAAI,CAAC,mBAAmB,EAAE,GAAG,IAAI,CAAC,cAAc,CAAC;oBAC/D,IAAI,CAAC,aAAa,CAAC,UAAU,CAAC,KAAK,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;gBAC5D,CAAC;YACL,CAAC,CAAC,CAAC;QACP,CAAC;QAED,SAAS,CAAC,WAAW,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;QAC3C,SAAS,CAAC,WAAW,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;QAE3C,sFAAsF;QACtF,IAAI,CAAC,oBAAoB,GAAG,SAAS,CAAC,QAAQ,EAAE,CAAC,wBAAwB,CAAC,GAAG,CAAC,GAAG,EAAE;YAC/E,IAAI,IAAI,CAAC,cAAc,CAAC,QAAQ,IAAI,IAAI,CAAC,cAAc,CAAC,QAAQ,EAAE,CAAC;gBAC/D,MAAM,MAAM,GAAG,IAAI,CAAC,YAAY,CAAC,QAAQ,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC,YAAY,CAAC,GAAG,CAAC,CAAC;gBAC/E,IAAI,MAAM,CAAC,MAAM,EAAE,GAAG,IAAI,EAAE,CAAC;oBACzB,SAAS,CAAC,OAAO,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC;gBACzC,CAAC;YACL,CAAC;QACL,CAAC,CAAC,CAAC;IACP,CAAC;IACD;;OAEG;IACI,MAAM;QACT,IAAI,CAAC,UAAU,CAAC,QAAQ,EAAE,CAAC,wBAAwB,CAAC,MAAM,CAAC,IAAI,CAAC,oBAAoB,CAAC,CAAC;QACtF,MAAM,aAAa,GAAG,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;QACjE,KAAK,MAAM,QAAQ,IAAI,aAAa,EAAE,CAAC;YACnC,QAAQ,CAAC,qBAAqB,CAAC,KAAK,EAAE,CAAC;YACvC,QAAQ,CAAC,gBAAgB,CAAC,KAAK,EAAE,CAAC;YAClC,IAAI,CAAC,UAAU,CAAC,cAAc,CAAC,QAAQ,CAAC,CAAC;QAC7C,CAAC;QACD,IAAI,CAAC,UAAU,GAAG,IAAK,CAAC;IAC5B,CAAC;CACJ","sourcesContent":["import { type Mesh } from \"../../Meshes/mesh\";\r\nimport { type Behavior } from \"../behavior\";\r\nimport { PointerDragBehavior } from \"./pointerDragBehavior\";\r\nimport { Vector3 } from \"../../Maths/math.vector.pure\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Scene } from \"../../scene\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be scaled\r\n */\r\nexport class MultiPointerScaleBehavior implements Behavior<Mesh> {\r\n private _dragBehaviorA: PointerDragBehavior;\r\n private _dragBehaviorB: PointerDragBehavior;\r\n private _startDistance = 0;\r\n private _initialScale = new Vector3(0, 0, 0);\r\n private _targetScale = new Vector3(0, 0, 0);\r\n private _ownerNode: Mesh;\r\n private _sceneRenderObserver: Nullable<Observer<Scene>> = null;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<Mesh> {\r\n return this._ownerNode;\r\n }\r\n\r\n /**\r\n * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled\r\n */\r\n constructor() {\r\n this._dragBehaviorA = new PointerDragBehavior({});\r\n this._dragBehaviorA.moveAttached = false;\r\n this._dragBehaviorB = new PointerDragBehavior({});\r\n this._dragBehaviorB.moveAttached = false;\r\n this._ownerNode = null!;\r\n }\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"MultiPointerScale\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n private _getCurrentDistance() {\r\n return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();\r\n }\r\n\r\n /**\r\n * Attaches the scale behavior the passed in mesh\r\n * @param ownerNode The mesh that will be scaled around once attached\r\n */\r\n public attach(ownerNode: Mesh): void {\r\n this._ownerNode = ownerNode;\r\n\r\n // Create 2 drag behaviors such that each will only be triggered by a separate pointer\r\n this._dragBehaviorA.onDragStartObservable.add(() => {\r\n if (this._dragBehaviorA.dragging && this._dragBehaviorB.dragging) {\r\n if (this._dragBehaviorA.currentDraggingPointerId == this._dragBehaviorB.currentDraggingPointerId) {\r\n this._dragBehaviorA.releaseDrag();\r\n } else {\r\n this._initialScale.copyFrom(ownerNode.scaling);\r\n this._startDistance = this._getCurrentDistance();\r\n }\r\n }\r\n });\r\n this._dragBehaviorB.onDragStartObservable.add(() => {\r\n if (this._dragBehaviorA.dragging && this._dragBehaviorB.dragging) {\r\n if (this._dragBehaviorA.currentDraggingPointerId == this._dragBehaviorB.currentDraggingPointerId) {\r\n this._dragBehaviorB.releaseDrag();\r\n } else {\r\n this._initialScale.copyFrom(ownerNode.scaling);\r\n this._startDistance = this._getCurrentDistance();\r\n }\r\n }\r\n });\r\n\r\n // Once both drag behaviors are active scale based on the distance between the two pointers\r\n const dragBehaviors = [this._dragBehaviorA, this._dragBehaviorB];\r\n for (const behavior of dragBehaviors) {\r\n behavior.onDragObservable.add(() => {\r\n if (this._dragBehaviorA.dragging && this._dragBehaviorB.dragging) {\r\n const ratio = this._getCurrentDistance() / this._startDistance;\r\n this._initialScale.scaleToRef(ratio, this._targetScale);\r\n }\r\n });\r\n }\r\n\r\n ownerNode.addBehavior(this._dragBehaviorA);\r\n ownerNode.addBehavior(this._dragBehaviorB);\r\n\r\n // On every frame move towards target scaling to avoid jitter caused by vr controllers\r\n this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(() => {\r\n if (this._dragBehaviorA.dragging && this._dragBehaviorB.dragging) {\r\n const change = this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);\r\n if (change.length() > 0.01) {\r\n ownerNode.scaling.addInPlace(change);\r\n }\r\n }\r\n });\r\n }\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);\r\n const dragBehaviors = [this._dragBehaviorA, this._dragBehaviorB];\r\n for (const behavior of dragBehaviors) {\r\n behavior.onDragStartObservable.clear();\r\n behavior.onDragObservable.clear();\r\n this._ownerNode.removeBehavior(behavior);\r\n }\r\n this._ownerNode = null!;\r\n }\r\n}\r\n"]}
@@ -1,10 +1,10 @@
1
1
  import { type Behavior } from "../../Behaviors/behavior.js";
2
- import { Mesh } from "../../Meshes/mesh.js";
2
+ import { Mesh } from "../../Meshes/mesh.pure.js";
3
3
  import { type AbstractMesh } from "../../Meshes/abstractMesh.js";
4
4
  import { type TransformNode } from "../../Meshes/transformNode.js";
5
5
  import { Observable } from "../../Misc/observable.js";
6
- import { Vector3 } from "../../Maths/math.vector.js";
7
- import { Ray } from "../../Culling/ray.js";
6
+ import { Vector3 } from "../../Maths/math.vector.pure.js";
7
+ import { Ray } from "../../Culling/ray.pure.js";
8
8
  import { type DragEvent, type DragStartEndEvent } from "./pointerDragEvents.js";
9
9
  /**
10
10
  * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
@@ -1,11 +1,11 @@
1
- import { Mesh } from "../../Meshes/mesh.js";
2
- import { Scene } from "../../scene.js";
1
+ import { Mesh } from "../../Meshes/mesh.pure.js";
2
+ import { Scene } from "../../scene.pure.js";
3
3
  import { Observable } from "../../Misc/observable.js";
4
- import { TmpVectors, Vector3 } from "../../Maths/math.vector.js";
4
+ import { TmpVectors, Vector3 } from "../../Maths/math.vector.pure.js";
5
5
  import { PointerEventTypes } from "../../Events/pointerEvents.js";
6
- import { Ray } from "../../Culling/ray.js";
6
+ import { Ray } from "../../Culling/ray.pure.js";
7
7
  import { PivotTools } from "../../Misc/pivotTools.js";
8
- import { CreatePlane } from "../../Meshes/Builders/planeBuilder.js";
8
+ import { CreatePlane } from "../../Meshes/Builders/planeBuilder.pure.js";
9
9
  import { Epsilon } from "../../Maths/math.constants.js";
10
10
  /**
11
11
  * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events