@babylonjs/core 9.12.0 → 9.12.1

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Files changed (90) hide show
  1. package/Behaviors/Cameras/interpolatingBehavior.d.ts +17 -2
  2. package/Behaviors/Cameras/interpolatingBehavior.js +53 -23
  3. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
  4. package/Cameras/Inputs/flyCameraKeyboardInput.js +9 -1
  5. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  6. package/Cameras/Inputs/flyCameraMouseInput.d.ts +2 -0
  7. package/Cameras/Inputs/flyCameraMouseInput.js +14 -2
  8. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  9. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +25 -5
  10. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  11. package/Cameras/Inputs/freeCameraMouseInput.d.ts +14 -0
  12. package/Cameras/Inputs/freeCameraMouseInput.js +26 -4
  13. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  14. package/Cameras/Inputs/freeCameraTouchInput.js +16 -5
  15. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  16. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +8 -1
  17. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
  18. package/Cameras/arcRotateCamera.pure.js.map +1 -1
  19. package/Cameras/flyCamera.pure.d.ts +8 -0
  20. package/Cameras/flyCamera.pure.js.map +1 -1
  21. package/Cameras/freeCamera.pure.d.ts +8 -0
  22. package/Cameras/freeCamera.pure.js.map +1 -1
  23. package/Cameras/geospatialCamera.pure.d.ts +30 -7
  24. package/Cameras/geospatialCamera.pure.js +39 -14
  25. package/Cameras/geospatialCamera.pure.js.map +1 -1
  26. package/Cameras/geospatialCameraMovement.js +2 -2
  27. package/Cameras/geospatialCameraMovement.js.map +1 -1
  28. package/Cameras/index.d.ts +1 -0
  29. package/Cameras/index.js +1 -0
  30. package/Cameras/index.js.map +1 -1
  31. package/Cameras/pure.d.ts +1 -0
  32. package/Cameras/pure.js +1 -0
  33. package/Cameras/pure.js.map +1 -1
  34. package/Cameras/targetCamera.pure.d.ts +25 -0
  35. package/Cameras/targetCamera.pure.js +83 -25
  36. package/Cameras/targetCamera.pure.js.map +1 -1
  37. package/Cameras/targetCameraMovement.d.ts +56 -0
  38. package/Cameras/targetCameraMovement.js +63 -0
  39. package/Cameras/targetCameraMovement.js.map +1 -0
  40. package/Engines/AbstractEngine/abstractEngine.scissor.d.ts +18 -0
  41. package/Engines/AbstractEngine/abstractEngine.scissor.js +2 -0
  42. package/Engines/AbstractEngine/abstractEngine.scissor.js.map +1 -0
  43. package/Engines/abstractEngine.pure.js +2 -2
  44. package/Engines/abstractEngine.pure.js.map +1 -1
  45. package/Engines/engine.d.ts +1 -0
  46. package/Engines/engine.js +1 -0
  47. package/Engines/engine.js.map +1 -1
  48. package/Engines/engine.pure.d.ts +0 -12
  49. package/Engines/engine.pure.js +0 -20
  50. package/Engines/engine.pure.js.map +1 -1
  51. package/Engines/nullEngine.pure.d.ts +66 -0
  52. package/Engines/nullEngine.pure.js +93 -0
  53. package/Engines/nullEngine.pure.js.map +1 -1
  54. package/Engines/pure.d.ts +1 -0
  55. package/Engines/pure.js +1 -0
  56. package/Engines/pure.js.map +1 -1
  57. package/Engines/thinEngine.scissor.d.ts +6 -0
  58. package/Engines/thinEngine.scissor.js +9 -0
  59. package/Engines/thinEngine.scissor.js.map +1 -0
  60. package/Engines/thinEngine.scissor.pure.d.ts +6 -0
  61. package/Engines/thinEngine.scissor.pure.js +24 -0
  62. package/Engines/thinEngine.scissor.pure.js.map +1 -0
  63. package/Engines/thinNativeEngine.d.ts +0 -1
  64. package/Engines/thinNativeEngine.js +0 -1
  65. package/Engines/thinNativeEngine.js.map +1 -1
  66. package/Engines/thinNativeEngine.pure.js +7 -0
  67. package/Engines/thinNativeEngine.pure.js.map +1 -1
  68. package/Engines/webgpuEngine.pure.js.map +1 -1
  69. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +10 -3
  70. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -1
  71. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js +18 -8
  72. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js.map +1 -1
  73. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +50 -1
  74. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +199 -104
  75. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
  76. package/Meshes/GaussianSplatting/gaussianSplattingSortWorker.d.ts +37 -0
  77. package/Meshes/GaussianSplatting/gaussianSplattingSortWorker.js +160 -0
  78. package/Meshes/GaussianSplatting/gaussianSplattingSortWorker.js.map +1 -0
  79. package/Meshes/geometry.js +30 -15
  80. package/Meshes/geometry.js.map +1 -1
  81. package/Meshes/mesh.pure.js +26 -14
  82. package/Meshes/mesh.pure.js.map +1 -1
  83. package/Misc/tools.pure.js +1 -1
  84. package/Misc/tools.pure.js.map +1 -1
  85. package/Shaders/greasedLine.vertex.js +19 -3
  86. package/Shaders/greasedLine.vertex.js.map +1 -1
  87. package/package.json +3 -2
  88. package/scene.pure.d.ts +12 -0
  89. package/scene.pure.js +36 -0
  90. package/scene.pure.js.map +1 -1
@@ -33,6 +33,7 @@ export declare class InterpolatingBehavior<C extends Camera = Camera> implements
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  private _attachedCamera;
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  private _animatables;
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  private _promiseResolve?;
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+ private static readonly _FrameRate;
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  /**
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  * Initializes the behavior
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  */
@@ -51,13 +52,27 @@ export declare class InterpolatingBehavior<C extends Camera = Camera> implements
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  */
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  detach(): void;
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  get isInterpolating(): boolean;
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+ /**
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+ * Gets the longest remaining duration (in milliseconds) across all in-flight property animations.
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+ * Returns 0 when nothing is currently animating.
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+ */
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+ get remainingDurationMs(): number;
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  /**
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  * Stops and removes all animations
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  */
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  stopAllAnimations(): void;
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  /**
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- * Updates the target properties of currently running animations.
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- * @param properties defines the property values to update
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+ * Called when a single property's transition completes (or is applied instantly). Cleans up the
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+ * spent animation and resolves the in-flight promise once every property has reached its target.
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+ * @param propertyName name of the property whose animation has finished
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+ */
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+ private _onPropertyAnimationEnd;
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+ /**
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+ * Redirects any in-flight transition toward the given property values, reusing the time remaining in the
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+ * current transition. No-op when nothing is currently animating.
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+ * @deprecated Prefer `animatePropertiesAsync(properties, remainingDurationMs)`, which makes the duration
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+ * explicit. This method is retained for backward compatibility.
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+ * @param properties defines the property values to redirect toward
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  */
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  updateProperties<K extends keyof C>(properties: Map<K, AllowedAnimValue>): void;
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  /**
@@ -63,6 +63,18 @@ export class InterpolatingBehavior {
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  get isInterpolating() {
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  return this._animatables.size > 0;
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  }
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+ /**
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+ * Gets the longest remaining duration (in milliseconds) across all in-flight property animations.
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+ * Returns 0 when nothing is currently animating.
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+ */
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+ get remainingDurationMs() {
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+ let remaining = 0;
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+ this._animatables.forEach((animatable) => {
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+ const remainingFrames = Math.max(animatable.toFrame - animatable.masterFrame, 0);
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+ remaining = Math.max(remaining, (remainingFrames / InterpolatingBehavior._FrameRate) * 1000);
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+ });
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+ return remaining;
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+ }
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  /**
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  * Stops and removes all animations
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  */
@@ -75,16 +87,39 @@ export class InterpolatingBehavior {
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  this._promiseResolve = undefined;
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  }
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  /**
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- * Updates the target properties of currently running animations.
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- * @param properties defines the property values to update
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+ * Called when a single property's transition completes (or is applied instantly). Cleans up the
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+ * spent animation and resolves the in-flight promise once every property has reached its target.
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+ * @param propertyName name of the property whose animation has finished
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  */
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- updateProperties(properties) {
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- properties.forEach((value, key) => {
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- if (value !== undefined) {
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- const animatable = this._animatables.get(String(key));
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- animatable && (animatable.target = value);
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+ _onPropertyAnimationEnd(propertyName) {
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+ const camera = this._attachedCamera;
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+ if (camera) {
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+ // Remove the associated animation from camera once the transition to target is complete so that property animations don't accumulate
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+ for (let i = camera.animations.length - 1; i >= 0; --i) {
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+ if (camera.animations[i].name === propertyName + "Animation") {
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+ camera.animations.splice(i, 1);
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+ }
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  }
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- });
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+ }
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+ this._animatables.delete(propertyName);
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+ if (this._animatables.size === 0) {
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+ const resolve = this._promiseResolve;
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+ this._promiseResolve = undefined;
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+ resolve?.();
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+ }
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+ }
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+ /**
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+ * Redirects any in-flight transition toward the given property values, reusing the time remaining in the
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+ * current transition. No-op when nothing is currently animating.
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+ * @deprecated Prefer `animatePropertiesAsync(properties, remainingDurationMs)`, which makes the duration
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+ * explicit. This method is retained for backward compatibility.
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+ * @param properties defines the property values to redirect toward
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+ */
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+ updateProperties(properties) {
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+ if (!this.isInterpolating) {
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+ return;
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+ }
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+ void this.animatePropertiesAsync(properties, this.remainingDurationMs);
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  }
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  /**
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  * Animates camera properties to new values.
@@ -104,36 +139,31 @@ export class InterpolatingBehavior {
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  }
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  const camera = this._attachedCamera;
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  const scene = camera.getScene();
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- const checkClear = (propertyName) => {
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- // Remove the associated animation from camera once the transition to target is complete so that property animations don't accumulate
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- for (let i = camera.animations.length - 1; i >= 0; --i) {
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- if (camera.animations[i].name === propertyName + "Animation") {
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- camera.animations.splice(i, 1);
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- }
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- }
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- this._animatables.delete(propertyName);
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- if (this._animatables.size === 0) {
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- this._promiseResolve = undefined;
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- resolve();
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- }
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- };
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  properties.forEach((value, key) => {
121
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  if (value !== undefined && camera[key] !== value) {
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  const propertyName = String(key);
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- const animation = Animation.CreateAnimation(propertyName, GetAnimationType(value), 60, easingFn);
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+ const animation = Animation.CreateAnimation(propertyName, GetAnimationType(value), InterpolatingBehavior._FrameRate, easingFn);
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  // Optionally allow caller to further customize the animation
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  updateAnimation?.(propertyName, animation);
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  // Pass false for stopCurrent so that we can interpolate multiple properties at once
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- const animatable = Animation.TransitionTo(propertyName, value, camera, scene, 60, animation, transitionDuration, () => checkClear(propertyName), false);
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+ const animatable = Animation.TransitionTo(propertyName, value, camera, scene, InterpolatingBehavior._FrameRate, animation, transitionDuration, () => this._onPropertyAnimationEnd(propertyName), false);
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  if (animatable) {
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  this._animatables.set(propertyName, animatable);
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  }
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  }
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  });
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+ // Nothing needed animating (already at target): resolve immediately rather than hang.
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+ if (this._animatables.size === 0) {
157
+ this._promiseResolve = undefined;
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+ resolve();
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+ }
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  });
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  return await promise;
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  }
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  }
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+ // Frame rate used for all generated transition animations. Kept as a single constant so the duration
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+ // math in remainingDurationMs stays consistent with the animations created in animatePropertiesAsync.
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+ InterpolatingBehavior._FrameRate = 60;
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  // Structural type-guards (no instanceof)
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  function IsQuaternionLike(v) {
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  return v != null && typeof v.x === "number" && typeof v.y === "number" && typeof v.z === "number" && typeof v.w === "number";
@@ -1 +1 @@
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{ type Behavior } from \"../behavior\";\r\nimport { CubicEase, EasingFunction } from \"../../Animations/easing\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Animatable } from \"../../Animations/animatable.core\";\r\nimport { Animation } from \"../../Animations/animation.pure\";\r\nimport { type Camera } from \"../../Cameras/camera\";\r\nimport { type IColor3Like, type IColor4Like, type IMatrixLike, type IQuaternionLike, type IVector2Like, type IVector3Like } from \"../../Maths/math.like\";\r\n\r\nexport type AllowedAnimValue = number | IVector2Like | IVector3Like | IQuaternionLike | IMatrixLike | IColor3Like | IColor4Like | SizeLike | undefined;\r\n\r\n/**\r\n * Animate camera property changes with an interpolation effect\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors\r\n */\r\nexport class InterpolatingBehavior<C extends Camera = Camera> implements Behavior<C> {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n public get name(): string {\r\n return \"Interpolating\";\r\n }\r\n\r\n /**\r\n * The easing function to use for interpolation\r\n */\r\n public easingFunction: EasingFunction = new CubicEase();\r\n\r\n /**\r\n * The easing mode (default is EASINGMODE_EASEINOUT)\r\n */\r\n public easingMode = EasingFunction.EASINGMODE_EASEINOUT;\r\n\r\n /**\r\n * Duration of the animation in milliseconds\r\n */\r\n public transitionDuration = 450;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<C> {\r\n return this._attachedCamera;\r\n }\r\n\r\n private _attachedCamera: Nullable<C> = null;\r\n private _animatables: Map<string, Animatable> = new Map<string, Animatable>();\r\n private _promiseResolve?: () => void;\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n constructor() {\r\n this.easingFunction.setEasingMode(this.easingMode);\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init(): void {\r\n // Nothing to do on init\r\n }\r\n\r\n /**\r\n * Attaches the behavior to a camera\r\n * @param camera The camera to attach to\r\n */\r\n public attach(camera: C): void {\r\n this._attachedCamera = camera;\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the camera\r\n */\r\n public detach(): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n this.stopAllAnimations();\r\n this._attachedCamera = null;\r\n }\r\n\r\n public get isInterpolating(): boolean {\r\n return this._animatables.size > 0;\r\n }\r\n\r\n /**\r\n * Stops and removes all animations\r\n */\r\n public stopAllAnimations(): void {\r\n if (this._attachedCamera) {\r\n this._animatables.forEach((animatable) => animatable.stop());\r\n }\r\n this._animatables.clear();\r\n this._promiseResolve?.();\r\n this._promiseResolve = undefined;\r\n }\r\n\r\n /**\r\n * Updates the target properties of currently running animations.\r\n * @param properties defines the property values to update\r\n */\r\n public updateProperties<K extends keyof C>(properties: Map<K, AllowedAnimValue>): void {\r\n properties.forEach((value, key) => {\r\n if (value !== undefined) {\r\n const animatable = this._animatables.get(String(key));\r\n animatable && (animatable.target = value as unknown as any);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Animates camera properties to new values.\r\n * @param properties defines the property values to animate to\r\n * @param transitionDuration defines the transition duration in milliseconds\r\n * @param easingFn defines the easing function to use\r\n * @param updateAnimation defines an optional callback used to update each generated animation\r\n * @returns a promise that resolves when the animation completes\r\n */\r\n public async animatePropertiesAsync<K extends keyof C>(\r\n properties: Map<K, AllowedAnimValue>,\r\n transitionDuration: number = this.transitionDuration,\r\n easingFn: EasingFunction = this.easingFunction,\r\n updateAnimation?: (key: string, animation: Animation) => void\r\n ): Promise<void> {\r\n const promise = new Promise<void>((resolve) => {\r\n this.stopAllAnimations();\r\n\r\n this._promiseResolve = resolve;\r\n if (!this._attachedCamera) {\r\n this._promiseResolve = undefined;\r\n return resolve();\r\n }\r\n const camera = this._attachedCamera;\r\n const scene = camera.getScene();\r\n\r\n const checkClear = (propertyName: string) => {\r\n // Remove the associated animation from camera once the transition to target is complete so that property animations don't accumulate\r\n for (let i = camera.animations.length - 1; i >= 0; --i) {\r\n if (camera.animations[i].name === propertyName + \"Animation\") {\r\n camera.animations.splice(i, 1);\r\n }\r\n }\r\n\r\n this._animatables.delete(propertyName);\r\n if (this._animatables.size === 0) {\r\n this._promiseResolve = undefined;\r\n resolve();\r\n }\r\n };\r\n\r\n properties.forEach((value, key) => {\r\n if (value !== undefined && camera[key] !== value) {\r\n const propertyName = String(key);\r\n const animation = Animation.CreateAnimation(propertyName, GetAnimationType(value), 60, easingFn);\r\n // Optionally allow caller to further customize the animation\r\n updateAnimation?.(propertyName, animation);\r\n\r\n // Pass false for stopCurrent so that we can interpolate multiple properties at once\r\n const animatable = Animation.TransitionTo(propertyName, value, camera, scene, 60, animation, transitionDuration, () => checkClear(propertyName), false);\r\n if (animatable) {\r\n this._animatables.set(propertyName, animatable);\r\n }\r\n }\r\n });\r\n });\r\n return await promise;\r\n }\r\n}\r\n\r\n// Structural type-guards (no instanceof)\r\nfunction IsQuaternionLike(v: any): v is IQuaternionLike {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\" && typeof v.z === \"number\" && typeof v.w === \"number\";\r\n}\r\n\r\nfunction IsMatrixLike(v: any): v is IMatrixLike {\r\n return v != null && (Array.isArray((v as any).m) || typeof (v as any).m === \"object\");\r\n}\r\n\r\nfunction IsVector3Like(v: any): v is IVector3Like {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\" && typeof v.z === \"number\";\r\n}\r\n\r\nfunction IsVector2Like(v: any): v is IVector2Like {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\";\r\n}\r\n\r\nfunction IsColor3Like(v: any): v is IColor3Like {\r\n return v != null && typeof v.r === \"number\" && typeof v.g === \"number\" && typeof v.b === \"number\";\r\n}\r\n\r\nfunction IsColor4Like(v: any): v is IColor4Like {\r\n return v != null && typeof v.r === \"number\" && typeof v.g === \"number\" && typeof v.b === \"number\" && typeof v.a === \"number\";\r\n}\r\n\r\nexport type SizeLike = { width: number; height: number };\r\n\r\nfunction IsSizeLike(v: any): v is SizeLike {\r\n return v != null && typeof v.width === \"number\" && typeof v.height === \"number\";\r\n}\r\n\r\nconst GetAnimationType = (value: AllowedAnimValue): number => {\r\n if (IsQuaternionLike(value)) {\r\n return Animation.ANIMATIONTYPE_QUATERNION;\r\n }\r\n if (IsMatrixLike(value)) {\r\n return Animation.ANIMATIONTYPE_MATRIX;\r\n }\r\n if (IsVector3Like(value)) {\r\n return Animation.ANIMATIONTYPE_VECTOR3;\r\n }\r\n if (IsVector2Like(value)) {\r\n return Animation.ANIMATIONTYPE_VECTOR2;\r\n }\r\n if (IsColor3Like(value)) {\r\n return Animation.ANIMATIONTYPE_COLOR3;\r\n }\r\n if (IsColor4Like(value)) {\r\n return Animation.ANIMATIONTYPE_COLOR4;\r\n }\r\n if (IsSizeLike(value)) {\r\n return Animation.ANIMATIONTYPE_SIZE;\r\n }\r\n\r\n // Fallback to float for numbers and unknown shapes\r\n return Animation.ANIMATIONTYPE_FLOAT;\r\n};\r\n"]}
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{ type Behavior } from \"../behavior\";\r\nimport { CubicEase, EasingFunction } from \"../../Animations/easing\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type Animatable } from \"../../Animations/animatable.core\";\r\nimport { Animation } from \"../../Animations/animation.pure\";\r\nimport { type Camera } from \"../../Cameras/camera\";\r\nimport { type IColor3Like, type IColor4Like, type IMatrixLike, type IQuaternionLike, type IVector2Like, type IVector3Like } from \"../../Maths/math.like\";\r\n\r\nexport type AllowedAnimValue = number | IVector2Like | IVector3Like | IQuaternionLike | IMatrixLike | IColor3Like | IColor4Like | SizeLike | undefined;\r\n\r\n/**\r\n * Animate camera property changes with an interpolation effect\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors\r\n */\r\nexport class InterpolatingBehavior<C extends Camera = Camera> implements Behavior<C> {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n public get name(): string {\r\n return \"Interpolating\";\r\n }\r\n\r\n /**\r\n * The easing function to use for interpolation\r\n */\r\n public easingFunction: EasingFunction = new CubicEase();\r\n\r\n /**\r\n * The easing mode (default is EASINGMODE_EASEINOUT)\r\n */\r\n public easingMode = EasingFunction.EASINGMODE_EASEINOUT;\r\n\r\n /**\r\n * Duration of the animation in milliseconds\r\n */\r\n public transitionDuration = 450;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<C> {\r\n return this._attachedCamera;\r\n }\r\n\r\n private _attachedCamera: Nullable<C> = null;\r\n private _animatables: Map<string, Animatable> = new Map<string, Animatable>();\r\n private _promiseResolve?: () => void;\r\n\r\n // Frame rate used for all generated transition animations. Kept as a single constant so the duration\r\n // math in remainingDurationMs stays consistent with the animations created in animatePropertiesAsync.\r\n private static readonly _FrameRate = 60;\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n constructor() {\r\n this.easingFunction.setEasingMode(this.easingMode);\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init(): void {\r\n // Nothing to do on init\r\n }\r\n\r\n /**\r\n * Attaches the behavior to a camera\r\n * @param camera The camera to attach to\r\n */\r\n public attach(camera: C): void {\r\n this._attachedCamera = camera;\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the camera\r\n */\r\n public detach(): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n this.stopAllAnimations();\r\n this._attachedCamera = null;\r\n }\r\n\r\n public get isInterpolating(): boolean {\r\n return this._animatables.size > 0;\r\n }\r\n\r\n /**\r\n * Gets the longest remaining duration (in milliseconds) across all in-flight property animations.\r\n * Returns 0 when nothing is currently animating.\r\n */\r\n public get remainingDurationMs(): number {\r\n let remaining = 0;\r\n this._animatables.forEach((animatable) => {\r\n const remainingFrames = Math.max(animatable.toFrame - animatable.masterFrame, 0);\r\n remaining = Math.max(remaining, (remainingFrames / InterpolatingBehavior._FrameRate) * 1000);\r\n });\r\n return remaining;\r\n }\r\n\r\n /**\r\n * Stops and removes all animations\r\n */\r\n public stopAllAnimations(): void {\r\n if (this._attachedCamera) {\r\n this._animatables.forEach((animatable) => animatable.stop());\r\n }\r\n this._animatables.clear();\r\n this._promiseResolve?.();\r\n this._promiseResolve = undefined;\r\n }\r\n\r\n /**\r\n * Called when a single property's transition completes (or is applied instantly). Cleans up the\r\n * spent animation and resolves the in-flight promise once every property has reached its target.\r\n * @param propertyName name of the property whose animation has finished\r\n */\r\n private _onPropertyAnimationEnd(propertyName: string): void {\r\n const camera = this._attachedCamera;\r\n if (camera) {\r\n // Remove the associated animation from camera once the transition to target is complete so that property animations don't accumulate\r\n for (let i = camera.animations.length - 1; i >= 0; --i) {\r\n if (camera.animations[i].name === propertyName + \"Animation\") {\r\n camera.animations.splice(i, 1);\r\n }\r\n }\r\n }\r\n\r\n this._animatables.delete(propertyName);\r\n if (this._animatables.size === 0) {\r\n const resolve = this._promiseResolve;\r\n this._promiseResolve = undefined;\r\n resolve?.();\r\n }\r\n }\r\n\r\n /**\r\n * Redirects any in-flight transition toward the given property values, reusing the time remaining in the\r\n * current transition. No-op when nothing is currently animating.\r\n * @deprecated Prefer `animatePropertiesAsync(properties, remainingDurationMs)`, which makes the duration\r\n * explicit. This method is retained for backward compatibility.\r\n * @param properties defines the property values to redirect toward\r\n */\r\n public updateProperties<K extends keyof C>(properties: Map<K, AllowedAnimValue>): void {\r\n if (!this.isInterpolating) {\r\n return;\r\n }\r\n void this.animatePropertiesAsync(properties, this.remainingDurationMs);\r\n }\r\n\r\n /**\r\n * Animates camera properties to new values.\r\n * @param properties defines the property values to animate to\r\n * @param transitionDuration defines the transition duration in milliseconds\r\n * @param easingFn defines the easing function to use\r\n * @param updateAnimation defines an optional callback used to update each generated animation\r\n * @returns a promise that resolves when the animation completes\r\n */\r\n public async animatePropertiesAsync<K extends keyof C>(\r\n properties: Map<K, AllowedAnimValue>,\r\n transitionDuration: number = this.transitionDuration,\r\n easingFn: EasingFunction = this.easingFunction,\r\n updateAnimation?: (key: string, animation: Animation) => void\r\n ): Promise<void> {\r\n const promise = new Promise<void>((resolve) => {\r\n this.stopAllAnimations();\r\n\r\n this._promiseResolve = resolve;\r\n if (!this._attachedCamera) {\r\n this._promiseResolve = undefined;\r\n return resolve();\r\n }\r\n const camera = this._attachedCamera;\r\n const scene = camera.getScene();\r\n\r\n properties.forEach((value, key) => {\r\n if (value !== undefined && camera[key] !== value) {\r\n const propertyName = String(key);\r\n const animation = Animation.CreateAnimation(propertyName, GetAnimationType(value), InterpolatingBehavior._FrameRate, easingFn);\r\n // Optionally allow caller to further customize the animation\r\n updateAnimation?.(propertyName, animation);\r\n\r\n // Pass false for stopCurrent so that we can interpolate multiple properties at once\r\n const animatable = Animation.TransitionTo(\r\n propertyName,\r\n value,\r\n camera,\r\n scene,\r\n InterpolatingBehavior._FrameRate,\r\n animation,\r\n transitionDuration,\r\n () => this._onPropertyAnimationEnd(propertyName),\r\n false\r\n );\r\n if (animatable) {\r\n this._animatables.set(propertyName, animatable);\r\n }\r\n }\r\n });\r\n\r\n // Nothing needed animating (already at target): resolve immediately rather than hang.\r\n if (this._animatables.size === 0) {\r\n this._promiseResolve = undefined;\r\n resolve();\r\n }\r\n });\r\n return await promise;\r\n }\r\n}\r\n\r\n// Structural type-guards (no instanceof)\r\nfunction IsQuaternionLike(v: any): v is IQuaternionLike {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\" && typeof v.z === \"number\" && typeof v.w === \"number\";\r\n}\r\n\r\nfunction IsMatrixLike(v: any): v is IMatrixLike {\r\n return v != null && (Array.isArray((v as any).m) || typeof (v as any).m === \"object\");\r\n}\r\n\r\nfunction IsVector3Like(v: any): v is IVector3Like {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\" && typeof v.z === \"number\";\r\n}\r\n\r\nfunction IsVector2Like(v: any): v is IVector2Like {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\";\r\n}\r\n\r\nfunction IsColor3Like(v: any): v is IColor3Like {\r\n return v != null && typeof v.r === \"number\" && typeof v.g === \"number\" && typeof v.b === \"number\";\r\n}\r\n\r\nfunction IsColor4Like(v: any): v is IColor4Like {\r\n return v != null && typeof v.r === \"number\" && typeof v.g === \"number\" && typeof v.b === \"number\" && typeof v.a === \"number\";\r\n}\r\n\r\nexport type SizeLike = { width: number; height: number };\r\n\r\nfunction IsSizeLike(v: any): v is SizeLike {\r\n return v != null && typeof v.width === \"number\" && typeof v.height === \"number\";\r\n}\r\n\r\nconst GetAnimationType = (value: AllowedAnimValue): number => {\r\n if (IsQuaternionLike(value)) {\r\n return Animation.ANIMATIONTYPE_QUATERNION;\r\n }\r\n if (IsMatrixLike(value)) {\r\n return Animation.ANIMATIONTYPE_MATRIX;\r\n }\r\n if (IsVector3Like(value)) {\r\n return Animation.ANIMATIONTYPE_VECTOR3;\r\n }\r\n if (IsVector2Like(value)) {\r\n return Animation.ANIMATIONTYPE_VECTOR2;\r\n }\r\n if (IsColor3Like(value)) {\r\n return Animation.ANIMATIONTYPE_COLOR3;\r\n }\r\n if (IsColor4Like(value)) {\r\n return Animation.ANIMATIONTYPE_COLOR4;\r\n }\r\n if (IsSizeLike(value)) {\r\n return Animation.ANIMATIONTYPE_SIZE;\r\n }\r\n\r\n // Fallback to float for numbers and unknown shapes\r\n return Animation.ANIMATIONTYPE_FLOAT;\r\n};\r\n"]}
@@ -129,10 +129,18 @@ export class FlyCameraKeyboardInput {
129
129
  checkInputs() {
130
130
  if (this._onKeyboardObserver) {
131
131
  const camera = this.camera;
132
+ // All fly-keyboard keys move the camera, so they are gated on the keyboard→translate
133
+ // mapping. Removing that entry disables keyboard movement; an entry `sensitivity`
134
+ // acts as a gain (default 1) over the legacy local-camera speed.
135
+ const translateEntry = camera.movement.input.getEntry("keyboard", "translate");
136
+ if (!translateEntry) {
137
+ return;
138
+ }
139
+ const translateGain = translateEntry.sensitivity ?? 1;
132
140
  // Keyboard
133
141
  for (let index = 0; index < this._keys.length; index++) {
134
142
  const keyCode = this._keys[index];
135
- const speed = camera._computeLocalCameraSpeed();
143
+ const speed = camera._computeLocalCameraSpeed() * translateGain;
136
144
  if (this.keysForward.indexOf(keyCode) !== -1) {
137
145
  camera._localDirection.copyFromFloats(0, 0, speed);
138
146
  }
@@ -1 +1 @@
1
- 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{ type Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type FlyCamera } from \"../../Cameras/flyCamera\";\r\nimport { type KeyboardInfo, KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector.pure\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\n\r\n/**\r\n * Listen to keyboard events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FlyCamera;\r\n\r\n /**\r\n * The list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysForward = [87];\r\n\r\n /**\r\n * The list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysBackward = [83];\r\n\r\n /**\r\n * The list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysUp = [69];\r\n\r\n /**\r\n * The list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysDown = [81];\r\n\r\n /**\r\n * The list of keyboard keys used to control the right strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysRight = [68];\r\n\r\n /**\r\n * The list of keyboard keys used to control the left strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysLeft = [65];\r\n\r\n private _keys = new Array<number>();\r\n private _onCanvasBlurObserver: Nullable<Observer<AbstractEngine>>;\r\n private _onKeyboardObserver: Nullable<Observer<KeyboardInfo>>;\r\n private _engine: AbstractEngine;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n if (this._onCanvasBlurObserver) {\r\n return;\r\n }\r\n\r\n this._scene = this.camera.getScene();\r\n this._engine = this._scene.getEngine();\r\n\r\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(() => {\r\n this._keys.length = 0;\r\n });\r\n\r\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add((info) => {\r\n const evt = info.event;\r\n\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n if (\r\n this.keysForward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysBackward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index === -1) {\r\n this._keys.push(evt.keyCode);\r\n }\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n } else {\r\n if (\r\n this.keysForward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysBackward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index >= 0) {\r\n this._keys.splice(index, 1);\r\n }\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._scene) {\r\n if (this._onKeyboardObserver) {\r\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\r\n }\r\n\r\n if (this._onCanvasBlurObserver) {\r\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver = null;\r\n }\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FlyCameraKeyboardInput\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onLostFocus(): void {\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"keyboard\";\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._onKeyboardObserver) {\r\n const camera = this.camera;\r\n // Keyboard\r\n for (let index = 0; index < this._keys.length; index++) {\r\n const keyCode = this._keys[index];\r\n const speed = camera._computeLocalCameraSpeed();\r\n\r\n if (this.keysForward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, speed);\r\n } else if (this.keysBackward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, -speed);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, speed, 0);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, -speed, 0);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(speed, 0, 0);\r\n } else if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(-speed, 0, 0);\r\n }\r\n\r\n if (camera.getScene().useRightHandedSystem) {\r\n camera._localDirection.z *= -1;\r\n }\r\n\r\n camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);\r\n Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);\r\n camera.cameraDirection.addInPlace(camera._transformedDirection);\r\n }\r\n }\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FlyCameraKeyboardInput\"] = FlyCameraKeyboardInput;\r\n"]}
1
+ 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{ type Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type FlyCamera } from \"../../Cameras/flyCamera\";\r\nimport { type KeyboardInfo, KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector.pure\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\n\r\n/**\r\n * Listen to keyboard events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FlyCamera;\r\n\r\n /**\r\n * The list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysForward = [87];\r\n\r\n /**\r\n * The list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysBackward = [83];\r\n\r\n /**\r\n * The list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysUp = [69];\r\n\r\n /**\r\n * The list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysDown = [81];\r\n\r\n /**\r\n * The list of keyboard keys used to control the right strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysRight = [68];\r\n\r\n /**\r\n * The list of keyboard keys used to control the left strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysLeft = [65];\r\n\r\n private _keys = new Array<number>();\r\n private _onCanvasBlurObserver: Nullable<Observer<AbstractEngine>>;\r\n private _onKeyboardObserver: Nullable<Observer<KeyboardInfo>>;\r\n private _engine: AbstractEngine;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n if (this._onCanvasBlurObserver) {\r\n return;\r\n }\r\n\r\n this._scene = this.camera.getScene();\r\n this._engine = this._scene.getEngine();\r\n\r\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(() => {\r\n this._keys.length = 0;\r\n });\r\n\r\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add((info) => {\r\n const evt = info.event;\r\n\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n if (\r\n this.keysForward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysBackward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index === -1) {\r\n this._keys.push(evt.keyCode);\r\n }\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n } else {\r\n if (\r\n this.keysForward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysBackward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index >= 0) {\r\n this._keys.splice(index, 1);\r\n }\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._scene) {\r\n if (this._onKeyboardObserver) {\r\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\r\n }\r\n\r\n if (this._onCanvasBlurObserver) {\r\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver = null;\r\n }\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FlyCameraKeyboardInput\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onLostFocus(): void {\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"keyboard\";\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._onKeyboardObserver) {\r\n const camera = this.camera;\r\n // All fly-keyboard keys move the camera, so they are gated on the keyboard→translate\r\n // mapping. Removing that entry disables keyboard movement; an entry `sensitivity`\r\n // acts as a gain (default 1) over the legacy local-camera speed.\r\n const translateEntry = camera.movement.input.getEntry(\"keyboard\", \"translate\");\r\n if (!translateEntry) {\r\n return;\r\n }\r\n const translateGain = translateEntry.sensitivity ?? 1;\r\n // Keyboard\r\n for (let index = 0; index < this._keys.length; index++) {\r\n const keyCode = this._keys[index];\r\n const speed = camera._computeLocalCameraSpeed() * translateGain;\r\n\r\n if (this.keysForward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, speed);\r\n } else if (this.keysBackward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, -speed);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, speed, 0);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, -speed, 0);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(speed, 0, 0);\r\n } else if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(-speed, 0, 0);\r\n }\r\n\r\n if (camera.getScene().useRightHandedSystem) {\r\n camera._localDirection.z *= -1;\r\n }\r\n\r\n camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);\r\n Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);\r\n camera.cameraDirection.addInPlace(camera._transformedDirection);\r\n }\r\n }\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FlyCameraKeyboardInput\"] = FlyCameraKeyboardInput;\r\n"]}
@@ -46,6 +46,8 @@ export declare class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
46
46
  private _rollObserver;
47
47
  private _previousPosition;
48
48
  private _noPreventDefault;
49
+ /** Reused conditions object for `resolveInteraction` to avoid per-move allocations. */
50
+ private readonly _pointerConditions;
49
51
  /**
50
52
  * Listen to mouse events to control the camera.
51
53
  * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
@@ -45,6 +45,8 @@ export class FlyCameraMouseInput {
45
45
  */
46
46
  this.angularSensibility = 1000.0;
47
47
  this._previousPosition = null;
48
+ /** Reused conditions object for `resolveInteraction` to avoid per-move allocations. */
49
+ this._pointerConditions = {};
48
50
  }
49
51
  /**
50
52
  * Attach the mouse control to the HTML DOM element.
@@ -180,9 +182,19 @@ export class FlyCameraMouseInput {
180
182
  */
181
183
  _rotateCamera(offsetX, offsetY) {
182
184
  const camera = this.camera;
185
+ // Consult the configurable input map: only rotate when the active button resolves to the
186
+ // "rotate" interaction, letting consumers remap or disable pointer-driven rotation. The
187
+ // resolved entry's sensitivity overrides the legacy `angularSensibility` (used as fallback).
188
+ this._pointerConditions.button = this.activeButton;
189
+ const entry = camera.movement.input.resolveInteraction("pointer", this._pointerConditions);
190
+ if (!entry || entry.interaction !== "rotate") {
191
+ return;
192
+ }
183
193
  const handednessMultiplier = camera._calculateHandednessMultiplier();
184
- const x = (offsetX * handednessMultiplier) / this.angularSensibility;
185
- const y = (offsetY * handednessMultiplier) / this.angularSensibility;
194
+ const sensitivityX = entry.sensitivityX ?? entry.sensitivity ?? 1 / this.angularSensibility;
195
+ const sensitivityY = entry.sensitivityY ?? entry.sensitivity ?? 1 / this.angularSensibility;
196
+ const x = offsetX * handednessMultiplier * sensitivityX;
197
+ const y = offsetY * handednessMultiplier * sensitivityY;
186
198
  // Initialize to current rotation.
187
199
  const currentRotation = Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
188
200
  let rotationChange;
@@ -1 +1 @@
1
- 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{ type Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type FlyCamera } from \"../../Cameras/flyCamera\";\r\nimport { type PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Quaternion } from \"../../Maths/math.vector.pure\";\r\nimport { Axis } from \"../../Maths/math.axis\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\nimport { type IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n/**\r\n * Listen to mouse events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FlyCameraMouseInput implements ICameraInput<FlyCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FlyCamera;\r\n\r\n /**\r\n * Defines if touch is enabled. (Default is true.)\r\n */\r\n public touchEnabled: boolean;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera rotation.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Assign buttons for Yaw control.\r\n */\r\n public buttonsYaw: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Pitch control.\r\n */\r\n public buttonsPitch: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Roll control.\r\n */\r\n public buttonsRoll: number[] = [2];\r\n\r\n /**\r\n * Detect if any button is being pressed while mouse is moved.\r\n * -1 = Mouse locked.\r\n * 0 = Left button.\r\n * 1 = Middle Button.\r\n * 2 = Right Button.\r\n */\r\n public activeButton: number = -1;\r\n\r\n /**\r\n * Defines the pointer's angular sensibility, to control the camera rotation speed.\r\n * Higher values reduce its sensitivity.\r\n */\r\n @serialize()\r\n public angularSensibility = 1000.0;\r\n\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _rollObserver: Nullable<Observer<Scene>>;\r\n private _previousPosition: Nullable<{ x: number; y: number }> = null;\r\n private _noPreventDefault: boolean | undefined;\r\n\r\n /**\r\n * Listen to mouse events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\n constructor() {}\r\n\r\n /**\r\n * Attach the mouse control to the HTML DOM element.\r\n * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this._noPreventDefault = noPreventDefault;\r\n\r\n this._observer = this.camera.getScene()._inputManager._addCameraPointerObserver(\r\n (p: any) => {\r\n this._pointerInput(p);\r\n },\r\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE\r\n );\r\n\r\n // Correct Roll by rate, if enabled.\r\n this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(() => {\r\n if (this.camera.rollCorrect) {\r\n this.camera.restoreRoll(this.camera.rollCorrect);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n\r\n this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);\r\n\r\n this._observer = null;\r\n this._rollObserver = null;\r\n this._previousPosition = null;\r\n this._noPreventDefault = undefined;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name.\r\n */\r\n public getClassName(): string {\r\n return \"FlyCameraMouseInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input's friendly name.\r\n */\r\n public getSimpleName(): string {\r\n return \"mouse\";\r\n }\r\n\r\n // Track mouse movement, when the pointer is not locked.\r\n private _pointerInput(p: any): void {\r\n const e = <IPointerEvent>p.event;\r\n\r\n const camera = this.camera;\r\n const engine = camera.getEngine();\r\n\r\n if (!this.touchEnabled && e.pointerType === \"touch\") {\r\n return;\r\n }\r\n\r\n // Mouse is moved but an unknown mouse button is pressed.\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {\r\n return;\r\n }\r\n\r\n const srcElement = <HTMLElement>e.target;\r\n\r\n // Mouse down.\r\n if (p.type === PointerEventTypes.POINTERDOWN) {\r\n try {\r\n srcElement?.setPointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this._previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY,\r\n };\r\n\r\n this.activeButton = e.button;\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n\r\n // This is required to move while pointer button is down\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n }\r\n // Mouse up.\r\n else if (p.type === PointerEventTypes.POINTERUP) {\r\n try {\r\n srcElement?.releasePointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this.activeButton = -1;\r\n\r\n this._previousPosition = null;\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n // Mouse move.\r\n else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!this._previousPosition) {\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n\r\n return;\r\n }\r\n\r\n const offsetX = e.clientX - this._previousPosition.x;\r\n const offsetY = e.clientY - this._previousPosition.y;\r\n\r\n this._rotateCamera(offsetX, offsetY);\r\n\r\n this._previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY,\r\n };\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n }\r\n\r\n // Track mouse movement, when pointer is locked.\r\n private _onMouseMove(e: any): void {\r\n const camera = this.camera;\r\n const engine = camera.getEngine();\r\n\r\n if (!engine.isPointerLock) {\r\n return;\r\n }\r\n\r\n const offsetX = e.movementX;\r\n const offsetY = e.movementY;\r\n\r\n this._rotateCamera(offsetX, offsetY);\r\n\r\n this._previousPosition = null;\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n\r\n /**\r\n * Rotate camera by mouse offset.\r\n * @param offsetX\r\n * @param offsetY\r\n */\r\n private _rotateCamera(offsetX: number, offsetY: number): void {\r\n const camera = this.camera;\r\n\r\n const handednessMultiplier = camera._calculateHandednessMultiplier();\r\n const x = (offsetX * handednessMultiplier) / this.angularSensibility;\r\n const y = (offsetY * handednessMultiplier) / this.angularSensibility;\r\n\r\n // Initialize to current rotation.\r\n const currentRotation = Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);\r\n let rotationChange: Quaternion;\r\n\r\n // Pitch.\r\n if (\r\n this.buttonsPitch.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.X, y);\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Yaw.\r\n if (\r\n this.buttonsYaw.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Y, x);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n\r\n // Add Roll, if banked turning is enabled, within Roll limit.\r\n const limit = camera.bankedTurnLimit + camera._trackRoll; // Defaults to 90° plus manual roll.\r\n if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {\r\n const bankingDelta = camera.bankedTurnMultiplier * -x;\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, bankingDelta);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n }\r\n\r\n // Roll.\r\n if (\r\n this.buttonsRoll.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, -x);\r\n // Track Rolling.\r\n camera._trackRoll -= x;\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Apply rotationQuaternion to Euler camera.rotation.\r\n currentRotation.toEulerAnglesToRef(camera.rotation);\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FlyCameraMouseInput\"] = FlyCameraMouseInput;\r\n"]}
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{ type Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type FlyCamera } from \"../../Cameras/flyCamera\";\r\nimport { type PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Quaternion } from \"../../Maths/math.vector.pure\";\r\nimport { Axis } from \"../../Maths/math.axis\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\nimport { type IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport { type InputConditions } from \"../inputMapper\";\r\n/**\r\n * Listen to mouse events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FlyCameraMouseInput implements ICameraInput<FlyCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FlyCamera;\r\n\r\n /**\r\n * Defines if touch is enabled. (Default is true.)\r\n */\r\n public touchEnabled: boolean;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera rotation.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Assign buttons for Yaw control.\r\n */\r\n public buttonsYaw: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Pitch control.\r\n */\r\n public buttonsPitch: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Roll control.\r\n */\r\n public buttonsRoll: number[] = [2];\r\n\r\n /**\r\n * Detect if any button is being pressed while mouse is moved.\r\n * -1 = Mouse locked.\r\n * 0 = Left button.\r\n * 1 = Middle Button.\r\n * 2 = Right Button.\r\n */\r\n public activeButton: number = -1;\r\n\r\n /**\r\n * Defines the pointer's angular sensibility, to control the camera rotation speed.\r\n * Higher values reduce its sensitivity.\r\n */\r\n @serialize()\r\n public angularSensibility = 1000.0;\r\n\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _rollObserver: Nullable<Observer<Scene>>;\r\n private _previousPosition: Nullable<{ x: number; y: number }> = null;\r\n private _noPreventDefault: boolean | undefined;\r\n\r\n /** Reused conditions object for `resolveInteraction` to avoid per-move allocations. */\r\n private readonly _pointerConditions: InputConditions = {};\r\n\r\n /**\r\n * Listen to mouse events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\n constructor() {}\r\n\r\n /**\r\n * Attach the mouse control to the HTML DOM element.\r\n * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this._noPreventDefault = noPreventDefault;\r\n\r\n this._observer = this.camera.getScene()._inputManager._addCameraPointerObserver(\r\n (p: any) => {\r\n this._pointerInput(p);\r\n },\r\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE\r\n );\r\n\r\n // Correct Roll by rate, if enabled.\r\n this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(() => {\r\n if (this.camera.rollCorrect) {\r\n this.camera.restoreRoll(this.camera.rollCorrect);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n\r\n this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);\r\n\r\n this._observer = null;\r\n this._rollObserver = null;\r\n this._previousPosition = null;\r\n this._noPreventDefault = undefined;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name.\r\n */\r\n public getClassName(): string {\r\n return \"FlyCameraMouseInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input's friendly name.\r\n */\r\n public getSimpleName(): string {\r\n return \"mouse\";\r\n }\r\n\r\n // Track mouse movement, when the pointer is not locked.\r\n private _pointerInput(p: any): void {\r\n const e = <IPointerEvent>p.event;\r\n\r\n const camera = this.camera;\r\n const engine = camera.getEngine();\r\n\r\n if (!this.touchEnabled && e.pointerType === \"touch\") {\r\n return;\r\n }\r\n\r\n // Mouse is moved but an unknown mouse button is pressed.\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {\r\n return;\r\n }\r\n\r\n const srcElement = <HTMLElement>e.target;\r\n\r\n // Mouse down.\r\n if (p.type === PointerEventTypes.POINTERDOWN) {\r\n try {\r\n srcElement?.setPointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this._previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY,\r\n };\r\n\r\n this.activeButton = e.button;\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n\r\n // This is required to move while pointer button is down\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n }\r\n // Mouse up.\r\n else if (p.type === PointerEventTypes.POINTERUP) {\r\n try {\r\n srcElement?.releasePointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this.activeButton = -1;\r\n\r\n this._previousPosition = null;\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n // Mouse move.\r\n else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!this._previousPosition) {\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n\r\n return;\r\n }\r\n\r\n const offsetX = e.clientX - this._previousPosition.x;\r\n const offsetY = e.clientY - this._previousPosition.y;\r\n\r\n this._rotateCamera(offsetX, offsetY);\r\n\r\n this._previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY,\r\n };\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n }\r\n\r\n // Track mouse movement, when pointer is locked.\r\n private _onMouseMove(e: any): void {\r\n const camera = this.camera;\r\n const engine = camera.getEngine();\r\n\r\n if (!engine.isPointerLock) {\r\n return;\r\n }\r\n\r\n const offsetX = e.movementX;\r\n const offsetY = e.movementY;\r\n\r\n this._rotateCamera(offsetX, offsetY);\r\n\r\n this._previousPosition = null;\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n\r\n /**\r\n * Rotate camera by mouse offset.\r\n * @param offsetX\r\n * @param offsetY\r\n */\r\n private _rotateCamera(offsetX: number, offsetY: number): void {\r\n const camera = this.camera;\r\n\r\n // Consult the configurable input map: only rotate when the active button resolves to the\r\n // \"rotate\" interaction, letting consumers remap or disable pointer-driven rotation. The\r\n // resolved entry's sensitivity overrides the legacy `angularSensibility` (used as fallback).\r\n this._pointerConditions.button = this.activeButton;\r\n const entry = camera.movement.input.resolveInteraction(\"pointer\", this._pointerConditions);\r\n if (!entry || entry.interaction !== \"rotate\") {\r\n return;\r\n }\r\n\r\n const handednessMultiplier = camera._calculateHandednessMultiplier();\r\n const sensitivityX = entry.sensitivityX ?? entry.sensitivity ?? 1 / this.angularSensibility;\r\n const sensitivityY = entry.sensitivityY ?? entry.sensitivity ?? 1 / this.angularSensibility;\r\n const x = offsetX * handednessMultiplier * sensitivityX;\r\n const y = offsetY * handednessMultiplier * sensitivityY;\r\n\r\n // Initialize to current rotation.\r\n const currentRotation = Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);\r\n let rotationChange: Quaternion;\r\n\r\n // Pitch.\r\n if (\r\n this.buttonsPitch.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.X, y);\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Yaw.\r\n if (\r\n this.buttonsYaw.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Y, x);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n\r\n // Add Roll, if banked turning is enabled, within Roll limit.\r\n const limit = camera.bankedTurnLimit + camera._trackRoll; // Defaults to 90° plus manual roll.\r\n if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {\r\n const bankingDelta = camera.bankedTurnMultiplier * -x;\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, bankingDelta);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n }\r\n\r\n // Roll.\r\n if (\r\n this.buttonsRoll.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, -x);\r\n // Track Rolling.\r\n camera._trackRoll -= x;\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Apply rotationQuaternion to Euler camera.rotation.\r\n currentRotation.toEulerAnglesToRef(camera.rotation);\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FlyCameraMouseInput\"] = FlyCameraMouseInput;\r\n"]}
@@ -139,10 +139,17 @@ export class FreeCameraKeyboardMoveInput {
139
139
  checkInputs() {
140
140
  if (this._onKeyboardObserver) {
141
141
  const camera = this.camera;
142
+ // Movement keys are gated on the keyboard→translate mapping and rotation keys on
143
+ // keyboard→rotate. Removing the corresponding entry disables that family of keys.
144
+ // An entry's optional `sensitivity` acts as a gain (default 1) over the legacy scaling.
145
+ const input = camera.movement.input;
146
+ const translateEntry = input.getEntry("keyboard", "translate");
147
+ const rotateEntry = input.getEntry("keyboard", "rotate");
148
+ const rotateGain = rotateEntry?.sensitivity ?? 1;
142
149
  // Keyboard
143
150
  for (let index = 0; index < this._keys.length; index++) {
144
151
  const keyCode = this._keys[index];
145
- const speed = camera._computeLocalCameraSpeed();
152
+ const speed = camera._computeLocalCameraSpeed() * (translateEntry?.sensitivity ?? 1);
146
153
  if (this.keysLeft.indexOf(keyCode) !== -1) {
147
154
  camera._localDirection.copyFromFloats(-speed, 0, 0);
148
155
  }
@@ -163,19 +170,32 @@ export class FreeCameraKeyboardMoveInput {
163
170
  }
164
171
  else if (this.keysRotateLeft.indexOf(keyCode) !== -1) {
165
172
  camera._localDirection.copyFromFloats(0, 0, 0);
166
- camera.cameraRotation.y -= this._getLocalRotation();
173
+ if (rotateEntry) {
174
+ camera.cameraRotation.y -= this._getLocalRotation() * rotateGain;
175
+ }
167
176
  }
168
177
  else if (this.keysRotateRight.indexOf(keyCode) !== -1) {
169
178
  camera._localDirection.copyFromFloats(0, 0, 0);
170
- camera.cameraRotation.y += this._getLocalRotation();
179
+ if (rotateEntry) {
180
+ camera.cameraRotation.y += this._getLocalRotation() * rotateGain;
181
+ }
171
182
  }
172
183
  else if (this.keysRotateUp.indexOf(keyCode) !== -1) {
173
184
  camera._localDirection.copyFromFloats(0, 0, 0);
174
- camera.cameraRotation.x -= this._getLocalRotation();
185
+ if (rotateEntry) {
186
+ camera.cameraRotation.x -= this._getLocalRotation() * rotateGain;
187
+ }
175
188
  }
176
189
  else if (this.keysRotateDown.indexOf(keyCode) !== -1) {
177
190
  camera._localDirection.copyFromFloats(0, 0, 0);
178
- camera.cameraRotation.x += this._getLocalRotation();
191
+ if (rotateEntry) {
192
+ camera.cameraRotation.x += this._getLocalRotation() * rotateGain;
193
+ }
194
+ }
195
+ // Suppress accumulated translation when the keyboard→translate mapping is removed.
196
+ // Rotation keys already zeroed `_localDirection`, so this is a no-op for them.
197
+ if (!translateEntry) {
198
+ camera._localDirection.copyFromFloats(0, 0, 0);
179
199
  }
180
200
  if (camera.getScene().useRightHandedSystem) {
181
201
  camera._localDirection.z *= -1;
@@ -1 +1 @@
1
- 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{ serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { type KeyboardInfo, KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector.pure\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\n/**\r\n * Manage the keyboard inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysUp = [38];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the upward move of the camera.\r\n */\r\n @serialize()\r\n public keysUpward = [33];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysDown = [40];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the downward move of the camera.\r\n */\r\n @serialize()\r\n public keysDownward = [34];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysLeft = [37];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysRight = [39];\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.\r\n */\r\n @serialize()\r\n public rotationSpeed = 0.5;\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the left rotation move of the camera.\r\n */\r\n @serialize()\r\n public keysRotateLeft: number[] = [];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the right rotation move of the camera.\r\n */\r\n @serialize()\r\n public keysRotateRight: number[] = [];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the up rotation move of the camera.\r\n */\r\n @serialize()\r\n public keysRotateUp: number[] = [];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the down rotation move of the camera.\r\n */\r\n @serialize()\r\n public keysRotateDown: number[] = [];\r\n\r\n private _keys = new Array<number>();\r\n private _onCanvasBlurObserver: Nullable<Observer<AbstractEngine>>;\r\n private _onKeyboardObserver: Nullable<Observer<KeyboardInfo>>;\r\n private _engine: AbstractEngine;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n if (this._onCanvasBlurObserver) {\r\n return;\r\n }\r\n\r\n this._scene = this.camera.getScene();\r\n this._engine = this._scene.getEngine();\r\n\r\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(() => {\r\n this._keys.length = 0;\r\n });\r\n\r\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add((info) => {\r\n const evt = info.event;\r\n if (!evt.metaKey) {\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n if (\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysUpward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDownward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateDown.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index === -1) {\r\n this._keys.push(evt.keyCode);\r\n }\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n } else {\r\n if (\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysUpward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDownward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateDown.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index >= 0) {\r\n this._keys.splice(index, 1);\r\n }\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n }\r\n });\r\n }\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._scene) {\r\n if (this._onKeyboardObserver) {\r\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\r\n }\r\n\r\n if (this._onCanvasBlurObserver) {\r\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver = null;\r\n }\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._onKeyboardObserver) {\r\n const camera = this.camera;\r\n // Keyboard\r\n for (let index = 0; index < this._keys.length; index++) {\r\n const keyCode = this._keys[index];\r\n const speed = camera._computeLocalCameraSpeed();\r\n\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(-speed, 0, 0);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, speed);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(speed, 0, 0);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, -speed);\r\n } else if (this.keysUpward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, speed, 0);\r\n } else if (this.keysDownward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, -speed, 0);\r\n } else if (this.keysRotateLeft.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, 0);\r\n camera.cameraRotation.y -= this._getLocalRotation();\r\n } else if (this.keysRotateRight.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, 0);\r\n camera.cameraRotation.y += this._getLocalRotation();\r\n } else if (this.keysRotateUp.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, 0);\r\n camera.cameraRotation.x -= this._getLocalRotation();\r\n } else if (this.keysRotateDown.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, 0);\r\n camera.cameraRotation.x += this._getLocalRotation();\r\n }\r\n\r\n if (camera.getScene().useRightHandedSystem) {\r\n camera._localDirection.z *= -1;\r\n }\r\n\r\n camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);\r\n Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);\r\n camera.cameraDirection.addInPlace(camera._transformedDirection);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraKeyboardMoveInput\";\r\n }\r\n\r\n /** @internal */\r\n public _onLostFocus(): void {\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"keyboard\";\r\n }\r\n\r\n private _getLocalRotation(): number {\r\n const handednessMultiplier = this.camera._calculateHandednessMultiplier();\r\n const rotation = ((this.rotationSpeed * this._engine.getDeltaTime()) / 1000) * handednessMultiplier;\r\n\r\n return rotation;\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraKeyboardMoveInput\"] = FreeCameraKeyboardMoveInput;\r\n"]}
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{ serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { type KeyboardInfo, KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector.pure\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\n/**\r\n * Manage the keyboard inputs to control the movement of a free camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysUp = [38];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the upward move of the camera.\r\n */\r\n @serialize()\r\n public keysUpward = [33];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysDown = [40];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the downward move of the camera.\r\n */\r\n @serialize()\r\n public keysDownward = [34];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysLeft = [37];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysRight = [39];\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.\r\n */\r\n @serialize()\r\n public rotationSpeed = 0.5;\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the left rotation move of the camera.\r\n */\r\n @serialize()\r\n public keysRotateLeft: number[] = [];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the right rotation move of the camera.\r\n */\r\n @serialize()\r\n public keysRotateRight: number[] = [];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the up rotation move of the camera.\r\n */\r\n @serialize()\r\n public keysRotateUp: number[] = [];\r\n\r\n /**\r\n * Gets or Set the list of keyboard keys used to control the down rotation move of the camera.\r\n */\r\n @serialize()\r\n public keysRotateDown: number[] = [];\r\n\r\n private _keys = new Array<number>();\r\n private _onCanvasBlurObserver: Nullable<Observer<AbstractEngine>>;\r\n private _onKeyboardObserver: Nullable<Observer<KeyboardInfo>>;\r\n private _engine: AbstractEngine;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n if (this._onCanvasBlurObserver) {\r\n return;\r\n }\r\n\r\n this._scene = this.camera.getScene();\r\n this._engine = this._scene.getEngine();\r\n\r\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(() => {\r\n this._keys.length = 0;\r\n });\r\n\r\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add((info) => {\r\n const evt = info.event;\r\n if (!evt.metaKey) {\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n if (\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysUpward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDownward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateDown.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index === -1) {\r\n this._keys.push(evt.keyCode);\r\n }\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n } else {\r\n if (\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysUpward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDownward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRotateDown.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index >= 0) {\r\n this._keys.splice(index, 1);\r\n }\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n }\r\n });\r\n }\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._scene) {\r\n if (this._onKeyboardObserver) {\r\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\r\n }\r\n\r\n if (this._onCanvasBlurObserver) {\r\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver = null;\r\n }\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._onKeyboardObserver) {\r\n const camera = this.camera;\r\n // Movement keys are gated on the keyboard→translate mapping and rotation keys on\r\n // keyboard→rotate. Removing the corresponding entry disables that family of keys.\r\n // An entry's optional `sensitivity` acts as a gain (default 1) over the legacy scaling.\r\n const input = camera.movement.input;\r\n const translateEntry = input.getEntry(\"keyboard\", \"translate\");\r\n const rotateEntry = input.getEntry(\"keyboard\", \"rotate\");\r\n const rotateGain = rotateEntry?.sensitivity ?? 1;\r\n // Keyboard\r\n for (let index = 0; index < this._keys.length; index++) {\r\n const keyCode = this._keys[index];\r\n const speed = camera._computeLocalCameraSpeed() * (translateEntry?.sensitivity ?? 1);\r\n\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(-speed, 0, 0);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, speed);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(speed, 0, 0);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, -speed);\r\n } else if (this.keysUpward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, speed, 0);\r\n } else if (this.keysDownward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, -speed, 0);\r\n } else if (this.keysRotateLeft.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, 0);\r\n if (rotateEntry) {\r\n camera.cameraRotation.y -= this._getLocalRotation() * rotateGain;\r\n }\r\n } else if (this.keysRotateRight.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, 0);\r\n if (rotateEntry) {\r\n camera.cameraRotation.y += this._getLocalRotation() * rotateGain;\r\n }\r\n } else if (this.keysRotateUp.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, 0);\r\n if (rotateEntry) {\r\n camera.cameraRotation.x -= this._getLocalRotation() * rotateGain;\r\n }\r\n } else if (this.keysRotateDown.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, 0);\r\n if (rotateEntry) {\r\n camera.cameraRotation.x += this._getLocalRotation() * rotateGain;\r\n }\r\n }\r\n\r\n // Suppress accumulated translation when the keyboard→translate mapping is removed.\r\n // Rotation keys already zeroed `_localDirection`, so this is a no-op for them.\r\n if (!translateEntry) {\r\n camera._localDirection.copyFromFloats(0, 0, 0);\r\n }\r\n\r\n if (camera.getScene().useRightHandedSystem) {\r\n camera._localDirection.z *= -1;\r\n }\r\n\r\n camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);\r\n Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);\r\n camera.cameraDirection.addInPlace(camera._transformedDirection);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"FreeCameraKeyboardMoveInput\";\r\n }\r\n\r\n /** @internal */\r\n public _onLostFocus(): void {\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"keyboard\";\r\n }\r\n\r\n private _getLocalRotation(): number {\r\n const handednessMultiplier = this.camera._calculateHandednessMultiplier();\r\n const rotation = ((this.rotationSpeed * this._engine.getDeltaTime()) / 1000) * handednessMultiplier;\r\n\r\n return rotation;\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraKeyboardMoveInput\"] = FreeCameraKeyboardMoveInput;\r\n"]}