@babylonjs/core 9.12.0 → 9.13.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (127) 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/Collisions/gpuPicker.d.ts +111 -4
  41. package/Collisions/gpuPicker.js +673 -106
  42. package/Collisions/gpuPicker.js.map +1 -1
  43. package/Engines/AbstractEngine/abstractEngine.scissor.d.ts +18 -0
  44. package/Engines/AbstractEngine/abstractEngine.scissor.js +2 -0
  45. package/Engines/AbstractEngine/abstractEngine.scissor.js.map +1 -0
  46. package/Engines/Native/nativeInterfaces.d.ts +1 -0
  47. package/Engines/Native/nativeInterfaces.js.map +1 -1
  48. package/Engines/abstractEngine.pure.js +2 -2
  49. package/Engines/abstractEngine.pure.js.map +1 -1
  50. package/Engines/engine.d.ts +1 -0
  51. package/Engines/engine.js +1 -0
  52. package/Engines/engine.js.map +1 -1
  53. package/Engines/engine.pure.d.ts +0 -12
  54. package/Engines/engine.pure.js +0 -20
  55. package/Engines/engine.pure.js.map +1 -1
  56. package/Engines/nullEngine.pure.d.ts +66 -0
  57. package/Engines/nullEngine.pure.js +97 -0
  58. package/Engines/nullEngine.pure.js.map +1 -1
  59. package/Engines/pure.d.ts +1 -0
  60. package/Engines/pure.js +1 -0
  61. package/Engines/pure.js.map +1 -1
  62. package/Engines/thinEngine.scissor.d.ts +6 -0
  63. package/Engines/thinEngine.scissor.js +9 -0
  64. package/Engines/thinEngine.scissor.js.map +1 -0
  65. package/Engines/thinEngine.scissor.pure.d.ts +6 -0
  66. package/Engines/thinEngine.scissor.pure.js +24 -0
  67. package/Engines/thinEngine.scissor.pure.js.map +1 -0
  68. package/Engines/thinNativeEngine.d.ts +0 -1
  69. package/Engines/thinNativeEngine.js +0 -1
  70. package/Engines/thinNativeEngine.js.map +1 -1
  71. package/Engines/thinNativeEngine.pure.d.ts +3 -0
  72. package/Engines/thinNativeEngine.pure.js +50 -4
  73. package/Engines/thinNativeEngine.pure.js.map +1 -1
  74. package/Engines/webgpuEngine.pure.js.map +1 -1
  75. package/Loading/sceneLoader.d.ts +5 -1
  76. package/Loading/sceneLoader.js +298 -401
  77. package/Loading/sceneLoader.js.map +1 -1
  78. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.d.ts +15 -0
  79. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +34 -1
  80. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
  81. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +9 -0
  82. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +26 -2
  83. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  84. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +10 -3
  85. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -1
  86. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js +3 -1
  87. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.pure.js.map +1 -1
  88. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js +18 -8
  89. package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js.map +1 -1
  90. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +77 -1
  91. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +243 -104
  92. package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
  93. package/Meshes/GaussianSplatting/gaussianSplattingSortWorker.d.ts +39 -0
  94. package/Meshes/GaussianSplatting/gaussianSplattingSortWorker.js +308 -0
  95. package/Meshes/GaussianSplatting/gaussianSplattingSortWorker.js.map +1 -0
  96. package/Meshes/geometry.js +30 -15
  97. package/Meshes/geometry.js.map +1 -1
  98. package/Meshes/mesh.pure.js +26 -14
  99. package/Meshes/mesh.pure.js.map +1 -1
  100. package/Misc/tools.pure.js +1 -1
  101. package/Misc/tools.pure.js.map +1 -1
  102. package/Shaders/ShadersInclude/gaussianSplatting.js +1 -0
  103. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  104. package/Shaders/gaussianSplatting.fragment.js +17 -1
  105. package/Shaders/gaussianSplatting.fragment.js.map +1 -1
  106. package/Shaders/gaussianSplatting.vertex.js +1 -1
  107. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  108. package/Shaders/gaussianSplattingDepth.vertex.js +1 -1
  109. package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -1
  110. package/Shaders/greasedLine.vertex.js +19 -3
  111. package/Shaders/greasedLine.vertex.js.map +1 -1
  112. package/Shaders/picking.fragment.js +39 -3
  113. package/Shaders/picking.fragment.js.map +1 -1
  114. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +3 -1
  115. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  116. package/ShadersWGSL/gaussianSplatting.fragment.js +14 -1
  117. package/ShadersWGSL/gaussianSplatting.fragment.js.map +1 -1
  118. package/ShadersWGSL/gaussianSplatting.vertex.js +2 -2
  119. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  120. package/ShadersWGSL/gaussianSplattingDepth.vertex.js +2 -2
  121. package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
  122. package/ShadersWGSL/picking.fragment.js +22 -1
  123. package/ShadersWGSL/picking.fragment.js.map +1 -1
  124. package/package.json +3 -2
  125. package/scene.pure.d.ts +12 -0
  126. package/scene.pure.js +36 -0
  127. package/scene.pure.js.map +1 -1
@@ -4,6 +4,7 @@ import { type Scene } from "../scene.pure.js";
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  import { type Quaternion, Vector3 } from "../Maths/math.vector.pure.js";
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  import { type AbstractMesh } from "../Meshes/abstractMesh.pure.js";
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  import { TargetCamera } from "./targetCamera.pure.js";
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+ import { type TargetCameraMovement } from "./targetCameraMovement.js";
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  import { FlyCameraInputsManager } from "./flyCameraInputsManager.js";
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  /**
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  * This is a flying camera, designed for 3D movement and rotation in all directions,
@@ -65,6 +66,13 @@ export declare class FlyCamera extends TargetCamera {
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  * The inputs manager loads all the input sources, such as keyboard and mouse.
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  */
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  inputs: FlyCameraInputsManager;
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+ /**
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+ * Framerate-independent movement controller for the fly camera, exposing the configurable
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+ * {@link InputMapper} (`movement.input`) consulted by {@link FlyCameraMouseInput}. Narrows the
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+ * inherited {@link TargetCamera.movement} to {@link TargetCameraMovement}; the instance is
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+ * created by the {@link TargetCamera} constructor.
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+ */
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+ movement: TargetCameraMovement;
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  /**
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  * Gets the input sensibility for mouse input.
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  * Higher values reduce sensitivity.
@@ -1 +1 @@
1
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This file must only contain pure code and pure imports */\r\n\r\nimport { serialize, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport { type Nullable } from \"../types\";\r\nimport { type Scene } from \"../scene.pure\";\r\nimport { type Quaternion, Vector3 } from \"../Maths/math.vector.pure\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\nimport { TargetCamera } from \"./targetCamera.pure\";\r\nimport { FlyCameraInputsManager } from \"./flyCameraInputsManager\";\r\nimport { type FlyCameraMouseInput } from \"../Cameras/Inputs/flyCameraMouseInput\";\r\nimport { type FlyCameraKeyboardInput } from \"../Cameras/Inputs/flyCameraKeyboardInput\";\r\nimport { Tools } from \"../Misc/tools.pure\";\r\n\r\nimport { type Collider } from \"../Collisions/collider\";\r\nimport { AbstractEngine } from \"core/Engines/abstractEngine.pure\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\n/**\r\n * This is a flying camera, designed for 3D movement and rotation in all directions,\r\n * such as in a 3D Space Shooter or a Flight Simulator.\r\n */\r\nexport class FlyCamera extends TargetCamera {\r\n /**\r\n * Define the collision ellipsoid of the camera.\r\n * This is helpful for simulating a camera body, like a player's body.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_collisions#arcrotatecamera\r\n */\r\n @serializeAsVector3()\r\n public ellipsoid = new Vector3(1, 1, 1);\r\n\r\n /**\r\n * Define an offset for the position of the ellipsoid around the camera.\r\n * This can be helpful if the camera is attached away from the player's body center,\r\n * such as at its head.\r\n */\r\n @serializeAsVector3()\r\n public ellipsoidOffset = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Enable or disable collisions of the camera with the rest of the scene objects.\r\n */\r\n @serialize()\r\n public checkCollisions = false;\r\n\r\n /**\r\n * Enable or disable gravity on the camera.\r\n */\r\n @serialize()\r\n public applyGravity = false;\r\n\r\n /**\r\n * Define the current direction the camera is moving to.\r\n */\r\n public override cameraDirection = Vector3.Zero();\r\n\r\n /**\r\n * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.\r\n * This overrides and empties cameraRotation.\r\n */\r\n public override rotationQuaternion: Nullable<Quaternion>;\r\n\r\n /**\r\n * Track Roll to maintain the wanted Rolling when looking around.\r\n */\r\n public _trackRoll: number = 0;\r\n\r\n /**\r\n * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.\r\n */\r\n public rollCorrect: number = 100;\r\n\r\n /**\r\n * Mimic a banked turn, Rolling the camera when Yawing.\r\n * It's recommended to use rollCorrect = 10 for faster banking correction.\r\n */\r\n public bankedTurn: boolean = false;\r\n\r\n /**\r\n * Limit in radians for how much Roll banking will add. (Default: 90°)\r\n */\r\n public bankedTurnLimit: number = Math.PI / 2;\r\n\r\n /**\r\n * Value of 0 disables the banked Roll.\r\n * Value of 1 is equal to the Yaw angle in radians.\r\n */\r\n public bankedTurnMultiplier: number = 1;\r\n\r\n /**\r\n * The inputs manager loads all the input sources, such as keyboard and mouse.\r\n */\r\n public override inputs: FlyCameraInputsManager;\r\n\r\n /**\r\n * Gets the input sensibility for mouse input.\r\n * Higher values reduce sensitivity.\r\n */\r\n public get angularSensibility(): number {\r\n const mouse = <FlyCameraMouseInput>this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n return mouse.angularSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Sets the input sensibility for a mouse input.\r\n * Higher values reduce sensitivity.\r\n */\r\n public set angularSensibility(value: number) {\r\n const mouse = <FlyCameraMouseInput>this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n mouse.angularSensibility = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement forward.\r\n */\r\n public get keysForward(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysForward;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement forward.\r\n */\r\n public set keysForward(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysForward = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement backward.\r\n */\r\n public get keysBackward(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysBackward;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysBackward(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysBackward = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement up.\r\n */\r\n public get keysUp(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysUp;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement up.\r\n */\r\n public set keysUp(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysUp = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement down.\r\n */\r\n public get keysDown(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysDown;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement down.\r\n */\r\n public set keysDown(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysDown = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement left.\r\n */\r\n public get keysLeft(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysLeft;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement left.\r\n */\r\n public set keysLeft(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysLeft = value;\r\n }\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement right.\r\n */\r\n public get keysRight(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRight;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement right.\r\n */\r\n public set keysRight(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRight = value;\r\n }\r\n }\r\n\r\n /**\r\n * Event raised when the camera collides with a mesh in the scene.\r\n */\r\n public onCollide: (collidedMesh: AbstractMesh) => void;\r\n\r\n private _collider: Collider;\r\n private _needMoveForGravity = false;\r\n private _oldPosition = Vector3.Zero();\r\n private _diffPosition = Vector3.Zero();\r\n private _newPosition = Vector3.Zero();\r\n\r\n /** @internal */\r\n public _localDirection: Vector3;\r\n /** @internal */\r\n public _transformedDirection: Vector3;\r\n\r\n /**\r\n * Instantiates a FlyCamera.\r\n * This is a flying camera, designed for 3D movement and rotation in all directions,\r\n * such as in a 3D Space Shooter or a Flight Simulator.\r\n * @param name Define the name of the camera in the scene.\r\n * @param position Define the starting position of the camera in the scene.\r\n * @param scene Define the scene the camera belongs to.\r\n * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active, if no other camera has been defined as active.\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, setActiveOnSceneIfNoneActive = true) {\r\n super(name, position, scene, setActiveOnSceneIfNoneActive);\r\n this.inputs = new FlyCameraInputsManager(this);\r\n this.inputs.addKeyboard().addMouse();\r\n }\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 override attachControl(noPreventDefault?: boolean): void;\r\n /**\r\n * Attached controls to the current camera.\r\n * @param ignored defines an ignored parameter kept for backward compatibility.\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 override attachControl(ignored: any, noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this.inputs.attachElement(noPreventDefault);\r\n }\r\n\r\n /**\r\n * Detach a control from the HTML DOM element.\r\n * The camera will stop reacting to that input.\r\n */\r\n public override detachControl(): void {\r\n this.inputs.detachElement();\r\n\r\n this.cameraDirection = new Vector3(0, 0, 0);\r\n }\r\n\r\n // Collisions.\r\n private _collisionMask = -1;\r\n\r\n /**\r\n * Get the mask that the camera ignores in collision events.\r\n */\r\n public get collisionMask(): number {\r\n return this._collisionMask;\r\n }\r\n\r\n /**\r\n * Set the mask that the camera ignores in collision events.\r\n */\r\n public set collisionMask(mask: number) {\r\n this._collisionMask = !isNaN(mask) ? mask : -1;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _collideWithWorld(displacement: Vector3): void {\r\n let globalPosition: Vector3;\r\n\r\n if (this.parent) {\r\n globalPosition = Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());\r\n } else {\r\n globalPosition = this.position;\r\n }\r\n\r\n globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);\r\n this._oldPosition.addInPlace(this.ellipsoidOffset);\r\n const coordinator = this.getScene().collisionCoordinator;\r\n\r\n if (!this._collider) {\r\n this._collider = coordinator.createCollider();\r\n }\r\n\r\n this._collider._radius = this.ellipsoid;\r\n this._collider.collisionMask = this._collisionMask;\r\n\r\n // No need for clone, as long as gravity is not on.\r\n let actualDisplacement = displacement;\r\n\r\n // Add gravity to direction to prevent dual-collision checking.\r\n if (this.applyGravity) {\r\n // This prevents mending with cameraDirection, a global variable of the fly camera class.\r\n actualDisplacement = displacement.add(this.getScene().gravity);\r\n }\r\n\r\n coordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _onCollisionPositionChange = (collisionId: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh> = null) => {\r\n const updatePosition = (newPos: Vector3) => {\r\n this._newPosition.copyFrom(newPos);\r\n\r\n this._newPosition.subtractToRef(this._oldPosition, this._diffPosition);\r\n\r\n if (this._diffPosition.length() > AbstractEngine.CollisionsEpsilon) {\r\n this.position.addInPlace(this._diffPosition);\r\n if (this.onCollide && collidedMesh) {\r\n this.onCollide(collidedMesh);\r\n }\r\n }\r\n };\r\n\r\n updatePosition(newPosition);\r\n };\r\n\r\n /** @internal */\r\n public override _checkInputs(): void {\r\n if (!this._localDirection) {\r\n this._localDirection = Vector3.Zero();\r\n this._transformedDirection = Vector3.Zero();\r\n }\r\n\r\n this.inputs.checkInputs();\r\n\r\n super._checkInputs();\r\n }\r\n\r\n /**\r\n * Enable movement without a user input. This allows gravity to always be applied.\r\n */\r\n public set needMoveForGravity(value: boolean) {\r\n this._needMoveForGravity = value;\r\n }\r\n\r\n /**\r\n * When true, gravity is applied whether there is user input or not.\r\n */\r\n public get needMoveForGravity(): boolean {\r\n return this._needMoveForGravity;\r\n }\r\n\r\n /** @internal */\r\n public override _decideIfNeedsToMove(): boolean {\r\n return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n }\r\n\r\n /** @internal */\r\n public override _updatePosition(): void {\r\n if (this.checkCollisions && this.getScene().collisionsEnabled) {\r\n this._collideWithWorld(this.cameraDirection);\r\n } else {\r\n super._updatePosition();\r\n }\r\n }\r\n\r\n /**\r\n * Restore the Roll to its target value at the rate specified.\r\n * @param rate - Higher means slower restoring.\r\n * @internal\r\n */\r\n public restoreRoll(rate: number): void {\r\n const limit = this._trackRoll; // Target Roll.\r\n const z = this.rotation.z; // Current Roll.\r\n const delta = limit - z; // Difference in Roll.\r\n\r\n const minRad = 0.001; // Tenth of a radian is a barely noticable difference.\r\n\r\n // If the difference is noticable, restore the Roll.\r\n if (Math.abs(delta) >= minRad) {\r\n // Change Z rotation towards the target Roll.\r\n this.rotation.z += delta / rate;\r\n\r\n // Match when near enough.\r\n if (Math.abs(limit - this.rotation.z) <= minRad) {\r\n this.rotation.z = limit;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Destroy the camera and release the current resources held by it.\r\n */\r\n public override dispose(): void {\r\n this.inputs.clear();\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Get the current object class name.\r\n * @returns the class name.\r\n */\r\n public override getClassName(): string {\r\n return \"FlyCamera\";\r\n }\r\n}\r\n\r\n// Register Class Name\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for flyCamera.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterFlyCamera(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.FlyCamera\", FlyCamera);\r\n}\r\n"]}
1
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This file must only contain pure code and pure imports */\r\n\r\nimport { serialize, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport { type Nullable } from \"../types\";\r\nimport { type Scene } from \"../scene.pure\";\r\nimport { type Quaternion, Vector3 } from \"../Maths/math.vector.pure\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\nimport { TargetCamera } from \"./targetCamera.pure\";\r\nimport { type TargetCameraMovement } from \"./targetCameraMovement\";\r\nimport { FlyCameraInputsManager } from \"./flyCameraInputsManager\";\r\nimport { type FlyCameraMouseInput } from \"../Cameras/Inputs/flyCameraMouseInput\";\r\nimport { type FlyCameraKeyboardInput } from \"../Cameras/Inputs/flyCameraKeyboardInput\";\r\nimport { Tools } from \"../Misc/tools.pure\";\r\n\r\nimport { type Collider } from \"../Collisions/collider\";\r\nimport { AbstractEngine } from \"core/Engines/abstractEngine.pure\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\n/**\r\n * This is a flying camera, designed for 3D movement and rotation in all directions,\r\n * such as in a 3D Space Shooter or a Flight Simulator.\r\n */\r\nexport class FlyCamera extends TargetCamera {\r\n /**\r\n * Define the collision ellipsoid of the camera.\r\n * This is helpful for simulating a camera body, like a player's body.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_collisions#arcrotatecamera\r\n */\r\n @serializeAsVector3()\r\n public ellipsoid = new Vector3(1, 1, 1);\r\n\r\n /**\r\n * Define an offset for the position of the ellipsoid around the camera.\r\n * This can be helpful if the camera is attached away from the player's body center,\r\n * such as at its head.\r\n */\r\n @serializeAsVector3()\r\n public ellipsoidOffset = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Enable or disable collisions of the camera with the rest of the scene objects.\r\n */\r\n @serialize()\r\n public checkCollisions = false;\r\n\r\n /**\r\n * Enable or disable gravity on the camera.\r\n */\r\n @serialize()\r\n public applyGravity = false;\r\n\r\n /**\r\n * Define the current direction the camera is moving to.\r\n */\r\n public override cameraDirection = Vector3.Zero();\r\n\r\n /**\r\n * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.\r\n * This overrides and empties cameraRotation.\r\n */\r\n public override rotationQuaternion: Nullable<Quaternion>;\r\n\r\n /**\r\n * Track Roll to maintain the wanted Rolling when looking around.\r\n */\r\n public _trackRoll: number = 0;\r\n\r\n /**\r\n * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.\r\n */\r\n public rollCorrect: number = 100;\r\n\r\n /**\r\n * Mimic a banked turn, Rolling the camera when Yawing.\r\n * It's recommended to use rollCorrect = 10 for faster banking correction.\r\n */\r\n public bankedTurn: boolean = false;\r\n\r\n /**\r\n * Limit in radians for how much Roll banking will add. (Default: 90°)\r\n */\r\n public bankedTurnLimit: number = Math.PI / 2;\r\n\r\n /**\r\n * Value of 0 disables the banked Roll.\r\n * Value of 1 is equal to the Yaw angle in radians.\r\n */\r\n public bankedTurnMultiplier: number = 1;\r\n\r\n /**\r\n * The inputs manager loads all the input sources, such as keyboard and mouse.\r\n */\r\n public override inputs: FlyCameraInputsManager;\r\n\r\n /**\r\n * Framerate-independent movement controller for the fly camera, exposing the configurable\r\n * {@link InputMapper} (`movement.input`) consulted by {@link FlyCameraMouseInput}. Narrows the\r\n * inherited {@link TargetCamera.movement} to {@link TargetCameraMovement}; the instance is\r\n * created by the {@link TargetCamera} constructor.\r\n */\r\n public override movement: TargetCameraMovement;\r\n\r\n /**\r\n * Gets the input sensibility for mouse input.\r\n * Higher values reduce sensitivity.\r\n */\r\n public get angularSensibility(): number {\r\n const mouse = <FlyCameraMouseInput>this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n return mouse.angularSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Sets the input sensibility for a mouse input.\r\n * Higher values reduce sensitivity.\r\n */\r\n public set angularSensibility(value: number) {\r\n const mouse = <FlyCameraMouseInput>this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n mouse.angularSensibility = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement forward.\r\n */\r\n public get keysForward(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysForward;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement forward.\r\n */\r\n public set keysForward(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysForward = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement backward.\r\n */\r\n public get keysBackward(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysBackward;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysBackward(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysBackward = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement up.\r\n */\r\n public get keysUp(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysUp;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement up.\r\n */\r\n public set keysUp(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysUp = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement down.\r\n */\r\n public get keysDown(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysDown;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement down.\r\n */\r\n public set keysDown(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysDown = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement left.\r\n */\r\n public get keysLeft(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysLeft;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement left.\r\n */\r\n public set keysLeft(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysLeft = value;\r\n }\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement right.\r\n */\r\n public get keysRight(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRight;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement right.\r\n */\r\n public set keysRight(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRight = value;\r\n }\r\n }\r\n\r\n /**\r\n * Event raised when the camera collides with a mesh in the scene.\r\n */\r\n public onCollide: (collidedMesh: AbstractMesh) => void;\r\n\r\n private _collider: Collider;\r\n private _needMoveForGravity = false;\r\n private _oldPosition = Vector3.Zero();\r\n private _diffPosition = Vector3.Zero();\r\n private _newPosition = Vector3.Zero();\r\n\r\n /** @internal */\r\n public _localDirection: Vector3;\r\n /** @internal */\r\n public _transformedDirection: Vector3;\r\n\r\n /**\r\n * Instantiates a FlyCamera.\r\n * This is a flying camera, designed for 3D movement and rotation in all directions,\r\n * such as in a 3D Space Shooter or a Flight Simulator.\r\n * @param name Define the name of the camera in the scene.\r\n * @param position Define the starting position of the camera in the scene.\r\n * @param scene Define the scene the camera belongs to.\r\n * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active, if no other camera has been defined as active.\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, setActiveOnSceneIfNoneActive = true) {\r\n super(name, position, scene, setActiveOnSceneIfNoneActive);\r\n this.inputs = new FlyCameraInputsManager(this);\r\n this.inputs.addKeyboard().addMouse();\r\n }\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 override attachControl(noPreventDefault?: boolean): void;\r\n /**\r\n * Attached controls to the current camera.\r\n * @param ignored defines an ignored parameter kept for backward compatibility.\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 override attachControl(ignored: any, noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this.inputs.attachElement(noPreventDefault);\r\n }\r\n\r\n /**\r\n * Detach a control from the HTML DOM element.\r\n * The camera will stop reacting to that input.\r\n */\r\n public override detachControl(): void {\r\n this.inputs.detachElement();\r\n\r\n this.cameraDirection = new Vector3(0, 0, 0);\r\n }\r\n\r\n // Collisions.\r\n private _collisionMask = -1;\r\n\r\n /**\r\n * Get the mask that the camera ignores in collision events.\r\n */\r\n public get collisionMask(): number {\r\n return this._collisionMask;\r\n }\r\n\r\n /**\r\n * Set the mask that the camera ignores in collision events.\r\n */\r\n public set collisionMask(mask: number) {\r\n this._collisionMask = !isNaN(mask) ? mask : -1;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _collideWithWorld(displacement: Vector3): void {\r\n let globalPosition: Vector3;\r\n\r\n if (this.parent) {\r\n globalPosition = Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());\r\n } else {\r\n globalPosition = this.position;\r\n }\r\n\r\n globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);\r\n this._oldPosition.addInPlace(this.ellipsoidOffset);\r\n const coordinator = this.getScene().collisionCoordinator;\r\n\r\n if (!this._collider) {\r\n this._collider = coordinator.createCollider();\r\n }\r\n\r\n this._collider._radius = this.ellipsoid;\r\n this._collider.collisionMask = this._collisionMask;\r\n\r\n // No need for clone, as long as gravity is not on.\r\n let actualDisplacement = displacement;\r\n\r\n // Add gravity to direction to prevent dual-collision checking.\r\n if (this.applyGravity) {\r\n // This prevents mending with cameraDirection, a global variable of the fly camera class.\r\n actualDisplacement = displacement.add(this.getScene().gravity);\r\n }\r\n\r\n coordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _onCollisionPositionChange = (collisionId: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh> = null) => {\r\n const updatePosition = (newPos: Vector3) => {\r\n this._newPosition.copyFrom(newPos);\r\n\r\n this._newPosition.subtractToRef(this._oldPosition, this._diffPosition);\r\n\r\n if (this._diffPosition.length() > AbstractEngine.CollisionsEpsilon) {\r\n this.position.addInPlace(this._diffPosition);\r\n if (this.onCollide && collidedMesh) {\r\n this.onCollide(collidedMesh);\r\n }\r\n }\r\n };\r\n\r\n updatePosition(newPosition);\r\n };\r\n\r\n /** @internal */\r\n public override _checkInputs(): void {\r\n if (!this._localDirection) {\r\n this._localDirection = Vector3.Zero();\r\n this._transformedDirection = Vector3.Zero();\r\n }\r\n\r\n this.inputs.checkInputs();\r\n\r\n super._checkInputs();\r\n }\r\n\r\n /**\r\n * Enable movement without a user input. This allows gravity to always be applied.\r\n */\r\n public set needMoveForGravity(value: boolean) {\r\n this._needMoveForGravity = value;\r\n }\r\n\r\n /**\r\n * When true, gravity is applied whether there is user input or not.\r\n */\r\n public get needMoveForGravity(): boolean {\r\n return this._needMoveForGravity;\r\n }\r\n\r\n /** @internal */\r\n public override _decideIfNeedsToMove(): boolean {\r\n return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n }\r\n\r\n /** @internal */\r\n public override _updatePosition(): void {\r\n if (this.checkCollisions && this.getScene().collisionsEnabled) {\r\n this._collideWithWorld(this.cameraDirection);\r\n } else {\r\n super._updatePosition();\r\n }\r\n }\r\n\r\n /**\r\n * Restore the Roll to its target value at the rate specified.\r\n * @param rate - Higher means slower restoring.\r\n * @internal\r\n */\r\n public restoreRoll(rate: number): void {\r\n const limit = this._trackRoll; // Target Roll.\r\n const z = this.rotation.z; // Current Roll.\r\n const delta = limit - z; // Difference in Roll.\r\n\r\n const minRad = 0.001; // Tenth of a radian is a barely noticable difference.\r\n\r\n // If the difference is noticable, restore the Roll.\r\n if (Math.abs(delta) >= minRad) {\r\n // Change Z rotation towards the target Roll.\r\n this.rotation.z += delta / rate;\r\n\r\n // Match when near enough.\r\n if (Math.abs(limit - this.rotation.z) <= minRad) {\r\n this.rotation.z = limit;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Destroy the camera and release the current resources held by it.\r\n */\r\n public override dispose(): void {\r\n this.inputs.clear();\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Get the current object class name.\r\n * @returns the class name.\r\n */\r\n public override getClassName(): string {\r\n return \"FlyCamera\";\r\n }\r\n}\r\n\r\n// Register Class Name\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for flyCamera.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterFlyCamera(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.FlyCamera\", FlyCamera);\r\n}\r\n"]}
@@ -3,6 +3,7 @@ import { Vector3 } from "../Maths/math.vector.pure.js";
3
3
  import { type AbstractMesh } from "../Meshes/abstractMesh.pure.js";
4
4
  import { type Scene } from "../scene.pure.js";
5
5
  import { TargetCamera } from "./targetCamera.pure.js";
6
+ import { type TargetCameraMovement } from "./targetCameraMovement.js";
6
7
  import { FreeCameraInputsManager } from "./freeCameraInputsManager.pure.js";
7
8
  /**
8
9
  * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
@@ -34,6 +35,13 @@ export declare class FreeCamera extends TargetCamera {
34
35
  * Define the input manager associated to the camera.
35
36
  */
36
37
  inputs: FreeCameraInputsManager;
38
+ /**
39
+ * Framerate-independent movement controller for the free camera, exposing the configurable
40
+ * {@link InputMapper} (`movement.input`) consulted by the free-camera input classes. Narrows
41
+ * the inherited {@link TargetCamera.movement} to {@link TargetCameraMovement}; the instance is
42
+ * created by the {@link TargetCamera} constructor.
43
+ */
44
+ movement: TargetCameraMovement;
37
45
  /**
38
46
  * Gets the input sensibility for a mouse input. (default is 2000.0)
39
47
  * Higher values reduce sensitivity.
@@ -1 +1 @@
1
- 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This file must only contain pure code and pure imports */\r\n\r\nimport { type Nullable } from \"../types\";\r\nimport { serializeAsVector3, serialize } from \"../Misc/decorators\";\r\nimport { Vector3, Vector2 } from \"../Maths/math.vector.pure\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\nimport { type Scene } from \"../scene.pure\";\r\nimport { TargetCamera } from \"./targetCamera.pure\";\r\nimport { FreeCameraInputsManager } from \"./freeCameraInputsManager.pure\";\r\nimport { type FreeCameraMouseInput } from \"../Cameras/Inputs/freeCameraMouseInput\";\r\nimport { type FreeCameraKeyboardMoveInput } from \"../Cameras/Inputs/freeCameraKeyboardMoveInput\";\r\nimport { Tools } from \"../Misc/tools.pure\";\r\n\r\nimport { type Collider } from \"../Collisions/collider\";\r\nimport { AbstractEngine } from \"core/Engines/abstractEngine.pure\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\n/**\r\n * This represents a free type of camera. It can be useful in First Person Shooter game for instance.\r\n * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#universal-camera\r\n */\r\nexport class FreeCamera extends TargetCamera {\r\n /**\r\n * Define the collision ellipsoid of the camera.\r\n * This is helpful to simulate a camera body like the player body around the camera\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_collisions#arcrotatecamera\r\n */\r\n @serializeAsVector3()\r\n public ellipsoid = new Vector3(0.5, 1, 0.5);\r\n\r\n /**\r\n * Define an offset for the position of the ellipsoid around the camera.\r\n * This can be helpful to determine the center of the body near the gravity center of the body\r\n * instead of its head.\r\n */\r\n @serializeAsVector3()\r\n public ellipsoidOffset = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Enable or disable collisions of the camera with the rest of the scene objects.\r\n */\r\n @serialize()\r\n public checkCollisions = false;\r\n\r\n /**\r\n * Enable or disable gravity on the camera.\r\n */\r\n @serialize()\r\n public applyGravity = false;\r\n\r\n /**\r\n * Define the input manager associated to the camera.\r\n */\r\n public override inputs: FreeCameraInputsManager;\r\n\r\n /**\r\n * Gets the input sensibility for a mouse input. (default is 2000.0)\r\n * Higher values reduce sensitivity.\r\n */\r\n public get angularSensibility(): number {\r\n const mouse = <FreeCameraMouseInput>this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n return mouse.angularSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Sets the input sensibility for a mouse input. (default is 2000.0)\r\n * Higher values reduce sensitivity.\r\n */\r\n public set angularSensibility(value: number) {\r\n const mouse = <FreeCameraMouseInput>this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n mouse.angularSensibility = value;\r\n }\r\n }\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 public get keysUp(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysUp;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysUp(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysUp = value;\r\n }\r\n }\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 public get keysUpward(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysUpward;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysUpward(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysUpward = value;\r\n }\r\n }\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 public get keysDown(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysDown;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysDown(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysDown = value;\r\n }\r\n }\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 public get keysDownward(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysDownward;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysDownward(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysDownward = value;\r\n }\r\n }\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 public get keysLeft(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysLeft;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysLeft(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysLeft = value;\r\n }\r\n }\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 public get keysRight(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRight;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysRight(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRight = value;\r\n }\r\n }\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 public get keysRotateLeft(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRotateLeft;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysRotateLeft(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRotateLeft = value;\r\n }\r\n }\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 public get keysRotateRight(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRotateRight;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysRotateRight(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRotateRight = value;\r\n }\r\n }\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 public get keysRotateUp(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRotateUp;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysRotateUp(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRotateUp = value;\r\n }\r\n }\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 public get keysRotateDown(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRotateDown;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysRotateDown(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRotateDown = value;\r\n }\r\n }\r\n\r\n /**\r\n * Event raised when the camera collide with a mesh in the scene.\r\n */\r\n public onCollide: (collidedMesh: AbstractMesh) => void;\r\n\r\n private _collider: Collider;\r\n private _needMoveForGravity = false;\r\n private _oldPosition = Vector3.Zero();\r\n private _diffPosition = Vector3.Zero();\r\n private _newPosition = Vector3.Zero();\r\n\r\n /** @internal */\r\n public _localDirection: Vector3;\r\n /** @internal */\r\n public _transformedDirection: Vector3;\r\n\r\n /**\r\n * Instantiates a Free Camera.\r\n * This represents a free type of camera. It can be useful in First Person Shooter game for instance.\r\n * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#universal-camera\r\n * @param name Define the name of the camera in the scene\r\n * @param position Define the start position of the camera in the scene\r\n * @param scene Define the scene the camera belongs to\r\n * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active if not other active cameras have been defined\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, setActiveOnSceneIfNoneActive = true) {\r\n super(name, position, scene, setActiveOnSceneIfNoneActive);\r\n this.inputs = new FreeCameraInputsManager(this);\r\n this.inputs.addKeyboard().addMouse();\r\n }\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 override attachControl(noPreventDefault?: boolean): void;\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param ignored defines an ignored parameter kept for backward compatibility.\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 * BACK COMPAT SIGNATURE ONLY.\r\n */\r\n public override attachControl(ignored: any, noPreventDefault?: boolean): void;\r\n /**\r\n * Attached controls to the current camera.\r\n * @param ignored defines an ignored parameter kept for backward compatibility.\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 override attachControl(ignored?: any, noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this.inputs.attachElement(noPreventDefault);\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public override detachControl(): void {\r\n this.inputs.detachElement();\r\n\r\n this.cameraDirection = new Vector3(0, 0, 0);\r\n this.cameraRotation = new Vector2(0, 0);\r\n }\r\n\r\n // Collisions\r\n private _collisionMask = -1;\r\n\r\n /**\r\n * Define a collision mask to limit the list of object the camera can collide with\r\n */\r\n public get collisionMask(): number {\r\n return this._collisionMask;\r\n }\r\n\r\n public set collisionMask(mask: number) {\r\n this._collisionMask = !isNaN(mask) ? mask : -1;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _collideWithWorld(displacement: Vector3): void {\r\n let globalPosition: Vector3;\r\n\r\n if (this.parent) {\r\n globalPosition = Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());\r\n } else {\r\n globalPosition = this.position;\r\n }\r\n\r\n globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);\r\n this._oldPosition.addInPlace(this.ellipsoidOffset);\r\n\r\n const coordinator = this.getScene().collisionCoordinator;\r\n if (!this._collider) {\r\n this._collider = coordinator.createCollider();\r\n }\r\n\r\n this._collider._radius = this.ellipsoid;\r\n this._collider.collisionMask = this._collisionMask;\r\n\r\n //no need for clone, as long as gravity is not on.\r\n let actualDisplacement = displacement;\r\n\r\n //add gravity to the direction to prevent the dual-collision checking\r\n if (this.applyGravity) {\r\n //this prevents mending with cameraDirection, a global variable of the free camera class.\r\n actualDisplacement = displacement.add(this.getScene().gravity);\r\n }\r\n\r\n coordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);\r\n }\r\n\r\n private _onCollisionPositionChange = (collisionId: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh> = null) => {\r\n this._newPosition.copyFrom(newPosition);\r\n\r\n this._newPosition.subtractToRef(this._oldPosition, this._diffPosition);\r\n\r\n if (this._diffPosition.length() > AbstractEngine.CollisionsEpsilon) {\r\n this.position.addToRef(this._diffPosition, this._deferredPositionUpdate);\r\n if (!this._deferOnly) {\r\n this.position.copyFrom(this._deferredPositionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n // call onCollide, if defined. Note that in case of deferred update, the actual position change might happen in the next frame.\r\n if (this.onCollide && collidedMesh) {\r\n this.onCollide(collidedMesh);\r\n }\r\n }\r\n };\r\n\r\n /** @internal */\r\n public override _checkInputs(): void {\r\n if (!this._localDirection) {\r\n this._localDirection = Vector3.Zero();\r\n this._transformedDirection = Vector3.Zero();\r\n }\r\n\r\n this.inputs.checkInputs();\r\n\r\n super._checkInputs();\r\n }\r\n\r\n /**\r\n * Enable movement without a user input. This allows gravity to always be applied.\r\n */\r\n public set needMoveForGravity(value: boolean) {\r\n this._needMoveForGravity = value;\r\n }\r\n\r\n /**\r\n * When true, gravity is applied whether there is user input or not.\r\n */\r\n public get needMoveForGravity(): boolean {\r\n return this._needMoveForGravity;\r\n }\r\n\r\n /** @internal */\r\n public override _decideIfNeedsToMove(): boolean {\r\n return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n }\r\n\r\n /** @internal */\r\n public override _updatePosition(): void {\r\n if (this.checkCollisions && this.getScene().collisionsEnabled) {\r\n this._collideWithWorld(this.cameraDirection);\r\n } else {\r\n super._updatePosition();\r\n }\r\n }\r\n\r\n /**\r\n * Destroy the camera and release the current resources hold by it.\r\n */\r\n public override dispose(): void {\r\n this.inputs.clear();\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"FreeCamera\";\r\n }\r\n}\r\n\r\n// Register Class Name\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for freeCamera.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterFreeCamera(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.FreeCamera\", FreeCamera);\r\n}\r\n"]}
1
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This file must only contain pure code and pure imports */\r\n\r\nimport { type Nullable } from \"../types\";\r\nimport { serializeAsVector3, serialize } from \"../Misc/decorators\";\r\nimport { Vector3, Vector2 } from \"../Maths/math.vector.pure\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\nimport { type Scene } from \"../scene.pure\";\r\nimport { TargetCamera } from \"./targetCamera.pure\";\r\nimport { type TargetCameraMovement } from \"./targetCameraMovement\";\r\nimport { FreeCameraInputsManager } from \"./freeCameraInputsManager.pure\";\r\nimport { type FreeCameraMouseInput } from \"../Cameras/Inputs/freeCameraMouseInput\";\r\nimport { type FreeCameraKeyboardMoveInput } from \"../Cameras/Inputs/freeCameraKeyboardMoveInput\";\r\nimport { Tools } from \"../Misc/tools.pure\";\r\n\r\nimport { type Collider } from \"../Collisions/collider\";\r\nimport { AbstractEngine } from \"core/Engines/abstractEngine.pure\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\n/**\r\n * This represents a free type of camera. It can be useful in First Person Shooter game for instance.\r\n * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#universal-camera\r\n */\r\nexport class FreeCamera extends TargetCamera {\r\n /**\r\n * Define the collision ellipsoid of the camera.\r\n * This is helpful to simulate a camera body like the player body around the camera\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_collisions#arcrotatecamera\r\n */\r\n @serializeAsVector3()\r\n public ellipsoid = new Vector3(0.5, 1, 0.5);\r\n\r\n /**\r\n * Define an offset for the position of the ellipsoid around the camera.\r\n * This can be helpful to determine the center of the body near the gravity center of the body\r\n * instead of its head.\r\n */\r\n @serializeAsVector3()\r\n public ellipsoidOffset = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Enable or disable collisions of the camera with the rest of the scene objects.\r\n */\r\n @serialize()\r\n public checkCollisions = false;\r\n\r\n /**\r\n * Enable or disable gravity on the camera.\r\n */\r\n @serialize()\r\n public applyGravity = false;\r\n\r\n /**\r\n * Define the input manager associated to the camera.\r\n */\r\n public override inputs: FreeCameraInputsManager;\r\n\r\n /**\r\n * Framerate-independent movement controller for the free camera, exposing the configurable\r\n * {@link InputMapper} (`movement.input`) consulted by the free-camera input classes. Narrows\r\n * the inherited {@link TargetCamera.movement} to {@link TargetCameraMovement}; the instance is\r\n * created by the {@link TargetCamera} constructor.\r\n */\r\n public override movement: TargetCameraMovement;\r\n\r\n /**\r\n * Gets the input sensibility for a mouse input. (default is 2000.0)\r\n * Higher values reduce sensitivity.\r\n */\r\n public get angularSensibility(): number {\r\n const mouse = <FreeCameraMouseInput>this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n return mouse.angularSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Sets the input sensibility for a mouse input. (default is 2000.0)\r\n * Higher values reduce sensitivity.\r\n */\r\n public set angularSensibility(value: number) {\r\n const mouse = <FreeCameraMouseInput>this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n mouse.angularSensibility = value;\r\n }\r\n }\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 public get keysUp(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysUp;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysUp(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysUp = value;\r\n }\r\n }\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 public get keysUpward(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysUpward;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysUpward(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysUpward = value;\r\n }\r\n }\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 public get keysDown(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysDown;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysDown(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysDown = value;\r\n }\r\n }\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 public get keysDownward(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysDownward;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysDownward(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysDownward = value;\r\n }\r\n }\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 public get keysLeft(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysLeft;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysLeft(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysLeft = value;\r\n }\r\n }\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 public get keysRight(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRight;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysRight(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRight = value;\r\n }\r\n }\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 public get keysRotateLeft(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRotateLeft;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysRotateLeft(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRotateLeft = value;\r\n }\r\n }\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 public get keysRotateRight(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRotateRight;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysRotateRight(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRotateRight = value;\r\n }\r\n }\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 public get keysRotateUp(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRotateUp;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysRotateUp(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRotateUp = value;\r\n }\r\n }\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 public get keysRotateDown(): number[] {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRotateDown;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysRotateDown(value: number[]) {\r\n const keyboard = <FreeCameraKeyboardMoveInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRotateDown = value;\r\n }\r\n }\r\n\r\n /**\r\n * Event raised when the camera collide with a mesh in the scene.\r\n */\r\n public onCollide: (collidedMesh: AbstractMesh) => void;\r\n\r\n private _collider: Collider;\r\n private _needMoveForGravity = false;\r\n private _oldPosition = Vector3.Zero();\r\n private _diffPosition = Vector3.Zero();\r\n private _newPosition = Vector3.Zero();\r\n\r\n /** @internal */\r\n public _localDirection: Vector3;\r\n /** @internal */\r\n public _transformedDirection: Vector3;\r\n\r\n /**\r\n * Instantiates a Free Camera.\r\n * This represents a free type of camera. It can be useful in First Person Shooter game for instance.\r\n * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#universal-camera\r\n * @param name Define the name of the camera in the scene\r\n * @param position Define the start position of the camera in the scene\r\n * @param scene Define the scene the camera belongs to\r\n * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active if not other active cameras have been defined\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, setActiveOnSceneIfNoneActive = true) {\r\n super(name, position, scene, setActiveOnSceneIfNoneActive);\r\n this.inputs = new FreeCameraInputsManager(this);\r\n this.inputs.addKeyboard().addMouse();\r\n }\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 override attachControl(noPreventDefault?: boolean): void;\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param ignored defines an ignored parameter kept for backward compatibility.\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 * BACK COMPAT SIGNATURE ONLY.\r\n */\r\n public override attachControl(ignored: any, noPreventDefault?: boolean): void;\r\n /**\r\n * Attached controls to the current camera.\r\n * @param ignored defines an ignored parameter kept for backward compatibility.\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 override attachControl(ignored?: any, noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this.inputs.attachElement(noPreventDefault);\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public override detachControl(): void {\r\n this.inputs.detachElement();\r\n\r\n this.cameraDirection = new Vector3(0, 0, 0);\r\n this.cameraRotation = new Vector2(0, 0);\r\n }\r\n\r\n // Collisions\r\n private _collisionMask = -1;\r\n\r\n /**\r\n * Define a collision mask to limit the list of object the camera can collide with\r\n */\r\n public get collisionMask(): number {\r\n return this._collisionMask;\r\n }\r\n\r\n public set collisionMask(mask: number) {\r\n this._collisionMask = !isNaN(mask) ? mask : -1;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _collideWithWorld(displacement: Vector3): void {\r\n let globalPosition: Vector3;\r\n\r\n if (this.parent) {\r\n globalPosition = Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());\r\n } else {\r\n globalPosition = this.position;\r\n }\r\n\r\n globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);\r\n this._oldPosition.addInPlace(this.ellipsoidOffset);\r\n\r\n const coordinator = this.getScene().collisionCoordinator;\r\n if (!this._collider) {\r\n this._collider = coordinator.createCollider();\r\n }\r\n\r\n this._collider._radius = this.ellipsoid;\r\n this._collider.collisionMask = this._collisionMask;\r\n\r\n //no need for clone, as long as gravity is not on.\r\n let actualDisplacement = displacement;\r\n\r\n //add gravity to the direction to prevent the dual-collision checking\r\n if (this.applyGravity) {\r\n //this prevents mending with cameraDirection, a global variable of the free camera class.\r\n actualDisplacement = displacement.add(this.getScene().gravity);\r\n }\r\n\r\n coordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);\r\n }\r\n\r\n private _onCollisionPositionChange = (collisionId: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh> = null) => {\r\n this._newPosition.copyFrom(newPosition);\r\n\r\n this._newPosition.subtractToRef(this._oldPosition, this._diffPosition);\r\n\r\n if (this._diffPosition.length() > AbstractEngine.CollisionsEpsilon) {\r\n this.position.addToRef(this._diffPosition, this._deferredPositionUpdate);\r\n if (!this._deferOnly) {\r\n this.position.copyFrom(this._deferredPositionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n // call onCollide, if defined. Note that in case of deferred update, the actual position change might happen in the next frame.\r\n if (this.onCollide && collidedMesh) {\r\n this.onCollide(collidedMesh);\r\n }\r\n }\r\n };\r\n\r\n /** @internal */\r\n public override _checkInputs(): void {\r\n if (!this._localDirection) {\r\n this._localDirection = Vector3.Zero();\r\n this._transformedDirection = Vector3.Zero();\r\n }\r\n\r\n this.inputs.checkInputs();\r\n\r\n super._checkInputs();\r\n }\r\n\r\n /**\r\n * Enable movement without a user input. This allows gravity to always be applied.\r\n */\r\n public set needMoveForGravity(value: boolean) {\r\n this._needMoveForGravity = value;\r\n }\r\n\r\n /**\r\n * When true, gravity is applied whether there is user input or not.\r\n */\r\n public get needMoveForGravity(): boolean {\r\n return this._needMoveForGravity;\r\n }\r\n\r\n /** @internal */\r\n public override _decideIfNeedsToMove(): boolean {\r\n return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n }\r\n\r\n /** @internal */\r\n public override _updatePosition(): void {\r\n if (this.checkCollisions && this.getScene().collisionsEnabled) {\r\n this._collideWithWorld(this.cameraDirection);\r\n } else {\r\n super._updatePosition();\r\n }\r\n }\r\n\r\n /**\r\n * Destroy the camera and release the current resources hold by it.\r\n */\r\n public override dispose(): void {\r\n this.inputs.clear();\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"FreeCamera\";\r\n }\r\n}\r\n\r\n// Register Class Name\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for freeCamera.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterFreeCamera(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.FreeCamera\", FreeCamera);\r\n}\r\n"]}
@@ -90,15 +90,24 @@ export declare class GeospatialCamera extends Camera {
90
90
  private _tempUp;
91
91
  private _setOrientation;
92
92
  /**
93
- * If camera is actively in flight, will update the target properties and use up the remaining duration from original flyTo call
93
+ * If the camera is actively in flight, redirects it toward a new destination, using up the remaining
94
+ * duration from the original flyToAsync call. The redirect starts from the camera's current pose, so it
95
+ * stays smooth (no snap). If the camera is not currently in flight this is a no-op; start a new flight
96
+ * with flyToAsync instead.
94
97
  *
95
- * To start a new flyTo curve entirely, call into flyToAsync again (it will stop the inflight animation)
96
- * @param targetYaw - Target yaw in radians, or undefined to keep the current yaw.
97
- * @param targetPitch - Target pitch in radians, or undefined to keep the current pitch.
98
- * @param targetRadius - Target radius (distance from the look-at center), or undefined to keep the current radius.
99
- * @param targetCenter - Target look-at center in scene coordinates, or undefined to keep the current center.
98
+ * Note: redirecting interrupts the in-flight animation, so the promise returned by the original
99
+ * flyToAsync call resolves early. Await the promise returned here to be notified when the redirected
100
+ * flight actually completes.
101
+ *
102
+ * Any property left undefined is frozen at its current value (matching flyToAsync), it does not continue
103
+ * toward the original flight's destination for that property.
104
+ * @param targetYaw - Target yaw in radians, or undefined to freeze yaw at its current value.
105
+ * @param targetPitch - Target pitch in radians, or undefined to freeze pitch at its current value.
106
+ * @param targetRadius - Target radius (distance from the look-at center), or undefined to freeze radius at its current value.
107
+ * @param targetCenter - Target look-at center in scene coordinates, or undefined to freeze the center at its current value.
108
+ * @returns Promise that resolves when the redirected flight completes (or is interrupted), or undefined if the camera was not in flight.
100
109
  */
101
- updateFlyToDestination(targetYaw?: number, targetPitch?: number, targetRadius?: number, targetCenter?: Vector3): void;
110
+ updateFlyToDestination(targetYaw?: number, targetPitch?: number, targetRadius?: number, targetCenter?: Vector3): Promise<void> | undefined;
102
111
  /**
103
112
  * Animate camera towards passed in property values. If undefined, will use current value
104
113
  * @param targetYaw - Target yaw in radians, or undefined to keep the current yaw.
@@ -111,6 +120,20 @@ export declare class GeospatialCamera extends Camera {
111
120
  * @returns Promise that will return when the animation is complete (or interuppted by pointer input)
112
121
  */
113
122
  flyToAsync(targetYaw?: number, targetPitch?: number, targetRadius?: number, targetCenter?: Vector3, flightDurationMs?: number, easingFunction?: EasingFunction, centerHopScale?: number): Promise<void>;
123
+ /**
124
+ * Shared flight implementation used by both flyToAsync (new flight) and updateFlyToDestination (redirect).
125
+ * Builds the target property map (and the center SLERP/hop interpolation) and animates from the camera's
126
+ * current pose over the given duration.
127
+ * @param targetYaw - Target yaw in radians, or undefined to keep the current yaw.
128
+ * @param targetPitch - Target pitch in radians, or undefined to keep the current pitch.
129
+ * @param targetRadius - Target radius (distance from the look-at center), or undefined to keep the current radius.
130
+ * @param targetCenter - Target look-at center in scene coordinates, or undefined to keep the current center.
131
+ * @param flightDurationMs - Total duration of the animation in milliseconds. Defaults to 1000ms.
132
+ * @param easingFunction - Optional easing function applied to the animation curve.
133
+ * @param centerHopScale - If supplied, defines the parabolic hop height scale for the center animation to create a "bounce" effect.
134
+ * @returns Promise that resolves when the animation is complete (or interrupted).
135
+ */
136
+ private _flyToAsync;
114
137
  /**
115
138
  * Helper function to move camera towards a given point by `distanceScale` of the current camera-to-destination distance (by default 50%).
116
139
  * @param destination point to move towards
@@ -151,23 +151,32 @@ export class GeospatialCamera extends Camera {
151
151
  this._isViewMatrixDirty = true;
152
152
  }
153
153
  /**
154
- * If camera is actively in flight, will update the target properties and use up the remaining duration from original flyTo call
154
+ * If the camera is actively in flight, redirects it toward a new destination, using up the remaining
155
+ * duration from the original flyToAsync call. The redirect starts from the camera's current pose, so it
156
+ * stays smooth (no snap). If the camera is not currently in flight this is a no-op; start a new flight
157
+ * with flyToAsync instead.
155
158
  *
156
- * To start a new flyTo curve entirely, call into flyToAsync again (it will stop the inflight animation)
157
- * @param targetYaw - Target yaw in radians, or undefined to keep the current yaw.
158
- * @param targetPitch - Target pitch in radians, or undefined to keep the current pitch.
159
- * @param targetRadius - Target radius (distance from the look-at center), or undefined to keep the current radius.
160
- * @param targetCenter - Target look-at center in scene coordinates, or undefined to keep the current center.
159
+ * Note: redirecting interrupts the in-flight animation, so the promise returned by the original
160
+ * flyToAsync call resolves early. Await the promise returned here to be notified when the redirected
161
+ * flight actually completes.
162
+ *
163
+ * Any property left undefined is frozen at its current value (matching flyToAsync), it does not continue
164
+ * toward the original flight's destination for that property.
165
+ * @param targetYaw - Target yaw in radians, or undefined to freeze yaw at its current value.
166
+ * @param targetPitch - Target pitch in radians, or undefined to freeze pitch at its current value.
167
+ * @param targetRadius - Target radius (distance from the look-at center), or undefined to freeze radius at its current value.
168
+ * @param targetCenter - Target look-at center in scene coordinates, or undefined to freeze the center at its current value.
169
+ * @returns Promise that resolves when the redirected flight completes (or is interrupted), or undefined if the camera was not in flight.
161
170
  */
162
171
  updateFlyToDestination(targetYaw, targetPitch, targetRadius, targetCenter) {
163
- this._flyToTargets.clear();
164
- // For yaw, use shortest path to target.
165
- const deltaYaw = targetYaw !== undefined ? NormalizeRadians(NormalizeRadians(targetYaw) - this._yaw) : 0;
166
- this._flyToTargets.set("yaw", deltaYaw === 0 ? undefined : this._yaw + deltaYaw);
167
- this._flyToTargets.set("pitch", targetPitch != undefined ? NormalizeRadians(targetPitch) : undefined);
168
- this._flyToTargets.set("radius", targetRadius);
169
- this._flyToTargets.set("center", targetCenter?.clone());
170
- this._flyingBehavior.updateProperties(this._flyToTargets);
172
+ if (!this._flyingBehavior.isInterpolating) {
173
+ // Nothing in flight to redirect. Callers should use flyToAsync to start a new flight.
174
+ return undefined;
175
+ }
176
+ // Redirecting is just a fresh flight that starts from the camera's current pose and uses up the
177
+ // time left in the original flight. flyToAsync already eases from the current values, so this stays
178
+ // smooth (no snap).
179
+ return this._flyToAsync(targetYaw, targetPitch, targetRadius, targetCenter, this._flyingBehavior.remainingDurationMs);
171
180
  }
172
181
  /**
173
182
  * Animate camera towards passed in property values. If undefined, will use current value
@@ -181,6 +190,22 @@ export class GeospatialCamera extends Camera {
181
190
  * @returns Promise that will return when the animation is complete (or interuppted by pointer input)
182
191
  */
183
192
  async flyToAsync(targetYaw, targetPitch, targetRadius, targetCenter, flightDurationMs = 1000, easingFunction, centerHopScale) {
193
+ return await this._flyToAsync(targetYaw, targetPitch, targetRadius, targetCenter, flightDurationMs, easingFunction, centerHopScale);
194
+ }
195
+ /**
196
+ * Shared flight implementation used by both flyToAsync (new flight) and updateFlyToDestination (redirect).
197
+ * Builds the target property map (and the center SLERP/hop interpolation) and animates from the camera's
198
+ * current pose over the given duration.
199
+ * @param targetYaw - Target yaw in radians, or undefined to keep the current yaw.
200
+ * @param targetPitch - Target pitch in radians, or undefined to keep the current pitch.
201
+ * @param targetRadius - Target radius (distance from the look-at center), or undefined to keep the current radius.
202
+ * @param targetCenter - Target look-at center in scene coordinates, or undefined to keep the current center.
203
+ * @param flightDurationMs - Total duration of the animation in milliseconds. Defaults to 1000ms.
204
+ * @param easingFunction - Optional easing function applied to the animation curve.
205
+ * @param centerHopScale - If supplied, defines the parabolic hop height scale for the center animation to create a "bounce" effect.
206
+ * @returns Promise that resolves when the animation is complete (or interrupted).
207
+ */
208
+ async _flyToAsync(targetYaw, targetPitch, targetRadius, targetCenter, flightDurationMs = 1000, easingFunction, centerHopScale) {
184
209
  this._flyToTargets.clear();
185
210
  // For yaw, use shortest path to target.
186
211
  const deltaYaw = targetYaw !== undefined ? NormalizeRadians(NormalizeRadians(targetYaw) - this._yaw) : 0;