@babylonjs/core 9.13.0 → 9.15.0
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.
- package/Animations/animationGroup.d.ts +0 -1
- package/Animations/animationGroup.js +0 -1
- package/Animations/animationGroup.js.map +1 -1
- package/Animations/animationGroup.pure.js +2 -0
- package/Animations/animationGroup.pure.js.map +1 -1
- package/Animations/runtimeAnimation.js +11 -0
- package/Animations/runtimeAnimation.js.map +1 -1
- package/AudioV2/abstractAudio/abstractSound.d.ts +2 -1
- package/AudioV2/abstractAudio/abstractSound.js +3 -2
- package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
- package/AudioV2/abstractAudio/abstractSoundInstance.d.ts +1 -1
- package/AudioV2/abstractAudio/abstractSoundInstance.js.map +1 -1
- package/AudioV2/abstractAudio/staticSound.d.ts +6 -0
- package/AudioV2/abstractAudio/staticSound.js +9 -1
- package/AudioV2/abstractAudio/staticSound.js.map +1 -1
- package/AudioV2/abstractAudio/streamingSound.d.ts +6 -0
- package/AudioV2/abstractAudio/streamingSound.js +9 -1
- package/AudioV2/abstractAudio/streamingSound.js.map +1 -1
- package/AudioV2/webAudio/webAudioStaticSound.d.ts +1 -1
- package/AudioV2/webAudio/webAudioStaticSound.js +6 -3
- package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.d.ts +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.js +7 -4
- package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
- package/Cameras/Inputs/BaseCameraPointersInput.d.ts +2 -1
- package/Cameras/Inputs/BaseCameraPointersInput.js +3 -2
- package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +3 -0
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +37 -10
- package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/flyCameraKeyboardInput.js +19 -9
- package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +21 -18
- package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraKeyboardInput.d.ts +2 -0
- package/Cameras/Inputs/geospatialCameraKeyboardInput.js +31 -12
- package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
- package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +11 -1
- package/Cameras/Inputs/geospatialCameraPointersInput.js +18 -2
- package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.d.ts +0 -2
- package/Cameras/VR/vrExperienceHelper.js +0 -2
- package/Cameras/VR/vrExperienceHelper.js.map +1 -1
- package/Cameras/VR/vrExperienceHelper.pure.js +5 -0
- package/Cameras/VR/vrExperienceHelper.pure.js.map +1 -1
- package/Cameras/arcRotateCamera.pure.js +9 -3
- package/Cameras/arcRotateCamera.pure.js.map +1 -1
- package/Cameras/targetCamera.pure.js +18 -18
- package/Cameras/targetCamera.pure.js.map +1 -1
- package/Collisions/gpuPicker.js +23 -13
- package/Collisions/gpuPicker.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +3 -2
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/Native/nativeRenderTargetWrapper.d.ts +3 -0
- package/Engines/Native/nativeRenderTargetWrapper.js +24 -1
- package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.videoTexture.pure.js +16 -3
- package/Engines/WebGPU/Extensions/engine.videoTexture.pure.js.map +1 -1
- package/Engines/WebGPU/webgpuClearQuad.pure.js +7 -1
- package/Engines/WebGPU/webgpuClearQuad.pure.js.map +1 -1
- package/Engines/abstractEngine.pure.d.ts +8 -1
- package/Engines/abstractEngine.pure.js +4 -3
- package/Engines/abstractEngine.pure.js.map +1 -1
- package/Engines/engine.d.ts +113 -0
- package/Engines/thinNativeEngine.pure.d.ts +2 -0
- package/Engines/thinNativeEngine.pure.js +115 -9
- package/Engines/thinNativeEngine.pure.js.map +1 -1
- package/FlowGraph/flowGraph.js +9 -0
- package/FlowGraph/flowGraph.js.map +1 -1
- package/FlowGraph/flowGraphDataConnection.pure.d.ts +14 -0
- package/FlowGraph/flowGraphDataConnection.pure.js +38 -1
- package/FlowGraph/flowGraphDataConnection.pure.js.map +1 -1
- package/FlowGraph/serialization.d.ts +11 -0
- package/FlowGraph/serialization.js +11 -1
- package/FlowGraph/serialization.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +2 -2
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +43 -51
- package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.d.ts +0 -1
- package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js +0 -1
- package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.d.ts +0 -1
- package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js +66 -35
- package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js.map +1 -1
- package/Helpers/environmentHelper.js +2 -2
- package/Helpers/environmentHelper.js.map +1 -1
- package/Lights/Clustered/clusteredLightContainer.pure.d.ts +1 -1
- package/Lights/Clustered/clusteredLightContainer.pure.js +15 -2
- package/Lights/Clustered/clusteredLightContainer.pure.js.map +1 -1
- package/Lights/areaLight.pure.js +5 -0
- package/Lights/areaLight.pure.js.map +1 -1
- package/Lights/light.d.ts +4 -2
- package/Lights/light.js +10 -4
- package/Lights/light.js.map +1 -1
- package/Lights/rectAreaLight.pure.d.ts +17 -0
- package/Lights/rectAreaLight.pure.js +67 -0
- package/Lights/rectAreaLight.pure.js.map +1 -1
- package/Loading/Plugins/babylonFileLoader.pure.js +4 -4
- package/Loading/Plugins/babylonFileLoader.pure.js.map +1 -1
- package/Materials/Background/backgroundMaterial.pure.js +3 -1
- package/Materials/Background/backgroundMaterial.pure.js.map +1 -1
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.pure.js +2 -2
- package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.pure.js.map +1 -1
- package/Materials/Node/Blocks/PBR/refractionBlock.pure.js +2 -2
- package/Materials/Node/Blocks/PBR/refractionBlock.pure.js.map +1 -1
- package/Materials/Node/nodeMaterial.pure.js +3 -0
- package/Materials/Node/nodeMaterial.pure.js.map +1 -1
- package/Materials/Node/nodeMaterialBuildState.d.ts +3 -3
- package/Materials/PBR/openpbrMaterial.pure.js +3 -1
- package/Materials/PBR/openpbrMaterial.pure.js.map +1 -1
- package/Materials/PBR/pbrMaterial.pure.js +3 -0
- package/Materials/PBR/pbrMaterial.pure.js.map +1 -1
- package/Materials/PBR/pbrMetallicRoughnessMaterial.pure.js +3 -0
- package/Materials/PBR/pbrMetallicRoughnessMaterial.pure.js.map +1 -1
- package/Materials/PBR/pbrSpecularGlossinessMaterial.pure.js +3 -0
- package/Materials/PBR/pbrSpecularGlossinessMaterial.pure.js.map +1 -1
- package/Materials/Textures/HTML/htmlInCanvasPolyfill.d.ts +43 -0
- package/Materials/Textures/HTML/htmlInCanvasPolyfill.js +64 -0
- package/Materials/Textures/HTML/htmlInCanvasPolyfill.js.map +1 -0
- package/Materials/Textures/HTML/htmlInteractionManager.d.ts +69 -0
- package/Materials/Textures/HTML/htmlInteractionManager.js +130 -0
- package/Materials/Textures/HTML/htmlInteractionManager.js.map +1 -0
- package/Materials/Textures/HTML/htmlRaycastInteractionManager.d.ts +84 -0
- package/Materials/Textures/HTML/htmlRaycastInteractionManager.js +246 -0
- package/Materials/Textures/HTML/htmlRaycastInteractionManager.js.map +1 -0
- package/Materials/Textures/HTML/htmlTexture.d.ts +148 -0
- package/Materials/Textures/HTML/htmlTexture.js +455 -0
- package/Materials/Textures/HTML/htmlTexture.js.map +1 -0
- package/Materials/Textures/HTML/index.d.ts +4 -0
- package/Materials/Textures/HTML/index.js +5 -0
- package/Materials/Textures/HTML/index.js.map +1 -0
- package/Materials/Textures/HTML/pure.d.ts +5 -0
- package/Materials/Textures/HTML/pure.js +6 -0
- package/Materials/Textures/HTML/pure.js.map +1 -0
- package/Materials/Textures/cubeTexture.d.ts +0 -1
- package/Materials/Textures/cubeTexture.js +0 -1
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.pure.js +2 -0
- package/Materials/Textures/cubeTexture.pure.js.map +1 -1
- package/Materials/Textures/dynamicTexture.d.ts +0 -1
- package/Materials/Textures/dynamicTexture.js +0 -1
- package/Materials/Textures/dynamicTexture.js.map +1 -1
- package/Materials/Textures/dynamicTexture.pure.js +2 -0
- package/Materials/Textures/dynamicTexture.pure.js.map +1 -1
- package/Materials/Textures/htmlElementTexture.d.ts +0 -2
- package/Materials/Textures/htmlElementTexture.js +0 -2
- package/Materials/Textures/htmlElementTexture.js.map +1 -1
- package/Materials/Textures/htmlElementTexture.pure.js +4 -0
- package/Materials/Textures/htmlElementTexture.pure.js.map +1 -1
- package/Materials/Textures/index.d.ts +1 -0
- package/Materials/Textures/index.js +1 -1
- package/Materials/Textures/index.js.map +1 -1
- package/Materials/Textures/multiRenderTarget.d.ts +0 -1
- package/Materials/Textures/multiRenderTarget.js +0 -1
- package/Materials/Textures/multiRenderTarget.js.map +1 -1
- package/Materials/Textures/multiRenderTarget.pure.js +2 -0
- package/Materials/Textures/multiRenderTarget.pure.js.map +1 -1
- package/Materials/Textures/pure.d.ts +1 -0
- package/Materials/Textures/pure.js +1 -0
- package/Materials/Textures/pure.js.map +1 -1
- package/Materials/Textures/videoTexture.pure.d.ts +3 -0
- package/Materials/Textures/videoTexture.pure.js +30 -0
- package/Materials/Textures/videoTexture.pure.js.map +1 -1
- package/Materials/standardMaterial.pure.js +3 -1
- package/Materials/standardMaterial.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +9 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +12 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingSortWorker.d.ts +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingSortWorker.js +20 -6
- package/Meshes/GaussianSplatting/gaussianSplattingSortWorker.js.map +1 -1
- package/Misc/decorators.functions.d.ts +7 -0
- package/Misc/decorators.functions.js +86 -35
- package/Misc/decorators.functions.js.map +1 -1
- package/Misc/snapshotRenderingHelper.d.ts +4 -1
- package/Misc/snapshotRenderingHelper.js.map +1 -1
- package/Misc/symbolMetadataPolyfill.d.ts +11 -0
- package/Misc/symbolMetadataPolyfill.js +22 -0
- package/Misc/symbolMetadataPolyfill.js.map +1 -0
- package/Misc/tools.pure.js +1 -1
- package/Misc/tools.pure.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +0 -1
- package/Particles/gpuParticleSystem.js +0 -1
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/thinParticleSystem.d.ts +0 -1
- package/Particles/thinParticleSystem.js +0 -1
- package/Particles/thinParticleSystem.js.map +1 -1
- package/Particles/thinParticleSystem.pure.js +2 -0
- package/Particles/thinParticleSystem.pure.js.map +1 -1
- package/Particles/webgl2ParticleSystem.pure.js +2 -0
- package/Particles/webgl2ParticleSystem.pure.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.d.ts +0 -1
- package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js +0 -1
- package/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.pure.js +7 -0
- package/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline.pure.js.map +1 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.d.ts +0 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js +0 -1
- package/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline.js.map +1 -1
- package/PostProcesses/postProcess.pure.js +5 -0
- package/PostProcesses/postProcess.pure.js.map +1 -1
- package/PostProcesses/vrMultiviewToSingleviewPostProcess.d.ts +0 -1
- package/PostProcesses/vrMultiviewToSingleviewPostProcess.js +0 -1
- package/PostProcesses/vrMultiviewToSingleviewPostProcess.js.map +1 -1
- package/PostProcesses/vrMultiviewToSingleviewPostProcess.pure.js +2 -0
- package/PostProcesses/vrMultiviewToSingleviewPostProcess.pure.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.d.ts +0 -2
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +0 -2
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js +5 -0
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.pure.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.d.ts +0 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +0 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.d.ts +1 -0
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.js +34 -0
- package/Rendering/IBLShadows/iblShadowsVoxelRenderer.pure.js.map +1 -1
- package/Rendering/prePassRenderer.d.ts +0 -2
- package/Rendering/prePassRenderer.js +0 -2
- package/Rendering/prePassRenderer.js.map +1 -1
- package/Rendering/prePassRenderer.pure.js +2 -0
- package/Rendering/prePassRenderer.pure.js.map +1 -1
- package/Rendering/thinDepthPeelingRenderer.d.ts +0 -1
- package/Rendering/thinDepthPeelingRenderer.js +0 -1
- package/Rendering/thinDepthPeelingRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js +35 -5
- package/Shaders/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/helperFunctions.js +2 -2
- package/ShadersWGSL/ShadersInclude/helperFunctions.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js +39 -7
- package/ShadersWGSL/ShadersInclude/openpbrEnvironmentLighting.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js +4 -3
- package/ShadersWGSL/ShadersInclude/openpbrIblFunctions.js.map +1 -1
- package/index.d.ts +1 -0
- package/index.js +1 -0
- package/index.js.map +1 -1
- package/package.json +3 -11
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@@ -3,6 +3,7 @@ import { serialize } from "../../Misc/decorators.js";
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import { CameraInputTypes } from "../cameraInputsManager.js";
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import { KeyboardEventTypes } from "../../Events/keyboardEvents.js";
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import { Tools } from "../../Misc/tools.pure.js";
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import { Vector2 } from "../../Maths/math.vector.pure.js";
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/**
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* Manage the keyboard inputs to control the movement of a geospatial camera.
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* Arrow keys + Modifier key (ctrl/alt/option on mac): rotate
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@@ -46,6 +47,8 @@ export class GeospatialCameraKeyboardInput {
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this._keyboardModifiers = { ctrl: false, alt: false, shift: false };
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/** Cached conditions object to avoid per-frame allocations in checkInputs */
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this._keyboardConditions = { modifiers: this._keyboardModifiers };
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/** Reused accumulator for the per-frame keyboard pan direction, to avoid per-frame allocations */
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this._panDirection = new Vector2();
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}
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/**
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* Defines the rotation sensitivity of the inputs.
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this._keyboardModifiers.ctrl = this._ctrlPressed;
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this._keyboardModifiers.alt = this._altPressed;
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this._keyboardModifiers.shift = this._shiftPressed;
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// Pan keys are accumulated into a single direction vector and applied once below, so that
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// holding two directions at once (e.g. up + left) pans along a normalized diagonal at the
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// same speed as a single direction, instead of the ~1.41x boost (sqrt(2)) that results from
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// applying each pan key independently.
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const panDirection = this._panDirection.set(0, 0);
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let panSensitivity = 0;
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for (let index = 0; index < this._keys.length; index++) {
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const keyCode = this._keys[index];
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// Resolve per key — allows different keys to map to different interactions
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}
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}
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else if (resolved.interaction === "pan") {
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//
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//
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//
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const centerX = (this._engine.getRenderWidth() / 2) * hardwareScaling;
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const centerY = (this._engine.getRenderHeight() / 2) * hardwareScaling;
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input.handlers.pan.start(centerX, centerY);
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// Accumulate a unit direction per pan key; the combined vector is normalized after the loop.
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// Aggregate sensitivity with max so the pan speed is independent of key insertion order
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// when keys resolve to different per-key sensitivities.
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panSensitivity = Math.max(panSensitivity, sens);
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if (this.keysLeft.indexOf(keyCode) !== -1) {
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panDirection.x += 1;
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}
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else if (this.keysRight.indexOf(keyCode) !== -1) {
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panDirection.x -= 1;
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}
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else if (this.keysUp.indexOf(keyCode) !== -1) {
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panDirection.y += 1;
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}
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else if (this.keysDown.indexOf(keyCode) !== -1) {
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panDirection.y -= 1;
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}
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input.handlers.pan.stop();
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}
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}
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}
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// Apply a single, normalized pan once all pan keys for this frame have been accumulated.
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if (panDirection.x !== 0 || panDirection.y !== 0) {
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// Normalize so a diagonal isn't faster than an axis-aligned pan (normalize() is a no-op on a zero-length vector).
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panDirection.normalize().scaleInPlace(panSensitivity);
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// Call into movement class handleDrag so that behavior matches that of pointer input, simulating drag from center of screen.
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// getRenderWidth/Height return render buffer pixels (scaled by hardwareScalingLevel relative to CSS pixels),
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// but the picking logic (scene.pick via CreatePickingRayToRef) expects CSS pixels (it divides by hardwareScalingLevel internally).
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const hardwareScaling = this._engine.getHardwareScalingLevel();
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const centerX = (this._engine.getRenderWidth() / 2) * hardwareScaling;
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const centerY = (this._engine.getRenderHeight() / 2) * hardwareScaling;
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input.handlers.pan.start(centerX, centerY);
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input.handlers.pan.update(centerX + panDirection.x, centerY + panDirection.y);
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input.handlers.pan.stop();
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}
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}
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}
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/**
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{ type Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { type GeospatialCamera } from \"../geospatialCamera\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../cameraInputsManager\";\r\nimport { type KeyboardInfo, KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { type KeyboardConditions } from \"../inputMapper\";\r\n\r\n/**\r\n * Manage the keyboard inputs to control the movement of a geospatial camera.\r\n * Arrow keys + Modifier key (ctrl/alt/option on mac): rotate\r\n * Arrow keys alone: pan\r\n * + / - keys: zoom in/out\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class GeospatialCameraKeyboardInput implements ICameraInput<GeospatialCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: GeospatialCamera;\r\n\r\n /**\r\n * Defines the list of key codes associated with the up action (pan up)\r\n */\r\n @serialize()\r\n public keysUp = [38];\r\n\r\n /**\r\n * Defines the list of key codes associated with the down action (pan down)\r\n */\r\n @serialize()\r\n public keysDown = [40];\r\n\r\n /**\r\n * Defines the list of key codes associated with the left action (pan left)\r\n */\r\n @serialize()\r\n public keysLeft = [37];\r\n\r\n /**\r\n * Defines the list of key codes associated with the right action (pan right)\r\n */\r\n @serialize()\r\n public keysRight = [39];\r\n\r\n /**\r\n * Defines the list of key codes associated with zoom in (+ or =)\r\n */\r\n @serialize()\r\n public keysZoomIn = [187, 107]; // 187 = + key, 107 = numpad +\r\n\r\n /**\r\n * Defines the list of key codes associated with zoom out (-)\r\n */\r\n @serialize()\r\n public keysZoomOut = [189, 109]; // 189 = - key, 109 = numpad -\r\n\r\n /**\r\n * Defines the rotation sensitivity of the inputs.\r\n * (How many pixels of pointer input to apply per keypress, before rotation speed factor is applied by movement class)\r\n * @deprecated Use the `sensitivity` field on the keyboard rotate entry in `camera.movement.input.inputMap` instead.\r\n */\r\n @serialize()\r\n public get rotationSensitivity(): number {\r\n const entry = this.camera?.movement.input.getEntry(\"keyboard\", \"rotate\");\r\n return entry?.sensitivity ?? 1;\r\n }\r\n\r\n public set rotationSensitivity(value: number) {\r\n for (const entry of this.camera?.movement.input.getEntries(\"keyboard\", \"rotate\") ?? []) {\r\n entry.sensitivity = value;\r\n }\r\n }\r\n\r\n /**\r\n * Defines the panning sensitivity of the inputs.\r\n * (How many pixels of pointer input to apply per keypress, before pan speed factor is applied by movement class)\r\n * @deprecated Use the `sensitivity` field on the keyboard pan entry in `camera.movement.input.inputMap` instead.\r\n */\r\n @serialize()\r\n public get panSensitivity(): number {\r\n const entry = this.camera?.movement.input.getEntry(\"keyboard\", \"pan\");\r\n return entry?.sensitivity ?? 1;\r\n }\r\n\r\n public set panSensitivity(value: number) {\r\n for (const entry of this.camera?.movement.input.getEntries(\"keyboard\", \"pan\") ?? []) {\r\n entry.sensitivity = value;\r\n }\r\n }\r\n\r\n /**\r\n * Defines the zooming sensitivity of the inputs.\r\n * (How many pixels of pointer input to apply per keypress, before zoom speed factor is applied by movement class)\r\n * @deprecated Use the `sensitivity` field on the keyboard zoom entry in `camera.movement.input.inputMap` instead.\r\n */\r\n @serialize()\r\n public get zoomSensitivity(): number {\r\n const entry = this.camera?.movement.input.getEntry(\"keyboard\", \"zoom\");\r\n return entry?.sensitivity ?? 1;\r\n }\r\n\r\n public set zoomSensitivity(value: number) {\r\n for (const entry of this.camera?.movement.input.getEntries(\"keyboard\", \"zoom\") ?? []) {\r\n entry.sensitivity = value;\r\n }\r\n }\r\n\r\n private _keys = new Array<number>();\r\n private _ctrlPressed: boolean;\r\n private _altPressed: boolean;\r\n private _shiftPressed: boolean;\r\n private _onCanvasBlurObserver: Nullable<Observer<AbstractEngine>>;\r\n private _onKeyboardObserver: Nullable<Observer<KeyboardInfo>>;\r\n private _engine: AbstractEngine;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Modifier state stored separately from `_keyboardConditions` so it can be typed as a\r\n * concrete (non-optional) object. This avoids non-null assertions when updating modifier\r\n * fields each frame, and the conditions object holds the same reference so\r\n * resolveInteraction sees the live state.\r\n */\r\n private _keyboardModifiers: { ctrl: boolean; alt: boolean; shift: boolean } = { ctrl: false, alt: false, shift: false };\r\n\r\n /** Cached conditions object to avoid per-frame allocations in checkInputs */\r\n private _keyboardConditions: KeyboardConditions = { modifiers: this._keyboardModifiers };\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 // was there a second variable defined?\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n\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 const isArrowKey =\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 // Allow metaKey (Cmd on Mac) through for arrow keys so Cmd+Arrow\r\n // works as the Mac equivalent of Ctrl+Arrow for rotation.\r\n // Block metaKey for other keys to avoid capturing browser shortcuts (e.g., Cmd+=/Cmd+-).\r\n if (!evt.metaKey || isArrowKey) {\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n this._ctrlPressed = evt.ctrlKey;\r\n this._altPressed = evt.altKey;\r\n this._shiftPressed = evt.shiftKey;\r\n\r\n if (\r\n this.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.keysZoomIn.indexOf(evt.keyCode) !== -1 ||\r\n this.keysZoomOut.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index === -1) {\r\n this._keys.push(evt.keyCode);\r\n }\r\n\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n } else {\r\n if (\r\n this.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.keysZoomIn.indexOf(evt.keyCode) !== -1 ||\r\n this.keysZoomOut.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index >= 0) {\r\n this._keys.splice(index, 1);\r\n }\r\n\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._scene) {\r\n this._onKeyboardObserver?.remove();\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver?.remove();\r\n this._onCanvasBlurObserver = null;\r\n }\r\n\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._onKeyboardObserver) {\r\n const camera = this.camera;\r\n const input = camera.movement.input;\r\n\r\n // Update cached modifier state\r\n this._keyboardModifiers.ctrl = this._ctrlPressed;\r\n this._keyboardModifiers.alt = this._altPressed;\r\n this._keyboardModifiers.shift = this._shiftPressed;\r\n\r\n for (let index = 0; index < this._keys.length; index++) {\r\n const keyCode = this._keys[index];\r\n\r\n // Resolve per key — allows different keys to map to different interactions\r\n this._keyboardConditions.key = keyCode;\r\n const resolved = input.resolveInteraction(\"keyboard\", this._keyboardConditions);\r\n\r\n if (resolved) {\r\n const sens = resolved.sensitivity ?? 1;\r\n if (resolved.interaction === \"zoom\") {\r\n if (this.keysZoomIn.indexOf(keyCode) !== -1 || this.keysUp.indexOf(keyCode) !== -1) {\r\n input.handlers.zoom(sens, false);\r\n } else if (this.keysZoomOut.indexOf(keyCode) !== -1 || this.keysDown.indexOf(keyCode) !== -1) {\r\n input.handlers.zoom(-sens, false);\r\n }\r\n } else if (resolved.interaction === \"rotate\") {\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n input.handlers.rotate(-sens, 0);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n input.handlers.rotate(sens, 0);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n input.handlers.rotate(0, -sens);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n input.handlers.rotate(0, sens);\r\n }\r\n } else if (resolved.interaction === \"pan\") {\r\n // Call into movement class handleDrag so that behavior matches that of pointer input, simulating drag from center of screen.\r\n // getRenderWidth/Height return render buffer pixels (scaled by hardwareScalingLevel relative to CSS pixels),\r\n // but the picking logic (scene.pick via CreatePickingRayToRef) expects CSS pixels (it divides by hardwareScalingLevel internally).\r\n const hardwareScaling = this._engine.getHardwareScalingLevel();\r\n const centerX = (this._engine.getRenderWidth() / 2) * hardwareScaling;\r\n const centerY = (this._engine.getRenderHeight() / 2) * hardwareScaling;\r\n input.handlers.pan.start(centerX, centerY);\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n input.handlers.pan.update(centerX + sens, centerY);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n input.handlers.pan.update(centerX - sens, centerY);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n input.handlers.pan.update(centerX, centerY + sens);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n input.handlers.pan.update(centerX, centerY - sens);\r\n }\r\n input.handlers.pan.stop();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"GeospatialCameraKeyboardInput\";\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(<any>CameraInputTypes)[\"GeospatialCameraKeyboardInput\"] = GeospatialCameraKeyboardInput;\r\n"]}
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1
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+
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{ type Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { type GeospatialCamera } from \"../geospatialCamera\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../cameraInputsManager\";\r\nimport { type KeyboardInfo, KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { type KeyboardConditions } from \"../inputMapper\";\r\nimport { Vector2 } from \"../../Maths/math.vector.pure\";\r\n\r\n/**\r\n * Manage the keyboard inputs to control the movement of a geospatial camera.\r\n * Arrow keys + Modifier key (ctrl/alt/option on mac): rotate\r\n * Arrow keys alone: pan\r\n * + / - keys: zoom in/out\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class GeospatialCameraKeyboardInput implements ICameraInput<GeospatialCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: GeospatialCamera;\r\n\r\n /**\r\n * Defines the list of key codes associated with the up action (pan up)\r\n */\r\n @serialize()\r\n public keysUp = [38];\r\n\r\n /**\r\n * Defines the list of key codes associated with the down action (pan down)\r\n */\r\n @serialize()\r\n public keysDown = [40];\r\n\r\n /**\r\n * Defines the list of key codes associated with the left action (pan left)\r\n */\r\n @serialize()\r\n public keysLeft = [37];\r\n\r\n /**\r\n * Defines the list of key codes associated with the right action (pan right)\r\n */\r\n @serialize()\r\n public keysRight = [39];\r\n\r\n /**\r\n * Defines the list of key codes associated with zoom in (+ or =)\r\n */\r\n @serialize()\r\n public keysZoomIn = [187, 107]; // 187 = + key, 107 = numpad +\r\n\r\n /**\r\n * Defines the list of key codes associated with zoom out (-)\r\n */\r\n @serialize()\r\n public keysZoomOut = [189, 109]; // 189 = - key, 109 = numpad -\r\n\r\n /**\r\n * Defines the rotation sensitivity of the inputs.\r\n * (How many pixels of pointer input to apply per keypress, before rotation speed factor is applied by movement class)\r\n * @deprecated Use the `sensitivity` field on the keyboard rotate entry in `camera.movement.input.inputMap` instead.\r\n */\r\n @serialize()\r\n public get rotationSensitivity(): number {\r\n const entry = this.camera?.movement.input.getEntry(\"keyboard\", \"rotate\");\r\n return entry?.sensitivity ?? 1;\r\n }\r\n\r\n public set rotationSensitivity(value: number) {\r\n for (const entry of this.camera?.movement.input.getEntries(\"keyboard\", \"rotate\") ?? []) {\r\n entry.sensitivity = value;\r\n }\r\n }\r\n\r\n /**\r\n * Defines the panning sensitivity of the inputs.\r\n * (How many pixels of pointer input to apply per keypress, before pan speed factor is applied by movement class)\r\n * @deprecated Use the `sensitivity` field on the keyboard pan entry in `camera.movement.input.inputMap` instead.\r\n */\r\n @serialize()\r\n public get panSensitivity(): number {\r\n const entry = this.camera?.movement.input.getEntry(\"keyboard\", \"pan\");\r\n return entry?.sensitivity ?? 1;\r\n }\r\n\r\n public set panSensitivity(value: number) {\r\n for (const entry of this.camera?.movement.input.getEntries(\"keyboard\", \"pan\") ?? []) {\r\n entry.sensitivity = value;\r\n }\r\n }\r\n\r\n /**\r\n * Defines the zooming sensitivity of the inputs.\r\n * (How many pixels of pointer input to apply per keypress, before zoom speed factor is applied by movement class)\r\n * @deprecated Use the `sensitivity` field on the keyboard zoom entry in `camera.movement.input.inputMap` instead.\r\n */\r\n @serialize()\r\n public get zoomSensitivity(): number {\r\n const entry = this.camera?.movement.input.getEntry(\"keyboard\", \"zoom\");\r\n return entry?.sensitivity ?? 1;\r\n }\r\n\r\n public set zoomSensitivity(value: number) {\r\n for (const entry of this.camera?.movement.input.getEntries(\"keyboard\", \"zoom\") ?? []) {\r\n entry.sensitivity = value;\r\n }\r\n }\r\n\r\n private _keys = new Array<number>();\r\n private _ctrlPressed: boolean;\r\n private _altPressed: boolean;\r\n private _shiftPressed: boolean;\r\n private _onCanvasBlurObserver: Nullable<Observer<AbstractEngine>>;\r\n private _onKeyboardObserver: Nullable<Observer<KeyboardInfo>>;\r\n private _engine: AbstractEngine;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Modifier state stored separately from `_keyboardConditions` so it can be typed as a\r\n * concrete (non-optional) object. This avoids non-null assertions when updating modifier\r\n * fields each frame, and the conditions object holds the same reference so\r\n * resolveInteraction sees the live state.\r\n */\r\n private _keyboardModifiers: { ctrl: boolean; alt: boolean; shift: boolean } = { ctrl: false, alt: false, shift: false };\r\n\r\n /** Cached conditions object to avoid per-frame allocations in checkInputs */\r\n private _keyboardConditions: KeyboardConditions = { modifiers: this._keyboardModifiers };\r\n\r\n /** Reused accumulator for the per-frame keyboard pan direction, to avoid per-frame allocations */\r\n private _panDirection = new Vector2();\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 // was there a second variable defined?\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n\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 const isArrowKey =\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 // Allow metaKey (Cmd on Mac) through for arrow keys so Cmd+Arrow\r\n // works as the Mac equivalent of Ctrl+Arrow for rotation.\r\n // Block metaKey for other keys to avoid capturing browser shortcuts (e.g., Cmd+=/Cmd+-).\r\n if (!evt.metaKey || isArrowKey) {\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n this._ctrlPressed = evt.ctrlKey;\r\n this._altPressed = evt.altKey;\r\n this._shiftPressed = evt.shiftKey;\r\n\r\n if (\r\n this.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.keysZoomIn.indexOf(evt.keyCode) !== -1 ||\r\n this.keysZoomOut.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index === -1) {\r\n this._keys.push(evt.keyCode);\r\n }\r\n\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n } else {\r\n if (\r\n this.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.keysZoomIn.indexOf(evt.keyCode) !== -1 ||\r\n this.keysZoomOut.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index >= 0) {\r\n this._keys.splice(index, 1);\r\n }\r\n\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._scene) {\r\n this._onKeyboardObserver?.remove();\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver?.remove();\r\n this._onCanvasBlurObserver = null;\r\n }\r\n\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._onKeyboardObserver) {\r\n const camera = this.camera;\r\n const input = camera.movement.input;\r\n\r\n // Update cached modifier state\r\n this._keyboardModifiers.ctrl = this._ctrlPressed;\r\n this._keyboardModifiers.alt = this._altPressed;\r\n this._keyboardModifiers.shift = this._shiftPressed;\r\n\r\n // Pan keys are accumulated into a single direction vector and applied once below, so that\r\n // holding two directions at once (e.g. up + left) pans along a normalized diagonal at the\r\n // same speed as a single direction, instead of the ~1.41x boost (sqrt(2)) that results from\r\n // applying each pan key independently.\r\n const panDirection = this._panDirection.set(0, 0);\r\n let panSensitivity = 0;\r\n\r\n for (let index = 0; index < this._keys.length; index++) {\r\n const keyCode = this._keys[index];\r\n\r\n // Resolve per key — allows different keys to map to different interactions\r\n this._keyboardConditions.key = keyCode;\r\n const resolved = input.resolveInteraction(\"keyboard\", this._keyboardConditions);\r\n\r\n if (resolved) {\r\n const sens = resolved.sensitivity ?? 1;\r\n if (resolved.interaction === \"zoom\") {\r\n if (this.keysZoomIn.indexOf(keyCode) !== -1 || this.keysUp.indexOf(keyCode) !== -1) {\r\n input.handlers.zoom(sens, false);\r\n } else if (this.keysZoomOut.indexOf(keyCode) !== -1 || this.keysDown.indexOf(keyCode) !== -1) {\r\n input.handlers.zoom(-sens, false);\r\n }\r\n } else if (resolved.interaction === \"rotate\") {\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n input.handlers.rotate(-sens, 0);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n input.handlers.rotate(sens, 0);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n input.handlers.rotate(0, -sens);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n input.handlers.rotate(0, sens);\r\n }\r\n } else if (resolved.interaction === \"pan\") {\r\n // Accumulate a unit direction per pan key; the combined vector is normalized after the loop.\r\n // Aggregate sensitivity with max so the pan speed is independent of key insertion order\r\n // when keys resolve to different per-key sensitivities.\r\n panSensitivity = Math.max(panSensitivity, sens);\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n panDirection.x += 1;\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n panDirection.x -= 1;\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n panDirection.y += 1;\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n panDirection.y -= 1;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Apply a single, normalized pan once all pan keys for this frame have been accumulated.\r\n if (panDirection.x !== 0 || panDirection.y !== 0) {\r\n // Normalize so a diagonal isn't faster than an axis-aligned pan (normalize() is a no-op on a zero-length vector).\r\n panDirection.normalize().scaleInPlace(panSensitivity);\r\n\r\n // Call into movement class handleDrag so that behavior matches that of pointer input, simulating drag from center of screen.\r\n // getRenderWidth/Height return render buffer pixels (scaled by hardwareScalingLevel relative to CSS pixels),\r\n // but the picking logic (scene.pick via CreatePickingRayToRef) expects CSS pixels (it divides by hardwareScalingLevel internally).\r\n const hardwareScaling = this._engine.getHardwareScalingLevel();\r\n const centerX = (this._engine.getRenderWidth() / 2) * hardwareScaling;\r\n const centerY = (this._engine.getRenderHeight() / 2) * hardwareScaling;\r\n input.handlers.pan.start(centerX, centerY);\r\n input.handlers.pan.update(centerX + panDirection.x, centerY + panDirection.y);\r\n input.handlers.pan.stop();\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 \"GeospatialCameraKeyboardInput\";\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(<any>CameraInputTypes)[\"GeospatialCameraKeyboardInput\"] = GeospatialCameraKeyboardInput;\r\n"]}
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import { type GeospatialCamera } from "../../Cameras/geospatialCamera.js";
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import { type EasingFunction } from "../../Animations/easing.js";
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import { type IPointerEvent } from "../../Events/deviceInputEvents.js";
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import { type PointerTouch } from "../../Events/pointerEvents.js";
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import { type Nullable } from "../../types.js";
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@@ -46,6 +47,15 @@ export declare class GeospatialCameraPointersInput extends OrbitCameraPointersIn
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* in pinch mode.
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pinchToPanMax: number;
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* Duration (in milliseconds) of the fly-to animation triggered by a double tap.
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doubleTapAnimationDurationMs: number;
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* Optional easing function applied to the double-tap fly-to animation.
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* An EasingFunction instance can be created once and reused across double taps.
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*/
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doubleTapEasingFunction: Nullable<EasingFunction>;
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getClassName(): string;
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/**
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* Handles the pointer-down event. Captures the active button + modifier state, resolves which
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@@ -68,7 +78,7 @@ export declare class GeospatialCameraPointersInput extends OrbitCameraPointersIn
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* @param multiTouchPanPosition
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protected _computeMultiTouchPanning(previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
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-
onDoubleTap(type: string): void;
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onDoubleTap(type: string, evt?: IPointerEvent): void;
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/**
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* Handles a multi-touch (pinch / two-finger pan) gesture. Detects whether the gesture should be
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* interpreted as a pinch zoom or a two-finger pan based on cumulative finger distance change,
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@@ -30,6 +30,15 @@ export class GeospatialCameraPointersInput extends OrbitCameraPointersInput {
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* in pinch mode.
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this.pinchToPanMax = 20;
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* Duration (in milliseconds) of the fly-to animation triggered by a double tap.
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*/
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this.doubleTapAnimationDurationMs = 1000;
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* Optional easing function applied to the double-tap fly-to animation.
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* An EasingFunction instance can be created once and reused across double taps.
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*/
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this.doubleTapEasingFunction = null;
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}
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* Defines the rotation sensitivity of the pointer when rotating camera around the x axis (pitch).
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@@ -151,10 +160,17 @@ export class GeospatialCameraPointersInput extends OrbitCameraPointersInput {
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this.camera.movement.input.handlers.rotate(moveDeltaX * sensX, -moveDeltaY * sensY);
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onDoubleTap(type) {
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onDoubleTap(type, evt) {
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// Only respond to a double tap from the primary pointer (left mouse button / primary touch).
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// Ignore non-primary buttons (e.g. double right-click) and mixed combinations (e.g. left then right).
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// Also ignore the double tap if any other button is still pressed (e.g. right-click held for
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// rotation while double-tapping left), since `evt.buttons` is a bitmask of currently-pressed buttons.
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if (evt && (evt.button !== 0 || evt.buttons !== 0)) {
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return;
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}
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const pickResult = this.camera._scene.pick(this.camera._scene.pointerX, this.camera._scene.pointerY, this.camera.movement.pickPredicate);
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if (pickResult.pickedPoint) {
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void this.camera.flyToPointAsync(pickResult.pickedPoint);
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void this.camera.flyToPointAsync(pickResult.pickedPoint, undefined, this.doubleTapAnimationDurationMs, this.doubleTapEasingFunction ?? undefined);
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}
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}
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/**
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@@ -1 +1 @@
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-
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{ type GeospatialCamera } from \"../../Cameras/geospatialCamera\";\r\nimport { type IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport { type PointerTouch } from \"../../Events/pointerEvents\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { OrbitCameraPointersInput } from \"./orbitCameraPointersInput\";\r\nimport { Vector3Distance } from \"../../Maths/math.vector.functions\";\r\nimport { type PointerConditions, type PointerInputMapEntry } from \"../inputMapper\";\r\n\r\n/**\r\n * Geospatial camera inputs can simulate dragging the globe around or tilting the camera around some point on the globe\r\n * This class will update the GeospatialCameraMovement class's movementDeltaCurrentFrame, and the camera is responsible for using these updates to calculate viewMatrix appropriately\r\n *\r\n * Uses the inputMap on the movement class to determine which button maps to which interaction.\r\n * Default: Left mouse button = pan (drag globe), Middle/Right mouse button = rotate (tilt)\r\n *\r\n */\r\nexport class GeospatialCameraPointersInput extends OrbitCameraPointersInput {\r\n public camera: GeospatialCamera;\r\n\r\n private _initialPinchSquaredDistance: number = 0;\r\n private _pinchCentroid: Nullable<PointerTouch> = null;\r\n\r\n /** Cached resolved inputMap entry for the current pointer gesture */\r\n private _activeEntry: Nullable<PointerInputMapEntry> = null;\r\n\r\n /**\r\n * Modifier state stored separately from `_pointerConditions` so it can be typed as a\r\n * concrete (non-optional) object. This avoids non-null assertions when updating modifier\r\n * fields on every pointer-down, and the conditions object holds the same reference so\r\n * resolveInteraction sees the live state.\r\n */\r\n private _pointerModifiers: { ctrl: boolean; alt: boolean; shift: boolean } = { ctrl: false, alt: false, shift: false };\r\n\r\n /** Cached conditions object for pointer-down resolution */\r\n private _pointerConditions: PointerConditions = { modifiers: this._pointerModifiers };\r\n\r\n /**\r\n * Defines the rotation sensitivity of the pointer when rotating camera around the x axis (pitch).\r\n * (Multiplied by the true pixel delta of pointer input, before rotation speed factor is applied by movement class)\r\n * @deprecated Use the `sensitivity` field on the pointer rotate entry in `camera.movement.input.inputMap` instead.\r\n */\r\n public get pitchSensitivity(): number {\r\n const entry = this.camera?.movement.input.getEntry(\"pointer\", \"rotate\");\r\n return entry?.sensitivityY ?? entry?.sensitivity ?? 1;\r\n }\r\n\r\n public set pitchSensitivity(value: number) {\r\n for (const entry of this.camera?.movement.input.getEntries(\"pointer\", \"rotate\") ?? []) {\r\n entry.sensitivityY = value;\r\n }\r\n }\r\n\r\n /**\r\n * Defines the rotation sensitivity of the pointer when rotating the camera around the Y axis (yaw).\r\n * (Multiplied by the true pixel delta of pointer input, before rotation speed factor is applied by movement class)\r\n * @deprecated Use the `sensitivity` field on the pointer rotate entry in `camera.movement.input.inputMap` instead.\r\n */\r\n public get yawSensitivity(): number {\r\n const entry = this.camera?.movement.input.getEntry(\"pointer\", \"rotate\");\r\n return entry?.sensitivityX ?? entry?.sensitivity ?? 1;\r\n }\r\n\r\n public set yawSensitivity(value: number) {\r\n for (const entry of this.camera?.movement.input.getEntries(\"pointer\", \"rotate\") ?? []) {\r\n entry.sensitivityX = value;\r\n }\r\n }\r\n\r\n /**\r\n * Defines the distance used to consider the camera in pan mode vs pinch/zoom.\r\n * Basically if your fingers moves away from more than this distance you will be considered\r\n * in pinch mode.\r\n */\r\n public pinchToPanMax: number = 20;\r\n\r\n public override getClassName(): string {\r\n return \"GeospatialCameraPointersInput\";\r\n }\r\n\r\n /**\r\n * Handles the pointer-down event. Captures the active button + modifier state, resolves which\r\n * inputMap entry should drive the gesture, and starts pan tracking if the resolved interaction is \"pan\".\r\n * @param evt - The pointer-down event.\r\n */\r\n public override onButtonDown(evt: IPointerEvent): void {\r\n this.camera.movement.activeInput = true;\r\n const scene = this.camera.getScene();\r\n\r\n this._pointerConditions.button = evt.button;\r\n this._pointerModifiers.ctrl = evt.ctrlKey;\r\n this._pointerModifiers.alt = evt.altKey;\r\n this._pointerModifiers.shift = evt.shiftKey;\r\n this._activeEntry = this.camera.movement.input.resolveInteraction(\"pointer\", this._pointerConditions);\r\n\r\n if (this._activeEntry?.interaction === \"pan\") {\r\n this.camera.movement.input.handlers.pan.start(scene.pointerX, scene.pointerY);\r\n }\r\n }\r\n\r\n public override onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {\r\n if (!this._activeEntry) {\r\n return;\r\n }\r\n const sens = this._activeEntry.sensitivity ?? 1;\r\n const sensX = this._activeEntry.sensitivityX ?? sens;\r\n const sensY = this._activeEntry.sensitivityY ?? sens;\r\n const scene = this.camera.getScene();\r\n\r\n if (this._activeEntry.interaction === \"pan\") {\r\n this.camera.movement.input.handlers.pan.update(scene.pointerX, scene.pointerY);\r\n } else if (this._activeEntry.interaction === \"rotate\") {\r\n this.camera.movement.input.handlers.rotate(offsetX * sensX, -offsetY * sensY);\r\n }\r\n }\r\n\r\n /**\r\n * Move camera from multitouch (pinch) zoom distances.\r\n * Zooms towards the centroid (midpoint between the two fingers).\r\n * @param previousPinchSquaredDistance\r\n * @param pinchSquaredDistance\r\n */\r\n protected override _computePinchZoom(previousPinchSquaredDistance: number, pinchSquaredDistance: number): void {\r\n const camera = this.camera;\r\n\r\n // Calculate zoom distance based on pinch delta\r\n const previousDistance = Math.sqrt(previousPinchSquaredDistance);\r\n const currentDistance = Math.sqrt(pinchSquaredDistance);\r\n const pinchDelta = currentDistance - previousDistance;\r\n\r\n // Try to zoom towards centroid if we have it\r\n if (this._pinchCentroid) {\r\n const scene = camera.getScene();\r\n const engine = scene.getEngine();\r\n const canvasRect = engine.getInputElementClientRect();\r\n\r\n if (canvasRect) {\r\n // Convert centroid from clientX/Y to canvas-relative coordinates (same as scene.pointerX/Y)\r\n const canvasX = this._pinchCentroid.x - canvasRect.left;\r\n const canvasY = this._pinchCentroid.y - canvasRect.top;\r\n\r\n // Pick at centroid\r\n const pickResult = scene.pick(canvasX, canvasY, camera.movement.pickPredicate);\r\n if (pickResult?.pickedPoint) {\r\n // Scale zoom by distance to picked point\r\n const distanceToPoint = Vector3Distance(pickResult.pickedPoint, camera.position);\r\n const zoomDistance = pinchDelta * distanceToPoint * 0.005;\r\n const clampedZoom = camera.limits.clampZoomDistance(zoomDistance, camera.radius, distanceToPoint);\r\n camera.zoomToPoint(pickResult.pickedPoint, clampedZoom);\r\n return;\r\n }\r\n }\r\n }\r\n\r\n // Fallback: scale zoom by camera radius along lookat vector\r\n const zoomDistance = pinchDelta * camera.radius * 0.005;\r\n const clampedZoom = camera.limits.clampZoomDistance(zoomDistance, camera.radius);\r\n camera.zoomAlongLookAt(clampedZoom);\r\n }\r\n\r\n /**\r\n * Move camera from multi touch panning positions.\r\n * In geospatialcamera, multi touch panning tilts the globe (whereas single touch will pan/drag it)\r\n * @param previousMultiTouchPanPosition\r\n * @param multiTouchPanPosition\r\n */\r\n protected override _computeMultiTouchPanning(previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void {\r\n if (previousMultiTouchPanPosition && multiTouchPanPosition) {\r\n const moveDeltaX = multiTouchPanPosition.x - previousMultiTouchPanPosition.x;\r\n const moveDeltaY = multiTouchPanPosition.y - previousMultiTouchPanPosition.y;\r\n // Multi-touch is a gesture (no button), so `_activeEntry` is null. Resolve a fresh\r\n // pointer→rotate entry so the configured rotate sensitivity (yaw/pitch) is honored.\r\n const rotateEntry = this.camera.movement.input.getEntry(\"pointer\", \"rotate\");\r\n const sens = rotateEntry?.sensitivity ?? 1;\r\n const sensX = rotateEntry?.sensitivityX ?? sens;\r\n const sensY = rotateEntry?.sensitivityY ?? sens;\r\n this.camera.movement.input.handlers.rotate(moveDeltaX * sensX, -moveDeltaY * sensY);\r\n }\r\n }\r\n\r\n public override onDoubleTap(type: string): void {\r\n const pickResult = this.camera._scene.pick(this.camera._scene.pointerX, this.camera._scene.pointerY, this.camera.movement.pickPredicate);\r\n if (pickResult.pickedPoint) {\r\n void this.camera.flyToPointAsync(pickResult.pickedPoint);\r\n }\r\n }\r\n\r\n /**\r\n * Handles a multi-touch (pinch / two-finger pan) gesture. Detects whether the gesture should be\r\n * interpreted as a pinch zoom or a two-finger pan based on cumulative finger distance change,\r\n * and forwards the gesture to the parent class once a mode is decided.\r\n * @param pointA - First active touch point, or null if it just ended.\r\n * @param pointB - Second active touch point, or null if it just ended.\r\n * @param previousPinchSquaredDistance - Squared distance between the two touches on the previous frame.\r\n * @param pinchSquaredDistance - Squared distance between the two touches on the current frame.\r\n * @param previousMultiTouchPanPosition - Centroid of the two touches on the previous frame, or null if unavailable.\r\n * @param multiTouchPanPosition - Centroid of the two touches on the current frame, or null if the gesture ended.\r\n */\r\n public override onMultiTouch(\r\n pointA: Nullable<PointerTouch>,\r\n pointB: Nullable<PointerTouch>,\r\n previousPinchSquaredDistance: number,\r\n pinchSquaredDistance: number,\r\n previousMultiTouchPanPosition: Nullable<PointerTouch>,\r\n multiTouchPanPosition: Nullable<PointerTouch>\r\n ): void {\r\n // Store centroid for use in _computePinchZoom (it's already calculated by parent)\r\n this._pinchCentroid = multiTouchPanPosition;\r\n\r\n // Reset on gesture end\r\n if (pinchSquaredDistance === 0 && multiTouchPanPosition === null) {\r\n this._initialPinchSquaredDistance = 0;\r\n this._pinchCentroid = null;\r\n super.onMultiTouch(pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n return;\r\n }\r\n\r\n // Track initial distance at gesture start for cumulative threshold detection\r\n if (this._initialPinchSquaredDistance === 0 && pinchSquaredDistance !== 0) {\r\n this._initialPinchSquaredDistance = pinchSquaredDistance;\r\n }\r\n\r\n // Use cumulative delta from gesture start for threshold detection (more forgiving than frame-to-frame)\r\n const cumulativeDelta = Math.abs(Math.sqrt(pinchSquaredDistance) - Math.sqrt(this._initialPinchSquaredDistance));\r\n this._shouldStartPinchZoom = this._twoFingerActivityCount < 20 && cumulativeDelta > this.pinchToPanMax;\r\n\r\n super.onMultiTouch(pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n }\r\n\r\n public override onButtonUp(_evt: IPointerEvent): void {\r\n if (this._activeEntry?.interaction === \"pan\") {\r\n this.camera.movement.input.handlers.pan.stop();\r\n }\r\n this._activeEntry = null;\r\n this.camera.movement.activeInput = false;\r\n this._initialPinchSquaredDistance = 0;\r\n this._pinchCentroid = null;\r\n super.onButtonUp(_evt);\r\n }\r\n\r\n public override onLostFocus(): void {\r\n this._activeEntry = null;\r\n this._initialPinchSquaredDistance = 0;\r\n this._pinchCentroid = null;\r\n super.onLostFocus();\r\n }\r\n}\r\n"]}
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{ type GeospatialCamera } from \"../../Cameras/geospatialCamera\";\r\nimport { type EasingFunction } from \"../../Animations/easing\";\r\nimport { type IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport { type PointerTouch } from \"../../Events/pointerEvents\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { OrbitCameraPointersInput } from \"./orbitCameraPointersInput\";\r\nimport { Vector3Distance } from \"../../Maths/math.vector.functions\";\r\nimport { type PointerConditions, type PointerInputMapEntry } from \"../inputMapper\";\r\n\r\n/**\r\n * Geospatial camera inputs can simulate dragging the globe around or tilting the camera around some point on the globe\r\n * This class will update the GeospatialCameraMovement class's movementDeltaCurrentFrame, and the camera is responsible for using these updates to calculate viewMatrix appropriately\r\n *\r\n * Uses the inputMap on the movement class to determine which button maps to which interaction.\r\n * Default: Left mouse button = pan (drag globe), Middle/Right mouse button = rotate (tilt)\r\n *\r\n */\r\nexport class GeospatialCameraPointersInput extends OrbitCameraPointersInput {\r\n public camera: GeospatialCamera;\r\n\r\n private _initialPinchSquaredDistance: number = 0;\r\n private _pinchCentroid: Nullable<PointerTouch> = null;\r\n\r\n /** Cached resolved inputMap entry for the current pointer gesture */\r\n private _activeEntry: Nullable<PointerInputMapEntry> = null;\r\n\r\n /**\r\n * Modifier state stored separately from `_pointerConditions` so it can be typed as a\r\n * concrete (non-optional) object. This avoids non-null assertions when updating modifier\r\n * fields on every pointer-down, and the conditions object holds the same reference so\r\n * resolveInteraction sees the live state.\r\n */\r\n private _pointerModifiers: { ctrl: boolean; alt: boolean; shift: boolean } = { ctrl: false, alt: false, shift: false };\r\n\r\n /** Cached conditions object for pointer-down resolution */\r\n private _pointerConditions: PointerConditions = { modifiers: this._pointerModifiers };\r\n\r\n /**\r\n * Defines the rotation sensitivity of the pointer when rotating camera around the x axis (pitch).\r\n * (Multiplied by the true pixel delta of pointer input, before rotation speed factor is applied by movement class)\r\n * @deprecated Use the `sensitivity` field on the pointer rotate entry in `camera.movement.input.inputMap` instead.\r\n */\r\n public get pitchSensitivity(): number {\r\n const entry = this.camera?.movement.input.getEntry(\"pointer\", \"rotate\");\r\n return entry?.sensitivityY ?? entry?.sensitivity ?? 1;\r\n }\r\n\r\n public set pitchSensitivity(value: number) {\r\n for (const entry of this.camera?.movement.input.getEntries(\"pointer\", \"rotate\") ?? []) {\r\n entry.sensitivityY = value;\r\n }\r\n }\r\n\r\n /**\r\n * Defines the rotation sensitivity of the pointer when rotating the camera around the Y axis (yaw).\r\n * (Multiplied by the true pixel delta of pointer input, before rotation speed factor is applied by movement class)\r\n * @deprecated Use the `sensitivity` field on the pointer rotate entry in `camera.movement.input.inputMap` instead.\r\n */\r\n public get yawSensitivity(): number {\r\n const entry = this.camera?.movement.input.getEntry(\"pointer\", \"rotate\");\r\n return entry?.sensitivityX ?? entry?.sensitivity ?? 1;\r\n }\r\n\r\n public set yawSensitivity(value: number) {\r\n for (const entry of this.camera?.movement.input.getEntries(\"pointer\", \"rotate\") ?? []) {\r\n entry.sensitivityX = value;\r\n }\r\n }\r\n\r\n /**\r\n * Defines the distance used to consider the camera in pan mode vs pinch/zoom.\r\n * Basically if your fingers moves away from more than this distance you will be considered\r\n * in pinch mode.\r\n */\r\n public pinchToPanMax: number = 20;\r\n\r\n /**\r\n * Duration (in milliseconds) of the fly-to animation triggered by a double tap.\r\n */\r\n public doubleTapAnimationDurationMs: number = 1000;\r\n\r\n /**\r\n * Optional easing function applied to the double-tap fly-to animation.\r\n * An EasingFunction instance can be created once and reused across double taps.\r\n */\r\n public doubleTapEasingFunction: Nullable<EasingFunction> = null;\r\n\r\n public override getClassName(): string {\r\n return \"GeospatialCameraPointersInput\";\r\n }\r\n\r\n /**\r\n * Handles the pointer-down event. Captures the active button + modifier state, resolves which\r\n * inputMap entry should drive the gesture, and starts pan tracking if the resolved interaction is \"pan\".\r\n * @param evt - The pointer-down event.\r\n */\r\n public override onButtonDown(evt: IPointerEvent): void {\r\n this.camera.movement.activeInput = true;\r\n const scene = this.camera.getScene();\r\n\r\n this._pointerConditions.button = evt.button;\r\n this._pointerModifiers.ctrl = evt.ctrlKey;\r\n this._pointerModifiers.alt = evt.altKey;\r\n this._pointerModifiers.shift = evt.shiftKey;\r\n this._activeEntry = this.camera.movement.input.resolveInteraction(\"pointer\", this._pointerConditions);\r\n\r\n if (this._activeEntry?.interaction === \"pan\") {\r\n this.camera.movement.input.handlers.pan.start(scene.pointerX, scene.pointerY);\r\n }\r\n }\r\n\r\n public override onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {\r\n if (!this._activeEntry) {\r\n return;\r\n }\r\n const sens = this._activeEntry.sensitivity ?? 1;\r\n const sensX = this._activeEntry.sensitivityX ?? sens;\r\n const sensY = this._activeEntry.sensitivityY ?? sens;\r\n const scene = this.camera.getScene();\r\n\r\n if (this._activeEntry.interaction === \"pan\") {\r\n this.camera.movement.input.handlers.pan.update(scene.pointerX, scene.pointerY);\r\n } else if (this._activeEntry.interaction === \"rotate\") {\r\n this.camera.movement.input.handlers.rotate(offsetX * sensX, -offsetY * sensY);\r\n }\r\n }\r\n\r\n /**\r\n * Move camera from multitouch (pinch) zoom distances.\r\n * Zooms towards the centroid (midpoint between the two fingers).\r\n * @param previousPinchSquaredDistance\r\n * @param pinchSquaredDistance\r\n */\r\n protected override _computePinchZoom(previousPinchSquaredDistance: number, pinchSquaredDistance: number): void {\r\n const camera = this.camera;\r\n\r\n // Calculate zoom distance based on pinch delta\r\n const previousDistance = Math.sqrt(previousPinchSquaredDistance);\r\n const currentDistance = Math.sqrt(pinchSquaredDistance);\r\n const pinchDelta = currentDistance - previousDistance;\r\n\r\n // Try to zoom towards centroid if we have it\r\n if (this._pinchCentroid) {\r\n const scene = camera.getScene();\r\n const engine = scene.getEngine();\r\n const canvasRect = engine.getInputElementClientRect();\r\n\r\n if (canvasRect) {\r\n // Convert centroid from clientX/Y to canvas-relative coordinates (same as scene.pointerX/Y)\r\n const canvasX = this._pinchCentroid.x - canvasRect.left;\r\n const canvasY = this._pinchCentroid.y - canvasRect.top;\r\n\r\n // Pick at centroid\r\n const pickResult = scene.pick(canvasX, canvasY, camera.movement.pickPredicate);\r\n if (pickResult?.pickedPoint) {\r\n // Scale zoom by distance to picked point\r\n const distanceToPoint = Vector3Distance(pickResult.pickedPoint, camera.position);\r\n const zoomDistance = pinchDelta * distanceToPoint * 0.005;\r\n const clampedZoom = camera.limits.clampZoomDistance(zoomDistance, camera.radius, distanceToPoint);\r\n camera.zoomToPoint(pickResult.pickedPoint, clampedZoom);\r\n return;\r\n }\r\n }\r\n }\r\n\r\n // Fallback: scale zoom by camera radius along lookat vector\r\n const zoomDistance = pinchDelta * camera.radius * 0.005;\r\n const clampedZoom = camera.limits.clampZoomDistance(zoomDistance, camera.radius);\r\n camera.zoomAlongLookAt(clampedZoom);\r\n }\r\n\r\n /**\r\n * Move camera from multi touch panning positions.\r\n * In geospatialcamera, multi touch panning tilts the globe (whereas single touch will pan/drag it)\r\n * @param previousMultiTouchPanPosition\r\n * @param multiTouchPanPosition\r\n */\r\n protected override _computeMultiTouchPanning(previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void {\r\n if (previousMultiTouchPanPosition && multiTouchPanPosition) {\r\n const moveDeltaX = multiTouchPanPosition.x - previousMultiTouchPanPosition.x;\r\n const moveDeltaY = multiTouchPanPosition.y - previousMultiTouchPanPosition.y;\r\n // Multi-touch is a gesture (no button), so `_activeEntry` is null. Resolve a fresh\r\n // pointer→rotate entry so the configured rotate sensitivity (yaw/pitch) is honored.\r\n const rotateEntry = this.camera.movement.input.getEntry(\"pointer\", \"rotate\");\r\n const sens = rotateEntry?.sensitivity ?? 1;\r\n const sensX = rotateEntry?.sensitivityX ?? sens;\r\n const sensY = rotateEntry?.sensitivityY ?? sens;\r\n this.camera.movement.input.handlers.rotate(moveDeltaX * sensX, -moveDeltaY * sensY);\r\n }\r\n }\r\n\r\n public override onDoubleTap(type: string, evt?: IPointerEvent): void {\r\n // Only respond to a double tap from the primary pointer (left mouse button / primary touch).\r\n // Ignore non-primary buttons (e.g. double right-click) and mixed combinations (e.g. left then right).\r\n // Also ignore the double tap if any other button is still pressed (e.g. right-click held for\r\n // rotation while double-tapping left), since `evt.buttons` is a bitmask of currently-pressed buttons.\r\n if (evt && (evt.button !== 0 || evt.buttons !== 0)) {\r\n return;\r\n }\r\n const pickResult = this.camera._scene.pick(this.camera._scene.pointerX, this.camera._scene.pointerY, this.camera.movement.pickPredicate);\r\n if (pickResult.pickedPoint) {\r\n void this.camera.flyToPointAsync(pickResult.pickedPoint, undefined, this.doubleTapAnimationDurationMs, this.doubleTapEasingFunction ?? undefined);\r\n }\r\n }\r\n\r\n /**\r\n * Handles a multi-touch (pinch / two-finger pan) gesture. Detects whether the gesture should be\r\n * interpreted as a pinch zoom or a two-finger pan based on cumulative finger distance change,\r\n * and forwards the gesture to the parent class once a mode is decided.\r\n * @param pointA - First active touch point, or null if it just ended.\r\n * @param pointB - Second active touch point, or null if it just ended.\r\n * @param previousPinchSquaredDistance - Squared distance between the two touches on the previous frame.\r\n * @param pinchSquaredDistance - Squared distance between the two touches on the current frame.\r\n * @param previousMultiTouchPanPosition - Centroid of the two touches on the previous frame, or null if unavailable.\r\n * @param multiTouchPanPosition - Centroid of the two touches on the current frame, or null if the gesture ended.\r\n */\r\n public override onMultiTouch(\r\n pointA: Nullable<PointerTouch>,\r\n pointB: Nullable<PointerTouch>,\r\n previousPinchSquaredDistance: number,\r\n pinchSquaredDistance: number,\r\n previousMultiTouchPanPosition: Nullable<PointerTouch>,\r\n multiTouchPanPosition: Nullable<PointerTouch>\r\n ): void {\r\n // Store centroid for use in _computePinchZoom (it's already calculated by parent)\r\n this._pinchCentroid = multiTouchPanPosition;\r\n\r\n // Reset on gesture end\r\n if (pinchSquaredDistance === 0 && multiTouchPanPosition === null) {\r\n this._initialPinchSquaredDistance = 0;\r\n this._pinchCentroid = null;\r\n super.onMultiTouch(pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n return;\r\n }\r\n\r\n // Track initial distance at gesture start for cumulative threshold detection\r\n if (this._initialPinchSquaredDistance === 0 && pinchSquaredDistance !== 0) {\r\n this._initialPinchSquaredDistance = pinchSquaredDistance;\r\n }\r\n\r\n // Use cumulative delta from gesture start for threshold detection (more forgiving than frame-to-frame)\r\n const cumulativeDelta = Math.abs(Math.sqrt(pinchSquaredDistance) - Math.sqrt(this._initialPinchSquaredDistance));\r\n this._shouldStartPinchZoom = this._twoFingerActivityCount < 20 && cumulativeDelta > this.pinchToPanMax;\r\n\r\n super.onMultiTouch(pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n }\r\n\r\n public override onButtonUp(_evt: IPointerEvent): void {\r\n if (this._activeEntry?.interaction === \"pan\") {\r\n this.camera.movement.input.handlers.pan.stop();\r\n }\r\n this._activeEntry = null;\r\n this.camera.movement.activeInput = false;\r\n this._initialPinchSquaredDistance = 0;\r\n this._pinchCentroid = null;\r\n super.onButtonUp(_evt);\r\n }\r\n\r\n public override onLostFocus(): void {\r\n this._activeEntry = null;\r\n this._initialPinchSquaredDistance = 0;\r\n this._pinchCentroid = null;\r\n super.onLostFocus();\r\n }\r\n}\r\n"]}
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{"version":3,"file":"vrExperienceHelper.js","sourceRoot":"","sources":["../../../../../dev/core/src/Cameras/VR/vrExperienceHelper.ts"],"names":[],"mappings":"AAAA,cAAc,2BAA2B,CAAC
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{"version":3,"file":"vrExperienceHelper.js","sourceRoot":"","sources":["../../../../../dev/core/src/Cameras/VR/vrExperienceHelper.ts"],"names":[],"mappings":"AAAA,cAAc,2BAA2B,CAAC","sourcesContent":["export * from \"./vrExperienceHelper.pure\";\n"]}
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@@ -20,6 +20,9 @@ import { Animation } from "../../Animations/animation.pure.js";
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import { WebXRSessionManager } from "../../XR/webXRSessionManager.js";
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import { CreateGround } from "../../Meshes/Builders/groundBuilder.pure.js";
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import { CreateTorus } from "../../Meshes/Builders/torusBuilder.pure.js";
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import { GamepadManager } from "../../Gamepads/gamepadManager.js";
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import { RegisterGamepadSceneComponent } from "../../Gamepads/gamepadSceneComponent.pure.js";
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import { RegisterAnimatable } from "../../Animations/animatable.pure.js";
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class VRExperienceHelperGazer {
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constructor(scene, gazeTrackerToClone = null) {
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this.scene = scene;
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@@ -393,6 +396,8 @@ export class VRExperienceHelper {
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this._workingMatrix = Matrix.Identity();
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Logger.Warn("WebVR is deprecated. Please avoid using this experience helper and use the WebXR experience helper instead");
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this._scene = scene;
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RegisterGamepadSceneComponent(GamepadManager);
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RegisterAnimatable();
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this._inputElement = scene.getEngine().getInputElement();
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// check for VR support:
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const vrSupported = "getVRDisplays" in navigator;
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