@onerjs/core 8.30.8 → 8.31.0

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Files changed (137) hide show
  1. package/Behaviors/Cameras/interpolatingBehavior.d.ts +52 -0
  2. package/Behaviors/Cameras/interpolatingBehavior.js +105 -0
  3. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -0
  4. package/Cameras/Inputs/arcRotateCameraPointersInput.d.ts +5 -20
  5. package/Cameras/Inputs/arcRotateCameraPointersInput.js +9 -69
  6. package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
  7. package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +10 -2
  8. package/Cameras/Inputs/geospatialCameraPointersInput.js +20 -2
  9. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  10. package/Cameras/Inputs/orbitCameraPointersInput.d.ts +49 -0
  11. package/Cameras/Inputs/orbitCameraPointersInput.js +105 -0
  12. package/Cameras/Inputs/orbitCameraPointersInput.js.map +1 -0
  13. package/Cameras/camera.js +1 -0
  14. package/Cameras/camera.js.map +1 -1
  15. package/Cameras/cameraMovement.d.ts +150 -0
  16. package/Cameras/cameraMovement.js +190 -0
  17. package/Cameras/cameraMovement.js.map +1 -0
  18. package/Cameras/targetCamera.js +0 -4
  19. package/Cameras/targetCamera.js.map +1 -1
  20. package/Culling/ray.core.js +1 -1
  21. package/Culling/ray.core.js.map +1 -1
  22. package/Decorators/nodeDecorator.d.ts +9 -7
  23. package/Decorators/nodeDecorator.js +9 -7
  24. package/Decorators/nodeDecorator.js.map +1 -1
  25. package/Engines/WebGPU/webgpuTextureManager.js +2 -2
  26. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  27. package/Engines/abstractEngine.js +2 -2
  28. package/Engines/abstractEngine.js.map +1 -1
  29. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js +1 -1
  30. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.js.map +1 -1
  31. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js +1 -1
  32. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.js.map +1 -1
  33. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +1 -1
  34. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +1 -1
  35. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.js +1 -1
  36. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.js +1 -1
  37. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.js +1 -1
  38. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.js +1 -1
  39. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.js +1 -1
  40. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.js +1 -1
  41. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.js.map +1 -1
  42. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js +1 -1
  43. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.js.map +1 -1
  44. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.d.ts +6 -0
  45. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +26 -0
  46. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  47. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.d.ts +6 -0
  48. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js +48 -22
  49. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.js.map +1 -1
  50. package/FrameGraph/Node/Blocks/Textures/clearBlock.js +3 -3
  51. package/FrameGraph/Node/Blocks/Textures/clearBlock.js.map +1 -1
  52. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.js +1 -1
  53. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js +1 -1
  54. package/FrameGraph/Node/Blocks/Textures/generateMipmapsBlock.js.map +1 -1
  55. package/FrameGraph/Node/nodeRenderGraph.js +2 -1
  56. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  57. package/FrameGraph/Passes/{cullPass.d.ts → objectListPass.d.ts} +8 -8
  58. package/FrameGraph/Passes/{cullPass.js → objectListPass.js} +9 -9
  59. package/FrameGraph/Passes/objectListPass.js.map +1 -0
  60. package/FrameGraph/Passes/renderPass.d.ts +6 -2
  61. package/FrameGraph/Passes/renderPass.js +14 -2
  62. package/FrameGraph/Passes/renderPass.js.map +1 -1
  63. package/FrameGraph/Tasks/Misc/cullObjectsTask.js +2 -2
  64. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
  65. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +8 -0
  66. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +10 -0
  67. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  68. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +8 -0
  69. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +13 -0
  70. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  71. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -1
  72. package/FrameGraph/Tasks/Texture/clearTextureTask.js +7 -5
  73. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  74. package/FrameGraph/frameGraph.d.ts +10 -4
  75. package/FrameGraph/frameGraph.js +22 -9
  76. package/FrameGraph/frameGraph.js.map +1 -1
  77. package/FrameGraph/frameGraphTask.js +3 -3
  78. package/FrameGraph/frameGraphTask.js.map +1 -1
  79. package/FrameGraph/index.d.ts +1 -1
  80. package/FrameGraph/index.js +1 -1
  81. package/FrameGraph/index.js.map +1 -1
  82. package/Materials/floatingOriginMatrixOverrides.js +19 -0
  83. package/Materials/floatingOriginMatrixOverrides.js.map +1 -1
  84. package/Materials/shaderMaterial.d.ts +9 -0
  85. package/Materials/shaderMaterial.js +35 -0
  86. package/Materials/shaderMaterial.js.map +1 -1
  87. package/Particles/EmitterTypes/coneParticleEmitter.d.ts +6 -4
  88. package/Particles/EmitterTypes/coneParticleEmitter.js +18 -12
  89. package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
  90. package/Particles/EmitterTypes/customParticleEmitter.d.ts +5 -3
  91. package/Particles/EmitterTypes/customParticleEmitter.js +8 -6
  92. package/Particles/EmitterTypes/customParticleEmitter.js.map +1 -1
  93. package/Particles/Node/Blocks/Emitters/coneShapeBlock.d.ts +15 -4
  94. package/Particles/Node/Blocks/Emitters/coneShapeBlock.js +66 -36
  95. package/Particles/Node/Blocks/Emitters/coneShapeBlock.js.map +1 -1
  96. package/Particles/Node/Blocks/Emitters/customShapeBlock.d.ts +13 -9
  97. package/Particles/Node/Blocks/Emitters/customShapeBlock.js +36 -23
  98. package/Particles/Node/Blocks/Emitters/customShapeBlock.js.map +1 -1
  99. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.d.ts +6 -0
  100. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js +22 -1
  101. package/Particles/Node/Blocks/Emitters/sphereShapeBlock.js.map +1 -1
  102. package/Particles/Node/Blocks/Update/basicColorUpdateBlock.d.ts +1 -1
  103. package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js +1 -1
  104. package/Particles/Node/Blocks/Update/basicColorUpdateBlock.js.map +1 -1
  105. package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.d.ts +1 -1
  106. package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js +1 -1
  107. package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js.map +1 -1
  108. package/Particles/Node/Blocks/Update/updateSizeBlock.d.ts +35 -0
  109. package/Particles/Node/Blocks/Update/updateSizeBlock.js +73 -0
  110. package/Particles/Node/Blocks/Update/updateSizeBlock.js.map +1 -0
  111. package/Particles/Node/Blocks/index.d.ts +1 -0
  112. package/Particles/Node/Blocks/index.js +1 -0
  113. package/Particles/Node/Blocks/index.js.map +1 -1
  114. package/Particles/Node/Blocks/particleInputBlock.js +1 -0
  115. package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
  116. package/Particles/Node/Blocks/particleRandomBlock.d.ts +5 -2
  117. package/Particles/Node/Blocks/particleRandomBlock.js +32 -14
  118. package/Particles/Node/Blocks/particleRandomBlock.js.map +1 -1
  119. package/Particles/Node/Blocks/systemBlock.d.ts +12 -4
  120. package/Particles/Node/Blocks/systemBlock.js +16 -12
  121. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  122. package/Particles/Node/Enums/nodeParticleContextualSources.d.ts +3 -1
  123. package/Particles/Node/Enums/nodeParticleContextualSources.js +2 -0
  124. package/Particles/Node/Enums/nodeParticleContextualSources.js.map +1 -1
  125. package/Particles/Node/nodeParticleBuildState.js +2 -0
  126. package/Particles/Node/nodeParticleBuildState.js.map +1 -1
  127. package/Particles/Node/nodeParticleSystemSet.helper.d.ts +0 -2
  128. package/Particles/Node/nodeParticleSystemSet.helper.js +293 -44
  129. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  130. package/Particles/thinParticleSystem.d.ts +3 -3
  131. package/Particles/thinParticleSystem.js +4 -4
  132. package/Particles/thinParticleSystem.js.map +1 -1
  133. package/package.json +1 -1
  134. package/scene.d.ts +1 -3
  135. package/scene.js +8 -7
  136. package/scene.js.map +1 -1
  137. package/FrameGraph/Passes/cullPass.js.map +0 -1
@@ -0,0 +1,52 @@
1
+ import type { Behavior } from "../behavior.js";
2
+ import { EasingFunction } from "../../Animations/easing.js";
3
+ import type { Camera } from "../../Cameras/camera.js";
4
+ /**
5
+ * Animate camera property changes with an interpolation effect
6
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors
7
+ */
8
+ export declare class InterpolatingBehavior<C extends Camera = Camera> implements Behavior<C> {
9
+ /**
10
+ * Gets the name of the behavior.
11
+ */
12
+ get name(): string;
13
+ /**
14
+ * The easing function to use for interpolation
15
+ */
16
+ easingFunction: EasingFunction;
17
+ /**
18
+ * The easing mode (default is EASINGMODE_EASEINOUT)
19
+ */
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+ easingMode: number;
21
+ /**
22
+ * Duration of the animation in milliseconds
23
+ */
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+ transitionDuration: number;
25
+ private _attachedCamera;
26
+ private _animatables;
27
+ private _promiseResolve?;
28
+ /**
29
+ * Initializes the behavior
30
+ */
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+ constructor();
32
+ /**
33
+ * Initializes the behavior
34
+ */
35
+ init(): void;
36
+ /**
37
+ * Attaches the behavior to a camera
38
+ * @param camera The camera to attach to
39
+ */
40
+ attach(camera: C): void;
41
+ /**
42
+ * Detaches the behavior from the camera
43
+ */
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+ detach(): void;
45
+ get isInterpolating(): boolean;
46
+ /**
47
+ * Stops and removes all animations
48
+ */
49
+ stopAllAnimations(): void;
50
+ updateProperties(properties: Map<string, any>): void;
51
+ animatePropertiesAsync(properties: Map<string, any>, transitionDuration?: number, easingFn?: EasingFunction): Promise<void>;
52
+ }
@@ -0,0 +1,105 @@
1
+ import { CubicEase, EasingFunction } from "../../Animations/easing.js";
2
+ import { Animation } from "../../Animations/animation.js";
3
+ /**
4
+ * Animate camera property changes with an interpolation effect
5
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors
6
+ */
7
+ export class InterpolatingBehavior {
8
+ /**
9
+ * Gets the name of the behavior.
10
+ */
11
+ get name() {
12
+ return "Interpolating";
13
+ }
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+ /**
15
+ * Initializes the behavior
16
+ */
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+ constructor() {
18
+ /**
19
+ * The easing function to use for interpolation
20
+ */
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+ this.easingFunction = new CubicEase();
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+ /**
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+ * The easing mode (default is EASINGMODE_EASEINOUT)
24
+ */
25
+ this.easingMode = EasingFunction.EASINGMODE_EASEINOUT;
26
+ /**
27
+ * Duration of the animation in milliseconds
28
+ */
29
+ this.transitionDuration = 450;
30
+ this._attachedCamera = null;
31
+ this._animatables = new Map();
32
+ this.easingFunction.setEasingMode(this.easingMode);
33
+ }
34
+ /**
35
+ * Initializes the behavior
36
+ */
37
+ init() {
38
+ // Nothing to do on init
39
+ }
40
+ /**
41
+ * Attaches the behavior to a camera
42
+ * @param camera The camera to attach to
43
+ */
44
+ attach(camera) {
45
+ this._attachedCamera = camera;
46
+ }
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+ /**
48
+ * Detaches the behavior from the camera
49
+ */
50
+ detach() {
51
+ if (!this._attachedCamera) {
52
+ return;
53
+ }
54
+ this.stopAllAnimations();
55
+ this._attachedCamera = null;
56
+ }
57
+ get isInterpolating() {
58
+ return this._animatables.size > 0;
59
+ }
60
+ /**
61
+ * Stops and removes all animations
62
+ */
63
+ stopAllAnimations() {
64
+ if (this._attachedCamera) {
65
+ this._animatables.forEach((animatable) => animatable.stop());
66
+ }
67
+ this._animatables.clear();
68
+ this._promiseResolve?.();
69
+ this._promiseResolve = undefined;
70
+ }
71
+ updateProperties(properties) {
72
+ properties.forEach((value, key) => {
73
+ const animatable = this._animatables.get(key);
74
+ animatable && (animatable.target = value);
75
+ });
76
+ }
77
+ async animatePropertiesAsync(properties, transitionDuration = this.transitionDuration, easingFn = this.easingFunction) {
78
+ const promise = new Promise((resolve) => {
79
+ this._promiseResolve = resolve;
80
+ this.stopAllAnimations();
81
+ if (!this._attachedCamera) {
82
+ this._promiseResolve = undefined;
83
+ return resolve();
84
+ }
85
+ const camera = this._attachedCamera;
86
+ const scene = camera.getScene();
87
+ const checkClear = (animation) => {
88
+ this._animatables.delete(animation);
89
+ if (this._animatables.size === 0) {
90
+ this._promiseResolve = undefined;
91
+ resolve();
92
+ }
93
+ };
94
+ properties.forEach((value, key) => {
95
+ const animation = Animation.CreateAnimation(key, Animation.ANIMATIONTYPE_FLOAT, 60, easingFn);
96
+ const animatable = Animation.TransitionTo(key, value, camera, scene, 60, animation, transitionDuration, () => checkClear(key));
97
+ if (animatable) {
98
+ this._animatables.set(key, animatable);
99
+ }
100
+ });
101
+ });
102
+ return await promise;
103
+ }
104
+ }
105
+ //# sourceMappingURL=interpolatingBehavior.js.map
@@ -0,0 +1 @@
1
+ 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type { Behavior } from \"../behavior\";\r\nimport { CubicEase, EasingFunction } from \"../../Animations/easing\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Animatable } from \"../../Animations/animatable.core\";\r\nimport { Animation } from \"../../Animations/animation\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\n\r\n/**\r\n * Animate camera property changes with an interpolation effect\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors\r\n */\r\nexport class InterpolatingBehavior<C extends Camera = Camera> implements Behavior<C> {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n public get name(): string {\r\n return \"Interpolating\";\r\n }\r\n\r\n /**\r\n * The easing function to use for interpolation\r\n */\r\n public easingFunction: EasingFunction = new CubicEase();\r\n\r\n /**\r\n * The easing mode (default is EASINGMODE_EASEINOUT)\r\n */\r\n public easingMode = EasingFunction.EASINGMODE_EASEINOUT;\r\n\r\n /**\r\n * Duration of the animation in milliseconds\r\n */\r\n public transitionDuration = 450;\r\n\r\n private _attachedCamera: Nullable<C> = null;\r\n private _animatables: Map<string, Animatable> = new Map<string, Animatable>();\r\n private _promiseResolve?: () => void;\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n constructor() {\r\n this.easingFunction.setEasingMode(this.easingMode);\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init(): void {\r\n // Nothing to do on init\r\n }\r\n\r\n /**\r\n * Attaches the behavior to a camera\r\n * @param camera The camera to attach to\r\n */\r\n public attach(camera: C): void {\r\n this._attachedCamera = camera;\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the camera\r\n */\r\n public detach(): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n this.stopAllAnimations();\r\n this._attachedCamera = null;\r\n }\r\n\r\n public get isInterpolating(): boolean {\r\n return this._animatables.size > 0;\r\n }\r\n\r\n /**\r\n * Stops and removes all animations\r\n */\r\n public stopAllAnimations(): void {\r\n if (this._attachedCamera) {\r\n this._animatables.forEach((animatable) => animatable.stop());\r\n }\r\n this._animatables.clear();\r\n this._promiseResolve?.();\r\n this._promiseResolve = undefined;\r\n }\r\n\r\n public updateProperties(properties: Map<string, any>): void {\r\n properties.forEach((value, key) => {\r\n const animatable = this._animatables.get(key);\r\n animatable && (animatable.target = value);\r\n });\r\n }\r\n\r\n public async animatePropertiesAsync(\r\n properties: Map<string, any>,\r\n transitionDuration: number = this.transitionDuration,\r\n easingFn: EasingFunction = this.easingFunction\r\n ): Promise<void> {\r\n const promise = new Promise<void>((resolve) => {\r\n this._promiseResolve = resolve;\r\n this.stopAllAnimations();\r\n if (!this._attachedCamera) {\r\n this._promiseResolve = undefined;\r\n return resolve();\r\n }\r\n const camera = this._attachedCamera;\r\n const scene = camera.getScene();\r\n\r\n const checkClear = (animation: string) => {\r\n this._animatables.delete(animation);\r\n if (this._animatables.size === 0) {\r\n this._promiseResolve = undefined;\r\n resolve();\r\n }\r\n };\r\n\r\n properties.forEach((value, key) => {\r\n const animation = Animation.CreateAnimation(key, Animation.ANIMATIONTYPE_FLOAT, 60, easingFn);\r\n const animatable = Animation.TransitionTo(key, value, camera, scene, 60, animation, transitionDuration, () => checkClear(key));\r\n if (animatable) {\r\n this._animatables.set(key, animatable);\r\n }\r\n });\r\n });\r\n return await promise;\r\n }\r\n}\r\n"]}
@@ -1,13 +1,13 @@
1
1
  import type { Nullable } from "../../types.js";
2
2
  import type { ArcRotateCamera } from "../../Cameras/arcRotateCamera.js";
3
- import { BaseCameraPointersInput } from "../../Cameras/Inputs/BaseCameraPointersInput.js";
3
+ import { OrbitCameraPointersInput } from "../../Cameras/Inputs/orbitCameraPointersInput.js";
4
4
  import type { PointerTouch } from "../../Events/pointerEvents.js";
5
5
  import type { IPointerEvent } from "../../Events/deviceInputEvents.js";
6
6
  /**
7
7
  * Manage the pointers inputs to control an arc rotate camera.
8
8
  * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
9
9
  */
10
- export declare class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
10
+ export declare class ArcRotateCameraPointersInput extends OrbitCameraPointersInput {
11
11
  /**
12
12
  * Defines the camera the input is attached to.
13
13
  */
@@ -53,42 +53,27 @@ export declare class ArcRotateCameraPointersInput extends BaseCameraPointersInpu
53
53
  * Overrides pinchDeltaPercentage and pinchPrecision.
54
54
  */
55
55
  useNaturalPinchZoom: boolean;
56
- /**
57
- * Defines whether zoom (2 fingers pinch) is enabled through multitouch
58
- */
59
- pinchZoom: boolean;
60
56
  /**
61
57
  * Defines the pointer panning sensibility or how fast is the camera moving.
62
58
  */
63
59
  panningSensibility: number;
64
- /**
65
- * Defines whether panning (2 fingers swipe) is enabled through multitouch.
66
- */
67
- multiTouchPanning: boolean;
68
- /**
69
- * Defines whether panning is enabled for both pan (2 fingers swipe) and
70
- * zoom (pinch) through multitouch.
71
- */
72
- multiTouchPanAndZoom: boolean;
73
60
  /**
74
61
  * Revers pinch action direction.
75
62
  */
76
63
  pinchInwards: boolean;
77
64
  private _isPanClick;
78
- private _twoFingerActivityCount;
79
- private _isPinching;
80
65
  /**
81
66
  * Move camera from multi touch panning positions.
82
67
  * @param previousMultiTouchPanPosition
83
68
  * @param multiTouchPanPosition
84
69
  */
85
- private _computeMultiTouchPanning;
70
+ protected _computeMultiTouchPanning(previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
86
71
  /**
87
- * Move camera from pinch zoom distances.
72
+ * Move camera from multitouch (pinch) zoom distances.
88
73
  * @param previousPinchSquaredDistance
89
74
  * @param pinchSquaredDistance
90
75
  */
91
- private _computePinchZoom;
76
+ protected _computePinchZoom(previousPinchSquaredDistance: number, pinchSquaredDistance: number): void;
92
77
  /**
93
78
  * Called on pointer POINTERMOVE event if only a single touch is active.
94
79
  * @param point current touch point
@@ -1,12 +1,12 @@
1
1
  import { __decorate } from "../../tslib.es6.js";
2
2
  import { serialize } from "../../Misc/decorators.js";
3
3
  import { CameraInputTypes } from "../../Cameras/cameraInputsManager.js";
4
- import { BaseCameraPointersInput } from "../../Cameras/Inputs/BaseCameraPointersInput.js";
4
+ import { OrbitCameraPointersInput } from "../../Cameras/Inputs/orbitCameraPointersInput.js";
5
5
  /**
6
6
  * Manage the pointers inputs to control an arc rotate camera.
7
7
  * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
8
8
  */
9
- export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
9
+ export class ArcRotateCameraPointersInput extends OrbitCameraPointersInput {
10
10
  constructor() {
11
11
  super(...arguments);
12
12
  /**
@@ -41,30 +41,15 @@ export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
41
41
  * Overrides pinchDeltaPercentage and pinchPrecision.
42
42
  */
43
43
  this.useNaturalPinchZoom = false;
44
- /**
45
- * Defines whether zoom (2 fingers pinch) is enabled through multitouch
46
- */
47
- this.pinchZoom = true;
48
44
  /**
49
45
  * Defines the pointer panning sensibility or how fast is the camera moving.
50
46
  */
51
47
  this.panningSensibility = 1000.0;
52
- /**
53
- * Defines whether panning (2 fingers swipe) is enabled through multitouch.
54
- */
55
- this.multiTouchPanning = true;
56
- /**
57
- * Defines whether panning is enabled for both pan (2 fingers swipe) and
58
- * zoom (pinch) through multitouch.
59
- */
60
- this.multiTouchPanAndZoom = true;
61
48
  /**
62
49
  * Revers pinch action direction.
63
50
  */
64
51
  this.pinchInwards = true;
65
52
  this._isPanClick = false;
66
- this._twoFingerActivityCount = 0;
67
- this._isPinching = false;
68
53
  }
69
54
  /**
70
55
  * Gets the class name of the current input.
@@ -87,7 +72,7 @@ export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
87
72
  }
88
73
  }
89
74
  /**
90
- * Move camera from pinch zoom distances.
75
+ * Move camera from multitouch (pinch) zoom distances.
91
76
  * @param previousPinchSquaredDistance
92
77
  * @param pinchSquaredDistance
93
78
  */
@@ -139,44 +124,9 @@ export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
139
124
  * @param multiTouchPanPosition multi-touch position in current step
140
125
  */
141
126
  onMultiTouch(pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition) {
142
- if (previousPinchSquaredDistance === 0 && previousMultiTouchPanPosition === null) {
143
- // First time this method is called for new pinch.
144
- // Next time this is called there will be a
145
- // previousPinchSquaredDistance and pinchSquaredDistance to compare.
146
- return;
147
- }
148
- if (pinchSquaredDistance === 0 && multiTouchPanPosition === null) {
149
- // Last time this method is called at the end of a pinch.
150
- return;
151
- }
152
- // Zoom and panning enabled together
153
- if (this.multiTouchPanAndZoom) {
154
- this._computePinchZoom(previousPinchSquaredDistance, pinchSquaredDistance);
155
- this._computeMultiTouchPanning(previousMultiTouchPanPosition, multiTouchPanPosition);
156
- // Zoom and panning enabled but only one at a time
157
- }
158
- else if (this.multiTouchPanning && this.pinchZoom) {
159
- this._twoFingerActivityCount++;
160
- if (this._isPinching ||
161
- (this._twoFingerActivityCount < 20 && Math.abs(Math.sqrt(pinchSquaredDistance) - Math.sqrt(previousPinchSquaredDistance)) > this.camera.pinchToPanMaxDistance)) {
162
- // Since pinch has not been active long, assume we intend to zoom.
163
- this._computePinchZoom(previousPinchSquaredDistance, pinchSquaredDistance);
164
- // Since we are pinching, remain pinching on next iteration.
165
- this._isPinching = true;
166
- }
167
- else {
168
- // Pause between pinch starting and moving implies not a zoom event. Pan instead.
169
- this._computeMultiTouchPanning(previousMultiTouchPanPosition, multiTouchPanPosition);
170
- }
171
- // Panning enabled, zoom disabled
172
- }
173
- else if (this.multiTouchPanning) {
174
- this._computeMultiTouchPanning(previousMultiTouchPanPosition, multiTouchPanPosition);
175
- // Zoom enabled, panning disabled
176
- }
177
- else if (this.pinchZoom) {
178
- this._computePinchZoom(previousPinchSquaredDistance, pinchSquaredDistance);
179
- }
127
+ this._shouldStartPinchZoom =
128
+ this._twoFingerActivityCount < 20 && Math.abs(Math.sqrt(pinchSquaredDistance) - Math.sqrt(previousPinchSquaredDistance)) > this.camera.pinchToPanMaxDistance;
129
+ super.onMultiTouch(pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);
180
130
  }
181
131
  /**
182
132
  * Called each time a new POINTERDOWN event occurs. Ie, for each button
@@ -185,6 +135,7 @@ export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
185
135
  */
186
136
  onButtonDown(evt) {
187
137
  this._isPanClick = evt.button === this.camera._panningMouseButton;
138
+ super.onButtonDown(evt);
188
139
  }
189
140
  /**
190
141
  * Called each time a new POINTERUP event occurs. Ie, for each button
@@ -192,16 +143,14 @@ export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
192
143
  * @param _evt Defines the event to track
193
144
  */
194
145
  onButtonUp(_evt) {
195
- this._twoFingerActivityCount = 0;
196
- this._isPinching = false;
146
+ super.onButtonUp(_evt);
197
147
  }
198
148
  /**
199
149
  * Called when window becomes inactive.
200
150
  */
201
151
  onLostFocus() {
202
152
  this._isPanClick = false;
203
- this._twoFingerActivityCount = 0;
204
- this._isPinching = false;
153
+ super.onLostFocus();
205
154
  }
206
155
  }
207
156
  /**
@@ -226,17 +175,8 @@ __decorate([
226
175
  __decorate([
227
176
  serialize()
228
177
  ], ArcRotateCameraPointersInput.prototype, "useNaturalPinchZoom", void 0);
229
- __decorate([
230
- serialize()
231
- ], ArcRotateCameraPointersInput.prototype, "pinchZoom", void 0);
232
178
  __decorate([
233
179
  serialize()
234
180
  ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
235
- __decorate([
236
- serialize()
237
- ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
238
- __decorate([
239
- serialize()
240
- ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
241
181
  CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
242
182
  //# sourceMappingURL=arcRotateCameraPointersInput.js.map
@@ -1 +1 @@
1
- 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type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { BaseCameraPointersInput } from \"../../Cameras/Inputs/BaseCameraPointersInput\";\r\nimport type { PointerTouch } from \"../../Events/pointerEvents\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * Manage the pointers inputs to control an arc rotate camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class ArcRotateCameraPointersInput extends BaseCameraPointersInput {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: ArcRotateCamera;\r\n\r\n /**\r\n * The minimum radius used for pinch, to avoid radius lock at 0\r\n */\r\n public static MinimumRadiusForPinch: number = 0.001;\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 override getClassName(): string {\r\n return \"ArcRotateCameraPointersInput\";\r\n }\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n @serialize()\r\n public override buttons = [0, 1, 2];\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X axis or how fast is\r\n * the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibilityX = 1000.0;\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the Y axis or how fast is\r\n * the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibilityY = 1000.0;\r\n\r\n /**\r\n * Defines the pointer pinch precision or how fast is the camera zooming.\r\n */\r\n @serialize()\r\n public pinchPrecision = 12.0;\r\n\r\n /**\r\n * pinchDeltaPercentage will be used instead of pinchPrecision if different\r\n * from 0.\r\n * It defines the percentage of current camera.radius to use as delta when\r\n * pinch zoom is used.\r\n */\r\n @serialize()\r\n public pinchDeltaPercentage = 0;\r\n\r\n /**\r\n * When useNaturalPinchZoom is true, multi touch zoom will zoom in such\r\n * that any object in the plane at the camera's target point will scale\r\n * perfectly with finger motion.\r\n * Overrides pinchDeltaPercentage and pinchPrecision.\r\n */\r\n @serialize()\r\n public useNaturalPinchZoom: boolean = false;\r\n\r\n /**\r\n * Defines whether zoom (2 fingers pinch) is enabled through multitouch\r\n */\r\n @serialize()\r\n public pinchZoom: boolean = true;\r\n\r\n /**\r\n * Defines the pointer panning sensibility or how fast is the camera moving.\r\n */\r\n @serialize()\r\n public panningSensibility: number = 1000.0;\r\n\r\n /**\r\n * Defines whether panning (2 fingers swipe) is enabled through multitouch.\r\n */\r\n @serialize()\r\n public multiTouchPanning: boolean = true;\r\n\r\n /**\r\n * Defines whether panning is enabled for both pan (2 fingers swipe) and\r\n * zoom (pinch) through multitouch.\r\n */\r\n @serialize()\r\n public multiTouchPanAndZoom: boolean = true;\r\n\r\n /**\r\n * Revers pinch action direction.\r\n */\r\n public pinchInwards = true;\r\n\r\n private _isPanClick: boolean = false;\r\n private _twoFingerActivityCount: number = 0;\r\n private _isPinching: boolean = false;\r\n\r\n /**\r\n * Move camera from multi touch panning positions.\r\n * @param previousMultiTouchPanPosition\r\n * @param multiTouchPanPosition\r\n */\r\n private _computeMultiTouchPanning(previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void {\r\n if (this.panningSensibility !== 0 && previousMultiTouchPanPosition && multiTouchPanPosition) {\r\n const moveDeltaX = multiTouchPanPosition.x - previousMultiTouchPanPosition.x;\r\n const moveDeltaY = multiTouchPanPosition.y - previousMultiTouchPanPosition.y;\r\n this.camera.inertialPanningX += -moveDeltaX / this.panningSensibility;\r\n this.camera.inertialPanningY += moveDeltaY / this.panningSensibility;\r\n }\r\n }\r\n\r\n /**\r\n * Move camera from pinch zoom distances.\r\n * @param previousPinchSquaredDistance\r\n * @param pinchSquaredDistance\r\n */\r\n private _computePinchZoom(previousPinchSquaredDistance: number, pinchSquaredDistance: number): void {\r\n const radius = this.camera.radius || ArcRotateCameraPointersInput.MinimumRadiusForPinch;\r\n if (this.useNaturalPinchZoom) {\r\n this.camera.radius = (radius * Math.sqrt(previousPinchSquaredDistance)) / Math.sqrt(pinchSquaredDistance);\r\n } else if (this.pinchDeltaPercentage) {\r\n this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) * 0.001 * radius * this.pinchDeltaPercentage;\r\n } else {\r\n this.camera.inertialRadiusOffset +=\r\n (pinchSquaredDistance - previousPinchSquaredDistance) /\r\n ((this.pinchPrecision * (this.pinchInwards ? 1 : -1) * (this.angularSensibilityX + this.angularSensibilityY)) / 2);\r\n }\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if only a single touch is active.\r\n * @param point current touch point\r\n * @param offsetX offset on X\r\n * @param offsetY offset on Y\r\n */\r\n public override onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {\r\n if (this.panningSensibility !== 0 && ((this._ctrlKey && this.camera._useCtrlForPanning) || this._isPanClick)) {\r\n this.camera.inertialPanningX += -offsetX / this.panningSensibility;\r\n this.camera.inertialPanningY += offsetY / this.panningSensibility;\r\n } else {\r\n this.camera.inertialAlphaOffset -= offsetX / this.angularSensibilityX;\r\n this.camera.inertialBetaOffset -= offsetY / this.angularSensibilityY;\r\n }\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERDOUBLETAP event.\r\n */\r\n public override onDoubleTap() {\r\n if (this.camera.useInputToRestoreState) {\r\n this.camera.restoreState();\r\n }\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if multiple touches are active.\r\n * @param pointA point A\r\n * @param pointB point B\r\n * @param previousPinchSquaredDistance distance between points in previous pinch\r\n * @param pinchSquaredDistance distance between points in current pinch\r\n * @param previousMultiTouchPanPosition multi-touch position in previous step\r\n * @param multiTouchPanPosition multi-touch position in current step\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 if (previousPinchSquaredDistance === 0 && previousMultiTouchPanPosition === null) {\r\n // First time this method is called for new pinch.\r\n // Next time this is called there will be a\r\n // previousPinchSquaredDistance and pinchSquaredDistance to compare.\r\n return;\r\n }\r\n if (pinchSquaredDistance === 0 && multiTouchPanPosition === null) {\r\n // Last time this method is called at the end of a pinch.\r\n return;\r\n }\r\n\r\n // Zoom and panning enabled together\r\n if (this.multiTouchPanAndZoom) {\r\n this._computePinchZoom(previousPinchSquaredDistance, pinchSquaredDistance);\r\n this._computeMultiTouchPanning(previousMultiTouchPanPosition, multiTouchPanPosition);\r\n\r\n // Zoom and panning enabled but only one at a time\r\n } else if (this.multiTouchPanning && this.pinchZoom) {\r\n this._twoFingerActivityCount++;\r\n\r\n if (\r\n this._isPinching ||\r\n (this._twoFingerActivityCount < 20 && Math.abs(Math.sqrt(pinchSquaredDistance) - Math.sqrt(previousPinchSquaredDistance)) > this.camera.pinchToPanMaxDistance)\r\n ) {\r\n // Since pinch has not been active long, assume we intend to zoom.\r\n this._computePinchZoom(previousPinchSquaredDistance, pinchSquaredDistance);\r\n\r\n // Since we are pinching, remain pinching on next iteration.\r\n this._isPinching = true;\r\n } else {\r\n // Pause between pinch starting and moving implies not a zoom event. Pan instead.\r\n this._computeMultiTouchPanning(previousMultiTouchPanPosition, multiTouchPanPosition);\r\n }\r\n\r\n // Panning enabled, zoom disabled\r\n } else if (this.multiTouchPanning) {\r\n this._computeMultiTouchPanning(previousMultiTouchPanPosition, multiTouchPanPosition);\r\n\r\n // Zoom enabled, panning disabled\r\n } else if (this.pinchZoom) {\r\n this._computePinchZoom(previousPinchSquaredDistance, pinchSquaredDistance);\r\n }\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERDOWN event occurs. Ie, for each button\r\n * press.\r\n * @param evt Defines the event to track\r\n */\r\n public override onButtonDown(evt: IPointerEvent): void {\r\n this._isPanClick = evt.button === this.camera._panningMouseButton;\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERUP event occurs. Ie, for each button\r\n * release.\r\n * @param _evt Defines the event to track\r\n */\r\n public override onButtonUp(_evt: IPointerEvent): void {\r\n this._twoFingerActivityCount = 0;\r\n this._isPinching = false;\r\n }\r\n\r\n /**\r\n * Called when window becomes inactive.\r\n */\r\n public override onLostFocus(): void {\r\n this._isPanClick = false;\r\n this._twoFingerActivityCount = 0;\r\n this._isPinching = false;\r\n }\r\n}\r\n(<any>CameraInputTypes)[\"ArcRotateCameraPointersInput\"] = ArcRotateCameraPointersInput;\r\n"]}
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type { Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { OrbitCameraPointersInput } from \"../../Cameras/Inputs/orbitCameraPointersInput\";\r\nimport type { PointerTouch } from \"../../Events/pointerEvents\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\n\r\n/**\r\n * Manage the pointers inputs to control an arc rotate camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class ArcRotateCameraPointersInput extends OrbitCameraPointersInput {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: ArcRotateCamera;\r\n\r\n /**\r\n * The minimum radius used for pinch, to avoid radius lock at 0\r\n */\r\n public static MinimumRadiusForPinch: number = 0.001;\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 override getClassName(): string {\r\n return \"ArcRotateCameraPointersInput\";\r\n }\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n @serialize()\r\n public override buttons = [0, 1, 2];\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X axis or how fast is\r\n * the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibilityX = 1000.0;\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the Y axis or how fast is\r\n * the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibilityY = 1000.0;\r\n\r\n /**\r\n * Defines the pointer pinch precision or how fast is the camera zooming.\r\n */\r\n @serialize()\r\n public pinchPrecision = 12.0;\r\n\r\n /**\r\n * pinchDeltaPercentage will be used instead of pinchPrecision if different\r\n * from 0.\r\n * It defines the percentage of current camera.radius to use as delta when\r\n * pinch zoom is used.\r\n */\r\n @serialize()\r\n public pinchDeltaPercentage = 0;\r\n\r\n /**\r\n * When useNaturalPinchZoom is true, multi touch zoom will zoom in such\r\n * that any object in the plane at the camera's target point will scale\r\n * perfectly with finger motion.\r\n * Overrides pinchDeltaPercentage and pinchPrecision.\r\n */\r\n @serialize()\r\n public useNaturalPinchZoom: boolean = false;\r\n\r\n /**\r\n * Defines the pointer panning sensibility or how fast is the camera moving.\r\n */\r\n @serialize()\r\n public panningSensibility: number = 1000.0;\r\n\r\n /**\r\n * Revers pinch action direction.\r\n */\r\n public pinchInwards = true;\r\n\r\n private _isPanClick: boolean = false;\r\n\r\n /**\r\n * Move camera from multi touch panning positions.\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 (this.panningSensibility !== 0 && previousMultiTouchPanPosition && multiTouchPanPosition) {\r\n const moveDeltaX = multiTouchPanPosition.x - previousMultiTouchPanPosition.x;\r\n const moveDeltaY = multiTouchPanPosition.y - previousMultiTouchPanPosition.y;\r\n this.camera.inertialPanningX += -moveDeltaX / this.panningSensibility;\r\n this.camera.inertialPanningY += moveDeltaY / this.panningSensibility;\r\n }\r\n }\r\n\r\n /**\r\n * Move camera from multitouch (pinch) zoom distances.\r\n * @param previousPinchSquaredDistance\r\n * @param pinchSquaredDistance\r\n */\r\n protected override _computePinchZoom(previousPinchSquaredDistance: number, pinchSquaredDistance: number): void {\r\n const radius = this.camera.radius || ArcRotateCameraPointersInput.MinimumRadiusForPinch;\r\n if (this.useNaturalPinchZoom) {\r\n this.camera.radius = (radius * Math.sqrt(previousPinchSquaredDistance)) / Math.sqrt(pinchSquaredDistance);\r\n } else if (this.pinchDeltaPercentage) {\r\n this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) * 0.001 * radius * this.pinchDeltaPercentage;\r\n } else {\r\n this.camera.inertialRadiusOffset +=\r\n (pinchSquaredDistance - previousPinchSquaredDistance) /\r\n ((this.pinchPrecision * (this.pinchInwards ? 1 : -1) * (this.angularSensibilityX + this.angularSensibilityY)) / 2);\r\n }\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if only a single touch is active.\r\n * @param point current touch point\r\n * @param offsetX offset on X\r\n * @param offsetY offset on Y\r\n */\r\n public override onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {\r\n if (this.panningSensibility !== 0 && ((this._ctrlKey && this.camera._useCtrlForPanning) || this._isPanClick)) {\r\n this.camera.inertialPanningX += -offsetX / this.panningSensibility;\r\n this.camera.inertialPanningY += offsetY / this.panningSensibility;\r\n } else {\r\n this.camera.inertialAlphaOffset -= offsetX / this.angularSensibilityX;\r\n this.camera.inertialBetaOffset -= offsetY / this.angularSensibilityY;\r\n }\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERDOUBLETAP event.\r\n */\r\n public override onDoubleTap() {\r\n if (this.camera.useInputToRestoreState) {\r\n this.camera.restoreState();\r\n }\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if multiple touches are active.\r\n * @param pointA point A\r\n * @param pointB point B\r\n * @param previousPinchSquaredDistance distance between points in previous pinch\r\n * @param pinchSquaredDistance distance between points in current pinch\r\n * @param previousMultiTouchPanPosition multi-touch position in previous step\r\n * @param multiTouchPanPosition multi-touch position in current step\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 this._shouldStartPinchZoom =\r\n this._twoFingerActivityCount < 20 && Math.abs(Math.sqrt(pinchSquaredDistance) - Math.sqrt(previousPinchSquaredDistance)) > this.camera.pinchToPanMaxDistance;\r\n super.onMultiTouch(pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERDOWN event occurs. Ie, for each button\r\n * press.\r\n * @param evt Defines the event to track\r\n */\r\n public override onButtonDown(evt: IPointerEvent): void {\r\n this._isPanClick = evt.button === this.camera._panningMouseButton;\r\n super.onButtonDown(evt);\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERUP event occurs. Ie, for each button\r\n * release.\r\n * @param _evt Defines the event to track\r\n */\r\n public override onButtonUp(_evt: IPointerEvent): void {\r\n super.onButtonUp(_evt);\r\n }\r\n\r\n /**\r\n * Called when window becomes inactive.\r\n */\r\n public override onLostFocus(): void {\r\n this._isPanClick = false;\r\n super.onLostFocus();\r\n }\r\n}\r\n(<any>CameraInputTypes)[\"ArcRotateCameraPointersInput\"] = ArcRotateCameraPointersInput;\r\n"]}
@@ -2,7 +2,7 @@ import type { GeospatialCamera } from "../../Cameras/geospatialCamera.js";
2
2
  import type { IPointerEvent } from "../../Events/deviceInputEvents.js";
3
3
  import type { PointerTouch } from "../../Events/pointerEvents.js";
4
4
  import type { Nullable } from "../../types.js";
5
- import { BaseCameraPointersInput } from "./BaseCameraPointersInput.js";
5
+ import { OrbitCameraPointersInput } from "./orbitCameraPointersInput.js";
6
6
  /**
7
7
  * @experimental
8
8
  * Geospatial camera inputs can simulate dragging the globe around or tilting the camera around some point on the globe
@@ -16,7 +16,7 @@ import { BaseCameraPointersInput } from "./BaseCameraPointersInput.js";
16
16
  * Right mouse button: tilt globe around center of screen
17
17
  *
18
18
  */
19
- export declare class GeospatialCameraPointersInput extends BaseCameraPointersInput {
19
+ export declare class GeospatialCameraPointersInput extends OrbitCameraPointersInput {
20
20
  camera: GeospatialCamera;
21
21
  /**
22
22
  * Mouse sensitivity for rotation (lower = more sensitive)
@@ -31,6 +31,14 @@ export declare class GeospatialCameraPointersInput extends BaseCameraPointersInp
31
31
  getClassName(): string;
32
32
  onButtonDown(evt: IPointerEvent): void;
33
33
  onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
34
+ /**
35
+ * Move camera from multi touch panning positions.
36
+ * In geospatialcamera, multi touch panning tilts the globe (whereas single touch will pan/drag it)
37
+ * @param previousMultiTouchPanPosition
38
+ * @param multiTouchPanPosition
39
+ */
40
+ protected _computeMultiTouchPanning(previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
41
+ onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
34
42
  onButtonUp(_evt: IPointerEvent): void;
35
43
  /**
36
44
  * The DragPlaneOffsetVector represents the vector between the dragPlane hit point and the dragPlane origin point.
@@ -1,6 +1,6 @@
1
1
  import { Plane } from "../../Maths/math.plane.js";
2
2
  import { TmpVectors, Vector3 } from "../../Maths/math.vector.js";
3
- import { BaseCameraPointersInput } from "./BaseCameraPointersInput.js";
3
+ import { OrbitCameraPointersInput } from "./orbitCameraPointersInput.js";
4
4
  /**
5
5
  * @experimental
6
6
  * Geospatial camera inputs can simulate dragging the globe around or tilting the camera around some point on the globe
@@ -14,7 +14,7 @@ import { BaseCameraPointersInput } from "./BaseCameraPointersInput.js";
14
14
  * Right mouse button: tilt globe around center of screen
15
15
  *
16
16
  */
17
- export class GeospatialCameraPointersInput extends BaseCameraPointersInput {
17
+ export class GeospatialCameraPointersInput extends OrbitCameraPointersInput {
18
18
  constructor() {
19
19
  super(...arguments);
20
20
  /**
@@ -68,9 +68,27 @@ export class GeospatialCameraPointersInput extends BaseCameraPointersInput {
68
68
  break;
69
69
  }
70
70
  }
71
+ /**
72
+ * Move camera from multi touch panning positions.
73
+ * In geospatialcamera, multi touch panning tilts the globe (whereas single touch will pan/drag it)
74
+ * @param previousMultiTouchPanPosition
75
+ * @param multiTouchPanPosition
76
+ */
77
+ _computeMultiTouchPanning(previousMultiTouchPanPosition, multiTouchPanPosition) {
78
+ if (previousMultiTouchPanPosition && multiTouchPanPosition) {
79
+ const moveDeltaX = multiTouchPanPosition.x - previousMultiTouchPanPosition.x;
80
+ const moveDeltaY = multiTouchPanPosition.y - previousMultiTouchPanPosition.y;
81
+ this._handleTilt(moveDeltaX, moveDeltaY);
82
+ }
83
+ }
84
+ onMultiTouch(pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition) {
85
+ this._shouldStartPinchZoom = this._twoFingerActivityCount < 20 && Math.abs(Math.sqrt(pinchSquaredDistance) - Math.sqrt(previousPinchSquaredDistance)) > 20; // move to limits once limits exist
86
+ super.onMultiTouch(pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);
87
+ }
71
88
  onButtonUp(_evt) {
72
89
  this._hitPointRadius = undefined;
73
90
  this.camera._alternateRotationPt = null;
91
+ super.onButtonUp(_evt);
74
92
  }
75
93
  /**
76
94
  * The DragPlaneOffsetVector represents the vector between the dragPlane hit point and the dragPlane origin point.
@@ -1 +1 @@
1
- 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type { GeospatialCamera } from \"../../Cameras/geospatialCamera\";\r\nimport type { PickingInfo } from \"../../Collisions/pickingInfo\";\r\nimport type { Ray } from \"../../Culling/ray\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport type { PointerTouch } from \"../../Events/pointerEvents\";\r\nimport { Plane } from \"../../Maths/math.plane\";\r\nimport { TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { BaseCameraPointersInput } from \"./BaseCameraPointersInput\";\r\n\r\n/**\r\n * @experimental\r\n * Geospatial camera inputs can simulate dragging the globe around or tilting the camera around some point on the globe\r\n * The input will update the camera's localTranslation or localRotation values, and the camera is responsible for using these updates to calculate viewMatrix appropriately\r\n *\r\n * As of right now, the camera correction logic (to keep the camera geospatially oriented around the globe) is happening within the camera class when calculating viewmatrix\r\n * As this is experimental, it is possible we move that correction step to live within the input class (to enable non-corrected translations in the future), say if we want to allow the camera to move outside of the globe's orbit\r\n *\r\n * Left mouse button: drag globe\r\n * Middle mouse button: tilt globe around cursor location\r\n * Right mouse button: tilt globe around center of screen\r\n *\r\n */\r\nexport class GeospatialCameraPointersInput extends BaseCameraPointersInput {\r\n public camera: GeospatialCamera;\r\n\r\n /**\r\n * Mouse sensitivity for rotation (lower = more sensitive)\r\n */\r\n public angularSensibility = 200.0;\r\n\r\n private _dragPlane: Plane = new Plane(0, 0, 0, 0);\r\n private _dragPlaneNormal: Vector3 = Vector3.Zero();\r\n private _dragPlaneOriginPoint: Vector3 = Vector3.Zero();\r\n private _dragPlaneHitPoint: Vector3 = Vector3.Zero();\r\n private _dragPlaneOffsetVector: Vector3 = Vector3.Zero();\r\n\r\n private _hitPointRadius?: number; // Distance between world origin (center of globe) and the hitPoint (where initial drag started)\r\n\r\n public override getClassName(): string {\r\n return \"GeospatialCameraPointersInput\";\r\n }\r\n\r\n public override onButtonDown(evt: IPointerEvent): void {\r\n const scene = this.camera.getScene();\r\n let pickResult: Nullable<PickingInfo>;\r\n switch (evt.button) {\r\n case 0: // Left button - drag/pan globe under cursor\r\n pickResult = scene.pick(scene.pointerX, scene.pointerY, this.camera.pickPredicate);\r\n if (pickResult.pickedPoint && pickResult.ray) {\r\n // Store radius from earth center to pickedPoint, used when calculating drag plane\r\n this._hitPointRadius = pickResult.pickedPoint.length();\r\n\r\n // The dragPlaneOffsetVector will later be recalculated when drag occurs, and the delta between the offset vectors will be applied to localTranslation\r\n this._recalculateDragPlaneOffsetVectorToRef(this._hitPointRadius, pickResult.ray, this._dragPlaneOffsetVector);\r\n } else {\r\n this._hitPointRadius = undefined; // can't drag without a hit on the globe\r\n }\r\n break;\r\n case 1: // Middle button - tilt camera around cursor\r\n pickResult = scene.pick(scene.pointerX, scene.pointerY, this.camera.pickPredicate);\r\n pickResult.pickedPoint && (this.camera._alternateRotationPt = pickResult.pickedPoint);\r\n break;\r\n case 2: // Right button - tilt camera around center of screen, already the default\r\n this.camera._alternateRotationPt = this.camera.center;\r\n break;\r\n default:\r\n return;\r\n }\r\n }\r\n\r\n public override onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {\r\n switch (point?.button) {\r\n case 0: // Left button - drag/pan globe under cursor\r\n this._hitPointRadius !== undefined && this._handleDrag(this._hitPointRadius);\r\n break;\r\n case 1: // Middle button - tilt camera around cursor\r\n case 2: // Right button - tilt camera\r\n this._handleTilt(offsetX, offsetY);\r\n break;\r\n }\r\n }\r\n\r\n public override onButtonUp(_evt: IPointerEvent): void {\r\n this._hitPointRadius = undefined;\r\n this.camera._alternateRotationPt = null;\r\n }\r\n\r\n /**\r\n * The DragPlaneOffsetVector represents the vector between the dragPlane hit point and the dragPlane origin point.\r\n * As the drag movement occurs, we will continuously recalculate this vector. The delta between the offsetVectors is the delta we will apply to the camera's localtranslation\r\n * @param hitPointRadius The distance between the world origin (center of globe) and the initial drag hit point\r\n * @param ray The ray from the camera to the new cursor location\r\n * @param ref The offset vector between the drag plane's hitPoint and originPoint\r\n */\r\n private _recalculateDragPlaneOffsetVectorToRef(hitPointRadius: number, ray: Ray, ref: Vector3) {\r\n // Use the camera's geocentric normal to find the dragPlaneOriginPoint which lives at hitPointRadius along the camera's geocentric normal\r\n this.camera.position.normalizeToRef(this._dragPlaneNormal);\r\n this._dragPlaneNormal.scaleToRef(hitPointRadius, this._dragPlaneOriginPoint);\r\n\r\n // Now create a plane at that point, perpendicular to the camera's geocentric normal\r\n Plane.FromPositionAndNormalToRef(this._dragPlaneOriginPoint, this._dragPlaneNormal, this._dragPlane);\r\n\r\n // Lastly, find the _dragPlaneHitPoint where the ray intersects the _dragPlane\r\n IntersectRayWithPlaneToRef(ray, this._dragPlane, this._dragPlaneHitPoint);\r\n\r\n // Store the new offset between the drag plane's hitPoint and originPoint\r\n this._dragPlaneHitPoint.subtractToRef(this._dragPlaneOriginPoint, ref);\r\n }\r\n\r\n private _handleDrag(hitPointRadius: number): void {\r\n const scene = this.camera.getScene();\r\n const pickResult = scene.pick(scene.pointerX, scene.pointerY);\r\n if (pickResult.ray) {\r\n const newDragPlaneOffsetVector = TmpVectors.Vector3[5];\r\n this._recalculateDragPlaneOffsetVectorToRef(hitPointRadius, pickResult.ray, newDragPlaneOffsetVector);\r\n const delta = TmpVectors.Vector3[6];\r\n newDragPlaneOffsetVector.subtractToRef(this._dragPlaneOffsetVector, delta);\r\n\r\n this._dragPlaneOffsetVector.copyFrom(newDragPlaneOffsetVector);\r\n\r\n this.camera._perFrameGeocentricTranslation.subtractInPlace(delta); // ???\r\n }\r\n }\r\n\r\n private _handleTilt(deltaX: number, deltaY: number): void {\r\n this.camera._perFrameGeocentricRotation.y += -deltaX / this.angularSensibility; // yaw - looking side to side\r\n this.camera._perFrameGeocentricRotation.x += -deltaY / this.angularSensibility; // pitch - look up towards sky / down towards ground\r\n }\r\n}\r\n\r\nfunction IntersectRayWithPlaneToRef(ray: Ray, plane: Plane, ref: Vector3): boolean {\r\n // Distance along the ray to the plane; null if no hit\r\n const dist = ray.intersectsPlane(plane);\r\n\r\n if (dist !== null && dist >= 0) {\r\n ray.origin.addToRef(ray.direction.scaleToRef(dist, TmpVectors.Vector3[0]), ref);\r\n return true;\r\n }\r\n\r\n return false;\r\n}\r\n"]}
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type { GeospatialCamera } from \"../../Cameras/geospatialCamera\";\r\nimport type { PickingInfo } from \"../../Collisions/pickingInfo\";\r\nimport type { Ray } from \"../../Culling/ray\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport type { PointerTouch } from \"../../Events/pointerEvents\";\r\nimport { Plane } from \"../../Maths/math.plane\";\r\nimport { TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { OrbitCameraPointersInput } from \"./orbitCameraPointersInput\";\r\n\r\n/**\r\n * @experimental\r\n * Geospatial camera inputs can simulate dragging the globe around or tilting the camera around some point on the globe\r\n * The input will update the camera's localTranslation or localRotation values, and the camera is responsible for using these updates to calculate viewMatrix appropriately\r\n *\r\n * As of right now, the camera correction logic (to keep the camera geospatially oriented around the globe) is happening within the camera class when calculating viewmatrix\r\n * As this is experimental, it is possible we move that correction step to live within the input class (to enable non-corrected translations in the future), say if we want to allow the camera to move outside of the globe's orbit\r\n *\r\n * Left mouse button: drag globe\r\n * Middle mouse button: tilt globe around cursor location\r\n * Right mouse button: tilt globe around center of screen\r\n *\r\n */\r\nexport class GeospatialCameraPointersInput extends OrbitCameraPointersInput {\r\n public camera: GeospatialCamera;\r\n\r\n /**\r\n * Mouse sensitivity for rotation (lower = more sensitive)\r\n */\r\n public angularSensibility = 200.0;\r\n\r\n private _dragPlane: Plane = new Plane(0, 0, 0, 0);\r\n private _dragPlaneNormal: Vector3 = Vector3.Zero();\r\n private _dragPlaneOriginPoint: Vector3 = Vector3.Zero();\r\n private _dragPlaneHitPoint: Vector3 = Vector3.Zero();\r\n private _dragPlaneOffsetVector: Vector3 = Vector3.Zero();\r\n\r\n private _hitPointRadius?: number; // Distance between world origin (center of globe) and the hitPoint (where initial drag started)\r\n\r\n public override getClassName(): string {\r\n return \"GeospatialCameraPointersInput\";\r\n }\r\n\r\n public override onButtonDown(evt: IPointerEvent): void {\r\n const scene = this.camera.getScene();\r\n let pickResult: Nullable<PickingInfo>;\r\n switch (evt.button) {\r\n case 0: // Left button - drag/pan globe under cursor\r\n pickResult = scene.pick(scene.pointerX, scene.pointerY, this.camera.pickPredicate);\r\n if (pickResult.pickedPoint && pickResult.ray) {\r\n // Store radius from earth center to pickedPoint, used when calculating drag plane\r\n this._hitPointRadius = pickResult.pickedPoint.length();\r\n\r\n // The dragPlaneOffsetVector will later be recalculated when drag occurs, and the delta between the offset vectors will be applied to localTranslation\r\n this._recalculateDragPlaneOffsetVectorToRef(this._hitPointRadius, pickResult.ray, this._dragPlaneOffsetVector);\r\n } else {\r\n this._hitPointRadius = undefined; // can't drag without a hit on the globe\r\n }\r\n break;\r\n case 1: // Middle button - tilt camera around cursor\r\n pickResult = scene.pick(scene.pointerX, scene.pointerY, this.camera.pickPredicate);\r\n pickResult.pickedPoint && (this.camera._alternateRotationPt = pickResult.pickedPoint);\r\n break;\r\n case 2: // Right button - tilt camera around center of screen, already the default\r\n this.camera._alternateRotationPt = this.camera.center;\r\n break;\r\n default:\r\n return;\r\n }\r\n }\r\n\r\n public override onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {\r\n switch (point?.button) {\r\n case 0: // Left button - drag/pan globe under cursor\r\n this._hitPointRadius !== undefined && this._handleDrag(this._hitPointRadius);\r\n break;\r\n case 1: // Middle button - tilt camera around cursor\r\n case 2: // Right button - tilt camera\r\n this._handleTilt(offsetX, offsetY);\r\n break;\r\n }\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 this._handleTilt(moveDeltaX, moveDeltaY);\r\n }\r\n }\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 this._shouldStartPinchZoom = this._twoFingerActivityCount < 20 && Math.abs(Math.sqrt(pinchSquaredDistance) - Math.sqrt(previousPinchSquaredDistance)) > 20; // move to limits once limits exist\r\n super.onMultiTouch(pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n }\r\n\r\n public override onButtonUp(_evt: IPointerEvent): void {\r\n this._hitPointRadius = undefined;\r\n this.camera._alternateRotationPt = null;\r\n super.onButtonUp(_evt);\r\n }\r\n\r\n /**\r\n * The DragPlaneOffsetVector represents the vector between the dragPlane hit point and the dragPlane origin point.\r\n * As the drag movement occurs, we will continuously recalculate this vector. The delta between the offsetVectors is the delta we will apply to the camera's localtranslation\r\n * @param hitPointRadius The distance between the world origin (center of globe) and the initial drag hit point\r\n * @param ray The ray from the camera to the new cursor location\r\n * @param ref The offset vector between the drag plane's hitPoint and originPoint\r\n */\r\n private _recalculateDragPlaneOffsetVectorToRef(hitPointRadius: number, ray: Ray, ref: Vector3) {\r\n // Use the camera's geocentric normal to find the dragPlaneOriginPoint which lives at hitPointRadius along the camera's geocentric normal\r\n this.camera.position.normalizeToRef(this._dragPlaneNormal);\r\n this._dragPlaneNormal.scaleToRef(hitPointRadius, this._dragPlaneOriginPoint);\r\n\r\n // Now create a plane at that point, perpendicular to the camera's geocentric normal\r\n Plane.FromPositionAndNormalToRef(this._dragPlaneOriginPoint, this._dragPlaneNormal, this._dragPlane);\r\n\r\n // Lastly, find the _dragPlaneHitPoint where the ray intersects the _dragPlane\r\n IntersectRayWithPlaneToRef(ray, this._dragPlane, this._dragPlaneHitPoint);\r\n\r\n // Store the new offset between the drag plane's hitPoint and originPoint\r\n this._dragPlaneHitPoint.subtractToRef(this._dragPlaneOriginPoint, ref);\r\n }\r\n\r\n private _handleDrag(hitPointRadius: number): void {\r\n const scene = this.camera.getScene();\r\n const pickResult = scene.pick(scene.pointerX, scene.pointerY);\r\n if (pickResult.ray) {\r\n const newDragPlaneOffsetVector = TmpVectors.Vector3[5];\r\n this._recalculateDragPlaneOffsetVectorToRef(hitPointRadius, pickResult.ray, newDragPlaneOffsetVector);\r\n const delta = TmpVectors.Vector3[6];\r\n newDragPlaneOffsetVector.subtractToRef(this._dragPlaneOffsetVector, delta);\r\n\r\n this._dragPlaneOffsetVector.copyFrom(newDragPlaneOffsetVector);\r\n\r\n this.camera._perFrameGeocentricTranslation.subtractInPlace(delta); // ???\r\n }\r\n }\r\n\r\n private _handleTilt(deltaX: number, deltaY: number): void {\r\n this.camera._perFrameGeocentricRotation.y += -deltaX / this.angularSensibility; // yaw - looking side to side\r\n this.camera._perFrameGeocentricRotation.x += -deltaY / this.angularSensibility; // pitch - look up towards sky / down towards ground\r\n }\r\n}\r\n\r\nfunction IntersectRayWithPlaneToRef(ray: Ray, plane: Plane, ref: Vector3): boolean {\r\n // Distance along the ray to the plane; null if no hit\r\n const dist = ray.intersectsPlane(plane);\r\n\r\n if (dist !== null && dist >= 0) {\r\n ray.origin.addToRef(ray.direction.scaleToRef(dist, TmpVectors.Vector3[0]), ref);\r\n return true;\r\n }\r\n\r\n return false;\r\n}\r\n"]}
@@ -0,0 +1,49 @@
1
+ import type { Nullable } from "../../types.js";
2
+ import type { PointerTouch } from "../../Events/pointerEvents.js";
3
+ import type { IPointerEvent } from "../../Events/deviceInputEvents.js";
4
+ import { BaseCameraPointersInput } from "./BaseCameraPointersInput.js";
5
+ /**
6
+ * Used by both arcrotatecamera and geospatialcamera, OrbitCameraPointersInputs handle pinchToZoom and multiTouchPanning
7
+ * as though you are orbiting around a target point
8
+ */
9
+ export declare abstract class OrbitCameraPointersInput extends BaseCameraPointersInput {
10
+ /**
11
+ * Defines whether zoom (2 fingers pinch) is enabled through multitouch
12
+ */
13
+ pinchZoom: boolean;
14
+ /**
15
+ * Defines whether panning (2 fingers swipe) is enabled through multitouch.
16
+ */
17
+ multiTouchPanning: boolean;
18
+ /**
19
+ * Defines whether panning is enabled for both pan (2 fingers swipe) and
20
+ * zoom (pinch) through multitouch.
21
+ */
22
+ multiTouchPanAndZoom: boolean;
23
+ protected _isPinching: boolean;
24
+ protected _twoFingerActivityCount: number;
25
+ protected _shouldStartPinchZoom: boolean;
26
+ protected _computePinchZoom(_previousPinchSquaredDistance: number, _pinchSquaredDistance: number): void;
27
+ protected _computeMultiTouchPanning(_previousMultiTouchPanPosition: Nullable<PointerTouch>, _multiTouchPanPosition: Nullable<PointerTouch>): void;
28
+ /**
29
+ * Called on pointer POINTERMOVE event if multiple touches are active.
30
+ * Override this method to provide functionality.
31
+ * @param _pointA First point in the pair
32
+ * @param _pointB Second point in the pair
33
+ * @param previousPinchSquaredDistance Sqr Distance between the points the last time this event was fired (by this input)
34
+ * @param pinchSquaredDistance Sqr Distance between the points this time
35
+ * @param previousMultiTouchPanPosition Previous center point between the points
36
+ * @param multiTouchPanPosition Current center point between the points
37
+ */
38
+ onMultiTouch(_pointA: Nullable<PointerTouch>, _pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
39
+ /**
40
+ * Called each time a new POINTERUP event occurs. Ie, for each button
41
+ * release.
42
+ * @param _evt Defines the event to track
43
+ */
44
+ onButtonUp(_evt: IPointerEvent): void;
45
+ /**
46
+ * Called when window becomes inactive.
47
+ */
48
+ onLostFocus(): void;
49
+ }