@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 +1,150 @@
1
+ import type { Scene } from "../scene.js";
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+ import { Vector3 } from "../Maths/math.vector.js";
3
+ import type { InterpolatingBehavior } from "../Behaviors/Cameras/interpolatingBehavior.js";
4
+ /**
5
+ * @experimental
6
+ * This class is subject to change as geospatial camera evolves.
7
+ *
8
+ * It is intended to hold all logic related to converting input pixel deltas into current frame deltas, taking speed / framerate into account
9
+ * to ensure smooth frame-rate-independent movement
10
+ */
11
+ export declare class CameraMovement {
12
+ protected _cameraPosition: Vector3;
13
+ protected _behavior?: InterpolatingBehavior | undefined;
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+ protected _scene: Scene;
15
+ /**
16
+ * Should be set by input classes to indicates whether there is active input this frame
17
+ * This helps us differentiate between 0 pixel delta due to no input vs user actively holding still
18
+ */
19
+ activeInput: boolean;
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+ /**
21
+ * ------------ Speed ----------------
22
+ * Speed defines the amount of camera movement expected per input pixel movement
23
+ * -----------------------------------
24
+ */
25
+ /**
26
+ * Desired coordinate unit movement per input pixel when zooming
27
+ */
28
+ zoomSpeed: number;
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+ /**
30
+ * Desired coordinate unit movement per input pixel when panning
31
+ */
32
+ panSpeed: number;
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+ /**
34
+ * Desired radians movement per input pixel when rotating along x axis
35
+ */
36
+ rotationXSpeed: number;
37
+ /**
38
+ * Desired radians movement per input pixel when rotating along y axis
39
+ */
40
+ rotationYSpeed: number;
41
+ /**
42
+ * ----------- Speed multipliers ---------------
43
+ * Multipliers allow movement classes to modify the effective speed dynamically per-frame
44
+ * (ex: scale zoom based on distance from target)
45
+ * -----------------------------------
46
+ */
47
+ /**
48
+ * Multiplied atop zoom speed. Used to dynamically adjust zoom speed based on per-frame context (ex: zoom faster when further from target)
49
+ */
50
+ protected _zoomSpeedMultiplier: number;
51
+ /**
52
+ * Multiplied atop pan speed. Used to dynamically adjust pan speed based on per-frame context (ex: pan slowly when close to target)
53
+ */
54
+ protected _panSpeedMultiplier: number;
55
+ /**
56
+ * ---------- Inertia ----------------
57
+ * Inertia represents the decay factor per-frame applied to the velocity when there is no user input.
58
+ * 0 = No inertia, instant stop (velocity immediately becomes 0)
59
+ * 0.5 = Strong decay, velocity halves every frame at 60fps
60
+ * 0.9 = Moderate inertia, velocity retains 90% per frame at 60fps
61
+ * 0.95 = High inertia, smooth glide, velocity retains 95% per frame at 60fps
62
+ * 1 = Infinite inertia, never stops (velocity never decays)
63
+ * -----------------------------------
64
+ */
65
+ /**
66
+ * Inertia applied to the zoom velocity when there is no user input.
67
+ * Higher inertia === slower decay, velocity retains more of its value each frame
68
+ */
69
+ zoomInertia: number;
70
+ /**
71
+ * Inertia applied to the panning velocity when there is no user input.
72
+ * Higher inertia === slower decay, velocity retains more of its value each frame
73
+ */
74
+ panInertia: number;
75
+ /**
76
+ * Inertia applied to the rotation velocity when there is no user input.
77
+ * Higher inertia === slower decay, velocity retains more of its value each frame
78
+ */
79
+ rotationInertia: number;
80
+ /**
81
+ * ---------- Accumulated Pixel Deltas -----------
82
+ * Pixel inputs accumulated throughout the frame by input classes (reset each frame after processing)
83
+ * -----------------------------------
84
+ */
85
+ /**
86
+ * Accumulated pixel delta (by input classes) for zoom this frame
87
+ * Read by computeCurrentFrameDeltas() function and converted into currentFrameTranslationDelta (taking speed into account)
88
+ * Reset to zero after each frame
89
+ */
90
+ zoomAccumulatedPixels: number;
91
+ /**
92
+ * Accumulated pixel delta (by input classes) for panning this frame
93
+ * Read by computeCurrentFrameDeltas() function and converted into currentFrameTranslationDelta (taking speed into account)
94
+ * Reset to zero after each frame
95
+ */
96
+ panAccumulatedPixels: Vector3;
97
+ /**
98
+ * Accumulated pixel delta (by input classes) for rotation this frame
99
+ * Read by computeCurrentFrameDeltas() function and converted into currentFrameTranslationDelta (taking speed into account)
100
+ * Reset to zero after each frame
101
+ */
102
+ rotationAccumulatedPixels: Vector3;
103
+ /**
104
+ * ---------- Current Frame Movement Deltas -----------
105
+ * Deltas read on each frame by camera class in order to move the camera
106
+ * -----------------------------------
107
+ */
108
+ /**
109
+ * Zoom delta to apply to camera this frame, computed by computeCurrentFrameDeltas() from zoomPixelDelta (taking speed into account)
110
+ */
111
+ zoomDeltaCurrentFrame: number;
112
+ /**
113
+ * Pan delta to apply to camera this frame, computed by computeCurrentFrameDeltas() from panPixelDelta (taking speed into account)
114
+ */
115
+ panDeltaCurrentFrame: Vector3;
116
+ /**
117
+ * Rotation delta to apply to camera this frame, computed by computeCurrentFrameDeltas() from rotationPixelDelta (taking speed into account)
118
+ */
119
+ rotationDeltaCurrentFrame: Vector3;
120
+ /**
121
+ * ---------- Velocity -----------
122
+ * Used to track velocity between frames for inertia calculation
123
+ * -----------------------------------
124
+ */
125
+ /**
126
+ * Zoom velocity used for inertia calculations (movement / time)
127
+ */
128
+ protected _zoomVelocity: number;
129
+ /**
130
+ * Pan velocity used for inertia calculations (movement / time)
131
+ */
132
+ private _panVelocity;
133
+ /**
134
+ * Rotation velocity used for inertia calculations (movement / time)
135
+ */
136
+ private _rotationVelocity;
137
+ /**
138
+ * Used when calculating inertial decay. Default to 60fps
139
+ */
140
+ private _prevFrameTimeMs;
141
+ constructor(scene: Scene, _cameraPosition: Vector3, _behavior?: InterpolatingBehavior | undefined);
142
+ /**
143
+ * When called, will take the accumulated pixel deltas set by input classes and convert them into current frame deltas, stored in currentFrameMovementDelta properties
144
+ * Takes speed, scaling, inertia, and framerate into account to ensure smooth movement
145
+ * Zeros out pixelDeltas before returning
146
+ */
147
+ computeCurrentFrameDeltas(): void;
148
+ get isInterpolating(): boolean;
149
+ private _calculateCurrentVelocity;
150
+ }
@@ -0,0 +1,190 @@
1
+ import { Vector3 } from "../Maths/math.vector.js";
2
+ import { Epsilon } from "../Maths/math.constants.js";
3
+ const FrameDurationAt60FPS = 1000 / 60;
4
+ /**
5
+ * @experimental
6
+ * This class is subject to change as geospatial camera evolves.
7
+ *
8
+ * It is intended to hold all logic related to converting input pixel deltas into current frame deltas, taking speed / framerate into account
9
+ * to ensure smooth frame-rate-independent movement
10
+ */
11
+ export class CameraMovement {
12
+ constructor(scene, _cameraPosition, _behavior) {
13
+ this._cameraPosition = _cameraPosition;
14
+ this._behavior = _behavior;
15
+ /**
16
+ * Should be set by input classes to indicates whether there is active input this frame
17
+ * This helps us differentiate between 0 pixel delta due to no input vs user actively holding still
18
+ */
19
+ this.activeInput = false;
20
+ /**
21
+ * ------------ Speed ----------------
22
+ * Speed defines the amount of camera movement expected per input pixel movement
23
+ * -----------------------------------
24
+ */
25
+ /**
26
+ * Desired coordinate unit movement per input pixel when zooming
27
+ */
28
+ this.zoomSpeed = 1;
29
+ /**
30
+ * Desired coordinate unit movement per input pixel when panning
31
+ */
32
+ this.panSpeed = 1;
33
+ /**
34
+ * Desired radians movement per input pixel when rotating along x axis
35
+ */
36
+ this.rotationXSpeed = 1;
37
+ /**
38
+ * Desired radians movement per input pixel when rotating along y axis
39
+ */
40
+ this.rotationYSpeed = 1;
41
+ /**
42
+ * ----------- Speed multipliers ---------------
43
+ * Multipliers allow movement classes to modify the effective speed dynamically per-frame
44
+ * (ex: scale zoom based on distance from target)
45
+ * -----------------------------------
46
+ */
47
+ /**
48
+ * Multiplied atop zoom speed. Used to dynamically adjust zoom speed based on per-frame context (ex: zoom faster when further from target)
49
+ */
50
+ this._zoomSpeedMultiplier = 1;
51
+ /**
52
+ * Multiplied atop pan speed. Used to dynamically adjust pan speed based on per-frame context (ex: pan slowly when close to target)
53
+ */
54
+ this._panSpeedMultiplier = 1;
55
+ /**
56
+ * ---------- Inertia ----------------
57
+ * Inertia represents the decay factor per-frame applied to the velocity when there is no user input.
58
+ * 0 = No inertia, instant stop (velocity immediately becomes 0)
59
+ * 0.5 = Strong decay, velocity halves every frame at 60fps
60
+ * 0.9 = Moderate inertia, velocity retains 90% per frame at 60fps
61
+ * 0.95 = High inertia, smooth glide, velocity retains 95% per frame at 60fps
62
+ * 1 = Infinite inertia, never stops (velocity never decays)
63
+ * -----------------------------------
64
+ */
65
+ /**
66
+ * Inertia applied to the zoom velocity when there is no user input.
67
+ * Higher inertia === slower decay, velocity retains more of its value each frame
68
+ */
69
+ this.zoomInertia = 0.9;
70
+ /**
71
+ * Inertia applied to the panning velocity when there is no user input.
72
+ * Higher inertia === slower decay, velocity retains more of its value each frame
73
+ */
74
+ this.panInertia = 0.9;
75
+ /**
76
+ * Inertia applied to the rotation velocity when there is no user input.
77
+ * Higher inertia === slower decay, velocity retains more of its value each frame
78
+ */
79
+ this.rotationInertia = 0.9;
80
+ /**
81
+ * ---------- Accumulated Pixel Deltas -----------
82
+ * Pixel inputs accumulated throughout the frame by input classes (reset each frame after processing)
83
+ * -----------------------------------
84
+ */
85
+ /**
86
+ * Accumulated pixel delta (by input classes) for zoom this frame
87
+ * Read by computeCurrentFrameDeltas() function and converted into currentFrameTranslationDelta (taking speed into account)
88
+ * Reset to zero after each frame
89
+ */
90
+ this.zoomAccumulatedPixels = 0;
91
+ /**
92
+ * Accumulated pixel delta (by input classes) for panning this frame
93
+ * Read by computeCurrentFrameDeltas() function and converted into currentFrameTranslationDelta (taking speed into account)
94
+ * Reset to zero after each frame
95
+ */
96
+ this.panAccumulatedPixels = new Vector3();
97
+ /**
98
+ * Accumulated pixel delta (by input classes) for rotation this frame
99
+ * Read by computeCurrentFrameDeltas() function and converted into currentFrameTranslationDelta (taking speed into account)
100
+ * Reset to zero after each frame
101
+ */
102
+ this.rotationAccumulatedPixels = new Vector3();
103
+ /**
104
+ * ---------- Current Frame Movement Deltas -----------
105
+ * Deltas read on each frame by camera class in order to move the camera
106
+ * -----------------------------------
107
+ */
108
+ /**
109
+ * Zoom delta to apply to camera this frame, computed by computeCurrentFrameDeltas() from zoomPixelDelta (taking speed into account)
110
+ */
111
+ this.zoomDeltaCurrentFrame = 0;
112
+ /**
113
+ * Pan delta to apply to camera this frame, computed by computeCurrentFrameDeltas() from panPixelDelta (taking speed into account)
114
+ */
115
+ this.panDeltaCurrentFrame = Vector3.Zero();
116
+ /**
117
+ * Rotation delta to apply to camera this frame, computed by computeCurrentFrameDeltas() from rotationPixelDelta (taking speed into account)
118
+ */
119
+ this.rotationDeltaCurrentFrame = Vector3.Zero();
120
+ /**
121
+ * ---------- Velocity -----------
122
+ * Used to track velocity between frames for inertia calculation
123
+ * -----------------------------------
124
+ */
125
+ /**
126
+ * Zoom velocity used for inertia calculations (movement / time)
127
+ */
128
+ this._zoomVelocity = 0;
129
+ /**
130
+ * Pan velocity used for inertia calculations (movement / time)
131
+ */
132
+ this._panVelocity = new Vector3();
133
+ /**
134
+ * Rotation velocity used for inertia calculations (movement / time)
135
+ */
136
+ this._rotationVelocity = new Vector3();
137
+ /**
138
+ * Used when calculating inertial decay. Default to 60fps
139
+ */
140
+ this._prevFrameTimeMs = FrameDurationAt60FPS;
141
+ this._scene = scene;
142
+ }
143
+ /**
144
+ * When called, will take the accumulated pixel deltas set by input classes and convert them into current frame deltas, stored in currentFrameMovementDelta properties
145
+ * Takes speed, scaling, inertia, and framerate into account to ensure smooth movement
146
+ * Zeros out pixelDeltas before returning
147
+ */
148
+ computeCurrentFrameDeltas() {
149
+ const deltaTimeMs = this._scene.getEngine().getDeltaTime();
150
+ this.panDeltaCurrentFrame.setAll(0);
151
+ this.rotationDeltaCurrentFrame.setAll(0);
152
+ this.zoomDeltaCurrentFrame = 0;
153
+ const hasUserInput = this.panAccumulatedPixels.length() > 0 || this.rotationAccumulatedPixels.length() > 0 || this.zoomAccumulatedPixels !== 0;
154
+ if (hasUserInput && this._behavior?.isInterpolating) {
155
+ this._behavior.stopAllAnimations();
156
+ }
157
+ this._panVelocity.copyFromFloats(this._calculateCurrentVelocity(this._panVelocity.x, this.panAccumulatedPixels.x, this.panSpeed * this._panSpeedMultiplier, this.panInertia), this._calculateCurrentVelocity(this._panVelocity.y, this.panAccumulatedPixels.y, this.panSpeed * this._panSpeedMultiplier, this.panInertia), this._calculateCurrentVelocity(this._panVelocity.z, this.panAccumulatedPixels.z, this.panSpeed * this._panSpeedMultiplier, this.panInertia));
158
+ this._panVelocity.scaleToRef(deltaTimeMs, this.panDeltaCurrentFrame);
159
+ this._rotationVelocity.copyFromFloats(this._calculateCurrentVelocity(this._rotationVelocity.x, this.rotationAccumulatedPixels.x, this.rotationXSpeed, this.rotationInertia), this._calculateCurrentVelocity(this._rotationVelocity.y, this.rotationAccumulatedPixels.y, this.rotationYSpeed, this.rotationInertia), this._calculateCurrentVelocity(this._rotationVelocity.z, this.rotationAccumulatedPixels.z, this.rotationYSpeed, this.rotationInertia));
160
+ this._rotationVelocity.scaleToRef(deltaTimeMs, this.rotationDeltaCurrentFrame);
161
+ this._zoomVelocity = this._calculateCurrentVelocity(this._zoomVelocity, this.zoomAccumulatedPixels, this.zoomSpeed * this._zoomSpeedMultiplier, this.zoomInertia);
162
+ this.zoomDeltaCurrentFrame = this._zoomVelocity * deltaTimeMs;
163
+ this._prevFrameTimeMs = deltaTimeMs;
164
+ this.zoomAccumulatedPixels = 0;
165
+ this.panAccumulatedPixels.setAll(0);
166
+ this.rotationAccumulatedPixels.setAll(0);
167
+ }
168
+ get isInterpolating() {
169
+ return !!this._behavior?.isInterpolating;
170
+ }
171
+ _calculateCurrentVelocity(velocityRef, pixelDelta, speedFactor, inertialDecayFactor) {
172
+ let inputVelocity = velocityRef;
173
+ const deltaTimeMs = this._scene.getEngine().getDeltaTime();
174
+ // If we are actively recieving input or have accumulated some pixel delta since last frame, calculate inputVelocity (inertia doesn't kickin yet)
175
+ if (pixelDelta !== 0 || this.activeInput) {
176
+ const pixelsPerMs = pixelDelta / deltaTimeMs;
177
+ inputVelocity = pixelsPerMs * speedFactor;
178
+ }
179
+ else if (!this.activeInput && inputVelocity !== 0) {
180
+ // If we are not receiving input and velocity isn't already zero, apply inertial decay to decelerate velocity
181
+ const frameIndependentDecay = Math.pow(inertialDecayFactor, this._prevFrameTimeMs / FrameDurationAt60FPS);
182
+ inputVelocity *= frameIndependentDecay;
183
+ if (Math.abs(inputVelocity) <= Epsilon) {
184
+ inputVelocity = 0;
185
+ }
186
+ }
187
+ return inputVelocity;
188
+ }
189
+ }
190
+ //# sourceMappingURL=cameraMovement.js.map
@@ -0,0 +1 @@
1
+ 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type { Scene } from \"../scene\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport type { InterpolatingBehavior } from \"../Behaviors/Cameras/interpolatingBehavior\";\r\n\r\nconst FrameDurationAt60FPS = 1000 / 60;\r\n/**\r\n * @experimental\r\n * This class is subject to change as geospatial camera evolves.\r\n *\r\n * It is intended to hold all logic related to converting input pixel deltas into current frame deltas, taking speed / framerate into account\r\n * to ensure smooth frame-rate-independent movement\r\n */\r\nexport class CameraMovement {\r\n protected _scene: Scene;\r\n\r\n /**\r\n * Should be set by input classes to indicates whether there is active input this frame\r\n * This helps us differentiate between 0 pixel delta due to no input vs user actively holding still\r\n */\r\n public activeInput: boolean = false;\r\n\r\n /**\r\n * ------------ Speed ----------------\r\n * Speed defines the amount of camera movement expected per input pixel movement\r\n * -----------------------------------\r\n */\r\n /**\r\n * Desired coordinate unit movement per input pixel when zooming\r\n */\r\n public zoomSpeed: number = 1;\r\n /**\r\n * Desired coordinate unit movement per input pixel when panning\r\n */\r\n public panSpeed: number = 1;\r\n /**\r\n * Desired radians movement per input pixel when rotating along x axis\r\n */\r\n public rotationXSpeed: number = 1;\r\n /**\r\n * Desired radians movement per input pixel when rotating along y axis\r\n */\r\n public rotationYSpeed: number = 1;\r\n\r\n /**\r\n * ----------- Speed multipliers ---------------\r\n * Multipliers allow movement classes to modify the effective speed dynamically per-frame\r\n * (ex: scale zoom based on distance from target)\r\n * -----------------------------------\r\n */\r\n /**\r\n * Multiplied atop zoom speed. Used to dynamically adjust zoom speed based on per-frame context (ex: zoom faster when further from target)\r\n */\r\n protected _zoomSpeedMultiplier: number = 1;\r\n /**\r\n * Multiplied atop pan speed. Used to dynamically adjust pan speed based on per-frame context (ex: pan slowly when close to target)\r\n */\r\n protected _panSpeedMultiplier: number = 1;\r\n\r\n /**\r\n * ---------- Inertia ----------------\r\n * Inertia represents the decay factor per-frame applied to the velocity when there is no user input.\r\n * 0 = No inertia, instant stop (velocity immediately becomes 0)\r\n * 0.5 = Strong decay, velocity halves every frame at 60fps\r\n * 0.9 = Moderate inertia, velocity retains 90% per frame at 60fps\r\n * 0.95 = High inertia, smooth glide, velocity retains 95% per frame at 60fps\r\n * 1 = Infinite inertia, never stops (velocity never decays)\r\n * -----------------------------------\r\n */\r\n /**\r\n * Inertia applied to the zoom velocity when there is no user input.\r\n * Higher inertia === slower decay, velocity retains more of its value each frame\r\n */\r\n public zoomInertia: number = 0.9;\r\n /**\r\n * Inertia applied to the panning velocity when there is no user input.\r\n * Higher inertia === slower decay, velocity retains more of its value each frame\r\n */\r\n public panInertia: number = 0.9;\r\n /**\r\n * Inertia applied to the rotation velocity when there is no user input.\r\n * Higher inertia === slower decay, velocity retains more of its value each frame\r\n */\r\n public rotationInertia: number = 0.9;\r\n\r\n /**\r\n * ---------- Accumulated Pixel Deltas -----------\r\n * Pixel inputs accumulated throughout the frame by input classes (reset each frame after processing)\r\n * -----------------------------------\r\n */\r\n /**\r\n * Accumulated pixel delta (by input classes) for zoom this frame\r\n * Read by computeCurrentFrameDeltas() function and converted into currentFrameTranslationDelta (taking speed into account)\r\n * Reset to zero after each frame\r\n */\r\n public zoomAccumulatedPixels: number = 0;\r\n /**\r\n * Accumulated pixel delta (by input classes) for panning this frame\r\n * Read by computeCurrentFrameDeltas() function and converted into currentFrameTranslationDelta (taking speed into account)\r\n * Reset to zero after each frame\r\n */\r\n public panAccumulatedPixels: Vector3 = new Vector3();\r\n /**\r\n * Accumulated pixel delta (by input classes) for rotation this frame\r\n * Read by computeCurrentFrameDeltas() function and converted into currentFrameTranslationDelta (taking speed into account)\r\n * Reset to zero after each frame\r\n */\r\n public rotationAccumulatedPixels: Vector3 = new Vector3();\r\n\r\n /**\r\n * ---------- Current Frame Movement Deltas -----------\r\n * Deltas read on each frame by camera class in order to move the camera\r\n * -----------------------------------\r\n */\r\n /**\r\n * Zoom delta to apply to camera this frame, computed by computeCurrentFrameDeltas() from zoomPixelDelta (taking speed into account)\r\n */\r\n public zoomDeltaCurrentFrame: number = 0;\r\n /**\r\n * Pan delta to apply to camera this frame, computed by computeCurrentFrameDeltas() from panPixelDelta (taking speed into account)\r\n */\r\n public panDeltaCurrentFrame: Vector3 = Vector3.Zero();\r\n /**\r\n * Rotation delta to apply to camera this frame, computed by computeCurrentFrameDeltas() from rotationPixelDelta (taking speed into account)\r\n */\r\n public rotationDeltaCurrentFrame: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * ---------- Velocity -----------\r\n * Used to track velocity between frames for inertia calculation\r\n * -----------------------------------\r\n */\r\n /**\r\n * Zoom velocity used for inertia calculations (movement / time)\r\n */\r\n protected _zoomVelocity: number = 0;\r\n /**\r\n * Pan velocity used for inertia calculations (movement / time)\r\n */\r\n private _panVelocity: Vector3 = new Vector3();\r\n /**\r\n * Rotation velocity used for inertia calculations (movement / time)\r\n */\r\n private _rotationVelocity: Vector3 = new Vector3();\r\n\r\n /**\r\n * Used when calculating inertial decay. Default to 60fps\r\n */\r\n private _prevFrameTimeMs: number = FrameDurationAt60FPS;\r\n\r\n constructor(\r\n scene: Scene,\r\n protected _cameraPosition: Vector3,\r\n protected _behavior?: InterpolatingBehavior\r\n ) {\r\n this._scene = scene;\r\n }\r\n\r\n /**\r\n * When called, will take the accumulated pixel deltas set by input classes and convert them into current frame deltas, stored in currentFrameMovementDelta properties\r\n * Takes speed, scaling, inertia, and framerate into account to ensure smooth movement\r\n * Zeros out pixelDeltas before returning\r\n */\r\n public computeCurrentFrameDeltas(): void {\r\n const deltaTimeMs = this._scene.getEngine().getDeltaTime();\r\n\r\n this.panDeltaCurrentFrame.setAll(0);\r\n this.rotationDeltaCurrentFrame.setAll(0);\r\n this.zoomDeltaCurrentFrame = 0;\r\n\r\n const hasUserInput = this.panAccumulatedPixels.length() > 0 || this.rotationAccumulatedPixels.length() > 0 || this.zoomAccumulatedPixels !== 0;\r\n\r\n if (hasUserInput && this._behavior?.isInterpolating) {\r\n this._behavior.stopAllAnimations();\r\n }\r\n\r\n this._panVelocity.copyFromFloats(\r\n this._calculateCurrentVelocity(this._panVelocity.x, this.panAccumulatedPixels.x, this.panSpeed * this._panSpeedMultiplier, this.panInertia),\r\n this._calculateCurrentVelocity(this._panVelocity.y, this.panAccumulatedPixels.y, this.panSpeed * this._panSpeedMultiplier, this.panInertia),\r\n this._calculateCurrentVelocity(this._panVelocity.z, this.panAccumulatedPixels.z, this.panSpeed * this._panSpeedMultiplier, this.panInertia)\r\n );\r\n this._panVelocity.scaleToRef(deltaTimeMs, this.panDeltaCurrentFrame);\r\n\r\n this._rotationVelocity.copyFromFloats(\r\n this._calculateCurrentVelocity(this._rotationVelocity.x, this.rotationAccumulatedPixels.x, this.rotationXSpeed, this.rotationInertia),\r\n this._calculateCurrentVelocity(this._rotationVelocity.y, this.rotationAccumulatedPixels.y, this.rotationYSpeed, this.rotationInertia),\r\n this._calculateCurrentVelocity(this._rotationVelocity.z, this.rotationAccumulatedPixels.z, this.rotationYSpeed, this.rotationInertia)\r\n );\r\n this._rotationVelocity.scaleToRef(deltaTimeMs, this.rotationDeltaCurrentFrame);\r\n\r\n this._zoomVelocity = this._calculateCurrentVelocity(this._zoomVelocity, this.zoomAccumulatedPixels, this.zoomSpeed * this._zoomSpeedMultiplier, this.zoomInertia);\r\n this.zoomDeltaCurrentFrame = this._zoomVelocity * deltaTimeMs;\r\n\r\n this._prevFrameTimeMs = deltaTimeMs;\r\n this.zoomAccumulatedPixels = 0;\r\n this.panAccumulatedPixels.setAll(0);\r\n this.rotationAccumulatedPixels.setAll(0);\r\n }\r\n\r\n public get isInterpolating(): boolean {\r\n return !!this._behavior?.isInterpolating;\r\n }\r\n\r\n private _calculateCurrentVelocity(velocityRef: number, pixelDelta: number, speedFactor: number, inertialDecayFactor: number): number {\r\n let inputVelocity = velocityRef;\r\n const deltaTimeMs = this._scene.getEngine().getDeltaTime();\r\n\r\n // If we are actively recieving input or have accumulated some pixel delta since last frame, calculate inputVelocity (inertia doesn't kickin yet)\r\n if (pixelDelta !== 0 || this.activeInput) {\r\n const pixelsPerMs = pixelDelta / deltaTimeMs;\r\n inputVelocity = pixelsPerMs * speedFactor;\r\n } else if (!this.activeInput && inputVelocity !== 0) {\r\n // If we are not receiving input and velocity isn't already zero, apply inertial decay to decelerate velocity\r\n const frameIndependentDecay = Math.pow(inertialDecayFactor, this._prevFrameTimeMs / FrameDurationAt60FPS);\r\n inputVelocity *= frameIndependentDecay;\r\n if (Math.abs(inputVelocity) <= Epsilon) {\r\n inputVelocity = 0;\r\n }\r\n }\r\n\r\n return inputVelocity;\r\n }\r\n}\r\n"]}
@@ -403,13 +403,9 @@ export class TargetCamera extends Camera {
403
403
  const parentWorldMatrix = this.parent.getWorldMatrix();
404
404
  this._viewMatrix.invert();
405
405
  this._viewMatrix.multiplyToRef(parentWorldMatrix, this._viewMatrix);
406
- this._viewMatrix.getTranslationToRef(this._globalPosition);
407
406
  this._viewMatrix.invert();
408
407
  this._markSyncedWithParent();
409
408
  }
410
- else {
411
- this._globalPosition.copyFrom(position);
412
- }
413
409
  }
414
410
  /**
415
411
  * @internal
@@ -1 +1 @@
1
- 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{ serialize, serializeAsVector3, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Camera } from \"./camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Quaternion, Matrix, Vector3, Vector2, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport { Axis } from \"../Maths/math.axis\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Node } from \"../node\";\r\n\r\nNode.AddNodeConstructor(\"TargetCamera\", (name, scene) => {\r\n return () => new TargetCamera(name, Vector3.Zero(), scene);\r\n});\r\n\r\n// Temporary cache variables to avoid allocations.\r\nconst TmpMatrix = Matrix.Zero();\r\nconst TmpQuaternion = Quaternion.Identity();\r\n\r\n/**\r\n * A target camera takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\nexport class TargetCamera extends Camera {\r\n private static _RigCamTransformMatrix = new Matrix();\r\n private static _TargetTransformMatrix = new Matrix();\r\n private static _TargetFocalPoint = new Vector3();\r\n\r\n /**\r\n * Define the current direction the camera is moving to\r\n */\r\n public cameraDirection = new Vector3(0, 0, 0);\r\n /**\r\n * Define the current rotation the camera is rotating to\r\n */\r\n public cameraRotation = new Vector2(0, 0);\r\n\r\n /**\r\n * When set, the up vector of the camera will be updated by the rotation of the camera\r\n */\r\n @serialize()\r\n public updateUpVectorFromRotation = false;\r\n\r\n /**\r\n * Define the current rotation of the camera\r\n */\r\n @serializeAsVector3()\r\n public rotation: Vector3;\r\n\r\n /**\r\n * Define the current rotation of the camera as a quaternion to prevent Gimbal lock\r\n */\r\n public rotationQuaternion: Quaternion;\r\n\r\n /**\r\n * Define the current speed of the camera\r\n */\r\n @serialize()\r\n public speed = 2.0;\r\n\r\n /**\r\n * Add constraint to the camera to prevent it to move freely in all directions and\r\n * around all axis.\r\n */\r\n public noRotationConstraint = false;\r\n\r\n /**\r\n * Reverses mouselook direction to 'natural' panning as opposed to traditional direct\r\n * panning\r\n */\r\n public invertRotation = false;\r\n\r\n /**\r\n * Speed multiplier for inverse camera panning\r\n */\r\n public inverseRotationSpeed = 0.2;\r\n\r\n /**\r\n * @internal\r\n * @experimental\r\n * Can be used to change clamping behavior for inertia. Hook into onBeforeRenderObservable to change the value per-frame\r\n */\r\n public _panningEpsilon = Epsilon;\r\n /**\r\n * @internal\r\n * @experimental\r\n * Can be used to change clamping behavior for inertia. Hook into onBeforeRenderObservable to change the value per-frame\r\n */\r\n public _rotationEpsilon = Epsilon;\r\n\r\n /**\r\n * Define the current target of the camera as an object or a position.\r\n * Please note that locking a target will disable panning.\r\n */\r\n @serializeAsMeshReference(\"lockedTargetId\")\r\n public lockedTarget: any = null;\r\n\r\n protected readonly _currentTarget = Vector3.Zero();\r\n protected _initialFocalDistance = 1;\r\n protected readonly _viewMatrix = Matrix.Zero();\r\n\r\n /** @internal */\r\n public readonly _cameraTransformMatrix = Matrix.Zero();\r\n /** @internal */\r\n public readonly _cameraRotationMatrix = Matrix.Zero();\r\n\r\n protected readonly _referencePoint: Vector3;\r\n protected readonly _transformedReferencePoint = Vector3.Zero();\r\n\r\n protected readonly _deferredPositionUpdate = new Vector3();\r\n protected readonly _deferredRotationQuaternionUpdate = new Quaternion();\r\n protected readonly _deferredRotationUpdate = new Vector3();\r\n protected _deferredUpdated = false;\r\n protected _deferOnly: boolean = false;\r\n\r\n /** @internal */\r\n public _reset: () => void;\r\n\r\n /**\r\n * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n * @param name Defines the name of the camera in the scene\r\n * @param position Defines the start position of the camera in the scene\r\n * @param scene Defines the scene the camera belongs to\r\n * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active if not other active cameras have been defined\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, setActiveOnSceneIfNoneActive = true) {\r\n super(name, position, scene, setActiveOnSceneIfNoneActive);\r\n\r\n this._referencePoint = Vector3.Forward(this.getScene().useRightHandedSystem);\r\n\r\n // Set the y component of the rotation to Math.PI in right-handed system for backwards compatibility.\r\n this.rotation = new Vector3(0, this.getScene().useRightHandedSystem ? Math.PI : 0, 0);\r\n }\r\n\r\n /**\r\n * Gets the position in front of the camera at a given distance.\r\n * @param distance The distance from the camera we want the position to be\r\n * @returns the position\r\n */\r\n public getFrontPosition(distance: number): Vector3 {\r\n this.getWorldMatrix();\r\n const worldForward = TmpVectors.Vector3[0];\r\n const localForward = TmpVectors.Vector3[1];\r\n localForward.set(0, 0, this._scene.useRightHandedSystem ? -1.0 : 1.0);\r\n this.getDirectionToRef(localForward, worldForward);\r\n worldForward.scaleInPlace(distance);\r\n return this.globalPosition.add(worldForward);\r\n }\r\n\r\n /** @internal */\r\n public _getLockedTargetPosition(): Nullable<Vector3> {\r\n if (!this.lockedTarget) {\r\n return null;\r\n }\r\n\r\n if (this.lockedTarget.absolutePosition) {\r\n const lockedTarget = this.lockedTarget as AbstractMesh;\r\n const m = lockedTarget.computeWorldMatrix();\r\n // in some cases the absolute position resets externally, but doesn't update since the matrix is cached.\r\n m.getTranslationToRef(lockedTarget.absolutePosition);\r\n }\r\n\r\n return this.lockedTarget.absolutePosition || this.lockedTarget;\r\n }\r\n\r\n private _storedPosition: Vector3;\r\n private _storedRotation: Vector3;\r\n private _storedRotationQuaternion: Quaternion;\r\n\r\n /**\r\n * Store current camera state of the camera (fov, position, rotation, etc..)\r\n * @returns the camera\r\n */\r\n public override storeState(): Camera {\r\n this._storedPosition = this.position.clone();\r\n this._storedRotation = this.rotation.clone();\r\n if (this.rotationQuaternion) {\r\n this._storedRotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n\r\n return super.storeState();\r\n }\r\n\r\n /**\r\n * Restored camera state. You must call storeState() first\r\n * @returns whether it was successful or not\r\n * @internal\r\n */\r\n public override _restoreStateValues(): boolean {\r\n if (!super._restoreStateValues()) {\r\n return false;\r\n }\r\n\r\n this.position = this._storedPosition.clone();\r\n this.rotation = this._storedRotation.clone();\r\n\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion = this._storedRotationQuaternion.clone();\r\n }\r\n\r\n this.cameraDirection.copyFromFloats(0, 0, 0);\r\n this.cameraRotation.copyFromFloats(0, 0);\r\n\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n public override _initCache() {\r\n super._initCache();\r\n this._cache.lockedTarget = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotation = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotationQuaternion = new Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _updateCache(ignoreParentClass?: boolean): void {\r\n if (!ignoreParentClass) {\r\n super._updateCache();\r\n }\r\n\r\n const lockedTargetPosition = this._getLockedTargetPosition();\r\n if (!lockedTargetPosition) {\r\n this._cache.lockedTarget = null;\r\n } else {\r\n if (!this._cache.lockedTarget) {\r\n this._cache.lockedTarget = lockedTargetPosition.clone();\r\n } else {\r\n this._cache.lockedTarget.copyFrom(lockedTargetPosition);\r\n }\r\n }\r\n\r\n this._cache.rotation.copyFrom(this.rotation);\r\n if (this.rotationQuaternion) {\r\n this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n }\r\n }\r\n\r\n // Synchronized\r\n /** @internal */\r\n public override _isSynchronizedViewMatrix(): boolean {\r\n if (!super._isSynchronizedViewMatrix()) {\r\n return false;\r\n }\r\n\r\n const lockedTargetPosition = this._getLockedTargetPosition();\r\n\r\n return (\r\n (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition) &&\r\n (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation))\r\n );\r\n }\r\n\r\n // Methods\r\n /** @internal */\r\n public _computeLocalCameraSpeed(): number {\r\n const engine = this.getEngine();\r\n return this.speed * Math.sqrt(engine.getDeltaTime() / (engine.getFps() * 100.0));\r\n }\r\n\r\n // Target\r\n\r\n /**\r\n * Defines the target the camera should look at.\r\n * @param target Defines the new target as a Vector\r\n */\r\n public setTarget(target: Vector3): void {\r\n this.upVector.normalize();\r\n\r\n this._initialFocalDistance = target.subtract(this.position).length();\r\n\r\n if (this.position.z === target.z) {\r\n this.position.z += Epsilon;\r\n }\r\n\r\n this._referencePoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(this.position, target, Vector3.UpReadOnly, TmpMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(this.position, target, Vector3.UpReadOnly, TmpMatrix);\r\n }\r\n TmpMatrix.invert();\r\n\r\n const rotationQuaternion = this.rotationQuaternion || TmpQuaternion;\r\n Quaternion.FromRotationMatrixToRef(TmpMatrix, rotationQuaternion);\r\n\r\n rotationQuaternion.toEulerAnglesToRef(this.rotation);\r\n\r\n // Explicitly set z to 0 to match previous behavior.\r\n this.rotation.z = 0;\r\n }\r\n\r\n /**\r\n * Defines the target point of the camera.\r\n * The camera looks towards it form the radius distance.\r\n */\r\n public get target(): Vector3 {\r\n return this.getTarget();\r\n }\r\n public set target(value: Vector3) {\r\n this.setTarget(value);\r\n }\r\n\r\n /**\r\n * Return the current target position of the camera. This value is expressed in local space.\r\n * @returns the target position\r\n */\r\n public getTarget(): Vector3 {\r\n return this._currentTarget;\r\n }\r\n\r\n /** @internal */\r\n public _decideIfNeedsToMove(): boolean {\r\n return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n }\r\n\r\n /** @internal */\r\n public _updatePosition(): void {\r\n if (this.parent) {\r\n this.parent.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n Vector3.TransformNormalToRef(this.cameraDirection, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this._deferredPositionUpdate.addInPlace(TmpVectors.Vector3[0]);\r\n if (!this._deferOnly) {\r\n this.position.copyFrom(this._deferredPositionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n return;\r\n }\r\n this._deferredPositionUpdate.addInPlace(this.cameraDirection);\r\n if (!this._deferOnly) {\r\n this.position.copyFrom(this._deferredPositionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _checkInputs(): void {\r\n const directionMultiplier = this.invertRotation ? -this.inverseRotationSpeed : 1.0;\r\n const needToMove = this._decideIfNeedsToMove();\r\n const needToRotate = this.cameraRotation.x || this.cameraRotation.y;\r\n\r\n this._deferredUpdated = false;\r\n this._deferredRotationUpdate.copyFrom(this.rotation);\r\n this._deferredPositionUpdate.copyFrom(this.position);\r\n if (this.rotationQuaternion) {\r\n this._deferredRotationQuaternionUpdate.copyFrom(this.rotationQuaternion);\r\n }\r\n\r\n // Move\r\n if (needToMove) {\r\n this._updatePosition();\r\n }\r\n\r\n // Rotate\r\n if (needToRotate) {\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toEulerAnglesToRef(this._deferredRotationUpdate);\r\n }\r\n\r\n this._deferredRotationUpdate.x += this.cameraRotation.x * directionMultiplier;\r\n this._deferredRotationUpdate.y += this.cameraRotation.y * directionMultiplier;\r\n\r\n // Apply constraints\r\n if (!this.noRotationConstraint) {\r\n const limit = 1.570796;\r\n\r\n if (this._deferredRotationUpdate.x > limit) {\r\n this._deferredRotationUpdate.x = limit;\r\n }\r\n if (this._deferredRotationUpdate.x < -limit) {\r\n this._deferredRotationUpdate.x = -limit;\r\n }\r\n }\r\n\r\n if (!this._deferOnly) {\r\n this.rotation.copyFrom(this._deferredRotationUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n const len = this._deferredRotationUpdate.lengthSquared();\r\n if (len) {\r\n Quaternion.RotationYawPitchRollToRef(\r\n this._deferredRotationUpdate.y,\r\n this._deferredRotationUpdate.x,\r\n this._deferredRotationUpdate.z,\r\n this._deferredRotationQuaternionUpdate\r\n );\r\n if (!this._deferOnly) {\r\n this.rotationQuaternion.copyFrom(this._deferredRotationQuaternionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n const inertialPanningLimit = this.speed * this._panningEpsilon;\r\n const inertialRotationLimit = this.speed * this._rotationEpsilon;\r\n // Inertia\r\n if (needToMove) {\r\n if (Math.abs(this.cameraDirection.x) < inertialPanningLimit) {\r\n this.cameraDirection.x = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraDirection.y) < inertialPanningLimit) {\r\n this.cameraDirection.y = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraDirection.z) < inertialPanningLimit) {\r\n this.cameraDirection.z = 0;\r\n }\r\n\r\n this.cameraDirection.scaleInPlace(this.inertia);\r\n }\r\n if (needToRotate) {\r\n if (Math.abs(this.cameraRotation.x) < inertialRotationLimit) {\r\n this.cameraRotation.x = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraRotation.y) < inertialRotationLimit) {\r\n this.cameraRotation.y = 0;\r\n }\r\n this.cameraRotation.scaleInPlace(this.inertia);\r\n }\r\n\r\n super._checkInputs();\r\n }\r\n\r\n protected _updateCameraRotationMatrix() {\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);\r\n } else {\r\n Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);\r\n }\r\n }\r\n\r\n /**\r\n * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)\r\n * @returns the current camera\r\n */\r\n private _rotateUpVectorWithCameraRotationMatrix(): TargetCamera {\r\n Vector3.TransformNormalToRef(Vector3.UpReadOnly, this._cameraRotationMatrix, this.upVector);\r\n return this;\r\n }\r\n\r\n private _cachedRotationZ = 0;\r\n private _cachedQuaternionRotationZ = 0;\r\n /** @internal */\r\n public override _getViewMatrix(): Matrix {\r\n if (this.lockedTarget) {\r\n this.setTarget(this._getLockedTargetPosition()!);\r\n }\r\n\r\n // Compute\r\n this._updateCameraRotationMatrix();\r\n\r\n // Apply the changed rotation to the upVector\r\n if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedQuaternionRotationZ = this.rotationQuaternion.z;\r\n } else if (this._cachedRotationZ !== this.rotation.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedRotationZ = this.rotation.z;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);\r\n\r\n // Computing target and final matrix\r\n this.position.addToRef(this._transformedReferencePoint, this._currentTarget);\r\n if (this.updateUpVectorFromRotation) {\r\n if (this.rotationQuaternion) {\r\n Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);\r\n } else {\r\n Quaternion.FromEulerVectorToRef(this.rotation, TmpQuaternion);\r\n Axis.Y.rotateByQuaternionToRef(TmpQuaternion, this.upVector);\r\n }\r\n }\r\n this._computeViewMatrix(this.position, this._currentTarget, this.upVector);\r\n return this._viewMatrix;\r\n }\r\n\r\n protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void {\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(position, target, up, this._viewMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(position, target, up, this._viewMatrix);\r\n }\r\n\r\n if (this.parent) {\r\n const parentWorldMatrix = this.parent.getWorldMatrix();\r\n this._viewMatrix.invert();\r\n this._viewMatrix.multiplyToRef(parentWorldMatrix, this._viewMatrix);\r\n this._viewMatrix.getTranslationToRef(this._globalPosition);\r\n this._viewMatrix.invert();\r\n\r\n this._markSyncedWithParent();\r\n } else {\r\n this._globalPosition.copyFrom(position);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public override createRigCamera(name: string, cameraIndex: number): Nullable<Camera> {\r\n if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n const rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());\r\n rigCamera.isRigCamera = true;\r\n rigCamera.rigParent = this;\r\n if (this.cameraRigMode === Camera.RIG_MODE_VR) {\r\n if (!this.rotationQuaternion) {\r\n this.rotationQuaternion = new Quaternion();\r\n }\r\n rigCamera._cameraRigParams = {};\r\n rigCamera.rotationQuaternion = new Quaternion();\r\n }\r\n\r\n rigCamera.mode = this.mode;\r\n rigCamera.orthoLeft = this.orthoLeft;\r\n rigCamera.orthoRight = this.orthoRight;\r\n rigCamera.orthoTop = this.orthoTop;\r\n rigCamera.orthoBottom = this.orthoBottom;\r\n\r\n return rigCamera;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _updateRigCameras() {\r\n const camLeft = <TargetCamera>this._rigCameras[0];\r\n const camRight = <TargetCamera>this._rigCameras[1];\r\n\r\n this.computeWorldMatrix();\r\n\r\n switch (this.cameraRigMode) {\r\n case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:\r\n case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:\r\n case Camera.RIG_MODE_STEREOSCOPIC_INTERLACED: {\r\n //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:\r\n const leftSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? 1 : -1;\r\n const rightSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? -1 : 1;\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft);\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * rightSign, camRight);\r\n break;\r\n }\r\n case Camera.RIG_MODE_VR:\r\n if (camLeft.rotationQuaternion) {\r\n camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n } else {\r\n camLeft.rotation.copyFrom(this.rotation);\r\n camRight.rotation.copyFrom(this.rotation);\r\n }\r\n camLeft.position.copyFrom(this.position);\r\n camRight.position.copyFrom(this.position);\r\n\r\n break;\r\n }\r\n super._updateRigCameras();\r\n }\r\n\r\n private _getRigCamPositionAndTarget(halfSpace: number, rigCamera: TargetCamera) {\r\n const target = this.getTarget();\r\n target.subtractToRef(this.position, TargetCamera._TargetFocalPoint);\r\n\r\n TargetCamera._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n const newFocalTarget = TargetCamera._TargetFocalPoint.addInPlace(this.position);\r\n\r\n Matrix.TranslationToRef(-newFocalTarget.x, -newFocalTarget.y, -newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n TargetCamera._TargetTransformMatrix.multiplyToRef(Matrix.RotationAxis(rigCamera.upVector, halfSpace), TargetCamera._RigCamTransformMatrix);\r\n Matrix.TranslationToRef(newFocalTarget.x, newFocalTarget.y, newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n\r\n TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);\r\n\r\n Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, rigCamera.position);\r\n rigCamera.setTarget(newFocalTarget);\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"TargetCamera\";\r\n }\r\n}\r\n"]}
1
+ 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{ serialize, serializeAsVector3, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Camera } from \"./camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Quaternion, Matrix, Vector3, Vector2, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport { Axis } from \"../Maths/math.axis\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Node } from \"../node\";\r\n\r\nNode.AddNodeConstructor(\"TargetCamera\", (name, scene) => {\r\n return () => new TargetCamera(name, Vector3.Zero(), scene);\r\n});\r\n\r\n// Temporary cache variables to avoid allocations.\r\nconst TmpMatrix = Matrix.Zero();\r\nconst TmpQuaternion = Quaternion.Identity();\r\n\r\n/**\r\n * A target camera takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\nexport class TargetCamera extends Camera {\r\n private static _RigCamTransformMatrix = new Matrix();\r\n private static _TargetTransformMatrix = new Matrix();\r\n private static _TargetFocalPoint = new Vector3();\r\n\r\n /**\r\n * Define the current direction the camera is moving to\r\n */\r\n public cameraDirection = new Vector3(0, 0, 0);\r\n /**\r\n * Define the current rotation the camera is rotating to\r\n */\r\n public cameraRotation = new Vector2(0, 0);\r\n\r\n /**\r\n * When set, the up vector of the camera will be updated by the rotation of the camera\r\n */\r\n @serialize()\r\n public updateUpVectorFromRotation = false;\r\n\r\n /**\r\n * Define the current rotation of the camera\r\n */\r\n @serializeAsVector3()\r\n public rotation: Vector3;\r\n\r\n /**\r\n * Define the current rotation of the camera as a quaternion to prevent Gimbal lock\r\n */\r\n public rotationQuaternion: Quaternion;\r\n\r\n /**\r\n * Define the current speed of the camera\r\n */\r\n @serialize()\r\n public speed = 2.0;\r\n\r\n /**\r\n * Add constraint to the camera to prevent it to move freely in all directions and\r\n * around all axis.\r\n */\r\n public noRotationConstraint = false;\r\n\r\n /**\r\n * Reverses mouselook direction to 'natural' panning as opposed to traditional direct\r\n * panning\r\n */\r\n public invertRotation = false;\r\n\r\n /**\r\n * Speed multiplier for inverse camera panning\r\n */\r\n public inverseRotationSpeed = 0.2;\r\n\r\n /**\r\n * @internal\r\n * @experimental\r\n * Can be used to change clamping behavior for inertia. Hook into onBeforeRenderObservable to change the value per-frame\r\n */\r\n public _panningEpsilon = Epsilon;\r\n /**\r\n * @internal\r\n * @experimental\r\n * Can be used to change clamping behavior for inertia. Hook into onBeforeRenderObservable to change the value per-frame\r\n */\r\n public _rotationEpsilon = Epsilon;\r\n\r\n /**\r\n * Define the current target of the camera as an object or a position.\r\n * Please note that locking a target will disable panning.\r\n */\r\n @serializeAsMeshReference(\"lockedTargetId\")\r\n public lockedTarget: any = null;\r\n\r\n protected readonly _currentTarget = Vector3.Zero();\r\n protected _initialFocalDistance = 1;\r\n protected readonly _viewMatrix = Matrix.Zero();\r\n\r\n /** @internal */\r\n public readonly _cameraTransformMatrix = Matrix.Zero();\r\n /** @internal */\r\n public readonly _cameraRotationMatrix = Matrix.Zero();\r\n\r\n protected readonly _referencePoint: Vector3;\r\n protected readonly _transformedReferencePoint = Vector3.Zero();\r\n\r\n protected readonly _deferredPositionUpdate = new Vector3();\r\n protected readonly _deferredRotationQuaternionUpdate = new Quaternion();\r\n protected readonly _deferredRotationUpdate = new Vector3();\r\n protected _deferredUpdated = false;\r\n protected _deferOnly: boolean = false;\r\n\r\n /** @internal */\r\n public _reset: () => void;\r\n\r\n /**\r\n * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n * @param name Defines the name of the camera in the scene\r\n * @param position Defines the start position of the camera in the scene\r\n * @param scene Defines the scene the camera belongs to\r\n * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active if not other active cameras have been defined\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, setActiveOnSceneIfNoneActive = true) {\r\n super(name, position, scene, setActiveOnSceneIfNoneActive);\r\n\r\n this._referencePoint = Vector3.Forward(this.getScene().useRightHandedSystem);\r\n\r\n // Set the y component of the rotation to Math.PI in right-handed system for backwards compatibility.\r\n this.rotation = new Vector3(0, this.getScene().useRightHandedSystem ? Math.PI : 0, 0);\r\n }\r\n\r\n /**\r\n * Gets the position in front of the camera at a given distance.\r\n * @param distance The distance from the camera we want the position to be\r\n * @returns the position\r\n */\r\n public getFrontPosition(distance: number): Vector3 {\r\n this.getWorldMatrix();\r\n const worldForward = TmpVectors.Vector3[0];\r\n const localForward = TmpVectors.Vector3[1];\r\n localForward.set(0, 0, this._scene.useRightHandedSystem ? -1.0 : 1.0);\r\n this.getDirectionToRef(localForward, worldForward);\r\n worldForward.scaleInPlace(distance);\r\n return this.globalPosition.add(worldForward);\r\n }\r\n\r\n /** @internal */\r\n public _getLockedTargetPosition(): Nullable<Vector3> {\r\n if (!this.lockedTarget) {\r\n return null;\r\n }\r\n\r\n if (this.lockedTarget.absolutePosition) {\r\n const lockedTarget = this.lockedTarget as AbstractMesh;\r\n const m = lockedTarget.computeWorldMatrix();\r\n // in some cases the absolute position resets externally, but doesn't update since the matrix is cached.\r\n m.getTranslationToRef(lockedTarget.absolutePosition);\r\n }\r\n\r\n return this.lockedTarget.absolutePosition || this.lockedTarget;\r\n }\r\n\r\n private _storedPosition: Vector3;\r\n private _storedRotation: Vector3;\r\n private _storedRotationQuaternion: Quaternion;\r\n\r\n /**\r\n * Store current camera state of the camera (fov, position, rotation, etc..)\r\n * @returns the camera\r\n */\r\n public override storeState(): Camera {\r\n this._storedPosition = this.position.clone();\r\n this._storedRotation = this.rotation.clone();\r\n if (this.rotationQuaternion) {\r\n this._storedRotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n\r\n return super.storeState();\r\n }\r\n\r\n /**\r\n * Restored camera state. You must call storeState() first\r\n * @returns whether it was successful or not\r\n * @internal\r\n */\r\n public override _restoreStateValues(): boolean {\r\n if (!super._restoreStateValues()) {\r\n return false;\r\n }\r\n\r\n this.position = this._storedPosition.clone();\r\n this.rotation = this._storedRotation.clone();\r\n\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion = this._storedRotationQuaternion.clone();\r\n }\r\n\r\n this.cameraDirection.copyFromFloats(0, 0, 0);\r\n this.cameraRotation.copyFromFloats(0, 0);\r\n\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n public override _initCache() {\r\n super._initCache();\r\n this._cache.lockedTarget = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotation = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotationQuaternion = new Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _updateCache(ignoreParentClass?: boolean): void {\r\n if (!ignoreParentClass) {\r\n super._updateCache();\r\n }\r\n\r\n const lockedTargetPosition = this._getLockedTargetPosition();\r\n if (!lockedTargetPosition) {\r\n this._cache.lockedTarget = null;\r\n } else {\r\n if (!this._cache.lockedTarget) {\r\n this._cache.lockedTarget = lockedTargetPosition.clone();\r\n } else {\r\n this._cache.lockedTarget.copyFrom(lockedTargetPosition);\r\n }\r\n }\r\n\r\n this._cache.rotation.copyFrom(this.rotation);\r\n if (this.rotationQuaternion) {\r\n this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n }\r\n }\r\n\r\n // Synchronized\r\n /** @internal */\r\n public override _isSynchronizedViewMatrix(): boolean {\r\n if (!super._isSynchronizedViewMatrix()) {\r\n return false;\r\n }\r\n\r\n const lockedTargetPosition = this._getLockedTargetPosition();\r\n\r\n return (\r\n (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition) &&\r\n (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation))\r\n );\r\n }\r\n\r\n // Methods\r\n /** @internal */\r\n public _computeLocalCameraSpeed(): number {\r\n const engine = this.getEngine();\r\n return this.speed * Math.sqrt(engine.getDeltaTime() / (engine.getFps() * 100.0));\r\n }\r\n\r\n // Target\r\n\r\n /**\r\n * Defines the target the camera should look at.\r\n * @param target Defines the new target as a Vector\r\n */\r\n public setTarget(target: Vector3): void {\r\n this.upVector.normalize();\r\n\r\n this._initialFocalDistance = target.subtract(this.position).length();\r\n\r\n if (this.position.z === target.z) {\r\n this.position.z += Epsilon;\r\n }\r\n\r\n this._referencePoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(this.position, target, Vector3.UpReadOnly, TmpMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(this.position, target, Vector3.UpReadOnly, TmpMatrix);\r\n }\r\n TmpMatrix.invert();\r\n\r\n const rotationQuaternion = this.rotationQuaternion || TmpQuaternion;\r\n Quaternion.FromRotationMatrixToRef(TmpMatrix, rotationQuaternion);\r\n\r\n rotationQuaternion.toEulerAnglesToRef(this.rotation);\r\n\r\n // Explicitly set z to 0 to match previous behavior.\r\n this.rotation.z = 0;\r\n }\r\n\r\n /**\r\n * Defines the target point of the camera.\r\n * The camera looks towards it form the radius distance.\r\n */\r\n public get target(): Vector3 {\r\n return this.getTarget();\r\n }\r\n public set target(value: Vector3) {\r\n this.setTarget(value);\r\n }\r\n\r\n /**\r\n * Return the current target position of the camera. This value is expressed in local space.\r\n * @returns the target position\r\n */\r\n public getTarget(): Vector3 {\r\n return this._currentTarget;\r\n }\r\n\r\n /** @internal */\r\n public _decideIfNeedsToMove(): boolean {\r\n return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n }\r\n\r\n /** @internal */\r\n public _updatePosition(): void {\r\n if (this.parent) {\r\n this.parent.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n Vector3.TransformNormalToRef(this.cameraDirection, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this._deferredPositionUpdate.addInPlace(TmpVectors.Vector3[0]);\r\n if (!this._deferOnly) {\r\n this.position.copyFrom(this._deferredPositionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n return;\r\n }\r\n this._deferredPositionUpdate.addInPlace(this.cameraDirection);\r\n if (!this._deferOnly) {\r\n this.position.copyFrom(this._deferredPositionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _checkInputs(): void {\r\n const directionMultiplier = this.invertRotation ? -this.inverseRotationSpeed : 1.0;\r\n const needToMove = this._decideIfNeedsToMove();\r\n const needToRotate = this.cameraRotation.x || this.cameraRotation.y;\r\n\r\n this._deferredUpdated = false;\r\n this._deferredRotationUpdate.copyFrom(this.rotation);\r\n this._deferredPositionUpdate.copyFrom(this.position);\r\n if (this.rotationQuaternion) {\r\n this._deferredRotationQuaternionUpdate.copyFrom(this.rotationQuaternion);\r\n }\r\n\r\n // Move\r\n if (needToMove) {\r\n this._updatePosition();\r\n }\r\n\r\n // Rotate\r\n if (needToRotate) {\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toEulerAnglesToRef(this._deferredRotationUpdate);\r\n }\r\n\r\n this._deferredRotationUpdate.x += this.cameraRotation.x * directionMultiplier;\r\n this._deferredRotationUpdate.y += this.cameraRotation.y * directionMultiplier;\r\n\r\n // Apply constraints\r\n if (!this.noRotationConstraint) {\r\n const limit = 1.570796;\r\n\r\n if (this._deferredRotationUpdate.x > limit) {\r\n this._deferredRotationUpdate.x = limit;\r\n }\r\n if (this._deferredRotationUpdate.x < -limit) {\r\n this._deferredRotationUpdate.x = -limit;\r\n }\r\n }\r\n\r\n if (!this._deferOnly) {\r\n this.rotation.copyFrom(this._deferredRotationUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n const len = this._deferredRotationUpdate.lengthSquared();\r\n if (len) {\r\n Quaternion.RotationYawPitchRollToRef(\r\n this._deferredRotationUpdate.y,\r\n this._deferredRotationUpdate.x,\r\n this._deferredRotationUpdate.z,\r\n this._deferredRotationQuaternionUpdate\r\n );\r\n if (!this._deferOnly) {\r\n this.rotationQuaternion.copyFrom(this._deferredRotationQuaternionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n const inertialPanningLimit = this.speed * this._panningEpsilon;\r\n const inertialRotationLimit = this.speed * this._rotationEpsilon;\r\n // Inertia\r\n if (needToMove) {\r\n if (Math.abs(this.cameraDirection.x) < inertialPanningLimit) {\r\n this.cameraDirection.x = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraDirection.y) < inertialPanningLimit) {\r\n this.cameraDirection.y = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraDirection.z) < inertialPanningLimit) {\r\n this.cameraDirection.z = 0;\r\n }\r\n\r\n this.cameraDirection.scaleInPlace(this.inertia);\r\n }\r\n if (needToRotate) {\r\n if (Math.abs(this.cameraRotation.x) < inertialRotationLimit) {\r\n this.cameraRotation.x = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraRotation.y) < inertialRotationLimit) {\r\n this.cameraRotation.y = 0;\r\n }\r\n this.cameraRotation.scaleInPlace(this.inertia);\r\n }\r\n\r\n super._checkInputs();\r\n }\r\n\r\n protected _updateCameraRotationMatrix() {\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);\r\n } else {\r\n Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);\r\n }\r\n }\r\n\r\n /**\r\n * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)\r\n * @returns the current camera\r\n */\r\n private _rotateUpVectorWithCameraRotationMatrix(): TargetCamera {\r\n Vector3.TransformNormalToRef(Vector3.UpReadOnly, this._cameraRotationMatrix, this.upVector);\r\n return this;\r\n }\r\n\r\n private _cachedRotationZ = 0;\r\n private _cachedQuaternionRotationZ = 0;\r\n /** @internal */\r\n public override _getViewMatrix(): Matrix {\r\n if (this.lockedTarget) {\r\n this.setTarget(this._getLockedTargetPosition()!);\r\n }\r\n\r\n // Compute\r\n this._updateCameraRotationMatrix();\r\n\r\n // Apply the changed rotation to the upVector\r\n if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedQuaternionRotationZ = this.rotationQuaternion.z;\r\n } else if (this._cachedRotationZ !== this.rotation.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedRotationZ = this.rotation.z;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);\r\n\r\n // Computing target and final matrix\r\n this.position.addToRef(this._transformedReferencePoint, this._currentTarget);\r\n if (this.updateUpVectorFromRotation) {\r\n if (this.rotationQuaternion) {\r\n Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);\r\n } else {\r\n Quaternion.FromEulerVectorToRef(this.rotation, TmpQuaternion);\r\n Axis.Y.rotateByQuaternionToRef(TmpQuaternion, this.upVector);\r\n }\r\n }\r\n this._computeViewMatrix(this.position, this._currentTarget, this.upVector);\r\n return this._viewMatrix;\r\n }\r\n\r\n protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void {\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(position, target, up, this._viewMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(position, target, up, this._viewMatrix);\r\n }\r\n\r\n if (this.parent) {\r\n const parentWorldMatrix = this.parent.getWorldMatrix();\r\n this._viewMatrix.invert();\r\n this._viewMatrix.multiplyToRef(parentWorldMatrix, this._viewMatrix);\r\n this._viewMatrix.invert();\r\n\r\n this._markSyncedWithParent();\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public override createRigCamera(name: string, cameraIndex: number): Nullable<Camera> {\r\n if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n const rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());\r\n rigCamera.isRigCamera = true;\r\n rigCamera.rigParent = this;\r\n if (this.cameraRigMode === Camera.RIG_MODE_VR) {\r\n if (!this.rotationQuaternion) {\r\n this.rotationQuaternion = new Quaternion();\r\n }\r\n rigCamera._cameraRigParams = {};\r\n rigCamera.rotationQuaternion = new Quaternion();\r\n }\r\n\r\n rigCamera.mode = this.mode;\r\n rigCamera.orthoLeft = this.orthoLeft;\r\n rigCamera.orthoRight = this.orthoRight;\r\n rigCamera.orthoTop = this.orthoTop;\r\n rigCamera.orthoBottom = this.orthoBottom;\r\n\r\n return rigCamera;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _updateRigCameras() {\r\n const camLeft = <TargetCamera>this._rigCameras[0];\r\n const camRight = <TargetCamera>this._rigCameras[1];\r\n\r\n this.computeWorldMatrix();\r\n\r\n switch (this.cameraRigMode) {\r\n case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:\r\n case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:\r\n case Camera.RIG_MODE_STEREOSCOPIC_INTERLACED: {\r\n //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:\r\n const leftSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? 1 : -1;\r\n const rightSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? -1 : 1;\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft);\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * rightSign, camRight);\r\n break;\r\n }\r\n case Camera.RIG_MODE_VR:\r\n if (camLeft.rotationQuaternion) {\r\n camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n } else {\r\n camLeft.rotation.copyFrom(this.rotation);\r\n camRight.rotation.copyFrom(this.rotation);\r\n }\r\n camLeft.position.copyFrom(this.position);\r\n camRight.position.copyFrom(this.position);\r\n\r\n break;\r\n }\r\n super._updateRigCameras();\r\n }\r\n\r\n private _getRigCamPositionAndTarget(halfSpace: number, rigCamera: TargetCamera) {\r\n const target = this.getTarget();\r\n target.subtractToRef(this.position, TargetCamera._TargetFocalPoint);\r\n\r\n TargetCamera._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n const newFocalTarget = TargetCamera._TargetFocalPoint.addInPlace(this.position);\r\n\r\n Matrix.TranslationToRef(-newFocalTarget.x, -newFocalTarget.y, -newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n TargetCamera._TargetTransformMatrix.multiplyToRef(Matrix.RotationAxis(rigCamera.upVector, halfSpace), TargetCamera._RigCamTransformMatrix);\r\n Matrix.TranslationToRef(newFocalTarget.x, newFocalTarget.y, newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n\r\n TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);\r\n\r\n Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, rigCamera.position);\r\n rigCamera.setTarget(newFocalTarget);\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"TargetCamera\";\r\n }\r\n}\r\n"]}
@@ -198,7 +198,7 @@ export class Ray {
198
198
  }
199
199
  //check if the distance is longer than the predefined length.
200
200
  const distance = Vector3.Dot(edge2, qvec) * invdet;
201
- if (distance > this.length) {
201
+ if (distance > this.length || distance < 0) {
202
202
  return null;
203
203
  }
204
204
  return new IntersectionInfo(1 - bv - bw, bv, distance);