@onerjs/core 8.31.0 → 8.31.2

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Files changed (124) hide show
  1. package/Animations/animationGroup.js +1 -4
  2. package/Animations/animationGroup.js.map +1 -1
  3. package/Behaviors/Cameras/interpolatingBehavior.d.ts +8 -2
  4. package/Behaviors/Cameras/interpolatingBehavior.js +58 -6
  5. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
  6. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +11 -9
  7. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  8. package/Cameras/Inputs/geospatialCameraKeyboardInput.d.ts +81 -0
  9. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +223 -0
  10. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -0
  11. package/Cameras/Inputs/geospatialCameraMouseWheelInput.js +1 -1
  12. package/Cameras/Inputs/geospatialCameraMouseWheelInput.js.map +1 -1
  13. package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +8 -20
  14. package/Cameras/Inputs/geospatialCameraPointersInput.js +35 -75
  15. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  16. package/Cameras/Limits/geospatialLimits.d.ts +60 -0
  17. package/Cameras/Limits/geospatialLimits.js +89 -0
  18. package/Cameras/Limits/geospatialLimits.js.map +1 -0
  19. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +1 -1
  20. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  21. package/Cameras/VR/vrExperienceHelper.js +2 -2
  22. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  23. package/Cameras/cameraMovement.js +1 -1
  24. package/Cameras/cameraMovement.js.map +1 -1
  25. package/Cameras/deviceOrientationCamera.js +5 -3
  26. package/Cameras/deviceOrientationCamera.js.map +1 -1
  27. package/Cameras/flyCamera.d.ts +2 -1
  28. package/Cameras/flyCamera.js.map +1 -1
  29. package/Cameras/geospatialCamera.d.ts +78 -49
  30. package/Cameras/geospatialCamera.js +210 -191
  31. package/Cameras/geospatialCamera.js.map +1 -1
  32. package/Cameras/geospatialCameraInputsManager.d.ts +5 -0
  33. package/Cameras/geospatialCameraInputsManager.js +9 -0
  34. package/Cameras/geospatialCameraInputsManager.js.map +1 -1
  35. package/Cameras/geospatialCameraMovement.d.ts +66 -0
  36. package/Cameras/geospatialCameraMovement.js +199 -0
  37. package/Cameras/geospatialCameraMovement.js.map +1 -0
  38. package/Cameras/targetCamera.d.ts +1 -1
  39. package/Cameras/targetCamera.js +2 -2
  40. package/Cameras/targetCamera.js.map +1 -1
  41. package/Engines/Native/nativeInterfaces.d.ts +14 -6
  42. package/Engines/Native/nativeInterfaces.js +6 -1
  43. package/Engines/Native/nativeInterfaces.js.map +1 -1
  44. package/Engines/abstractEngine.js +2 -2
  45. package/Engines/abstractEngine.js.map +1 -1
  46. package/Engines/nativeEngine.js +2 -2
  47. package/Engines/nativeEngine.js.map +1 -1
  48. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js +1 -1
  49. package/FlowGraph/Blocks/Data/Math/flowGraphVectorMathBlocks.js.map +1 -1
  50. package/FlowGraph/flowGraphMath.d.ts +25 -0
  51. package/FlowGraph/flowGraphMath.js +40 -0
  52. package/FlowGraph/flowGraphMath.js.map +1 -0
  53. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +1 -1
  54. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  55. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js +5 -1
  56. package/Materials/Node/Blocks/GaussianSplatting/gaussianSplattingBlock.js.map +1 -1
  57. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js +6 -5
  58. package/Materials/Node/Blocks/GaussianSplatting/splatReaderBlock.js.map +1 -1
  59. package/Materials/shaderMaterial.js +4 -2
  60. package/Materials/shaderMaterial.js.map +1 -1
  61. package/Maths/math.vector.functions.d.ts +5 -24
  62. package/Maths/math.vector.functions.js +32 -35
  63. package/Maths/math.vector.functions.js.map +1 -1
  64. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +1 -0
  65. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +51 -16
  66. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  67. package/Meshes/csg2.js +1 -1
  68. package/Meshes/csg2.js.map +1 -1
  69. package/Meshes/thinInstanceMesh.js +15 -0
  70. package/Meshes/thinInstanceMesh.js.map +1 -1
  71. package/Misc/fileTools.js.map +1 -1
  72. package/Misc/tools.d.ts +3 -0
  73. package/Misc/tools.js +43 -4
  74. package/Misc/tools.js.map +1 -1
  75. package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js +2 -2
  76. package/Particles/Node/Blocks/Update/basicPositionUpdateBlock.js.map +1 -1
  77. package/Particles/Node/Blocks/particleInputBlock.js +1 -0
  78. package/Particles/Node/Blocks/particleInputBlock.js.map +1 -1
  79. package/Particles/Node/Blocks/systemBlock.d.ts +8 -8
  80. package/Particles/Node/Blocks/systemBlock.js +12 -12
  81. package/Particles/Node/Blocks/systemBlock.js.map +1 -1
  82. package/Particles/Node/Enums/nodeParticleContextualSources.d.ts +3 -1
  83. package/Particles/Node/Enums/nodeParticleContextualSources.js +2 -0
  84. package/Particles/Node/Enums/nodeParticleContextualSources.js.map +1 -1
  85. package/Particles/Node/nodeParticleBuildState.d.ts +5 -5
  86. package/Particles/Node/nodeParticleBuildState.js +9 -7
  87. package/Particles/Node/nodeParticleBuildState.js.map +1 -1
  88. package/Particles/Node/nodeParticleSystemSet.helper.js +288 -149
  89. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  90. package/Particles/particle.d.ts +4 -0
  91. package/Particles/particle.js +2 -0
  92. package/Particles/particle.js.map +1 -1
  93. package/Particles/thinParticleSystem.d.ts +0 -4
  94. package/Particles/thinParticleSystem.function.d.ts +1 -1
  95. package/Particles/thinParticleSystem.function.js +9 -6
  96. package/Particles/thinParticleSystem.function.js.map +1 -1
  97. package/Particles/thinParticleSystem.js +1 -3
  98. package/Particles/thinParticleSystem.js.map +1 -1
  99. package/Shaders/ShadersInclude/gaussianSplatting.js +5 -1
  100. package/Shaders/ShadersInclude/gaussianSplatting.js.map +1 -1
  101. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js +2 -1
  102. package/Shaders/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
  103. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js +1 -1
  104. package/Shaders/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  105. package/Shaders/gaussianSplatting.vertex.js +3 -3
  106. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  107. package/Shaders/gaussianSplattingDepth.vertex.js +2 -2
  108. package/Shaders/gaussianSplattingDepth.vertex.js.map +1 -1
  109. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js +35 -1
  110. package/ShadersWGSL/ShadersInclude/gaussianSplatting.js.map +1 -1
  111. package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.js +2 -1
  112. package/ShadersWGSL/ShadersInclude/gaussianSplattingUboDeclaration.js.map +1 -1
  113. package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.js +1 -2
  114. package/ShadersWGSL/ShadersInclude/gaussianSplattingVertexDeclaration.js.map +1 -1
  115. package/ShadersWGSL/gaussianSplatting.vertex.js +3 -3
  116. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  117. package/ShadersWGSL/gaussianSplattingDepth.vertex.js +2 -2
  118. package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
  119. package/XR/webXRCamera.d.ts +5 -1
  120. package/XR/webXRCamera.js +2 -2
  121. package/XR/webXRCamera.js.map +1 -1
  122. package/XR/webXRExperienceHelper.js +1 -1
  123. package/XR/webXRExperienceHelper.js.map +1 -1
  124. package/package.json +1 -1
@@ -1,10 +1,8 @@
1
- import { Plane } from "../../Maths/math.plane.js";
2
- import { TmpVectors, Vector3 } from "../../Maths/math.vector.js";
3
1
  import { OrbitCameraPointersInput } from "./orbitCameraPointersInput.js";
4
2
  /**
5
3
  * @experimental
6
4
  * Geospatial camera inputs can simulate dragging the globe around or tilting the camera around some point on the globe
7
- * The input will update the camera's localTranslation or localRotation values, and the camera is responsible for using these updates to calculate viewMatrix appropriately
5
+ * This class will update the GeospatialCameraMovement class's movementDeltaCurrentFrame, and the camera is responsible for using these updates to calculate viewMatrix appropriately
8
6
  *
9
7
  * 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
10
8
  * 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
@@ -15,59 +13,50 @@ import { OrbitCameraPointersInput } from "./orbitCameraPointersInput.js";
15
13
  *
16
14
  */
17
15
  export class GeospatialCameraPointersInput extends OrbitCameraPointersInput {
18
- constructor() {
19
- super(...arguments);
20
- /**
21
- * Mouse sensitivity for rotation (lower = more sensitive)
22
- */
23
- this.angularSensibility = 200.0;
24
- this._dragPlane = new Plane(0, 0, 0, 0);
25
- this._dragPlaneNormal = Vector3.Zero();
26
- this._dragPlaneOriginPoint = Vector3.Zero();
27
- this._dragPlaneHitPoint = Vector3.Zero();
28
- this._dragPlaneOffsetVector = Vector3.Zero();
29
- }
30
16
  getClassName() {
31
17
  return "GeospatialCameraPointersInput";
32
18
  }
33
19
  onButtonDown(evt) {
20
+ this.camera.movement.activeInput = true;
34
21
  const scene = this.camera.getScene();
35
22
  let pickResult;
36
23
  switch (evt.button) {
37
24
  case 0: // Left button - drag/pan globe under cursor
38
- pickResult = scene.pick(scene.pointerX, scene.pointerY, this.camera.pickPredicate);
39
- if (pickResult.pickedPoint && pickResult.ray) {
40
- // Store radius from earth center to pickedPoint, used when calculating drag plane
41
- this._hitPointRadius = pickResult.pickedPoint.length();
42
- // The dragPlaneOffsetVector will later be recalculated when drag occurs, and the delta between the offset vectors will be applied to localTranslation
43
- this._recalculateDragPlaneOffsetVectorToRef(this._hitPointRadius, pickResult.ray, this._dragPlaneOffsetVector);
44
- }
45
- else {
46
- this._hitPointRadius = undefined; // can't drag without a hit on the globe
47
- }
25
+ this.camera.movement.startDrag(scene.pointerX, scene.pointerY);
48
26
  break;
49
27
  case 1: // Middle button - tilt camera around cursor
50
28
  pickResult = scene.pick(scene.pointerX, scene.pointerY, this.camera.pickPredicate);
51
- pickResult.pickedPoint && (this.camera._alternateRotationPt = pickResult.pickedPoint);
29
+ pickResult.pickedPoint && (this.camera.movement.alternateRotationPt = pickResult.pickedPoint);
52
30
  break;
53
31
  case 2: // Right button - tilt camera around center of screen, already the default
54
- this.camera._alternateRotationPt = this.camera.center;
32
+ this.camera.movement.alternateRotationPt = this.camera.center;
55
33
  break;
56
34
  default:
57
35
  return;
58
36
  }
59
37
  }
60
38
  onTouch(point, offsetX, offsetY) {
61
- switch (point?.button) {
62
- case 0: // Left button - drag/pan globe under cursor
63
- this._hitPointRadius !== undefined && this._handleDrag(this._hitPointRadius);
39
+ // Single finger touch (no button property) or left button (button 0) = drag
40
+ const button = point?.button ?? 0; // Default to button 0 (drag) if undefined
41
+ const scene = this.camera.getScene();
42
+ switch (button) {
43
+ case 0: // Left button / single touch - drag/pan globe under cursor
44
+ this.camera.movement.handleDrag(scene.pointerX, scene.pointerY);
64
45
  break;
65
- case 1: // Middle button - tilt camera around cursor
46
+ case 1: // Middle button - tilt camera
66
47
  case 2: // Right button - tilt camera
67
48
  this._handleTilt(offsetX, offsetY);
68
49
  break;
69
50
  }
70
51
  }
52
+ /**
53
+ * Move camera from multitouch (pinch) zoom distances.
54
+ * @param previousPinchSquaredDistance
55
+ * @param pinchSquaredDistance
56
+ */
57
+ _computePinchZoom(previousPinchSquaredDistance, pinchSquaredDistance) {
58
+ this.camera.radius = (this.camera.radius * Math.sqrt(previousPinchSquaredDistance)) / Math.sqrt(pinchSquaredDistance);
59
+ }
71
60
  /**
72
61
  * Move camera from multi touch panning positions.
73
62
  * In geospatialcamera, multi touch panning tilts the globe (whereas single touch will pan/drag it)
@@ -81,57 +70,28 @@ export class GeospatialCameraPointersInput extends OrbitCameraPointersInput {
81
70
  this._handleTilt(moveDeltaX, moveDeltaY);
82
71
  }
83
72
  }
73
+ onDoubleTap(type) {
74
+ const scene = this.camera.getScene();
75
+ const pickResult = scene.pick(scene.pointerX, scene.pointerY, this.camera.pickPredicate);
76
+ if (pickResult.hit && pickResult.pickedPoint) {
77
+ const newRadius = this.camera.radius * 0.5; // Zoom to 50% of current distance
78
+ void this.camera.flyToAsync(undefined, undefined, newRadius, pickResult.pickedPoint);
79
+ }
80
+ }
84
81
  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
82
+ this._shouldStartPinchZoom =
83
+ this._twoFingerActivityCount < 20 && Math.abs(Math.sqrt(pinchSquaredDistance) - Math.sqrt(previousPinchSquaredDistance)) > this.camera.limits.pinchToPanMax;
86
84
  super.onMultiTouch(pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);
87
85
  }
88
86
  onButtonUp(_evt) {
89
- this._hitPointRadius = undefined;
90
- this.camera._alternateRotationPt = null;
87
+ this.camera.movement.stopDrag();
88
+ this.camera.movement.alternateRotationPt = undefined;
89
+ this.camera.movement.activeInput = false;
91
90
  super.onButtonUp(_evt);
92
91
  }
93
- /**
94
- * The DragPlaneOffsetVector represents the vector between the dragPlane hit point and the dragPlane origin point.
95
- * 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
96
- * @param hitPointRadius The distance between the world origin (center of globe) and the initial drag hit point
97
- * @param ray The ray from the camera to the new cursor location
98
- * @param ref The offset vector between the drag plane's hitPoint and originPoint
99
- */
100
- _recalculateDragPlaneOffsetVectorToRef(hitPointRadius, ray, ref) {
101
- // Use the camera's geocentric normal to find the dragPlaneOriginPoint which lives at hitPointRadius along the camera's geocentric normal
102
- this.camera.position.normalizeToRef(this._dragPlaneNormal);
103
- this._dragPlaneNormal.scaleToRef(hitPointRadius, this._dragPlaneOriginPoint);
104
- // Now create a plane at that point, perpendicular to the camera's geocentric normal
105
- Plane.FromPositionAndNormalToRef(this._dragPlaneOriginPoint, this._dragPlaneNormal, this._dragPlane);
106
- // Lastly, find the _dragPlaneHitPoint where the ray intersects the _dragPlane
107
- IntersectRayWithPlaneToRef(ray, this._dragPlane, this._dragPlaneHitPoint);
108
- // Store the new offset between the drag plane's hitPoint and originPoint
109
- this._dragPlaneHitPoint.subtractToRef(this._dragPlaneOriginPoint, ref);
110
- }
111
- _handleDrag(hitPointRadius) {
112
- const scene = this.camera.getScene();
113
- const pickResult = scene.pick(scene.pointerX, scene.pointerY);
114
- if (pickResult.ray) {
115
- const newDragPlaneOffsetVector = TmpVectors.Vector3[5];
116
- this._recalculateDragPlaneOffsetVectorToRef(hitPointRadius, pickResult.ray, newDragPlaneOffsetVector);
117
- const delta = TmpVectors.Vector3[6];
118
- newDragPlaneOffsetVector.subtractToRef(this._dragPlaneOffsetVector, delta);
119
- this._dragPlaneOffsetVector.copyFrom(newDragPlaneOffsetVector);
120
- this.camera._perFrameGeocentricTranslation.subtractInPlace(delta); // ???
121
- }
122
- }
123
92
  _handleTilt(deltaX, deltaY) {
124
- this.camera._perFrameGeocentricRotation.y += -deltaX / this.angularSensibility; // yaw - looking side to side
125
- this.camera._perFrameGeocentricRotation.x += -deltaY / this.angularSensibility; // pitch - look up towards sky / down towards ground
126
- }
127
- }
128
- function IntersectRayWithPlaneToRef(ray, plane, ref) {
129
- // Distance along the ray to the plane; null if no hit
130
- const dist = ray.intersectsPlane(plane);
131
- if (dist !== null && dist >= 0) {
132
- ray.origin.addToRef(ray.direction.scaleToRef(dist, TmpVectors.Vector3[0]), ref);
133
- return true;
93
+ this.camera.movement.rotationAccumulatedPixels.y -= deltaX; // yaw - looking side to side
94
+ this.camera.movement.rotationAccumulatedPixels.x -= deltaY; // pitch - look up towards sky / down towards ground
134
95
  }
135
- return false;
136
96
  }
137
97
  //# sourceMappingURL=geospatialCameraPointersInput.js.map
@@ -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 { 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"]}
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type { GeospatialCamera } from \"../../Cameras/geospatialCamera\";\r\nimport type { PickingInfo } from \"../../Collisions/pickingInfo\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport type { PointerTouch } from \"../../Events/pointerEvents\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { OrbitCameraPointersInput } from \"./orbitCameraPointersInput\";\r\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 * This class will update the GeospatialCameraMovement class's movementDeltaCurrentFrame, and the camera is responsible for using these updates to calculate viewMatrix appropriately\r\n *\r\n * 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 public override getClassName(): string {\r\n return \"GeospatialCameraPointersInput\";\r\n }\r\n\r\n public override onButtonDown(evt: IPointerEvent): void {\r\n this.camera.movement.activeInput = true;\r\n const scene = this.camera.getScene();\r\n let pickResult: Nullable<PickingInfo>;\r\n switch (evt.button) {\r\n case 0: // Left button - drag/pan globe under cursor\r\n this.camera.movement.startDrag(scene.pointerX, scene.pointerY);\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.movement.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.movement.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 // Single finger touch (no button property) or left button (button 0) = drag\r\n const button = point?.button ?? 0; // Default to button 0 (drag) if undefined\r\n const scene = this.camera.getScene();\r\n switch (button) {\r\n case 0: // Left button / single touch - drag/pan globe under cursor\r\n this.camera.movement.handleDrag(scene.pointerX, scene.pointerY);\r\n break;\r\n case 1: // Middle button - tilt camera\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 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 this.camera.radius = (this.camera.radius * Math.sqrt(previousPinchSquaredDistance)) / Math.sqrt(pinchSquaredDistance);\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 onDoubleTap(type: string): void {\r\n const scene = this.camera.getScene();\r\n const pickResult = scene.pick(scene.pointerX, scene.pointerY, this.camera.pickPredicate);\r\n\r\n if (pickResult.hit && pickResult.pickedPoint) {\r\n const newRadius = this.camera.radius * 0.5; // Zoom to 50% of current distance\r\n void this.camera.flyToAsync(undefined, undefined, newRadius, pickResult.pickedPoint);\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 =\r\n this._twoFingerActivityCount < 20 && Math.abs(Math.sqrt(pinchSquaredDistance) - Math.sqrt(previousPinchSquaredDistance)) > this.camera.limits.pinchToPanMax;\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.camera.movement.stopDrag();\r\n this.camera.movement.alternateRotationPt = undefined;\r\n this.camera.movement.activeInput = false;\r\n super.onButtonUp(_evt);\r\n }\r\n\r\n private _handleTilt(deltaX: number, deltaY: number): void {\r\n this.camera.movement.rotationAccumulatedPixels.y -= deltaX; // yaw - looking side to side\r\n this.camera.movement.rotationAccumulatedPixels.x -= deltaY; // pitch - look up towards sky / down towards ground\r\n }\r\n}\r\n"]}
@@ -0,0 +1,60 @@
1
+ /**
2
+ * Limits for geospatial cameras with altitude/radius synchronization
3
+ */
4
+ export declare class GeospatialLimits {
5
+ private _altitudeMin;
6
+ private _altitudeMax;
7
+ private _planetRadius;
8
+ private _radiusMin;
9
+ private _radiusMax;
10
+ /** Gets the minimum pitch angle (angle from horizon) -- 0 means looking straight down at planet */
11
+ pitchMin: number;
12
+ /** Gets the maximum pitch angle (angle from horizon) -- Pi/1 means looking at horizon */
13
+ pitchMax: number;
14
+ /** Gets the minimum yaw angle (rotation around up axis) */
15
+ yawMin: number;
16
+ /** Gets the maximum yaw angle (rotation around up axis) */
17
+ yawMax: number;
18
+ /**
19
+ * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
20
+ * Basically if your fingers moves away from more than this distance you will be considered
21
+ * in pinch mode.
22
+ */
23
+ pinchToPanMax: number;
24
+ /**
25
+ * @param planetRadius The radius of the planet (used for altitude/radius conversions)
26
+ */
27
+ constructor(planetRadius: number);
28
+ /**
29
+ * Gets the minimum altitude (height above planet surface)
30
+ */
31
+ get altitudeMin(): number;
32
+ /**
33
+ * Sets the minimum altitude and syncs it with radius
34
+ */
35
+ set altitudeMin(value: number);
36
+ /**
37
+ * Gets the maximum altitude (height above planet surface)
38
+ */
39
+ get altitudeMax(): number;
40
+ /**
41
+ * Sets the maximum altitude and syncs it with radius
42
+ */
43
+ set altitudeMax(value: number);
44
+ get radiusMin(): number;
45
+ /**
46
+ * Sets the minimum radius and syncs it with altitude
47
+ */
48
+ set radiusMin(value: number);
49
+ get radiusMax(): number;
50
+ /**
51
+ * Sets the maximum radius and syncs it with altitude
52
+ */
53
+ set radiusMax(value: number);
54
+ /**
55
+ * Gets the planet radius used for altitude/radius conversions
56
+ */
57
+ get planetRadius(): number;
58
+ /** Sets the planet radius and updates the radius limits to maintain current altitude */
59
+ set planetRadius(value: number);
60
+ }
@@ -0,0 +1,89 @@
1
+ import { Epsilon } from "../../Maths/math.constants.js";
2
+ /**
3
+ * Limits for geospatial cameras with altitude/radius synchronization
4
+ */
5
+ export class GeospatialLimits {
6
+ /**
7
+ * @param planetRadius The radius of the planet (used for altitude/radius conversions)
8
+ */
9
+ constructor(planetRadius) {
10
+ this._altitudeMin = Epsilon;
11
+ this._radiusMin = Epsilon;
12
+ this._radiusMax = Infinity;
13
+ /** Gets the minimum pitch angle (angle from horizon) -- 0 means looking straight down at planet */
14
+ this.pitchMin = Epsilon;
15
+ /** Gets the maximum pitch angle (angle from horizon) -- Pi/1 means looking at horizon */
16
+ this.pitchMax = Math.PI / 2;
17
+ /** Gets the minimum yaw angle (rotation around up axis) */
18
+ this.yawMin = -Infinity;
19
+ /** Gets the maximum yaw angle (rotation around up axis) */
20
+ this.yawMax = Infinity;
21
+ /**
22
+ * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
23
+ * Basically if your fingers moves away from more than this distance you will be considered
24
+ * in pinch mode.
25
+ */
26
+ this.pinchToPanMax = 20;
27
+ this._planetRadius = planetRadius;
28
+ }
29
+ /**
30
+ * Gets the minimum altitude (height above planet surface)
31
+ */
32
+ get altitudeMin() {
33
+ return this._altitudeMin;
34
+ }
35
+ /**
36
+ * Sets the minimum altitude and syncs it with radius
37
+ */
38
+ set altitudeMin(value) {
39
+ this._altitudeMin = value;
40
+ this._radiusMin = this._planetRadius + value;
41
+ }
42
+ /**
43
+ * Gets the maximum altitude (height above planet surface)
44
+ */
45
+ get altitudeMax() {
46
+ return this._altitudeMax;
47
+ }
48
+ /**
49
+ * Sets the maximum altitude and syncs it with radius
50
+ */
51
+ set altitudeMax(value) {
52
+ this._altitudeMax = value;
53
+ this._radiusMax = this._planetRadius + value;
54
+ }
55
+ get radiusMin() {
56
+ return this._radiusMin;
57
+ }
58
+ /**
59
+ * Sets the minimum radius and syncs it with altitude
60
+ */
61
+ set radiusMin(value) {
62
+ this._radiusMin = value;
63
+ this._altitudeMin = value - this._planetRadius;
64
+ }
65
+ get radiusMax() {
66
+ return this._radiusMax;
67
+ }
68
+ /**
69
+ * Sets the maximum radius and syncs it with altitude
70
+ */
71
+ set radiusMax(value) {
72
+ this._radiusMax = value;
73
+ this._altitudeMax = value - this._planetRadius;
74
+ }
75
+ /**
76
+ * Gets the planet radius used for altitude/radius conversions
77
+ */
78
+ get planetRadius() {
79
+ return this._planetRadius;
80
+ }
81
+ /** Sets the planet radius and updates the radius limits to maintain current altitude */
82
+ set planetRadius(value) {
83
+ this._planetRadius = value;
84
+ // Update radius limits to maintain current altitude
85
+ this._radiusMin = value + this._altitudeMin;
86
+ this._radiusMax = value + this._altitudeMax;
87
+ }
88
+ }
89
+ //# sourceMappingURL=geospatialLimits.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"geospatialLimits.js","sourceRoot":"","sources":["../../../../../dev/core/src/Cameras/Limits/geospatialLimits.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,4BAA4B,CAAC;AACrD;;GAEG;AACH,MAAM,OAAO,gBAAgB;IAyBzB;;OAEG;IACH,YAAY,YAAoB;QA3BxB,iBAAY,GAAW,OAAO,CAAC;QAG/B,eAAU,GAAW,OAAO,CAAC;QAC7B,eAAU,GAAW,QAAQ,CAAC;QAEtC,mGAAmG;QAC5F,aAAQ,GAAW,OAAO,CAAC;QAElC,0FAA0F;QACnF,aAAQ,GAAW,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;QAEtC,2DAA2D;QACpD,WAAM,GAAW,CAAC,QAAQ,CAAC;QAElC,2DAA2D;QACpD,WAAM,GAAW,QAAQ,CAAC;QACjC;;;;WAIG;QACI,kBAAa,GAAW,EAAE,CAAC;QAM9B,IAAI,CAAC,aAAa,GAAG,YAAY,CAAC;IACtC,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;IACjD,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;OAEG;IACH,IAAW,WAAW,CAAC,KAAa;QAChC,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;QAC1B,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;IACjD,CAAC;IAED,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,SAAS,CAAC,KAAa;QAC9B,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;QACxB,IAAI,CAAC,YAAY,GAAG,KAAK,GAAG,IAAI,CAAC,aAAa,CAAC;IACnD,CAAC;IAED,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,SAAS,CAAC,KAAa;QAC9B,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;QACxB,IAAI,CAAC,YAAY,GAAG,KAAK,GAAG,IAAI,CAAC,aAAa,CAAC;IACnD,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED,wFAAwF;IACxF,IAAW,YAAY,CAAC,KAAa;QACjC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;QAC3B,oDAAoD;QACpD,IAAI,CAAC,UAAU,GAAG,KAAK,GAAG,IAAI,CAAC,YAAY,CAAC;QAC5C,IAAI,CAAC,UAAU,GAAG,KAAK,GAAG,IAAI,CAAC,YAAY,CAAC;IAChD,CAAC;CACJ","sourcesContent":["import { Epsilon } from \"../../Maths/math.constants\";\r\n/**\r\n * Limits for geospatial cameras with altitude/radius synchronization\r\n */\r\nexport class GeospatialLimits {\r\n private _altitudeMin: number = Epsilon;\r\n private _altitudeMax: number;\r\n private _planetRadius: number;\r\n private _radiusMin: number = Epsilon;\r\n private _radiusMax: number = Infinity;\r\n\r\n /** Gets the minimum pitch angle (angle from horizon) -- 0 means looking straight down at planet */\r\n public pitchMin: number = Epsilon;\r\n\r\n /** Gets the maximum pitch angle (angle from horizon) -- Pi/1 means looking at horizon */\r\n public pitchMax: number = Math.PI / 2;\r\n\r\n /** Gets the minimum yaw angle (rotation around up axis) */\r\n public yawMin: number = -Infinity;\r\n\r\n /** Gets the maximum yaw angle (rotation around up axis) */\r\n public yawMax: number = Infinity;\r\n /**\r\n * Defines the distance used to consider the camera in pan mode vs pinch/zoom.\r\n * Basically if your fingers moves away from more than this distance you will be considered\r\n * in pinch mode.\r\n */\r\n public pinchToPanMax: number = 20;\r\n\r\n /**\r\n * @param planetRadius The radius of the planet (used for altitude/radius conversions)\r\n */\r\n constructor(planetRadius: number) {\r\n this._planetRadius = planetRadius;\r\n }\r\n\r\n /**\r\n * Gets the minimum altitude (height above planet surface)\r\n */\r\n public get altitudeMin(): number {\r\n return this._altitudeMin;\r\n }\r\n\r\n /**\r\n * Sets the minimum altitude and syncs it with radius\r\n */\r\n public set altitudeMin(value: number) {\r\n this._altitudeMin = value;\r\n this._radiusMin = this._planetRadius + value;\r\n }\r\n\r\n /**\r\n * Gets the maximum altitude (height above planet surface)\r\n */\r\n public get altitudeMax(): number {\r\n return this._altitudeMax;\r\n }\r\n\r\n /**\r\n * Sets the maximum altitude and syncs it with radius\r\n */\r\n public set altitudeMax(value: number) {\r\n this._altitudeMax = value;\r\n this._radiusMax = this._planetRadius + value;\r\n }\r\n\r\n public get radiusMin(): number {\r\n return this._radiusMin;\r\n }\r\n\r\n /**\r\n * Sets the minimum radius and syncs it with altitude\r\n */\r\n public set radiusMin(value: number) {\r\n this._radiusMin = value;\r\n this._altitudeMin = value - this._planetRadius;\r\n }\r\n\r\n public get radiusMax(): number {\r\n return this._radiusMax;\r\n }\r\n\r\n /**\r\n * Sets the maximum radius and syncs it with altitude\r\n */\r\n public set radiusMax(value: number) {\r\n this._radiusMax = value;\r\n this._altitudeMax = value - this._planetRadius;\r\n }\r\n\r\n /**\r\n * Gets the planet radius used for altitude/radius conversions\r\n */\r\n public get planetRadius(): number {\r\n return this._planetRadius;\r\n }\r\n\r\n /** Sets the planet radius and updates the radius limits to maintain current altitude */\r\n public set planetRadius(value: number) {\r\n this._planetRadius = value;\r\n // Update radius limits to maintain current altitude\r\n this._radiusMin = value + this._altitudeMin;\r\n this._radiusMax = value + this._altitudeMax;\r\n }\r\n}\r\n"]}
@@ -74,7 +74,7 @@ export class StereoscopicScreenUniversalCamera extends UniversalCamera {
74
74
  cam.maxZ = this.maxZ;
75
75
  cam.fov = this.fov;
76
76
  cam.upVector.copyFrom(this.upVector);
77
- if (cam.rotationQuaternion) {
77
+ if (cam.rotationQuaternion && this.rotationQuaternion) {
78
78
  cam.rotationQuaternion.copyFrom(this.rotationQuaternion);
79
79
  }
80
80
  else {
@@ -1 +1 @@
1
- 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{ Camera } from \"../../Cameras/camera\";\r\nimport { UniversalCamera } from \"../../Cameras/universalCamera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { TargetCamera } from \"../targetCamera\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Viewport } from \"../../Maths/math.viewport\";\r\n\r\n/**\r\n * Camera used to simulate stereoscopic rendering on real screens (based on UniversalCamera)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\nexport class StereoscopicScreenUniversalCamera extends UniversalCamera {\r\n private _distanceToProjectionPlane: number;\r\n private _distanceBetweenEyes: number;\r\n\r\n public set distanceBetweenEyes(newValue: number) {\r\n this._distanceBetweenEyes = newValue;\r\n }\r\n\r\n /**\r\n * distance between the eyes\r\n */\r\n public get distanceBetweenEyes(): number {\r\n return this._distanceBetweenEyes;\r\n }\r\n\r\n public set distanceToProjectionPlane(newValue: number) {\r\n this._distanceToProjectionPlane = newValue;\r\n }\r\n\r\n /**\r\n * Distance to projection plane (should be the same units the like distance between the eyes)\r\n */\r\n public get distanceToProjectionPlane(): number {\r\n return this._distanceToProjectionPlane;\r\n }\r\n /**\r\n * Creates a new StereoscopicScreenUniversalCamera\r\n * @param name defines camera name\r\n * @param position defines initial position\r\n * @param scene defines the hosting scene\r\n * @param distanceToProjectionPlane defines distance between each color axis. The rig cameras will receive this as their negative z position!\r\n * @param distanceBetweenEyes defines is stereoscopic is done side by side or over under\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, distanceToProjectionPlane: number = 1, distanceBetweenEyes: number = 0.065) {\r\n super(name, position, scene);\r\n this._distanceBetweenEyes = distanceBetweenEyes;\r\n this._distanceToProjectionPlane = distanceToProjectionPlane;\r\n this.setCameraRigMode(Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL, {\r\n stereoHalfAngle: 0,\r\n });\r\n this._cameraRigParams.stereoHalfAngle = 0;\r\n this._cameraRigParams.interaxialDistance = distanceBetweenEyes;\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns StereoscopicScreenUniversalCamera\r\n */\r\n public override getClassName(): string {\r\n return \"StereoscopicUniversalCamera\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override createRigCamera(name: string): Nullable<Camera> {\r\n const camera = new TargetCamera(name, Vector3.Zero(), this.getScene());\r\n const transform = new TransformNode(\"tm_\" + name, this.getScene());\r\n camera.parent = transform;\r\n transform.setPivotMatrix(Matrix.Identity(), false);\r\n camera.isRigCamera = true;\r\n camera.rigParent = this;\r\n return camera;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _updateRigCameras() {\r\n for (let cameraIndex = 0; cameraIndex < this._rigCameras.length; cameraIndex++) {\r\n const cam = this._rigCameras[cameraIndex] as TargetCamera;\r\n cam.minZ = this.minZ;\r\n cam.maxZ = this.maxZ;\r\n cam.fov = this.fov;\r\n cam.upVector.copyFrom(this.upVector);\r\n if (cam.rotationQuaternion) {\r\n cam.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n } else {\r\n cam.rotation.copyFrom(this.rotation);\r\n }\r\n this._updateCamera(this._rigCameras[cameraIndex] as TargetCamera, cameraIndex);\r\n }\r\n }\r\n\r\n private _updateCamera(camera: TargetCamera, cameraIndex: number) {\r\n const b = this.distanceBetweenEyes / 2;\r\n const z = b / this.distanceToProjectionPlane;\r\n camera.position.copyFrom(this.position);\r\n camera.position.addInPlaceFromFloats(cameraIndex === 0 ? -b : b, 0, -this._distanceToProjectionPlane);\r\n const transform = camera.parent as TransformNode;\r\n const m = transform.getPivotMatrix();\r\n m.setTranslationFromFloats(cameraIndex === 0 ? b : -b, 0, 0);\r\n m.setRowFromFloats(2, cameraIndex === 0 ? z : -z, 0, 1, 0);\r\n transform.setPivotMatrix(m, false);\r\n }\r\n\r\n protected override _setRigMode() {\r\n this._rigCameras[0].viewport = new Viewport(0, 0, 0.5, 1);\r\n this._rigCameras[1].viewport = new Viewport(0.5, 0, 0.5, 1.0);\r\n for (let cameraIndex = 0; cameraIndex < this._rigCameras.length; cameraIndex++) {\r\n this._updateCamera(this._rigCameras[cameraIndex] as TargetCamera, cameraIndex);\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ Camera } from \"../../Cameras/camera\";\r\nimport { UniversalCamera } from \"../../Cameras/universalCamera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { TargetCamera } from \"../targetCamera\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Viewport } from \"../../Maths/math.viewport\";\r\n\r\n/**\r\n * Camera used to simulate stereoscopic rendering on real screens (based on UniversalCamera)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\nexport class StereoscopicScreenUniversalCamera extends UniversalCamera {\r\n private _distanceToProjectionPlane: number;\r\n private _distanceBetweenEyes: number;\r\n\r\n public set distanceBetweenEyes(newValue: number) {\r\n this._distanceBetweenEyes = newValue;\r\n }\r\n\r\n /**\r\n * distance between the eyes\r\n */\r\n public get distanceBetweenEyes(): number {\r\n return this._distanceBetweenEyes;\r\n }\r\n\r\n public set distanceToProjectionPlane(newValue: number) {\r\n this._distanceToProjectionPlane = newValue;\r\n }\r\n\r\n /**\r\n * Distance to projection plane (should be the same units the like distance between the eyes)\r\n */\r\n public get distanceToProjectionPlane(): number {\r\n return this._distanceToProjectionPlane;\r\n }\r\n /**\r\n * Creates a new StereoscopicScreenUniversalCamera\r\n * @param name defines camera name\r\n * @param position defines initial position\r\n * @param scene defines the hosting scene\r\n * @param distanceToProjectionPlane defines distance between each color axis. The rig cameras will receive this as their negative z position!\r\n * @param distanceBetweenEyes defines is stereoscopic is done side by side or over under\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, distanceToProjectionPlane: number = 1, distanceBetweenEyes: number = 0.065) {\r\n super(name, position, scene);\r\n this._distanceBetweenEyes = distanceBetweenEyes;\r\n this._distanceToProjectionPlane = distanceToProjectionPlane;\r\n this.setCameraRigMode(Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL, {\r\n stereoHalfAngle: 0,\r\n });\r\n this._cameraRigParams.stereoHalfAngle = 0;\r\n this._cameraRigParams.interaxialDistance = distanceBetweenEyes;\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns StereoscopicScreenUniversalCamera\r\n */\r\n public override getClassName(): string {\r\n return \"StereoscopicUniversalCamera\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override createRigCamera(name: string): Nullable<Camera> {\r\n const camera = new TargetCamera(name, Vector3.Zero(), this.getScene());\r\n const transform = new TransformNode(\"tm_\" + name, this.getScene());\r\n camera.parent = transform;\r\n transform.setPivotMatrix(Matrix.Identity(), false);\r\n camera.isRigCamera = true;\r\n camera.rigParent = this;\r\n return camera;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _updateRigCameras() {\r\n for (let cameraIndex = 0; cameraIndex < this._rigCameras.length; cameraIndex++) {\r\n const cam = this._rigCameras[cameraIndex] as TargetCamera;\r\n cam.minZ = this.minZ;\r\n cam.maxZ = this.maxZ;\r\n cam.fov = this.fov;\r\n cam.upVector.copyFrom(this.upVector);\r\n if (cam.rotationQuaternion && this.rotationQuaternion) {\r\n cam.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n } else {\r\n cam.rotation.copyFrom(this.rotation);\r\n }\r\n this._updateCamera(this._rigCameras[cameraIndex] as TargetCamera, cameraIndex);\r\n }\r\n }\r\n\r\n private _updateCamera(camera: TargetCamera, cameraIndex: number) {\r\n const b = this.distanceBetweenEyes / 2;\r\n const z = b / this.distanceToProjectionPlane;\r\n camera.position.copyFrom(this.position);\r\n camera.position.addInPlaceFromFloats(cameraIndex === 0 ? -b : b, 0, -this._distanceToProjectionPlane);\r\n const transform = camera.parent as TransformNode;\r\n const m = transform.getPivotMatrix();\r\n m.setTranslationFromFloats(cameraIndex === 0 ? b : -b, 0, 0);\r\n m.setRowFromFloats(2, cameraIndex === 0 ? z : -z, 0, 1, 0);\r\n transform.setPivotMatrix(m, false);\r\n }\r\n\r\n protected override _setRigMode() {\r\n this._rigCameras[0].viewport = new Viewport(0, 0, 0.5, 1);\r\n this._rigCameras[1].viewport = new Viewport(0.5, 0, 0.5, 1.0);\r\n for (let cameraIndex = 0; cameraIndex < this._rigCameras.length; cameraIndex++) {\r\n this._updateCamera(this._rigCameras[cameraIndex] as TargetCamera, cameraIndex);\r\n }\r\n }\r\n}\r\n"]}
@@ -430,10 +430,10 @@ export class VRExperienceHelper {
430
430
  if (this._scene.activeCamera instanceof TargetCamera && this._scene.activeCamera.rotation) {
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  const targetCamera = this._scene.activeCamera;
432
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  if (targetCamera.rotationQuaternion) {
433
- this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
433
+ this._deviceOrientationCamera.rotationQuaternion?.copyFrom(targetCamera.rotationQuaternion);
434
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  }
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  else {
436
- this._deviceOrientationCamera.rotationQuaternion.copyFrom(Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
436
+ this._deviceOrientationCamera.rotationQuaternion?.copyFrom(Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
437
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  }
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  this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
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  }