@onerjs/core 8.31.9 → 8.32.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (371) hide show
  1. package/Audio/Interfaces/ISoundOptions.d.ts +1 -1
  2. package/Audio/Interfaces/ISoundOptions.js.map +1 -1
  3. package/Audio/audioEngine.d.ts +3 -4
  4. package/Audio/audioEngine.js +9 -6
  5. package/Audio/audioEngine.js.map +1 -1
  6. package/Audio/sound.d.ts +33 -54
  7. package/Audio/sound.js +450 -718
  8. package/Audio/sound.js.map +1 -1
  9. package/AudioV2/abstractAudio/abstractAudioOutNode.d.ts +1 -1
  10. package/AudioV2/abstractAudio/abstractAudioOutNode.js +1 -1
  11. package/AudioV2/abstractAudio/abstractAudioOutNode.js.map +1 -1
  12. package/AudioV2/abstractAudio/abstractSound.d.ts +1 -1
  13. package/AudioV2/abstractAudio/abstractSound.js +2 -2
  14. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  15. package/AudioV2/abstractAudio/abstractSoundSource.d.ts +11 -3
  16. package/AudioV2/abstractAudio/abstractSoundSource.js +37 -1
  17. package/AudioV2/abstractAudio/abstractSoundSource.js.map +1 -1
  18. package/AudioV2/abstractAudio/audioBus.d.ts +8 -3
  19. package/AudioV2/abstractAudio/audioBus.js +24 -1
  20. package/AudioV2/abstractAudio/audioBus.js.map +1 -1
  21. package/AudioV2/abstractAudio/staticSound.d.ts +1 -1
  22. package/AudioV2/abstractAudio/staticSound.js +2 -2
  23. package/AudioV2/abstractAudio/staticSound.js.map +1 -1
  24. package/AudioV2/abstractAudio/streamingSound.d.ts +1 -1
  25. package/AudioV2/abstractAudio/streamingSound.js +2 -2
  26. package/AudioV2/abstractAudio/streamingSound.js.map +1 -1
  27. package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.d.ts +1 -1
  28. package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.js +3 -0
  29. package/AudioV2/abstractAudio/subNodes/abstractAudioSubGraph.js.map +1 -1
  30. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.d.ts +1 -0
  31. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js +1 -0
  32. package/AudioV2/abstractAudio/subNodes/spatialAudioSubNode.js.map +1 -1
  33. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.d.ts +12 -2
  34. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js +2 -0
  35. package/AudioV2/abstractAudio/subProperties/abstractSpatialAudio.js.map +1 -1
  36. package/AudioV2/abstractAudio/subProperties/spatialAudio.d.ts +6 -0
  37. package/AudioV2/abstractAudio/subProperties/spatialAudio.js +25 -0
  38. package/AudioV2/abstractAudio/subProperties/spatialAudio.js.map +1 -1
  39. package/AudioV2/webAudio/components/webAudioParameterComponent.js +2 -2
  40. package/AudioV2/webAudio/components/webAudioParameterComponent.js.map +1 -1
  41. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.d.ts +3 -0
  42. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js +14 -17
  43. package/AudioV2/webAudio/subNodes/spatialWebAudioSubNode.js.map +1 -1
  44. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js +1 -0
  45. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js.map +1 -1
  46. package/AudioV2/webAudio/subProperties/spatialWebAudio.js +1 -0
  47. package/AudioV2/webAudio/subProperties/spatialWebAudio.js.map +1 -1
  48. package/AudioV2/webAudio/webAudioBus.d.ts +2 -7
  49. package/AudioV2/webAudio/webAudioBus.js +4 -24
  50. package/AudioV2/webAudio/webAudioBus.js.map +1 -1
  51. package/AudioV2/webAudio/webAudioEngine.js +1 -0
  52. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  53. package/AudioV2/webAudio/webAudioSoundSource.d.ts +2 -7
  54. package/AudioV2/webAudio/webAudioSoundSource.js +3 -24
  55. package/AudioV2/webAudio/webAudioSoundSource.js.map +1 -1
  56. package/AudioV2/webAudio/webAudioStaticSound.d.ts +3 -7
  57. package/AudioV2/webAudio/webAudioStaticSound.js +13 -26
  58. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  59. package/AudioV2/webAudio/webAudioStreamingSound.d.ts +3 -7
  60. package/AudioV2/webAudio/webAudioStreamingSound.js +6 -23
  61. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  62. package/Behaviors/Cameras/autoRotationBehavior.d.ts +4 -0
  63. package/Behaviors/Cameras/autoRotationBehavior.js +7 -0
  64. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  65. package/Behaviors/Cameras/bouncingBehavior.d.ts +5 -0
  66. package/Behaviors/Cameras/bouncingBehavior.js +8 -0
  67. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  68. package/Behaviors/Cameras/framingBehavior.d.ts +4 -0
  69. package/Behaviors/Cameras/framingBehavior.js +7 -0
  70. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  71. package/Behaviors/Cameras/interpolatingBehavior.d.ts +7 -2
  72. package/Behaviors/Cameras/interpolatingBehavior.js +12 -4
  73. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
  74. package/Behaviors/Meshes/attachToBoxBehavior.d.ts +5 -0
  75. package/Behaviors/Meshes/attachToBoxBehavior.js +8 -1
  76. package/Behaviors/Meshes/attachToBoxBehavior.js.map +1 -1
  77. package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +5 -2
  78. package/Behaviors/Meshes/baseSixDofDragBehavior.js +8 -0
  79. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  80. package/Behaviors/Meshes/fadeInOutBehavior.d.ts +5 -0
  81. package/Behaviors/Meshes/fadeInOutBehavior.js +6 -0
  82. package/Behaviors/Meshes/fadeInOutBehavior.js.map +1 -1
  83. package/Behaviors/Meshes/handConstraintBehavior.d.ts +5 -0
  84. package/Behaviors/Meshes/handConstraintBehavior.js +8 -0
  85. package/Behaviors/Meshes/handConstraintBehavior.js.map +1 -1
  86. package/Behaviors/Meshes/multiPointerScaleBehavior.d.ts +5 -0
  87. package/Behaviors/Meshes/multiPointerScaleBehavior.js +8 -0
  88. package/Behaviors/Meshes/multiPointerScaleBehavior.js.map +1 -1
  89. package/Behaviors/Meshes/pointerDragBehavior.d.ts +1 -1
  90. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  91. package/Behaviors/Meshes/sixDofDragBehavior.js +1 -1
  92. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  93. package/Behaviors/Meshes/surfaceMagnetismBehavior.d.ts +5 -0
  94. package/Behaviors/Meshes/surfaceMagnetismBehavior.js +7 -0
  95. package/Behaviors/Meshes/surfaceMagnetismBehavior.js.map +1 -1
  96. package/Behaviors/behavior.d.ts +4 -0
  97. package/Behaviors/behavior.js.map +1 -1
  98. package/Cameras/arcRotateCamera.js +4 -5
  99. package/Cameras/arcRotateCamera.js.map +1 -1
  100. package/Cameras/geospatialCamera.d.ts +4 -5
  101. package/Cameras/geospatialCamera.js +42 -29
  102. package/Cameras/geospatialCamera.js.map +1 -1
  103. package/Cameras/geospatialCameraMovement.js +1 -1
  104. package/Cameras/geospatialCameraMovement.js.map +1 -1
  105. package/Compute/computeEffect.js +5 -1
  106. package/Compute/computeEffect.js.map +1 -1
  107. package/Compute/computeShader.d.ts +4 -0
  108. package/Compute/computeShader.js +9 -3
  109. package/Compute/computeShader.js.map +1 -1
  110. package/Debug/debugLayer.d.ts +1 -1
  111. package/Debug/debugLayer.js.map +1 -1
  112. package/Engines/abstractEngine.d.ts +2 -2
  113. package/Engines/abstractEngine.js +2 -2
  114. package/Engines/abstractEngine.js.map +1 -1
  115. package/Engines/thinEngine.js +1 -1
  116. package/Engines/thinEngine.js.map +1 -1
  117. package/Engines/webgpuEngine.js +8 -9
  118. package/Engines/webgpuEngine.js.map +1 -1
  119. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.d.ts +74 -0
  120. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.js +179 -0
  121. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.js.map +1 -0
  122. package/FrameGraph/Node/Blocks/index.d.ts +2 -0
  123. package/FrameGraph/Node/Blocks/index.js +2 -0
  124. package/FrameGraph/Node/Blocks/index.js.map +1 -1
  125. package/FrameGraph/Node/Blocks/lightingVolumeBlock.d.ts +43 -0
  126. package/FrameGraph/Node/Blocks/lightingVolumeBlock.js +93 -0
  127. package/FrameGraph/Node/Blocks/lightingVolumeBlock.js.map +1 -0
  128. package/FrameGraph/Passes/renderPass.js +2 -2
  129. package/FrameGraph/Passes/renderPass.js.map +1 -1
  130. package/FrameGraph/Tasks/Layers/baseLayerTask.d.ts +2 -0
  131. package/FrameGraph/Tasks/Layers/baseLayerTask.js +6 -0
  132. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  133. package/FrameGraph/Tasks/Layers/glowLayerTask.d.ts +1 -0
  134. package/FrameGraph/Tasks/Layers/glowLayerTask.js +3 -0
  135. package/FrameGraph/Tasks/Layers/glowLayerTask.js.map +1 -1
  136. package/FrameGraph/Tasks/Layers/highlightLayerTask.d.ts +1 -0
  137. package/FrameGraph/Tasks/Layers/highlightLayerTask.js +3 -0
  138. package/FrameGraph/Tasks/Layers/highlightLayerTask.js.map +1 -1
  139. package/FrameGraph/Tasks/Misc/computeShaderTask.d.ts +1 -0
  140. package/FrameGraph/Tasks/Misc/computeShaderTask.js +3 -0
  141. package/FrameGraph/Tasks/Misc/computeShaderTask.js.map +1 -1
  142. package/FrameGraph/Tasks/Misc/cullObjectsTask.d.ts +1 -0
  143. package/FrameGraph/Tasks/Misc/cullObjectsTask.js +3 -0
  144. package/FrameGraph/Tasks/Misc/cullObjectsTask.js.map +1 -1
  145. package/FrameGraph/Tasks/Misc/executeTask.d.ts +1 -0
  146. package/FrameGraph/Tasks/Misc/executeTask.js +3 -0
  147. package/FrameGraph/Tasks/Misc/executeTask.js.map +1 -1
  148. package/FrameGraph/Tasks/Misc/lightingVolumeTask.d.ts +32 -0
  149. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js +63 -0
  150. package/FrameGraph/Tasks/Misc/lightingVolumeTask.js.map +1 -0
  151. package/FrameGraph/Tasks/PostProcesses/anaglyphTask.d.ts +1 -0
  152. package/FrameGraph/Tasks/PostProcesses/anaglyphTask.js +3 -0
  153. package/FrameGraph/Tasks/PostProcesses/anaglyphTask.js.map +1 -1
  154. package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.d.ts +1 -0
  155. package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.js +3 -0
  156. package/FrameGraph/Tasks/PostProcesses/blackAndWhiteTask.js.map +1 -1
  157. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.d.ts +1 -0
  158. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js +3 -0
  159. package/FrameGraph/Tasks/PostProcesses/bloomMergeTask.js.map +1 -1
  160. package/FrameGraph/Tasks/PostProcesses/bloomTask.d.ts +1 -0
  161. package/FrameGraph/Tasks/PostProcesses/bloomTask.js +3 -0
  162. package/FrameGraph/Tasks/PostProcesses/bloomTask.js.map +1 -1
  163. package/FrameGraph/Tasks/PostProcesses/blurTask.d.ts +1 -0
  164. package/FrameGraph/Tasks/PostProcesses/blurTask.js +3 -0
  165. package/FrameGraph/Tasks/PostProcesses/blurTask.js.map +1 -1
  166. package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.d.ts +1 -0
  167. package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.js +3 -0
  168. package/FrameGraph/Tasks/PostProcesses/chromaticAberrationTask.js.map +1 -1
  169. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.d.ts +1 -0
  170. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js +3 -0
  171. package/FrameGraph/Tasks/PostProcesses/circleOfConfusionTask.js.map +1 -1
  172. package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.d.ts +1 -0
  173. package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.js +3 -0
  174. package/FrameGraph/Tasks/PostProcesses/colorCorrectionTask.js.map +1 -1
  175. package/FrameGraph/Tasks/PostProcesses/convolutionTask.d.ts +1 -0
  176. package/FrameGraph/Tasks/PostProcesses/convolutionTask.js +3 -0
  177. package/FrameGraph/Tasks/PostProcesses/convolutionTask.js.map +1 -1
  178. package/FrameGraph/Tasks/PostProcesses/customPostProcessTask.d.ts +1 -0
  179. package/FrameGraph/Tasks/PostProcesses/customPostProcessTask.js +3 -0
  180. package/FrameGraph/Tasks/PostProcesses/customPostProcessTask.js.map +1 -1
  181. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.d.ts +1 -0
  182. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js +3 -0
  183. package/FrameGraph/Tasks/PostProcesses/depthOfFieldBlurTask.js.map +1 -1
  184. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.d.ts +1 -0
  185. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js +3 -0
  186. package/FrameGraph/Tasks/PostProcesses/depthOfFieldMergeTask.js.map +1 -1
  187. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.d.ts +1 -0
  188. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js +3 -0
  189. package/FrameGraph/Tasks/PostProcesses/depthOfFieldTask.js.map +1 -1
  190. package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.d.ts +1 -0
  191. package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.js +3 -0
  192. package/FrameGraph/Tasks/PostProcesses/extractHighlightsTask.js.map +1 -1
  193. package/FrameGraph/Tasks/PostProcesses/filterTask.d.ts +1 -0
  194. package/FrameGraph/Tasks/PostProcesses/filterTask.js +3 -0
  195. package/FrameGraph/Tasks/PostProcesses/filterTask.js.map +1 -1
  196. package/FrameGraph/Tasks/PostProcesses/fxaaTask.d.ts +1 -0
  197. package/FrameGraph/Tasks/PostProcesses/fxaaTask.js +3 -0
  198. package/FrameGraph/Tasks/PostProcesses/fxaaTask.js.map +1 -1
  199. package/FrameGraph/Tasks/PostProcesses/grainTask.d.ts +1 -0
  200. package/FrameGraph/Tasks/PostProcesses/grainTask.js +3 -0
  201. package/FrameGraph/Tasks/PostProcesses/grainTask.js.map +1 -1
  202. package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.d.ts +1 -0
  203. package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.js +3 -0
  204. package/FrameGraph/Tasks/PostProcesses/imageProcessingTask.js.map +1 -1
  205. package/FrameGraph/Tasks/PostProcesses/motionBlurTask.d.ts +1 -0
  206. package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js +3 -0
  207. package/FrameGraph/Tasks/PostProcesses/motionBlurTask.js.map +1 -1
  208. package/FrameGraph/Tasks/PostProcesses/passTask.d.ts +2 -0
  209. package/FrameGraph/Tasks/PostProcesses/passTask.js +6 -0
  210. package/FrameGraph/Tasks/PostProcesses/passTask.js.map +1 -1
  211. package/FrameGraph/Tasks/PostProcesses/postProcessTask.d.ts +3 -2
  212. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +3 -0
  213. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  214. package/FrameGraph/Tasks/PostProcesses/screenSpaceCurvatureTask.d.ts +1 -0
  215. package/FrameGraph/Tasks/PostProcesses/screenSpaceCurvatureTask.js +3 -0
  216. package/FrameGraph/Tasks/PostProcesses/screenSpaceCurvatureTask.js.map +1 -1
  217. package/FrameGraph/Tasks/PostProcesses/sharpenTask.d.ts +1 -0
  218. package/FrameGraph/Tasks/PostProcesses/sharpenTask.js +3 -0
  219. package/FrameGraph/Tasks/PostProcesses/sharpenTask.js.map +1 -1
  220. package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.d.ts +1 -0
  221. package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.js +3 -0
  222. package/FrameGraph/Tasks/PostProcesses/ssao2BlurTask.js.map +1 -1
  223. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.d.ts +1 -0
  224. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +3 -0
  225. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -1
  226. package/FrameGraph/Tasks/PostProcesses/ssao2Task.d.ts +1 -0
  227. package/FrameGraph/Tasks/PostProcesses/ssao2Task.js +3 -0
  228. package/FrameGraph/Tasks/PostProcesses/ssao2Task.js.map +1 -1
  229. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.d.ts +1 -0
  230. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js +3 -0
  231. package/FrameGraph/Tasks/PostProcesses/ssrBlurTask.js.map +1 -1
  232. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.d.ts +1 -0
  233. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +3 -0
  234. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  235. package/FrameGraph/Tasks/PostProcesses/ssrTask.d.ts +1 -0
  236. package/FrameGraph/Tasks/PostProcesses/ssrTask.js +3 -0
  237. package/FrameGraph/Tasks/PostProcesses/ssrTask.js.map +1 -1
  238. package/FrameGraph/Tasks/PostProcesses/taaTask.d.ts +1 -0
  239. package/FrameGraph/Tasks/PostProcesses/taaTask.js +3 -0
  240. package/FrameGraph/Tasks/PostProcesses/taaTask.js.map +1 -1
  241. package/FrameGraph/Tasks/PostProcesses/tonemapTask.d.ts +1 -0
  242. package/FrameGraph/Tasks/PostProcesses/tonemapTask.js +3 -0
  243. package/FrameGraph/Tasks/PostProcesses/tonemapTask.js.map +1 -1
  244. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.d.ts +31 -0
  245. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js +60 -0
  246. package/FrameGraph/Tasks/PostProcesses/volumetricLightingBlendVolumeTask.js.map +1 -0
  247. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +93 -0
  248. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +183 -0
  249. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -0
  250. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +1 -0
  251. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +3 -0
  252. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  253. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +1 -0
  254. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +3 -0
  255. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  256. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +1 -0
  257. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +4 -1
  258. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  259. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +1 -0
  260. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +3 -0
  261. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  262. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.d.ts +1 -0
  263. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js +3 -0
  264. package/FrameGraph/Tasks/Rendering/utilityLayerRendererTask.js.map +1 -1
  265. package/FrameGraph/Tasks/Texture/clearTextureTask.d.ts +1 -0
  266. package/FrameGraph/Tasks/Texture/clearTextureTask.js +4 -1
  267. package/FrameGraph/Tasks/Texture/clearTextureTask.js.map +1 -1
  268. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.d.ts +1 -0
  269. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js +3 -0
  270. package/FrameGraph/Tasks/Texture/copyToBackbufferColorTask.js.map +1 -1
  271. package/FrameGraph/Tasks/Texture/copyToTextureTask.d.ts +1 -0
  272. package/FrameGraph/Tasks/Texture/copyToTextureTask.js +21 -4
  273. package/FrameGraph/Tasks/Texture/copyToTextureTask.js.map +1 -1
  274. package/FrameGraph/Tasks/Texture/generateMipMapsTask.d.ts +1 -0
  275. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js +3 -0
  276. package/FrameGraph/Tasks/Texture/generateMipMapsTask.js.map +1 -1
  277. package/FrameGraph/frameGraphRenderContext.d.ts +3 -2
  278. package/FrameGraph/frameGraphRenderContext.js +14 -5
  279. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  280. package/FrameGraph/frameGraphTask.d.ts +5 -0
  281. package/FrameGraph/frameGraphTask.js +11 -2
  282. package/FrameGraph/frameGraphTask.js.map +1 -1
  283. package/FrameGraph/index.d.ts +2 -0
  284. package/FrameGraph/index.js +2 -0
  285. package/FrameGraph/index.js.map +1 -1
  286. package/Helpers/sceneHelpers.js +1 -1
  287. package/Helpers/sceneHelpers.js.map +1 -1
  288. package/Lights/index.d.ts +1 -0
  289. package/Lights/index.js +1 -0
  290. package/Lights/index.js.map +1 -1
  291. package/Lights/lightingVolume.d.ts +95 -0
  292. package/Lights/lightingVolume.js +536 -0
  293. package/Lights/lightingVolume.js.map +1 -0
  294. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  295. package/Materials/GaussianSplatting/gaussianSplattingMaterial.d.ts +7 -0
  296. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js +21 -5
  297. package/Materials/GaussianSplatting/gaussianSplattingMaterial.js.map +1 -1
  298. package/Materials/floatingOriginMatrixOverrides.js +6 -5
  299. package/Materials/floatingOriginMatrixOverrides.js.map +1 -1
  300. package/Materials/uniformBuffer.d.ts +1 -0
  301. package/Materials/uniformBuffer.js +8 -1
  302. package/Materials/uniformBuffer.js.map +1 -1
  303. package/Meshes/GaussianSplatting/gaussianSplattingMesh.d.ts +5 -2
  304. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js +138 -45
  305. package/Meshes/GaussianSplatting/gaussianSplattingMesh.js.map +1 -1
  306. package/Meshes/geometry.d.ts +2 -1
  307. package/Meshes/geometry.js +6 -2
  308. package/Meshes/geometry.js.map +1 -1
  309. package/Meshes/mesh.d.ts +2 -1
  310. package/Meshes/mesh.js +4 -3
  311. package/Meshes/mesh.js.map +1 -1
  312. package/Particles/Node/Blocks/Update/updateFlowMapBlock.d.ts +9 -1
  313. package/Particles/Node/Blocks/Update/updateFlowMapBlock.js +8 -0
  314. package/Particles/Node/Blocks/Update/updateFlowMapBlock.js.map +1 -1
  315. package/Particles/Node/Blocks/Update/updateNoiseBlock.d.ts +39 -0
  316. package/Particles/Node/Blocks/Update/updateNoiseBlock.js +102 -0
  317. package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -0
  318. package/Particles/Node/Blocks/index.d.ts +1 -0
  319. package/Particles/Node/Blocks/index.js +1 -0
  320. package/Particles/Node/Blocks/index.js.map +1 -1
  321. package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +9 -5
  322. package/Particles/Node/Blocks/particleSourceTextureBlock.js +31 -13
  323. package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
  324. package/Particles/Node/nodeParticleSystemSet.helper.js +39 -21
  325. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  326. package/Particles/particle.d.ts +2 -2
  327. package/Particles/particle.js +4 -2
  328. package/Particles/particle.js.map +1 -1
  329. package/Particles/thinParticleSystem.d.ts +1 -1
  330. package/Particles/thinParticleSystem.function.js +2 -2
  331. package/Particles/thinParticleSystem.function.js.map +1 -1
  332. package/Particles/thinParticleSystem.js.map +1 -1
  333. package/Physics/v2/characterController.d.ts +42 -2
  334. package/Physics/v2/characterController.js +140 -46
  335. package/Physics/v2/characterController.js.map +1 -1
  336. package/Shaders/gaussianSplatting.vertex.js +2 -2
  337. package/Shaders/gaussianSplatting.vertex.js.map +1 -1
  338. package/Shaders/volumetricLightingBlendVolume.fragment.d.ts +5 -0
  339. package/Shaders/volumetricLightingBlendVolume.fragment.js +21 -0
  340. package/Shaders/volumetricLightingBlendVolume.fragment.js.map +1 -0
  341. package/Shaders/volumetricLightingRenderVolume.fragment.d.ts +7 -0
  342. package/Shaders/volumetricLightingRenderVolume.fragment.js +25 -0
  343. package/Shaders/volumetricLightingRenderVolume.fragment.js.map +1 -0
  344. package/Shaders/volumetricLightingRenderVolume.vertex.d.ts +9 -0
  345. package/Shaders/volumetricLightingRenderVolume.vertex.js +18 -0
  346. package/Shaders/volumetricLightingRenderVolume.vertex.js.map +1 -0
  347. package/ShadersWGSL/gaussianSplatting.vertex.js +3 -3
  348. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  349. package/ShadersWGSL/gaussianSplattingDepth.fragment.d.ts +0 -1
  350. package/ShadersWGSL/gaussianSplattingDepth.fragment.js +0 -2
  351. package/ShadersWGSL/gaussianSplattingDepth.fragment.js.map +1 -1
  352. package/ShadersWGSL/lightingVolume.compute.d.ts +5 -0
  353. package/ShadersWGSL/lightingVolume.compute.js +33 -0
  354. package/ShadersWGSL/lightingVolume.compute.js.map +1 -0
  355. package/ShadersWGSL/volumetricLightingBlendVolume.fragment.d.ts +5 -0
  356. package/ShadersWGSL/volumetricLightingBlendVolume.fragment.js +22 -0
  357. package/ShadersWGSL/volumetricLightingBlendVolume.fragment.js.map +1 -0
  358. package/ShadersWGSL/volumetricLightingRenderVolume.fragment.d.ts +7 -0
  359. package/ShadersWGSL/volumetricLightingRenderVolume.fragment.js +27 -0
  360. package/ShadersWGSL/volumetricLightingRenderVolume.fragment.js.map +1 -0
  361. package/ShadersWGSL/volumetricLightingRenderVolume.vertex.d.ts +7 -0
  362. package/ShadersWGSL/volumetricLightingRenderVolume.vertex.js +17 -0
  363. package/ShadersWGSL/volumetricLightingRenderVolume.vertex.js.map +1 -0
  364. package/States/IStencilState.d.ts +48 -2
  365. package/States/IStencilState.js.map +1 -1
  366. package/States/alphaCullingState.d.ts +1 -0
  367. package/States/alphaCullingState.js +3 -0
  368. package/States/alphaCullingState.js.map +1 -1
  369. package/package.json +1 -1
  370. package/scene.js +6 -4
  371. package/scene.js.map +1 -1
@@ -1,8 +1,9 @@
1
1
  import type { Behavior } from "../behavior.js";
2
2
  import { EasingFunction } from "../../Animations/easing.js";
3
+ import type { Nullable } from "../../types.js";
4
+ import { Animation } from "../../Animations/animation.js";
3
5
  import type { Camera } from "../../Cameras/camera.js";
4
6
  import type { IColor3Like, IColor4Like, IMatrixLike, IQuaternionLike, IVector2Like, IVector3Like } from "../../Maths/math.like.js";
5
- import type { IAnimationKey } from "../../Animations/animationKey.js";
6
7
  export type AllowedAnimValue = number | IVector2Like | IVector3Like | IQuaternionLike | IMatrixLike | IColor3Like | IColor4Like | SizeLike | undefined;
7
8
  /**
8
9
  * Animate camera property changes with an interpolation effect
@@ -25,6 +26,10 @@ export declare class InterpolatingBehavior<C extends Camera = Camera> implements
25
26
  * Duration of the animation in milliseconds
26
27
  */
27
28
  transitionDuration: number;
29
+ /**
30
+ * Attached node of this behavior
31
+ */
32
+ get attachedNode(): Nullable<C>;
28
33
  private _attachedCamera;
29
34
  private _animatables;
30
35
  private _promiseResolve?;
@@ -51,7 +56,7 @@ export declare class InterpolatingBehavior<C extends Camera = Camera> implements
51
56
  */
52
57
  stopAllAnimations(): void;
53
58
  updateProperties<K extends keyof C>(properties: Map<K, AllowedAnimValue>): void;
54
- animatePropertiesAsync<K extends keyof C>(properties: Map<K, AllowedAnimValue>, transitionDuration?: number, easingFn?: EasingFunction, customKeys?: Map<K, IAnimationKey[]>): Promise<void>;
59
+ animatePropertiesAsync<K extends keyof C>(properties: Map<K, AllowedAnimValue>, transitionDuration?: number, easingFn?: EasingFunction, updateAnimation?: (key: string, animation: Animation) => void): Promise<void>;
55
60
  }
56
61
  export type SizeLike = {
57
62
  width: number;
@@ -11,6 +11,12 @@ export class InterpolatingBehavior {
11
11
  get name() {
12
12
  return "Interpolating";
13
13
  }
14
+ /**
15
+ * Attached node of this behavior
16
+ */
17
+ get attachedNode() {
18
+ return this._attachedCamera;
19
+ }
14
20
  /**
15
21
  * Initializes the behavior
16
22
  */
@@ -76,10 +82,10 @@ export class InterpolatingBehavior {
76
82
  }
77
83
  });
78
84
  }
79
- async animatePropertiesAsync(properties, transitionDuration = this.transitionDuration, easingFn = this.easingFunction, customKeys) {
85
+ async animatePropertiesAsync(properties, transitionDuration = this.transitionDuration, easingFn = this.easingFunction, updateAnimation) {
80
86
  const promise = new Promise((resolve) => {
81
- this._promiseResolve = resolve;
82
87
  this.stopAllAnimations();
88
+ this._promiseResolve = resolve;
83
89
  if (!this._attachedCamera) {
84
90
  this._promiseResolve = undefined;
85
91
  return resolve();
@@ -100,11 +106,13 @@ export class InterpolatingBehavior {
100
106
  }
101
107
  };
102
108
  properties.forEach((value, key) => {
103
- if (value !== undefined) {
109
+ if (value !== undefined && camera[key] !== value) {
104
110
  const propertyName = String(key);
105
111
  const animation = Animation.CreateAnimation(propertyName, GetAnimationType(value), 60, easingFn);
112
+ // Optionally allow caller to further customize the animation
113
+ updateAnimation?.(propertyName, animation);
106
114
  // Pass false for stopCurrent so that we can interpolate multiple properties at once
107
- const animatable = Animation.TransitionTo(propertyName, value, camera, scene, 60, animation, transitionDuration, () => checkClear(propertyName), false, customKeys?.get(key));
115
+ const animatable = Animation.TransitionTo(propertyName, value, camera, scene, 60, animation, transitionDuration, () => checkClear(propertyName), false);
108
116
  if (animatable) {
109
117
  this._animatables.set(propertyName, animatable);
110
118
  }
@@ -1 +1 @@
1
- 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type { Behavior } from \"../behavior\";\r\nimport { CubicEase, EasingFunction } from \"../../Animations/easing\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Animatable } from \"../../Animations/animatable.core\";\r\nimport { Animation } from \"../../Animations/animation\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { IColor3Like, IColor4Like, IMatrixLike, IQuaternionLike, IVector2Like, IVector3Like } from \"../../Maths/math.like\";\r\nimport type { IAnimationKey } from \"../../Animations/animationKey\";\r\n\r\nexport type AllowedAnimValue = number | IVector2Like | IVector3Like | IQuaternionLike | IMatrixLike | IColor3Like | IColor4Like | SizeLike | undefined;\r\n\r\n/**\r\n * Animate camera property changes with an interpolation effect\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors\r\n */\r\nexport class InterpolatingBehavior<C extends Camera = Camera> implements Behavior<C> {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n public get name(): string {\r\n return \"Interpolating\";\r\n }\r\n\r\n /**\r\n * The easing function to use for interpolation\r\n */\r\n public easingFunction: EasingFunction = new CubicEase();\r\n\r\n /**\r\n * The easing mode (default is EASINGMODE_EASEINOUT)\r\n */\r\n public easingMode = EasingFunction.EASINGMODE_EASEINOUT;\r\n\r\n /**\r\n * Duration of the animation in milliseconds\r\n */\r\n public transitionDuration = 450;\r\n\r\n private _attachedCamera: Nullable<C> = null;\r\n private _animatables: Map<string, Animatable> = new Map<string, Animatable>();\r\n private _promiseResolve?: () => void;\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n constructor() {\r\n this.easingFunction.setEasingMode(this.easingMode);\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init(): void {\r\n // Nothing to do on init\r\n }\r\n\r\n /**\r\n * Attaches the behavior to a camera\r\n * @param camera The camera to attach to\r\n */\r\n public attach(camera: C): void {\r\n this._attachedCamera = camera;\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the camera\r\n */\r\n public detach(): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n this.stopAllAnimations();\r\n this._attachedCamera = null;\r\n }\r\n\r\n public get isInterpolating(): boolean {\r\n return this._animatables.size > 0;\r\n }\r\n\r\n /**\r\n * Stops and removes all animations\r\n */\r\n public stopAllAnimations(): void {\r\n if (this._attachedCamera) {\r\n this._animatables.forEach((animatable) => animatable.stop());\r\n }\r\n this._animatables.clear();\r\n this._promiseResolve?.();\r\n this._promiseResolve = undefined;\r\n }\r\n\r\n public updateProperties<K extends keyof C>(properties: Map<K, AllowedAnimValue>): void {\r\n properties.forEach((value, key) => {\r\n if (value !== undefined) {\r\n const animatable = this._animatables.get(String(key));\r\n animatable && (animatable.target = value as unknown as any);\r\n }\r\n });\r\n }\r\n\r\n public async animatePropertiesAsync<K extends keyof C>(\r\n properties: Map<K, AllowedAnimValue>,\r\n transitionDuration: number = this.transitionDuration,\r\n easingFn: EasingFunction = this.easingFunction,\r\n customKeys?: Map<K, IAnimationKey[]>\r\n ): Promise<void> {\r\n const promise = new Promise<void>((resolve) => {\r\n this._promiseResolve = resolve;\r\n this.stopAllAnimations();\r\n if (!this._attachedCamera) {\r\n this._promiseResolve = undefined;\r\n return resolve();\r\n }\r\n const camera = this._attachedCamera;\r\n const scene = camera.getScene();\r\n\r\n const checkClear = (propertyName: string) => {\r\n // Remove the associated animation from camera once the transition to target is complete so that property animations don't accumulate\r\n for (let i = camera.animations.length - 1; i >= 0; --i) {\r\n if (camera.animations[i].name === propertyName + \"Animation\") {\r\n camera.animations.splice(i, 1);\r\n }\r\n }\r\n\r\n this._animatables.delete(propertyName);\r\n if (this._animatables.size === 0) {\r\n this._promiseResolve = undefined;\r\n resolve();\r\n }\r\n };\r\n\r\n properties.forEach((value, key) => {\r\n if (value !== undefined) {\r\n const propertyName = String(key);\r\n const animation = Animation.CreateAnimation(propertyName, GetAnimationType(value), 60, easingFn);\r\n // Pass false for stopCurrent so that we can interpolate multiple properties at once\r\n const animatable = Animation.TransitionTo(\r\n propertyName,\r\n value,\r\n camera,\r\n scene,\r\n 60,\r\n animation,\r\n transitionDuration,\r\n () => checkClear(propertyName),\r\n false,\r\n customKeys?.get(key)\r\n );\r\n if (animatable) {\r\n this._animatables.set(propertyName, animatable);\r\n }\r\n }\r\n });\r\n });\r\n return await promise;\r\n }\r\n}\r\n\r\n// Structural type-guards (no instanceof)\r\nfunction IsQuaternionLike(v: any): v is IQuaternionLike {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\" && typeof v.z === \"number\" && typeof v.w === \"number\";\r\n}\r\n\r\nfunction IsMatrixLike(v: any): v is IMatrixLike {\r\n return v != null && (Array.isArray((v as any).m) || typeof (v as any).m === \"object\");\r\n}\r\n\r\nfunction IsVector3Like(v: any): v is IVector3Like {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\" && typeof v.z === \"number\";\r\n}\r\n\r\nfunction IsVector2Like(v: any): v is IVector2Like {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\";\r\n}\r\n\r\nfunction IsColor3Like(v: any): v is IColor3Like {\r\n return v != null && typeof v.r === \"number\" && typeof v.g === \"number\" && typeof v.b === \"number\";\r\n}\r\n\r\nfunction IsColor4Like(v: any): v is IColor4Like {\r\n return v != null && typeof v.r === \"number\" && typeof v.g === \"number\" && typeof v.b === \"number\" && typeof v.a === \"number\";\r\n}\r\n\r\nexport type SizeLike = { width: number; height: number };\r\n\r\nfunction IsSizeLike(v: any): v is SizeLike {\r\n return v != null && typeof v.width === \"number\" && typeof v.height === \"number\";\r\n}\r\n\r\nconst GetAnimationType = (value: AllowedAnimValue): number => {\r\n if (IsQuaternionLike(value)) {\r\n return Animation.ANIMATIONTYPE_QUATERNION;\r\n }\r\n if (IsMatrixLike(value)) {\r\n return Animation.ANIMATIONTYPE_MATRIX;\r\n }\r\n if (IsVector3Like(value)) {\r\n return Animation.ANIMATIONTYPE_VECTOR3;\r\n }\r\n if (IsVector2Like(value)) {\r\n return Animation.ANIMATIONTYPE_VECTOR2;\r\n }\r\n if (IsColor3Like(value)) {\r\n return Animation.ANIMATIONTYPE_COLOR3;\r\n }\r\n if (IsColor4Like(value)) {\r\n return Animation.ANIMATIONTYPE_COLOR4;\r\n }\r\n if (IsSizeLike(value)) {\r\n return Animation.ANIMATIONTYPE_SIZE;\r\n }\r\n\r\n // Fallback to float for numbers and unknown shapes\r\n return Animation.ANIMATIONTYPE_FLOAT;\r\n};\r\n"]}
1
+ 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ACD,IAAI,YAAY,CAAC,KAAK,CAAC,EAAE,CAAC;QACtB,OAAO,SAAS,CAAC,oBAAoB,CAAC;IAC1C,CAAC;IACD,IAAI,UAAU,CAAC,KAAK,CAAC,EAAE,CAAC;QACpB,OAAO,SAAS,CAAC,kBAAkB,CAAC;IACxC,CAAC;IAED,mDAAmD;IACnD,OAAO,SAAS,CAAC,mBAAmB,CAAC;AACzC,CAAC,CAAC","sourcesContent":["import type { Behavior } from \"../behavior\";\r\nimport { CubicEase, EasingFunction } from \"../../Animations/easing\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Animatable } from \"../../Animations/animatable.core\";\r\nimport { Animation } from \"../../Animations/animation\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport type { IColor3Like, IColor4Like, IMatrixLike, IQuaternionLike, IVector2Like, IVector3Like } from \"../../Maths/math.like\";\r\n\r\nexport type AllowedAnimValue = number | IVector2Like | IVector3Like | IQuaternionLike | IMatrixLike | IColor3Like | IColor4Like | SizeLike | undefined;\r\n\r\n/**\r\n * Animate camera property changes with an interpolation effect\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/behaviors/cameraBehaviors\r\n */\r\nexport class InterpolatingBehavior<C extends Camera = Camera> implements Behavior<C> {\r\n /**\r\n * Gets the name of the behavior.\r\n */\r\n public get name(): string {\r\n return \"Interpolating\";\r\n }\r\n\r\n /**\r\n * The easing function to use for interpolation\r\n */\r\n public easingFunction: EasingFunction = new CubicEase();\r\n\r\n /**\r\n * The easing mode (default is EASINGMODE_EASEINOUT)\r\n */\r\n public easingMode = EasingFunction.EASINGMODE_EASEINOUT;\r\n\r\n /**\r\n * Duration of the animation in milliseconds\r\n */\r\n public transitionDuration = 450;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<C> {\r\n return this._attachedCamera;\r\n }\r\n\r\n private _attachedCamera: Nullable<C> = null;\r\n private _animatables: Map<string, Animatable> = new Map<string, Animatable>();\r\n private _promiseResolve?: () => void;\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n constructor() {\r\n this.easingFunction.setEasingMode(this.easingMode);\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init(): void {\r\n // Nothing to do on init\r\n }\r\n\r\n /**\r\n * Attaches the behavior to a camera\r\n * @param camera The camera to attach to\r\n */\r\n public attach(camera: C): void {\r\n this._attachedCamera = camera;\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the camera\r\n */\r\n public detach(): void {\r\n if (!this._attachedCamera) {\r\n return;\r\n }\r\n\r\n this.stopAllAnimations();\r\n this._attachedCamera = null;\r\n }\r\n\r\n public get isInterpolating(): boolean {\r\n return this._animatables.size > 0;\r\n }\r\n\r\n /**\r\n * Stops and removes all animations\r\n */\r\n public stopAllAnimations(): void {\r\n if (this._attachedCamera) {\r\n this._animatables.forEach((animatable) => animatable.stop());\r\n }\r\n this._animatables.clear();\r\n this._promiseResolve?.();\r\n this._promiseResolve = undefined;\r\n }\r\n\r\n public updateProperties<K extends keyof C>(properties: Map<K, AllowedAnimValue>): void {\r\n properties.forEach((value, key) => {\r\n if (value !== undefined) {\r\n const animatable = this._animatables.get(String(key));\r\n animatable && (animatable.target = value as unknown as any);\r\n }\r\n });\r\n }\r\n\r\n public async animatePropertiesAsync<K extends keyof C>(\r\n properties: Map<K, AllowedAnimValue>,\r\n transitionDuration: number = this.transitionDuration,\r\n easingFn: EasingFunction = this.easingFunction,\r\n updateAnimation?: (key: string, animation: Animation) => void\r\n ): Promise<void> {\r\n const promise = new Promise<void>((resolve) => {\r\n this.stopAllAnimations();\r\n\r\n this._promiseResolve = resolve;\r\n if (!this._attachedCamera) {\r\n this._promiseResolve = undefined;\r\n return resolve();\r\n }\r\n const camera = this._attachedCamera;\r\n const scene = camera.getScene();\r\n\r\n const checkClear = (propertyName: string) => {\r\n // Remove the associated animation from camera once the transition to target is complete so that property animations don't accumulate\r\n for (let i = camera.animations.length - 1; i >= 0; --i) {\r\n if (camera.animations[i].name === propertyName + \"Animation\") {\r\n camera.animations.splice(i, 1);\r\n }\r\n }\r\n\r\n this._animatables.delete(propertyName);\r\n if (this._animatables.size === 0) {\r\n this._promiseResolve = undefined;\r\n resolve();\r\n }\r\n };\r\n\r\n properties.forEach((value, key) => {\r\n if (value !== undefined && camera[key] !== value) {\r\n const propertyName = String(key);\r\n const animation = Animation.CreateAnimation(propertyName, GetAnimationType(value), 60, easingFn);\r\n // Optionally allow caller to further customize the animation\r\n updateAnimation?.(propertyName, animation);\r\n\r\n // Pass false for stopCurrent so that we can interpolate multiple properties at once\r\n const animatable = Animation.TransitionTo(propertyName, value, camera, scene, 60, animation, transitionDuration, () => checkClear(propertyName), false);\r\n if (animatable) {\r\n this._animatables.set(propertyName, animatable);\r\n }\r\n }\r\n });\r\n });\r\n return await promise;\r\n }\r\n}\r\n\r\n// Structural type-guards (no instanceof)\r\nfunction IsQuaternionLike(v: any): v is IQuaternionLike {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\" && typeof v.z === \"number\" && typeof v.w === \"number\";\r\n}\r\n\r\nfunction IsMatrixLike(v: any): v is IMatrixLike {\r\n return v != null && (Array.isArray((v as any).m) || typeof (v as any).m === \"object\");\r\n}\r\n\r\nfunction IsVector3Like(v: any): v is IVector3Like {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\" && typeof v.z === \"number\";\r\n}\r\n\r\nfunction IsVector2Like(v: any): v is IVector2Like {\r\n return v != null && typeof v.x === \"number\" && typeof v.y === \"number\";\r\n}\r\n\r\nfunction IsColor3Like(v: any): v is IColor3Like {\r\n return v != null && typeof v.r === \"number\" && typeof v.g === \"number\" && typeof v.b === \"number\";\r\n}\r\n\r\nfunction IsColor4Like(v: any): v is IColor4Like {\r\n return v != null && typeof v.r === \"number\" && typeof v.g === \"number\" && typeof v.b === \"number\" && typeof v.a === \"number\";\r\n}\r\n\r\nexport type SizeLike = { width: number; height: number };\r\n\r\nfunction IsSizeLike(v: any): v is SizeLike {\r\n return v != null && typeof v.width === \"number\" && typeof v.height === \"number\";\r\n}\r\n\r\nconst GetAnimationType = (value: AllowedAnimValue): number => {\r\n if (IsQuaternionLike(value)) {\r\n return Animation.ANIMATIONTYPE_QUATERNION;\r\n }\r\n if (IsMatrixLike(value)) {\r\n return Animation.ANIMATIONTYPE_MATRIX;\r\n }\r\n if (IsVector3Like(value)) {\r\n return Animation.ANIMATIONTYPE_VECTOR3;\r\n }\r\n if (IsVector2Like(value)) {\r\n return Animation.ANIMATIONTYPE_VECTOR2;\r\n }\r\n if (IsColor3Like(value)) {\r\n return Animation.ANIMATIONTYPE_COLOR3;\r\n }\r\n if (IsColor4Like(value)) {\r\n return Animation.ANIMATIONTYPE_COLOR4;\r\n }\r\n if (IsSizeLike(value)) {\r\n return Animation.ANIMATIONTYPE_SIZE;\r\n }\r\n\r\n // Fallback to float for numbers and unknown shapes\r\n return Animation.ANIMATIONTYPE_FLOAT;\r\n};\r\n"]}
@@ -1,5 +1,6 @@
1
1
  import type { Mesh } from "../../Meshes/mesh.js";
2
2
  import type { TransformNode } from "../../Meshes/transformNode.js";
3
+ import type { Nullable } from "../../types.js";
3
4
  import type { Behavior } from "../../Behaviors/behavior.js";
4
5
  /**
5
6
  * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
@@ -24,6 +25,10 @@ export declare class AttachToBoxBehavior implements Behavior<Mesh> {
24
25
  private _onRenderObserver;
25
26
  private _tmpMatrix;
26
27
  private _tmpVector;
28
+ /**
29
+ * Attached node of this behavior
30
+ */
31
+ get attachedNode(): Nullable<Mesh>;
27
32
  /**
28
33
  * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
29
34
  * @param _ui The transform node that should be attached to the mesh
@@ -14,6 +14,12 @@ class FaceDirectionInfo {
14
14
  * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
15
15
  */
16
16
  export class AttachToBoxBehavior {
17
+ /**
18
+ * Attached node of this behavior
19
+ */
20
+ get attachedNode() {
21
+ return this._target;
22
+ }
17
23
  /**
18
24
  * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
19
25
  * @param _ui The transform node that should be attached to the mesh
@@ -44,7 +50,7 @@ export class AttachToBoxBehavior {
44
50
  this._tmpVector = new Vector3();
45
51
  this._zeroVector = Vector3.Zero();
46
52
  this._lookAtTmpMatrix = new Matrix();
47
- /* Does nothing */
53
+ this._target = null;
48
54
  }
49
55
  /**
50
56
  * Initializes the behavior
@@ -161,6 +167,7 @@ export class AttachToBoxBehavior {
161
167
  */
162
168
  detach() {
163
169
  this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);
170
+ this._target = null;
164
171
  }
165
172
  }
166
173
  //# sourceMappingURL=attachToBoxBehavior.js.map
@@ -1 +1 @@
1
- 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{ Vector3, Matrix, Quaternion } from \"../../Maths/math.vector\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Behavior } from \"../../Behaviors/behavior\";\r\n\r\n/**\r\n * @internal\r\n */\r\nclass FaceDirectionInfo {\r\n constructor(\r\n public direction: Vector3,\r\n public rotatedDirection = new Vector3(),\r\n public diff = 0,\r\n public ignore = false\r\n ) {}\r\n}\r\n\r\n/**\r\n * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera\r\n */\r\nexport class AttachToBoxBehavior implements Behavior<Mesh> {\r\n /**\r\n * [\"AttachToBoxBehavior\"] The name of the behavior\r\n */\r\n public name = \"AttachToBoxBehavior\";\r\n /**\r\n * [0.15] The distance away from the face of the mesh that the UI should be attached to (default: 0.15)\r\n */\r\n public distanceAwayFromFace = 0.15;\r\n /**\r\n * [0.15] The distance from the bottom of the face that the UI should be attached to (default: 0.15)\r\n */\r\n public distanceAwayFromBottomOfFace = 0.15;\r\n private _faceVectors = [\r\n new FaceDirectionInfo(Vector3.Up()),\r\n new FaceDirectionInfo(Vector3.Down()),\r\n new FaceDirectionInfo(Vector3.Left()),\r\n new FaceDirectionInfo(Vector3.Right()),\r\n new FaceDirectionInfo(Vector3.Forward()),\r\n new FaceDirectionInfo(Vector3.Forward().scaleInPlace(-1)),\r\n ];\r\n private _target: Mesh;\r\n private _scene: Scene;\r\n private _onRenderObserver: Nullable<Observer<Scene>>;\r\n private _tmpMatrix = new Matrix();\r\n private _tmpVector = new Vector3();\r\n\r\n /**\r\n * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera\r\n * @param _ui The transform node that should be attached to the mesh\r\n */\r\n constructor(private _ui: TransformNode) {\r\n /* Does nothing */\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {\r\n /* Does nothing */\r\n }\r\n\r\n private _closestFace(targetDirection: Vector3) {\r\n // Go over each face and calculate the angle between the face's normal and targetDirection\r\n for (const v of this._faceVectors) {\r\n if (!this._target.rotationQuaternion) {\r\n this._target.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._target.rotation.y, this._target.rotation.x, this._target.rotation.z);\r\n }\r\n this._target.rotationQuaternion.toRotationMatrix(this._tmpMatrix);\r\n Vector3.TransformCoordinatesToRef(v.direction, this._tmpMatrix, v.rotatedDirection);\r\n v.diff = Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, Vector3.Cross(v.rotatedDirection, targetDirection));\r\n }\r\n // Return the face information of the one with the normal closest to target direction\r\n return this._faceVectors.reduce((min, p) => {\r\n if (min.ignore) {\r\n return p;\r\n } else if (p.ignore) {\r\n return min;\r\n } else {\r\n return min.diff < p.diff ? min : p;\r\n }\r\n }, this._faceVectors[0]);\r\n }\r\n\r\n private _zeroVector = Vector3.Zero();\r\n private _lookAtTmpMatrix = new Matrix();\r\n private _lookAtToRef(pos: Vector3, up = new Vector3(0, 1, 0), ref: Quaternion) {\r\n Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);\r\n this._lookAtTmpMatrix.invert();\r\n Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);\r\n }\r\n\r\n /**\r\n * Attaches the AttachToBoxBehavior to the passed in mesh\r\n * @param target The mesh that the specified node will be attached to\r\n */\r\n attach(target: Mesh) {\r\n this._target = target;\r\n this._scene = this._target.getScene();\r\n\r\n // Every frame, update the app bars position\r\n this._onRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n // Find the face closest to the cameras position\r\n let cameraPos = this._scene.activeCamera.position;\r\n if ((<any>this._scene.activeCamera).devicePosition) {\r\n cameraPos = (<any>this._scene.activeCamera).devicePosition;\r\n }\r\n const facing = this._closestFace(cameraPos.subtract(target.position));\r\n if (this._scene.activeCamera.leftCamera) {\r\n this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);\r\n } else {\r\n this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);\r\n }\r\n\r\n // Get camera up direction\r\n Vector3.TransformCoordinatesToRef(Vector3.Up(), this._tmpMatrix, this._tmpVector);\r\n // Ignore faces to not select a parallel face for the up vector of the UI\r\n for (const v of this._faceVectors) {\r\n if (facing.direction.x && v.direction.x) {\r\n v.ignore = true;\r\n }\r\n if (facing.direction.y && v.direction.y) {\r\n v.ignore = true;\r\n }\r\n if (facing.direction.z && v.direction.z) {\r\n v.ignore = true;\r\n }\r\n }\r\n const facingUp = this._closestFace(this._tmpVector);\r\n // Unignore faces\r\n for (const v of this._faceVectors) {\r\n v.ignore = false;\r\n }\r\n\r\n // Position the app bar on that face\r\n this._ui.position.copyFrom(target.position);\r\n if (facing.direction.x) {\r\n facing.rotatedDirection.scaleToRef(target.scaling.x / 2 + this.distanceAwayFromFace, this._tmpVector);\r\n this._ui.position.addInPlace(this._tmpVector);\r\n }\r\n if (facing.direction.y) {\r\n facing.rotatedDirection.scaleToRef(target.scaling.y / 2 + this.distanceAwayFromFace, this._tmpVector);\r\n this._ui.position.addInPlace(this._tmpVector);\r\n }\r\n if (facing.direction.z) {\r\n facing.rotatedDirection.scaleToRef(target.scaling.z / 2 + this.distanceAwayFromFace, this._tmpVector);\r\n this._ui.position.addInPlace(this._tmpVector);\r\n }\r\n\r\n // Rotate to be oriented properly to the camera\r\n if (!this._ui.rotationQuaternion) {\r\n this._ui.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._ui.rotation.y, this._ui.rotation.x, this._ui.rotation.z);\r\n }\r\n facing.rotatedDirection.scaleToRef(-1, this._tmpVector);\r\n this._lookAtToRef(this._tmpVector, facingUp.rotatedDirection, this._ui.rotationQuaternion);\r\n\r\n // Place ui the correct distance from the bottom of the mesh\r\n if (facingUp.direction.x) {\r\n this._ui.up.scaleToRef(this.distanceAwayFromBottomOfFace - target.scaling.x / 2, this._tmpVector);\r\n }\r\n if (facingUp.direction.y) {\r\n this._ui.up.scaleToRef(this.distanceAwayFromBottomOfFace - target.scaling.y / 2, this._tmpVector);\r\n }\r\n if (facingUp.direction.z) {\r\n this._ui.up.scaleToRef(this.distanceAwayFromBottomOfFace - target.scaling.z / 2, this._tmpVector);\r\n }\r\n this._ui.position.addInPlace(this._tmpVector);\r\n });\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n detach() {\r\n this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);\r\n }\r\n}\r\n"]}
1
+ 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{ Vector3, Matrix, Quaternion } from \"../../Maths/math.vector\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Behavior } from \"../../Behaviors/behavior\";\r\n\r\n/**\r\n * @internal\r\n */\r\nclass FaceDirectionInfo {\r\n constructor(\r\n public direction: Vector3,\r\n public rotatedDirection = new Vector3(),\r\n public diff = 0,\r\n public ignore = false\r\n ) {}\r\n}\r\n\r\n/**\r\n * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera\r\n */\r\nexport class AttachToBoxBehavior implements Behavior<Mesh> {\r\n /**\r\n * [\"AttachToBoxBehavior\"] The name of the behavior\r\n */\r\n public name = \"AttachToBoxBehavior\";\r\n /**\r\n * [0.15] The distance away from the face of the mesh that the UI should be attached to (default: 0.15)\r\n */\r\n public distanceAwayFromFace = 0.15;\r\n /**\r\n * [0.15] The distance from the bottom of the face that the UI should be attached to (default: 0.15)\r\n */\r\n public distanceAwayFromBottomOfFace = 0.15;\r\n private _faceVectors = [\r\n new FaceDirectionInfo(Vector3.Up()),\r\n new FaceDirectionInfo(Vector3.Down()),\r\n new FaceDirectionInfo(Vector3.Left()),\r\n new FaceDirectionInfo(Vector3.Right()),\r\n new FaceDirectionInfo(Vector3.Forward()),\r\n new FaceDirectionInfo(Vector3.Forward().scaleInPlace(-1)),\r\n ];\r\n private _target: Mesh;\r\n private _scene: Scene;\r\n private _onRenderObserver: Nullable<Observer<Scene>>;\r\n private _tmpMatrix = new Matrix();\r\n private _tmpVector = new Vector3();\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<Mesh> {\r\n return this._target;\r\n }\r\n\r\n /**\r\n * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera\r\n * @param _ui The transform node that should be attached to the mesh\r\n */\r\n constructor(private _ui: TransformNode) {\r\n this._target = null!;\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {\r\n /* Does nothing */\r\n }\r\n\r\n private _closestFace(targetDirection: Vector3) {\r\n // Go over each face and calculate the angle between the face's normal and targetDirection\r\n for (const v of this._faceVectors) {\r\n if (!this._target.rotationQuaternion) {\r\n this._target.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._target.rotation.y, this._target.rotation.x, this._target.rotation.z);\r\n }\r\n this._target.rotationQuaternion.toRotationMatrix(this._tmpMatrix);\r\n Vector3.TransformCoordinatesToRef(v.direction, this._tmpMatrix, v.rotatedDirection);\r\n v.diff = Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, Vector3.Cross(v.rotatedDirection, targetDirection));\r\n }\r\n // Return the face information of the one with the normal closest to target direction\r\n return this._faceVectors.reduce((min, p) => {\r\n if (min.ignore) {\r\n return p;\r\n } else if (p.ignore) {\r\n return min;\r\n } else {\r\n return min.diff < p.diff ? min : p;\r\n }\r\n }, this._faceVectors[0]);\r\n }\r\n\r\n private _zeroVector = Vector3.Zero();\r\n private _lookAtTmpMatrix = new Matrix();\r\n private _lookAtToRef(pos: Vector3, up = new Vector3(0, 1, 0), ref: Quaternion) {\r\n Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);\r\n this._lookAtTmpMatrix.invert();\r\n Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);\r\n }\r\n\r\n /**\r\n * Attaches the AttachToBoxBehavior to the passed in mesh\r\n * @param target The mesh that the specified node will be attached to\r\n */\r\n attach(target: Mesh) {\r\n this._target = target;\r\n this._scene = this._target.getScene();\r\n\r\n // Every frame, update the app bars position\r\n this._onRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (!this._scene.activeCamera) {\r\n return;\r\n }\r\n\r\n // Find the face closest to the cameras position\r\n let cameraPos = this._scene.activeCamera.position;\r\n if ((<any>this._scene.activeCamera).devicePosition) {\r\n cameraPos = (<any>this._scene.activeCamera).devicePosition;\r\n }\r\n const facing = this._closestFace(cameraPos.subtract(target.position));\r\n if (this._scene.activeCamera.leftCamera) {\r\n this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);\r\n } else {\r\n this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);\r\n }\r\n\r\n // Get camera up direction\r\n Vector3.TransformCoordinatesToRef(Vector3.Up(), this._tmpMatrix, this._tmpVector);\r\n // Ignore faces to not select a parallel face for the up vector of the UI\r\n for (const v of this._faceVectors) {\r\n if (facing.direction.x && v.direction.x) {\r\n v.ignore = true;\r\n }\r\n if (facing.direction.y && v.direction.y) {\r\n v.ignore = true;\r\n }\r\n if (facing.direction.z && v.direction.z) {\r\n v.ignore = true;\r\n }\r\n }\r\n const facingUp = this._closestFace(this._tmpVector);\r\n // Unignore faces\r\n for (const v of this._faceVectors) {\r\n v.ignore = false;\r\n }\r\n\r\n // Position the app bar on that face\r\n this._ui.position.copyFrom(target.position);\r\n if (facing.direction.x) {\r\n facing.rotatedDirection.scaleToRef(target.scaling.x / 2 + this.distanceAwayFromFace, this._tmpVector);\r\n this._ui.position.addInPlace(this._tmpVector);\r\n }\r\n if (facing.direction.y) {\r\n facing.rotatedDirection.scaleToRef(target.scaling.y / 2 + this.distanceAwayFromFace, this._tmpVector);\r\n this._ui.position.addInPlace(this._tmpVector);\r\n }\r\n if (facing.direction.z) {\r\n facing.rotatedDirection.scaleToRef(target.scaling.z / 2 + this.distanceAwayFromFace, this._tmpVector);\r\n this._ui.position.addInPlace(this._tmpVector);\r\n }\r\n\r\n // Rotate to be oriented properly to the camera\r\n if (!this._ui.rotationQuaternion) {\r\n this._ui.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._ui.rotation.y, this._ui.rotation.x, this._ui.rotation.z);\r\n }\r\n facing.rotatedDirection.scaleToRef(-1, this._tmpVector);\r\n this._lookAtToRef(this._tmpVector, facingUp.rotatedDirection, this._ui.rotationQuaternion);\r\n\r\n // Place ui the correct distance from the bottom of the mesh\r\n if (facingUp.direction.x) {\r\n this._ui.up.scaleToRef(this.distanceAwayFromBottomOfFace - target.scaling.x / 2, this._tmpVector);\r\n }\r\n if (facingUp.direction.y) {\r\n this._ui.up.scaleToRef(this.distanceAwayFromBottomOfFace - target.scaling.y / 2, this._tmpVector);\r\n }\r\n if (facingUp.direction.z) {\r\n this._ui.up.scaleToRef(this.distanceAwayFromBottomOfFace - target.scaling.z / 2, this._tmpVector);\r\n }\r\n this._ui.position.addInPlace(this._tmpVector);\r\n });\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n detach() {\r\n this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);\r\n this._target = null!;\r\n }\r\n}\r\n"]}
@@ -1,5 +1,4 @@
1
1
  import type { Behavior } from "../../Behaviors/behavior.js";
2
- import type { Mesh } from "../../Meshes/mesh.js";
3
2
  import type { AbstractMesh } from "../../Meshes/abstractMesh.js";
4
3
  import { Scene } from "../../scene.js";
5
4
  import type { Nullable } from "../../types.js";
@@ -28,7 +27,7 @@ type VirtualMeshInfo = {
28
27
  * Creates virtual meshes that are dragged around
29
28
  * And observables for position/rotation changes
30
29
  */
31
- export declare class BaseSixDofDragBehavior implements Behavior<Mesh> {
30
+ export declare class BaseSixDofDragBehavior implements Behavior<TransformNode> {
32
31
  protected static _VirtualScene: Scene;
33
32
  private _pointerObserver;
34
33
  private _attachedToElement;
@@ -106,6 +105,10 @@ export declare class BaseSixDofDragBehavior implements Behavior<Mesh> {
106
105
  * Returns true if the attached mesh is currently moving with this behavior
107
106
  */
108
107
  get isMoving(): boolean;
108
+ /**
109
+ * Attached node of this behavior
110
+ */
111
+ get attachedNode(): Nullable<TransformNode>;
109
112
  /**
110
113
  * Initializes the behavior
111
114
  */
@@ -22,6 +22,7 @@ export class BaseSixDofDragBehavior {
22
22
  NEAR_DRAG: 3,
23
23
  };
24
24
  this._moving = false;
25
+ this._ownerNode = null;
25
26
  this._dragging = this._dragType.NONE;
26
27
  /**
27
28
  * The list of child meshes that can receive drag events
@@ -94,6 +95,12 @@ export class BaseSixDofDragBehavior {
94
95
  get isMoving() {
95
96
  return this._moving;
96
97
  }
98
+ /**
99
+ * Attached node of this behavior
100
+ */
101
+ get attachedNode() {
102
+ return this._ownerNode;
103
+ }
97
104
  /**
98
105
  * Initializes the behavior
99
106
  */
@@ -399,6 +406,7 @@ export class BaseSixDofDragBehavior {
399
406
  this.onDragEndObservable.clear();
400
407
  this.onDragObservable.clear();
401
408
  this.onDragStartObservable.clear();
409
+ this._ownerNode = null;
402
410
  }
403
411
  }
404
412
  //# sourceMappingURL=baseSixDofDragBehavior.js.map
@@ -1 +1 @@
1
- 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type { Behavior } from \"../../Behaviors/behavior\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Vector3, Quaternion, TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport type { PickingInfo } from \"../../Collisions/pickingInfo\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport type { Ray } from \"../../Culling/ray\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\n\r\n/**\r\n * Data store to track virtual pointers movement\r\n */\r\ntype VirtualMeshInfo = {\r\n dragging: boolean;\r\n moving: boolean;\r\n dragMesh: TransformNode;\r\n originMesh: TransformNode;\r\n pivotMesh: TransformNode;\r\n startingPivotPosition: Vector3;\r\n startingPivotOrientation: Quaternion;\r\n startingPosition: Vector3;\r\n startingOrientation: Quaternion;\r\n lastOriginPosition: Vector3;\r\n lastDragPosition: Vector3;\r\n};\r\n\r\n/**\r\n * Base behavior for six degrees of freedom interactions in XR experiences.\r\n * Creates virtual meshes that are dragged around\r\n * And observables for position/rotation changes\r\n */\r\nexport class BaseSixDofDragBehavior implements Behavior<Mesh> {\r\n protected static _VirtualScene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _attachedToElement: boolean = false;\r\n protected _virtualMeshesInfo: {\r\n [id: number]: VirtualMeshInfo;\r\n } = {};\r\n\r\n private _tmpVector: Vector3 = new Vector3();\r\n private _tmpQuaternion: Quaternion = new Quaternion();\r\n\r\n protected _dragType = {\r\n NONE: 0,\r\n DRAG: 1,\r\n DRAG_WITH_CONTROLLER: 2,\r\n NEAR_DRAG: 3,\r\n };\r\n\r\n protected _scene: Scene;\r\n protected _moving = false;\r\n protected _ownerNode: TransformNode;\r\n protected _dragging = this._dragType.NONE;\r\n\r\n /**\r\n * The list of child meshes that can receive drag events\r\n * If `null`, all child meshes will receive drag event\r\n */\r\n public draggableMeshes: Nullable<AbstractMesh[]> = null;\r\n\r\n /**\r\n * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)\r\n */\r\n public zDragFactor = 3;\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public get currentDraggingPointerId() {\r\n if (this.currentDraggingPointerIds[0] !== undefined) {\r\n return this.currentDraggingPointerIds[0];\r\n }\r\n return -1;\r\n }\r\n\r\n public set currentDraggingPointerId(value: number) {\r\n this.currentDraggingPointerIds[0] = value;\r\n }\r\n\r\n /**\r\n * In case of multipointer interaction, all pointer ids currently active are stored here\r\n */\r\n public currentDraggingPointerIds: number[] = [];\r\n\r\n /**\r\n * Get or set the currentDraggingPointerId\r\n * @deprecated Please use currentDraggingPointerId instead\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get currentDraggingPointerID(): number {\r\n return this.currentDraggingPointerId;\r\n }\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public set currentDraggingPointerID(currentDraggingPointerID: number) {\r\n this.currentDraggingPointerId = currentDraggingPointerID;\r\n }\r\n /**\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * Fires each time a drag starts\r\n */\r\n public onDragStartObservable = new Observable<{ position: Vector3 }>();\r\n /**\r\n * Fires each time a drag happens\r\n */\r\n public onDragObservable = new Observable<{ delta: Vector3; position: Vector3; pickInfo: PickingInfo }>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n */\r\n public onDragEndObservable = new Observable<unknown>();\r\n\r\n /**\r\n * Should the behavior allow simultaneous pointers to interact with the owner node.\r\n */\r\n public allowMultiPointer: boolean = true;\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"BaseSixDofDrag\";\r\n }\r\n\r\n /**\r\n * Returns true if the attached mesh is currently moving with this behavior\r\n */\r\n public get isMoving(): boolean {\r\n return this._moving;\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * In the case of multiple active cameras, the cameraToUseForPointers should be used if set instead of active camera\r\n */\r\n private get _pointerCamera() {\r\n if (this._scene.cameraToUseForPointers) {\r\n return this._scene.cameraToUseForPointers;\r\n } else {\r\n return this._scene.activeCamera;\r\n }\r\n }\r\n\r\n private _createVirtualMeshInfo() {\r\n // Setup virtual meshes to be used for dragging without dirtying the existing scene\r\n\r\n const dragMesh = new TransformNode(\"\", BaseSixDofDragBehavior._VirtualScene);\r\n dragMesh.rotationQuaternion = new Quaternion();\r\n const originMesh = new TransformNode(\"\", BaseSixDofDragBehavior._VirtualScene);\r\n originMesh.rotationQuaternion = new Quaternion();\r\n const pivotMesh = new TransformNode(\"\", BaseSixDofDragBehavior._VirtualScene);\r\n pivotMesh.rotationQuaternion = new Quaternion();\r\n\r\n return {\r\n dragging: false,\r\n moving: false,\r\n dragMesh,\r\n originMesh,\r\n pivotMesh,\r\n startingPivotPosition: new Vector3(),\r\n startingPivotOrientation: new Quaternion(),\r\n startingPosition: new Vector3(),\r\n startingOrientation: new Quaternion(),\r\n lastOriginPosition: new Vector3(),\r\n lastDragPosition: new Vector3(),\r\n };\r\n }\r\n\r\n protected _resetVirtualMeshesPosition() {\r\n for (let i = 0; i < this.currentDraggingPointerIds.length; i++) {\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].pivotMesh.position.copyFrom(this._ownerNode.getAbsolutePivotPoint());\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].pivotMesh.rotationQuaternion!.copyFrom(this._ownerNode.rotationQuaternion!);\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].startingPivotPosition.copyFrom(\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].pivotMesh.position\r\n );\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].startingPivotOrientation.copyFrom(\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].pivotMesh.rotationQuaternion!\r\n );\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].startingPosition.copyFrom(this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].dragMesh.position);\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].startingOrientation.copyFrom(\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].dragMesh.rotationQuaternion!\r\n );\r\n }\r\n }\r\n\r\n private _pointerUpdate2D(ray: Ray, pointerId: number, zDragFactor: number) {\r\n if (this._pointerCamera && this._pointerCamera.cameraRigMode == Camera.RIG_MODE_NONE && !this._pointerCamera._isLeftCamera && !this._pointerCamera._isRightCamera) {\r\n ray.origin.copyFrom(this._pointerCamera.globalPosition);\r\n zDragFactor = 0;\r\n }\r\n\r\n const virtualMeshesInfo = this._virtualMeshesInfo[pointerId];\r\n\r\n // Calculate controller drag distance in controller space\r\n const originDragDifference = TmpVectors.Vector3[11];\r\n ray.origin.subtractToRef(virtualMeshesInfo.lastOriginPosition, originDragDifference);\r\n virtualMeshesInfo.lastOriginPosition.copyFrom(ray.origin);\r\n const localOriginDragDifference = -Vector3.Dot(originDragDifference, ray.direction);\r\n\r\n virtualMeshesInfo.originMesh.addChild(virtualMeshesInfo.dragMesh);\r\n virtualMeshesInfo.originMesh.addChild(virtualMeshesInfo.pivotMesh);\r\n\r\n this._applyZOffset(virtualMeshesInfo.dragMesh, localOriginDragDifference, zDragFactor);\r\n this._applyZOffset(virtualMeshesInfo.pivotMesh, localOriginDragDifference, zDragFactor);\r\n\r\n // Update the controller position\r\n virtualMeshesInfo.originMesh.position.copyFrom(ray.origin);\r\n const lookAt = TmpVectors.Vector3[10];\r\n ray.origin.addToRef(ray.direction, lookAt);\r\n virtualMeshesInfo.originMesh.lookAt(lookAt);\r\n\r\n virtualMeshesInfo.originMesh.removeChild(virtualMeshesInfo.dragMesh);\r\n virtualMeshesInfo.originMesh.removeChild(virtualMeshesInfo.pivotMesh);\r\n }\r\n\r\n private _pointerUpdateXR(controllerAimTransform: TransformNode, controllerGripTransform: Nullable<TransformNode>, pointerId: number, zDragFactor: number) {\r\n const virtualMeshesInfo = this._virtualMeshesInfo[pointerId];\r\n virtualMeshesInfo.originMesh.position.copyFrom(controllerAimTransform.position);\r\n if (this._dragging === this._dragType.NEAR_DRAG && controllerGripTransform) {\r\n virtualMeshesInfo.originMesh.rotationQuaternion!.copyFrom(controllerGripTransform.rotationQuaternion!);\r\n } else {\r\n virtualMeshesInfo.originMesh.rotationQuaternion!.copyFrom(controllerAimTransform.rotationQuaternion!);\r\n }\r\n\r\n virtualMeshesInfo.pivotMesh.computeWorldMatrix(true);\r\n virtualMeshesInfo.dragMesh.computeWorldMatrix(true);\r\n\r\n // Z scaling logic\r\n if (zDragFactor !== 0) {\r\n // Camera.getForwardRay modifies TmpVectors.Vector[0-3], so cache it in advance\r\n const cameraForwardVec = TmpVectors.Vector3[10];\r\n const originDragDirection = TmpVectors.Vector3[11];\r\n cameraForwardVec.copyFrom(this._pointerCamera!.getForwardRay().direction);\r\n virtualMeshesInfo.originMesh.position.subtractToRef(virtualMeshesInfo.lastOriginPosition, originDragDirection);\r\n virtualMeshesInfo.lastOriginPosition.copyFrom(virtualMeshesInfo.originMesh.position);\r\n const controllerDragDistance = originDragDirection.length();\r\n originDragDirection.normalize();\r\n\r\n const cameraToDrag = TmpVectors.Vector3[12];\r\n const controllerToDrag = TmpVectors.Vector3[9];\r\n virtualMeshesInfo.dragMesh.absolutePosition.subtractToRef(this._pointerCamera!.globalPosition, cameraToDrag);\r\n virtualMeshesInfo.dragMesh.absolutePosition.subtractToRef(virtualMeshesInfo.originMesh.position, controllerToDrag);\r\n const controllerToDragDistance = controllerToDrag.length();\r\n cameraToDrag.normalize();\r\n controllerToDrag.normalize();\r\n\r\n const controllerDragScaling = Math.abs(Vector3.Dot(originDragDirection, controllerToDrag)) * Vector3.Dot(originDragDirection, cameraForwardVec);\r\n let zOffsetScaling = controllerDragScaling * zDragFactor * controllerDragDistance * controllerToDragDistance;\r\n\r\n // Prevent pulling the mesh through the controller\r\n const minDistanceFromControllerToDragMesh = 0.01;\r\n if (zOffsetScaling < 0 && minDistanceFromControllerToDragMesh - controllerToDragDistance > zOffsetScaling) {\r\n zOffsetScaling = Math.min(minDistanceFromControllerToDragMesh - controllerToDragDistance, 0);\r\n }\r\n controllerToDrag.scaleInPlace(zOffsetScaling);\r\n\r\n controllerToDrag.addToRef(virtualMeshesInfo.pivotMesh.absolutePosition, this._tmpVector);\r\n virtualMeshesInfo.pivotMesh.setAbsolutePosition(this._tmpVector);\r\n controllerToDrag.addToRef(virtualMeshesInfo.dragMesh.absolutePosition, this._tmpVector);\r\n virtualMeshesInfo.dragMesh.setAbsolutePosition(this._tmpVector);\r\n }\r\n }\r\n\r\n /**\r\n * Attaches the scale behavior the passed in mesh\r\n * @param ownerNode The mesh that will be scaled around once attached\r\n */\r\n public attach(ownerNode: TransformNode): void {\r\n this._ownerNode = ownerNode;\r\n this._scene = this._ownerNode.getScene();\r\n if (!BaseSixDofDragBehavior._VirtualScene) {\r\n BaseSixDofDragBehavior._VirtualScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n BaseSixDofDragBehavior._VirtualScene.detachControl();\r\n }\r\n\r\n const pickPredicate = (m: AbstractMesh) => {\r\n return this._ownerNode === m || (m.isDescendantOf(this._ownerNode) && (!this.draggableMeshes || this.draggableMeshes.indexOf(m) !== -1));\r\n };\r\n\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n const pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n if (!this._virtualMeshesInfo[pointerId]) {\r\n this._virtualMeshesInfo[pointerId] = this._createVirtualMeshInfo();\r\n }\r\n const virtualMeshesInfo = this._virtualMeshesInfo[pointerId];\r\n const isXRPointer = (<IPointerEvent>pointerInfo.event).pointerType === \"xr-near\" || (<IPointerEvent>pointerInfo.event).pointerType === \"xr\";\r\n const isNearXRPointer = (<IPointerEvent>pointerInfo.event).pointerType === \"xr-near\";\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (\r\n !virtualMeshesInfo.dragging &&\r\n pointerInfo.pickInfo &&\r\n pointerInfo.pickInfo.hit &&\r\n pointerInfo.pickInfo.pickedMesh &&\r\n pointerInfo.pickInfo.pickedPoint &&\r\n pointerInfo.pickInfo.ray &&\r\n (!isNearXRPointer || pointerInfo.pickInfo.aimTransform) &&\r\n pickPredicate(pointerInfo.pickInfo.pickedMesh)\r\n ) {\r\n if ((!this.allowMultiPointer || isXRPointer) && this.currentDraggingPointerIds.length > 0) {\r\n return;\r\n }\r\n\r\n if (\r\n this._pointerCamera &&\r\n this._pointerCamera.cameraRigMode === Camera.RIG_MODE_NONE &&\r\n !this._pointerCamera._isLeftCamera &&\r\n !this._pointerCamera._isRightCamera\r\n ) {\r\n pointerInfo.pickInfo.ray.origin.copyFrom(this._pointerCamera.globalPosition);\r\n }\r\n\r\n this._ownerNode.computeWorldMatrix(true);\r\n const virtualMeshesInfo = this._virtualMeshesInfo[pointerId];\r\n\r\n if (isXRPointer) {\r\n this._dragging = pointerInfo.pickInfo.originMesh ? this._dragType.NEAR_DRAG : this._dragType.DRAG_WITH_CONTROLLER;\r\n virtualMeshesInfo.originMesh.position.copyFrom(pointerInfo.pickInfo.aimTransform!.position);\r\n if (this._dragging === this._dragType.NEAR_DRAG && pointerInfo.pickInfo.gripTransform) {\r\n virtualMeshesInfo.originMesh.rotationQuaternion!.copyFrom(pointerInfo.pickInfo.gripTransform.rotationQuaternion!);\r\n } else {\r\n virtualMeshesInfo.originMesh.rotationQuaternion!.copyFrom(pointerInfo.pickInfo.aimTransform!.rotationQuaternion!);\r\n }\r\n } else {\r\n this._dragging = this._dragType.DRAG;\r\n virtualMeshesInfo.originMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n }\r\n\r\n virtualMeshesInfo.lastOriginPosition.copyFrom(virtualMeshesInfo.originMesh.position);\r\n\r\n virtualMeshesInfo.dragMesh.position.copyFrom(pointerInfo.pickInfo.pickedPoint);\r\n virtualMeshesInfo.lastDragPosition.copyFrom(pointerInfo.pickInfo.pickedPoint);\r\n\r\n virtualMeshesInfo.pivotMesh.position.copyFrom(this._ownerNode.getAbsolutePivotPoint());\r\n virtualMeshesInfo.pivotMesh.rotationQuaternion!.copyFrom(this._ownerNode.absoluteRotationQuaternion);\r\n\r\n virtualMeshesInfo.startingPosition.copyFrom(virtualMeshesInfo.dragMesh.position);\r\n virtualMeshesInfo.startingPivotPosition.copyFrom(virtualMeshesInfo.pivotMesh.position);\r\n virtualMeshesInfo.startingOrientation.copyFrom(virtualMeshesInfo.dragMesh.rotationQuaternion!);\r\n virtualMeshesInfo.startingPivotOrientation.copyFrom(virtualMeshesInfo.pivotMesh.rotationQuaternion!);\r\n\r\n if (isNearXRPointer) {\r\n virtualMeshesInfo.originMesh.addChild(virtualMeshesInfo.dragMesh);\r\n virtualMeshesInfo.originMesh.addChild(virtualMeshesInfo.pivotMesh);\r\n } else {\r\n virtualMeshesInfo.originMesh.lookAt(virtualMeshesInfo.dragMesh.position);\r\n }\r\n\r\n // Update state\r\n virtualMeshesInfo.dragging = true;\r\n\r\n if (this.currentDraggingPointerIds.indexOf(pointerId) === -1) {\r\n this.currentDraggingPointerIds.push(pointerId);\r\n }\r\n\r\n // Detach camera controls\r\n if (this.detachCameraControls && this._pointerCamera && !this._pointerCamera.leftCamera) {\r\n if (this._pointerCamera.inputs && this._pointerCamera.inputs.attachedToElement) {\r\n this._pointerCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else if (!this.allowMultiPointer || this.currentDraggingPointerIds.length === 0) {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n this._targetDragStart(virtualMeshesInfo.pivotMesh.position, virtualMeshesInfo.pivotMesh.rotationQuaternion!, pointerId);\r\n this.onDragStartObservable.notifyObservers({ position: virtualMeshesInfo.pivotMesh.position });\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP || pointerInfo.type == PointerEventTypes.POINTERDOUBLETAP) {\r\n const registeredPointerIndex = this.currentDraggingPointerIds.indexOf(pointerId);\r\n\r\n // Update state\r\n virtualMeshesInfo.dragging = false;\r\n\r\n if (registeredPointerIndex !== -1) {\r\n this.currentDraggingPointerIds.splice(registeredPointerIndex, 1);\r\n if (this.currentDraggingPointerIds.length === 0) {\r\n this._moving = false;\r\n this._dragging = this._dragType.NONE;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._pointerCamera && !this._pointerCamera.leftCamera) {\r\n this._reattachCameraControls();\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n virtualMeshesInfo.originMesh.removeChild(virtualMeshesInfo.dragMesh);\r\n virtualMeshesInfo.originMesh.removeChild(virtualMeshesInfo.pivotMesh);\r\n this._targetDragEnd(pointerId);\r\n this.onDragEndObservable.notifyObservers({});\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n const registeredPointerIndex = this.currentDraggingPointerIds.indexOf(pointerId);\r\n\r\n if (registeredPointerIndex !== -1 && virtualMeshesInfo.dragging && pointerInfo.pickInfo && (pointerInfo.pickInfo.ray || pointerInfo.pickInfo.aimTransform)) {\r\n let zDragFactor = this.zDragFactor;\r\n\r\n // 2 pointer interaction should not have a z axis drag factor\r\n // as well as near interaction\r\n if (this.currentDraggingPointerIds.length > 1 || pointerInfo.pickInfo.originMesh) {\r\n zDragFactor = 0;\r\n }\r\n\r\n this._ownerNode.computeWorldMatrix(true);\r\n if (!isNearXRPointer) {\r\n this._pointerUpdate2D(pointerInfo.pickInfo.ray!, pointerId, zDragFactor);\r\n } else {\r\n this._pointerUpdateXR(pointerInfo.pickInfo.aimTransform!, pointerInfo.pickInfo.gripTransform, pointerId, zDragFactor);\r\n }\r\n\r\n // Get change in rotation\r\n this._tmpQuaternion.copyFrom(virtualMeshesInfo.startingPivotOrientation);\r\n this._tmpQuaternion.x = -this._tmpQuaternion.x;\r\n this._tmpQuaternion.y = -this._tmpQuaternion.y;\r\n this._tmpQuaternion.z = -this._tmpQuaternion.z;\r\n virtualMeshesInfo.pivotMesh.absoluteRotationQuaternion.multiplyToRef(this._tmpQuaternion, this._tmpQuaternion);\r\n virtualMeshesInfo.pivotMesh.absolutePosition.subtractToRef(virtualMeshesInfo.startingPivotPosition, this._tmpVector);\r\n\r\n this.onDragObservable.notifyObservers({ delta: this._tmpVector, position: virtualMeshesInfo.pivotMesh.position, pickInfo: pointerInfo.pickInfo });\r\n\r\n // Notify herited methods and observables\r\n this._targetDrag(this._tmpVector, this._tmpQuaternion, pointerId);\r\n virtualMeshesInfo.lastDragPosition.copyFrom(virtualMeshesInfo.dragMesh.absolutePosition);\r\n\r\n this._moving = true;\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _applyZOffset(node: TransformNode, localOriginDragDifference: number, zDragFactor: number) {\r\n // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away\r\n node.position.z -= node.position.z < 1 ? localOriginDragDifference * zDragFactor : localOriginDragDifference * zDragFactor * node.position.z;\r\n if (node.position.z < 0) {\r\n node.position.z = 0;\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _targetDragStart(worldPosition: Vector3, worldRotation: Quaternion, pointerId: number) {\r\n // Herited classes can override that\r\n }\r\n\r\n protected _targetDrag(worldDeltaPosition: Vector3, worldDeltaRotation: Quaternion, pointerId: number) {\r\n // Herited classes can override that\r\n }\r\n\r\n protected _targetDragEnd(pointerId: number) {\r\n // Herited classes can override that\r\n }\r\n\r\n protected _reattachCameraControls() {\r\n if (this._pointerCamera) {\r\n // If the camera is an ArcRotateCamera, preserve the settings from the camera\r\n // when reattaching control\r\n if (this._pointerCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._pointerCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(\r\n arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true,\r\n arcRotateCamera._useCtrlForPanning,\r\n arcRotateCamera._panningMouseButton\r\n );\r\n } else {\r\n // preserve the settings from the camera when reattaching control\r\n this._pointerCamera.attachControl(this._pointerCamera.inputs ? this._pointerCamera.inputs.noPreventDefault : true);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n if (this._scene) {\r\n if (this.detachCameraControls && this._attachedToElement && this._pointerCamera && !this._pointerCamera.leftCamera) {\r\n this._reattachCameraControls();\r\n this._attachedToElement = false;\r\n }\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n\r\n for (const pointerId in this._virtualMeshesInfo) {\r\n this._virtualMeshesInfo[pointerId].originMesh.dispose();\r\n this._virtualMeshesInfo[pointerId].dragMesh.dispose();\r\n }\r\n\r\n this.onDragEndObservable.clear();\r\n this.onDragObservable.clear();\r\n this.onDragStartObservable.clear();\r\n }\r\n}\r\n"]}
1
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type { Behavior } from \"../../Behaviors/behavior\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Vector3, Quaternion, TmpVectors } from \"../../Maths/math.vector\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport type { PickingInfo } from \"../../Collisions/pickingInfo\";\r\nimport { Camera } from \"../../Cameras/camera\";\r\nimport type { Ray } from \"../../Culling/ray\";\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\n\r\n/**\r\n * Data store to track virtual pointers movement\r\n */\r\ntype VirtualMeshInfo = {\r\n dragging: boolean;\r\n moving: boolean;\r\n dragMesh: TransformNode;\r\n originMesh: TransformNode;\r\n pivotMesh: TransformNode;\r\n startingPivotPosition: Vector3;\r\n startingPivotOrientation: Quaternion;\r\n startingPosition: Vector3;\r\n startingOrientation: Quaternion;\r\n lastOriginPosition: Vector3;\r\n lastDragPosition: Vector3;\r\n};\r\n\r\n/**\r\n * Base behavior for six degrees of freedom interactions in XR experiences.\r\n * Creates virtual meshes that are dragged around\r\n * And observables for position/rotation changes\r\n */\r\nexport class BaseSixDofDragBehavior implements Behavior<TransformNode> {\r\n protected static _VirtualScene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _attachedToElement: boolean = false;\r\n protected _virtualMeshesInfo: {\r\n [id: number]: VirtualMeshInfo;\r\n } = {};\r\n\r\n private _tmpVector: Vector3 = new Vector3();\r\n private _tmpQuaternion: Quaternion = new Quaternion();\r\n\r\n protected _dragType = {\r\n NONE: 0,\r\n DRAG: 1,\r\n DRAG_WITH_CONTROLLER: 2,\r\n NEAR_DRAG: 3,\r\n };\r\n\r\n protected _scene: Scene;\r\n protected _moving = false;\r\n protected _ownerNode: TransformNode = null!;\r\n protected _dragging = this._dragType.NONE;\r\n\r\n /**\r\n * The list of child meshes that can receive drag events\r\n * If `null`, all child meshes will receive drag event\r\n */\r\n public draggableMeshes: Nullable<AbstractMesh[]> = null;\r\n\r\n /**\r\n * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)\r\n */\r\n public zDragFactor = 3;\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public get currentDraggingPointerId() {\r\n if (this.currentDraggingPointerIds[0] !== undefined) {\r\n return this.currentDraggingPointerIds[0];\r\n }\r\n return -1;\r\n }\r\n\r\n public set currentDraggingPointerId(value: number) {\r\n this.currentDraggingPointerIds[0] = value;\r\n }\r\n\r\n /**\r\n * In case of multipointer interaction, all pointer ids currently active are stored here\r\n */\r\n public currentDraggingPointerIds: number[] = [];\r\n\r\n /**\r\n * Get or set the currentDraggingPointerId\r\n * @deprecated Please use currentDraggingPointerId instead\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get currentDraggingPointerID(): number {\r\n return this.currentDraggingPointerId;\r\n }\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public set currentDraggingPointerID(currentDraggingPointerID: number) {\r\n this.currentDraggingPointerId = currentDraggingPointerID;\r\n }\r\n /**\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * Fires each time a drag starts\r\n */\r\n public onDragStartObservable = new Observable<{ position: Vector3 }>();\r\n /**\r\n * Fires each time a drag happens\r\n */\r\n public onDragObservable = new Observable<{ delta: Vector3; position: Vector3; pickInfo: PickingInfo }>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n */\r\n public onDragEndObservable = new Observable<unknown>();\r\n\r\n /**\r\n * Should the behavior allow simultaneous pointers to interact with the owner node.\r\n */\r\n public allowMultiPointer: boolean = true;\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"BaseSixDofDrag\";\r\n }\r\n\r\n /**\r\n * Returns true if the attached mesh is currently moving with this behavior\r\n */\r\n public get isMoving(): boolean {\r\n return this._moving;\r\n }\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<TransformNode> {\r\n return this._ownerNode;\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * In the case of multiple active cameras, the cameraToUseForPointers should be used if set instead of active camera\r\n */\r\n private get _pointerCamera() {\r\n if (this._scene.cameraToUseForPointers) {\r\n return this._scene.cameraToUseForPointers;\r\n } else {\r\n return this._scene.activeCamera;\r\n }\r\n }\r\n\r\n private _createVirtualMeshInfo() {\r\n // Setup virtual meshes to be used for dragging without dirtying the existing scene\r\n\r\n const dragMesh = new TransformNode(\"\", BaseSixDofDragBehavior._VirtualScene);\r\n dragMesh.rotationQuaternion = new Quaternion();\r\n const originMesh = new TransformNode(\"\", BaseSixDofDragBehavior._VirtualScene);\r\n originMesh.rotationQuaternion = new Quaternion();\r\n const pivotMesh = new TransformNode(\"\", BaseSixDofDragBehavior._VirtualScene);\r\n pivotMesh.rotationQuaternion = new Quaternion();\r\n\r\n return {\r\n dragging: false,\r\n moving: false,\r\n dragMesh,\r\n originMesh,\r\n pivotMesh,\r\n startingPivotPosition: new Vector3(),\r\n startingPivotOrientation: new Quaternion(),\r\n startingPosition: new Vector3(),\r\n startingOrientation: new Quaternion(),\r\n lastOriginPosition: new Vector3(),\r\n lastDragPosition: new Vector3(),\r\n };\r\n }\r\n\r\n protected _resetVirtualMeshesPosition() {\r\n for (let i = 0; i < this.currentDraggingPointerIds.length; i++) {\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].pivotMesh.position.copyFrom(this._ownerNode.getAbsolutePivotPoint());\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].pivotMesh.rotationQuaternion!.copyFrom(this._ownerNode.rotationQuaternion!);\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].startingPivotPosition.copyFrom(\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].pivotMesh.position\r\n );\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].startingPivotOrientation.copyFrom(\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].pivotMesh.rotationQuaternion!\r\n );\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].startingPosition.copyFrom(this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].dragMesh.position);\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].startingOrientation.copyFrom(\r\n this._virtualMeshesInfo[this.currentDraggingPointerIds[i]].dragMesh.rotationQuaternion!\r\n );\r\n }\r\n }\r\n\r\n private _pointerUpdate2D(ray: Ray, pointerId: number, zDragFactor: number) {\r\n if (this._pointerCamera && this._pointerCamera.cameraRigMode == Camera.RIG_MODE_NONE && !this._pointerCamera._isLeftCamera && !this._pointerCamera._isRightCamera) {\r\n ray.origin.copyFrom(this._pointerCamera.globalPosition);\r\n zDragFactor = 0;\r\n }\r\n\r\n const virtualMeshesInfo = this._virtualMeshesInfo[pointerId];\r\n\r\n // Calculate controller drag distance in controller space\r\n const originDragDifference = TmpVectors.Vector3[11];\r\n ray.origin.subtractToRef(virtualMeshesInfo.lastOriginPosition, originDragDifference);\r\n virtualMeshesInfo.lastOriginPosition.copyFrom(ray.origin);\r\n const localOriginDragDifference = -Vector3.Dot(originDragDifference, ray.direction);\r\n\r\n virtualMeshesInfo.originMesh.addChild(virtualMeshesInfo.dragMesh);\r\n virtualMeshesInfo.originMesh.addChild(virtualMeshesInfo.pivotMesh);\r\n\r\n this._applyZOffset(virtualMeshesInfo.dragMesh, localOriginDragDifference, zDragFactor);\r\n this._applyZOffset(virtualMeshesInfo.pivotMesh, localOriginDragDifference, zDragFactor);\r\n\r\n // Update the controller position\r\n virtualMeshesInfo.originMesh.position.copyFrom(ray.origin);\r\n const lookAt = TmpVectors.Vector3[10];\r\n ray.origin.addToRef(ray.direction, lookAt);\r\n virtualMeshesInfo.originMesh.lookAt(lookAt);\r\n\r\n virtualMeshesInfo.originMesh.removeChild(virtualMeshesInfo.dragMesh);\r\n virtualMeshesInfo.originMesh.removeChild(virtualMeshesInfo.pivotMesh);\r\n }\r\n\r\n private _pointerUpdateXR(controllerAimTransform: TransformNode, controllerGripTransform: Nullable<TransformNode>, pointerId: number, zDragFactor: number) {\r\n const virtualMeshesInfo = this._virtualMeshesInfo[pointerId];\r\n virtualMeshesInfo.originMesh.position.copyFrom(controllerAimTransform.position);\r\n if (this._dragging === this._dragType.NEAR_DRAG && controllerGripTransform) {\r\n virtualMeshesInfo.originMesh.rotationQuaternion!.copyFrom(controllerGripTransform.rotationQuaternion!);\r\n } else {\r\n virtualMeshesInfo.originMesh.rotationQuaternion!.copyFrom(controllerAimTransform.rotationQuaternion!);\r\n }\r\n\r\n virtualMeshesInfo.pivotMesh.computeWorldMatrix(true);\r\n virtualMeshesInfo.dragMesh.computeWorldMatrix(true);\r\n\r\n // Z scaling logic\r\n if (zDragFactor !== 0) {\r\n // Camera.getForwardRay modifies TmpVectors.Vector[0-3], so cache it in advance\r\n const cameraForwardVec = TmpVectors.Vector3[10];\r\n const originDragDirection = TmpVectors.Vector3[11];\r\n cameraForwardVec.copyFrom(this._pointerCamera!.getForwardRay().direction);\r\n virtualMeshesInfo.originMesh.position.subtractToRef(virtualMeshesInfo.lastOriginPosition, originDragDirection);\r\n virtualMeshesInfo.lastOriginPosition.copyFrom(virtualMeshesInfo.originMesh.position);\r\n const controllerDragDistance = originDragDirection.length();\r\n originDragDirection.normalize();\r\n\r\n const cameraToDrag = TmpVectors.Vector3[12];\r\n const controllerToDrag = TmpVectors.Vector3[9];\r\n virtualMeshesInfo.dragMesh.absolutePosition.subtractToRef(this._pointerCamera!.globalPosition, cameraToDrag);\r\n virtualMeshesInfo.dragMesh.absolutePosition.subtractToRef(virtualMeshesInfo.originMesh.position, controllerToDrag);\r\n const controllerToDragDistance = controllerToDrag.length();\r\n cameraToDrag.normalize();\r\n controllerToDrag.normalize();\r\n\r\n const controllerDragScaling = Math.abs(Vector3.Dot(originDragDirection, controllerToDrag)) * Vector3.Dot(originDragDirection, cameraForwardVec);\r\n let zOffsetScaling = controllerDragScaling * zDragFactor * controllerDragDistance * controllerToDragDistance;\r\n\r\n // Prevent pulling the mesh through the controller\r\n const minDistanceFromControllerToDragMesh = 0.01;\r\n if (zOffsetScaling < 0 && minDistanceFromControllerToDragMesh - controllerToDragDistance > zOffsetScaling) {\r\n zOffsetScaling = Math.min(minDistanceFromControllerToDragMesh - controllerToDragDistance, 0);\r\n }\r\n controllerToDrag.scaleInPlace(zOffsetScaling);\r\n\r\n controllerToDrag.addToRef(virtualMeshesInfo.pivotMesh.absolutePosition, this._tmpVector);\r\n virtualMeshesInfo.pivotMesh.setAbsolutePosition(this._tmpVector);\r\n controllerToDrag.addToRef(virtualMeshesInfo.dragMesh.absolutePosition, this._tmpVector);\r\n virtualMeshesInfo.dragMesh.setAbsolutePosition(this._tmpVector);\r\n }\r\n }\r\n\r\n /**\r\n * Attaches the scale behavior the passed in mesh\r\n * @param ownerNode The mesh that will be scaled around once attached\r\n */\r\n public attach(ownerNode: TransformNode): void {\r\n this._ownerNode = ownerNode;\r\n this._scene = this._ownerNode.getScene();\r\n if (!BaseSixDofDragBehavior._VirtualScene) {\r\n BaseSixDofDragBehavior._VirtualScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n BaseSixDofDragBehavior._VirtualScene.detachControl();\r\n }\r\n\r\n const pickPredicate = (m: AbstractMesh) => {\r\n return this._ownerNode === m || (m.isDescendantOf(this._ownerNode) && (!this.draggableMeshes || this.draggableMeshes.indexOf(m) !== -1));\r\n };\r\n\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n const pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n if (!this._virtualMeshesInfo[pointerId]) {\r\n this._virtualMeshesInfo[pointerId] = this._createVirtualMeshInfo();\r\n }\r\n const virtualMeshesInfo = this._virtualMeshesInfo[pointerId];\r\n const isXRPointer = (<IPointerEvent>pointerInfo.event).pointerType === \"xr-near\" || (<IPointerEvent>pointerInfo.event).pointerType === \"xr\";\r\n const isNearXRPointer = (<IPointerEvent>pointerInfo.event).pointerType === \"xr-near\";\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (\r\n !virtualMeshesInfo.dragging &&\r\n pointerInfo.pickInfo &&\r\n pointerInfo.pickInfo.hit &&\r\n pointerInfo.pickInfo.pickedMesh &&\r\n pointerInfo.pickInfo.pickedPoint &&\r\n pointerInfo.pickInfo.ray &&\r\n (!isNearXRPointer || pointerInfo.pickInfo.aimTransform) &&\r\n pickPredicate(pointerInfo.pickInfo.pickedMesh)\r\n ) {\r\n if ((!this.allowMultiPointer || isXRPointer) && this.currentDraggingPointerIds.length > 0) {\r\n return;\r\n }\r\n\r\n if (\r\n this._pointerCamera &&\r\n this._pointerCamera.cameraRigMode === Camera.RIG_MODE_NONE &&\r\n !this._pointerCamera._isLeftCamera &&\r\n !this._pointerCamera._isRightCamera\r\n ) {\r\n pointerInfo.pickInfo.ray.origin.copyFrom(this._pointerCamera.globalPosition);\r\n }\r\n\r\n this._ownerNode.computeWorldMatrix(true);\r\n const virtualMeshesInfo = this._virtualMeshesInfo[pointerId];\r\n\r\n if (isXRPointer) {\r\n this._dragging = pointerInfo.pickInfo.originMesh ? this._dragType.NEAR_DRAG : this._dragType.DRAG_WITH_CONTROLLER;\r\n virtualMeshesInfo.originMesh.position.copyFrom(pointerInfo.pickInfo.aimTransform!.position);\r\n if (this._dragging === this._dragType.NEAR_DRAG && pointerInfo.pickInfo.gripTransform) {\r\n virtualMeshesInfo.originMesh.rotationQuaternion!.copyFrom(pointerInfo.pickInfo.gripTransform.rotationQuaternion!);\r\n } else {\r\n virtualMeshesInfo.originMesh.rotationQuaternion!.copyFrom(pointerInfo.pickInfo.aimTransform!.rotationQuaternion!);\r\n }\r\n } else {\r\n this._dragging = this._dragType.DRAG;\r\n virtualMeshesInfo.originMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n }\r\n\r\n virtualMeshesInfo.lastOriginPosition.copyFrom(virtualMeshesInfo.originMesh.position);\r\n\r\n virtualMeshesInfo.dragMesh.position.copyFrom(pointerInfo.pickInfo.pickedPoint);\r\n virtualMeshesInfo.lastDragPosition.copyFrom(pointerInfo.pickInfo.pickedPoint);\r\n\r\n virtualMeshesInfo.pivotMesh.position.copyFrom(this._ownerNode.getAbsolutePivotPoint());\r\n virtualMeshesInfo.pivotMesh.rotationQuaternion!.copyFrom(this._ownerNode.absoluteRotationQuaternion);\r\n\r\n virtualMeshesInfo.startingPosition.copyFrom(virtualMeshesInfo.dragMesh.position);\r\n virtualMeshesInfo.startingPivotPosition.copyFrom(virtualMeshesInfo.pivotMesh.position);\r\n virtualMeshesInfo.startingOrientation.copyFrom(virtualMeshesInfo.dragMesh.rotationQuaternion!);\r\n virtualMeshesInfo.startingPivotOrientation.copyFrom(virtualMeshesInfo.pivotMesh.rotationQuaternion!);\r\n\r\n if (isNearXRPointer) {\r\n virtualMeshesInfo.originMesh.addChild(virtualMeshesInfo.dragMesh);\r\n virtualMeshesInfo.originMesh.addChild(virtualMeshesInfo.pivotMesh);\r\n } else {\r\n virtualMeshesInfo.originMesh.lookAt(virtualMeshesInfo.dragMesh.position);\r\n }\r\n\r\n // Update state\r\n virtualMeshesInfo.dragging = true;\r\n\r\n if (this.currentDraggingPointerIds.indexOf(pointerId) === -1) {\r\n this.currentDraggingPointerIds.push(pointerId);\r\n }\r\n\r\n // Detach camera controls\r\n if (this.detachCameraControls && this._pointerCamera && !this._pointerCamera.leftCamera) {\r\n if (this._pointerCamera.inputs && this._pointerCamera.inputs.attachedToElement) {\r\n this._pointerCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else if (!this.allowMultiPointer || this.currentDraggingPointerIds.length === 0) {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n this._targetDragStart(virtualMeshesInfo.pivotMesh.position, virtualMeshesInfo.pivotMesh.rotationQuaternion!, pointerId);\r\n this.onDragStartObservable.notifyObservers({ position: virtualMeshesInfo.pivotMesh.position });\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP || pointerInfo.type == PointerEventTypes.POINTERDOUBLETAP) {\r\n const registeredPointerIndex = this.currentDraggingPointerIds.indexOf(pointerId);\r\n\r\n // Update state\r\n virtualMeshesInfo.dragging = false;\r\n\r\n if (registeredPointerIndex !== -1) {\r\n this.currentDraggingPointerIds.splice(registeredPointerIndex, 1);\r\n if (this.currentDraggingPointerIds.length === 0) {\r\n this._moving = false;\r\n this._dragging = this._dragType.NONE;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._pointerCamera && !this._pointerCamera.leftCamera) {\r\n this._reattachCameraControls();\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n virtualMeshesInfo.originMesh.removeChild(virtualMeshesInfo.dragMesh);\r\n virtualMeshesInfo.originMesh.removeChild(virtualMeshesInfo.pivotMesh);\r\n this._targetDragEnd(pointerId);\r\n this.onDragEndObservable.notifyObservers({});\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n const registeredPointerIndex = this.currentDraggingPointerIds.indexOf(pointerId);\r\n\r\n if (registeredPointerIndex !== -1 && virtualMeshesInfo.dragging && pointerInfo.pickInfo && (pointerInfo.pickInfo.ray || pointerInfo.pickInfo.aimTransform)) {\r\n let zDragFactor = this.zDragFactor;\r\n\r\n // 2 pointer interaction should not have a z axis drag factor\r\n // as well as near interaction\r\n if (this.currentDraggingPointerIds.length > 1 || pointerInfo.pickInfo.originMesh) {\r\n zDragFactor = 0;\r\n }\r\n\r\n this._ownerNode.computeWorldMatrix(true);\r\n if (!isNearXRPointer) {\r\n this._pointerUpdate2D(pointerInfo.pickInfo.ray!, pointerId, zDragFactor);\r\n } else {\r\n this._pointerUpdateXR(pointerInfo.pickInfo.aimTransform!, pointerInfo.pickInfo.gripTransform, pointerId, zDragFactor);\r\n }\r\n\r\n // Get change in rotation\r\n this._tmpQuaternion.copyFrom(virtualMeshesInfo.startingPivotOrientation);\r\n this._tmpQuaternion.x = -this._tmpQuaternion.x;\r\n this._tmpQuaternion.y = -this._tmpQuaternion.y;\r\n this._tmpQuaternion.z = -this._tmpQuaternion.z;\r\n virtualMeshesInfo.pivotMesh.absoluteRotationQuaternion.multiplyToRef(this._tmpQuaternion, this._tmpQuaternion);\r\n virtualMeshesInfo.pivotMesh.absolutePosition.subtractToRef(virtualMeshesInfo.startingPivotPosition, this._tmpVector);\r\n\r\n this.onDragObservable.notifyObservers({ delta: this._tmpVector, position: virtualMeshesInfo.pivotMesh.position, pickInfo: pointerInfo.pickInfo });\r\n\r\n // Notify herited methods and observables\r\n this._targetDrag(this._tmpVector, this._tmpQuaternion, pointerId);\r\n virtualMeshesInfo.lastDragPosition.copyFrom(virtualMeshesInfo.dragMesh.absolutePosition);\r\n\r\n this._moving = true;\r\n }\r\n }\r\n });\r\n }\r\n\r\n private _applyZOffset(node: TransformNode, localOriginDragDifference: number, zDragFactor: number) {\r\n // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away\r\n node.position.z -= node.position.z < 1 ? localOriginDragDifference * zDragFactor : localOriginDragDifference * zDragFactor * node.position.z;\r\n if (node.position.z < 0) {\r\n node.position.z = 0;\r\n }\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _targetDragStart(worldPosition: Vector3, worldRotation: Quaternion, pointerId: number) {\r\n // Herited classes can override that\r\n }\r\n\r\n protected _targetDrag(worldDeltaPosition: Vector3, worldDeltaRotation: Quaternion, pointerId: number) {\r\n // Herited classes can override that\r\n }\r\n\r\n protected _targetDragEnd(pointerId: number) {\r\n // Herited classes can override that\r\n }\r\n\r\n protected _reattachCameraControls() {\r\n if (this._pointerCamera) {\r\n // If the camera is an ArcRotateCamera, preserve the settings from the camera\r\n // when reattaching control\r\n if (this._pointerCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._pointerCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(\r\n arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true,\r\n arcRotateCamera._useCtrlForPanning,\r\n arcRotateCamera._panningMouseButton\r\n );\r\n } else {\r\n // preserve the settings from the camera when reattaching control\r\n this._pointerCamera.attachControl(this._pointerCamera.inputs ? this._pointerCamera.inputs.noPreventDefault : true);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n if (this._scene) {\r\n if (this.detachCameraControls && this._attachedToElement && this._pointerCamera && !this._pointerCamera.leftCamera) {\r\n this._reattachCameraControls();\r\n this._attachedToElement = false;\r\n }\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n\r\n for (const pointerId in this._virtualMeshesInfo) {\r\n this._virtualMeshesInfo[pointerId].originMesh.dispose();\r\n this._virtualMeshesInfo[pointerId].dragMesh.dispose();\r\n }\r\n\r\n this.onDragEndObservable.clear();\r\n this.onDragObservable.clear();\r\n this.onDragStartObservable.clear();\r\n\r\n this._ownerNode = null!;\r\n }\r\n}\r\n"]}
@@ -1,5 +1,6 @@
1
1
  import type { Behavior } from "../behavior.js";
2
2
  import type { Mesh } from "../../Meshes/mesh.js";
3
+ import type { Nullable } from "../../types.js";
3
4
  /**
4
5
  * A behavior that when attached to a mesh will allow the mesh to fade in and out
5
6
  */
@@ -33,6 +34,10 @@ export declare class FadeInOutBehavior implements Behavior<Mesh> {
33
34
  private _onBeforeRenderObserver;
34
35
  private _delay;
35
36
  private _time;
37
+ /**
38
+ * Attached node of this behavior
39
+ */
40
+ get attachedNode(): Nullable<Mesh>;
36
41
  /**
37
42
  * Instantiates the FadeInOutBehavior
38
43
  */
@@ -13,6 +13,12 @@ export class FadeInOutBehavior {
13
13
  this.fadeInDelay = value;
14
14
  this.fadeOutDelay = value;
15
15
  }
16
+ /**
17
+ * Attached node of this behavior
18
+ */
19
+ get attachedNode() {
20
+ return this._ownerNode;
21
+ }
16
22
  /**
17
23
  * Instantiates the FadeInOutBehavior
18
24
  */
@@ -1 +1 @@
1
- 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type { Behavior } from \"../behavior\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport type { Scene } from \"core/scene\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to fade in and out\r\n */\r\nexport class FadeInOutBehavior implements Behavior<Mesh> {\r\n /**\r\n * Time in milliseconds to delay before fading in (Default: 0)\r\n */\r\n public fadeInDelay = 0;\r\n\r\n /**\r\n * Time in milliseconds to delay before fading out (Default: 0)\r\n */\r\n public fadeOutDelay = 0;\r\n\r\n /**\r\n * Time in milliseconds for the mesh to fade in (Default: 300)\r\n */\r\n public fadeInTime = 300;\r\n\r\n /**\r\n * Time in milliseconds for the mesh to fade out (Default: 300)\r\n */\r\n public fadeOutTime = 300;\r\n\r\n /**\r\n * Time in milliseconds to delay before fading in (Default: 0)\r\n * Will set both fade in and out delay to the same value\r\n */\r\n public get delay(): number {\r\n return this.fadeInDelay;\r\n }\r\n\r\n public set delay(value: number) {\r\n this.fadeInDelay = value;\r\n this.fadeOutDelay = value;\r\n }\r\n\r\n private _millisecondsPerFrame = 1000 / 60;\r\n private _hovered = false;\r\n private _hoverValue = 0;\r\n private _ownerNode: Nullable<Mesh> = null;\r\n private _onBeforeRenderObserver: Nullable<Observer<Scene>> | undefined;\r\n private _delay: number = 0;\r\n private _time: number = 300;\r\n\r\n /**\r\n * Instantiates the FadeInOutBehavior\r\n */\r\n constructor() {}\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"FadeInOut\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * Attaches the fade behavior on the passed in mesh\r\n * @param ownerNode The mesh that will be faded in/out once attached\r\n */\r\n public attach(ownerNode: Mesh): void {\r\n this._ownerNode = ownerNode;\r\n this._setAllVisibility(this._ownerNode, 0);\r\n }\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._ownerNode = null;\r\n }\r\n\r\n /**\r\n * Triggers the mesh to begin fading in (or out)\r\n * @param fadeIn if the object should fade in or out (true to fade in)\r\n */\r\n public fadeIn(fadeIn: boolean = true) {\r\n this._delay = fadeIn ? this.fadeInDelay : this.fadeOutDelay;\r\n this._time = fadeIn ? this.fadeInTime : this.fadeOutTime;\r\n\r\n // Cancel any pending updates\r\n this._detachObserver();\r\n\r\n // If fading in and already visible or fading out and already not visible do nothing\r\n if (this._ownerNode && ((fadeIn && this._ownerNode.visibility >= 1) || (!fadeIn && this._ownerNode.visibility <= 0))) {\r\n return;\r\n }\r\n\r\n this._hovered = fadeIn;\r\n if (!this._hovered) {\r\n // Make the delay the negative of fadeout delay so the hoverValue is kept above 1 until\r\n // fadeOutDelay has elapsed\r\n this._delay *= -1;\r\n }\r\n\r\n // Reset the hoverValue. This is necessary because we may have been fading out, e.g. but not yet reached\r\n // the delay, so the hover value is greater than 1\r\n if (this._ownerNode!.visibility >= 1) {\r\n this._hoverValue = this._time;\r\n } else if (this._ownerNode!.visibility <= 0) {\r\n this._hoverValue = 0;\r\n }\r\n this._update();\r\n }\r\n\r\n /**\r\n * Triggers the mesh to begin fading out\r\n */\r\n public fadeOut() {\r\n this.fadeIn(false);\r\n }\r\n\r\n private _update = () => {\r\n if (this._ownerNode) {\r\n this._hoverValue += this._hovered ? this._millisecondsPerFrame : -this._millisecondsPerFrame;\r\n\r\n this._setAllVisibility(this._ownerNode, (this._hoverValue - this._delay) / this._time);\r\n\r\n if (this._ownerNode.visibility > 1) {\r\n this._setAllVisibility(this._ownerNode, 1);\r\n if (this._hoverValue > this._time) {\r\n this._hoverValue = this._time;\r\n this._detachObserver();\r\n return;\r\n }\r\n } else if (this._ownerNode.visibility < 0) {\r\n this._setAllVisibility(this._ownerNode, 0);\r\n if (this._hoverValue < 0) {\r\n this._hoverValue = 0;\r\n this._detachObserver();\r\n return;\r\n }\r\n }\r\n\r\n this._attachObserver();\r\n }\r\n };\r\n\r\n private _setAllVisibility(mesh: AbstractMesh, value: number) {\r\n mesh.visibility = value;\r\n\r\n const children = mesh.getChildMeshes();\r\n\r\n for (const c of children) {\r\n this._setAllVisibility(c, value);\r\n }\r\n }\r\n\r\n private _attachObserver() {\r\n if (!this._onBeforeRenderObserver) {\r\n this._onBeforeRenderObserver = this._ownerNode?.getScene().onBeforeRenderObservable.add(this._update);\r\n }\r\n }\r\n\r\n private _detachObserver() {\r\n if (this._onBeforeRenderObserver) {\r\n this._ownerNode?.getScene().onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n this._onBeforeRenderObserver = null;\r\n }\r\n }\r\n}\r\n"]}
1
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type { Behavior } from \"../behavior\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport type { Scene } from \"core/scene\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to fade in and out\r\n */\r\nexport class FadeInOutBehavior implements Behavior<Mesh> {\r\n /**\r\n * Time in milliseconds to delay before fading in (Default: 0)\r\n */\r\n public fadeInDelay = 0;\r\n\r\n /**\r\n * Time in milliseconds to delay before fading out (Default: 0)\r\n */\r\n public fadeOutDelay = 0;\r\n\r\n /**\r\n * Time in milliseconds for the mesh to fade in (Default: 300)\r\n */\r\n public fadeInTime = 300;\r\n\r\n /**\r\n * Time in milliseconds for the mesh to fade out (Default: 300)\r\n */\r\n public fadeOutTime = 300;\r\n\r\n /**\r\n * Time in milliseconds to delay before fading in (Default: 0)\r\n * Will set both fade in and out delay to the same value\r\n */\r\n public get delay(): number {\r\n return this.fadeInDelay;\r\n }\r\n\r\n public set delay(value: number) {\r\n this.fadeInDelay = value;\r\n this.fadeOutDelay = value;\r\n }\r\n\r\n private _millisecondsPerFrame = 1000 / 60;\r\n private _hovered = false;\r\n private _hoverValue = 0;\r\n private _ownerNode: Nullable<Mesh> = null;\r\n private _onBeforeRenderObserver: Nullable<Observer<Scene>> | undefined;\r\n private _delay: number = 0;\r\n private _time: number = 300;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<Mesh> {\r\n return this._ownerNode;\r\n }\r\n\r\n /**\r\n * Instantiates the FadeInOutBehavior\r\n */\r\n constructor() {}\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"FadeInOut\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * Attaches the fade behavior on the passed in mesh\r\n * @param ownerNode The mesh that will be faded in/out once attached\r\n */\r\n public attach(ownerNode: Mesh): void {\r\n this._ownerNode = ownerNode;\r\n this._setAllVisibility(this._ownerNode, 0);\r\n }\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._ownerNode = null;\r\n }\r\n\r\n /**\r\n * Triggers the mesh to begin fading in (or out)\r\n * @param fadeIn if the object should fade in or out (true to fade in)\r\n */\r\n public fadeIn(fadeIn: boolean = true) {\r\n this._delay = fadeIn ? this.fadeInDelay : this.fadeOutDelay;\r\n this._time = fadeIn ? this.fadeInTime : this.fadeOutTime;\r\n\r\n // Cancel any pending updates\r\n this._detachObserver();\r\n\r\n // If fading in and already visible or fading out and already not visible do nothing\r\n if (this._ownerNode && ((fadeIn && this._ownerNode.visibility >= 1) || (!fadeIn && this._ownerNode.visibility <= 0))) {\r\n return;\r\n }\r\n\r\n this._hovered = fadeIn;\r\n if (!this._hovered) {\r\n // Make the delay the negative of fadeout delay so the hoverValue is kept above 1 until\r\n // fadeOutDelay has elapsed\r\n this._delay *= -1;\r\n }\r\n\r\n // Reset the hoverValue. This is necessary because we may have been fading out, e.g. but not yet reached\r\n // the delay, so the hover value is greater than 1\r\n if (this._ownerNode!.visibility >= 1) {\r\n this._hoverValue = this._time;\r\n } else if (this._ownerNode!.visibility <= 0) {\r\n this._hoverValue = 0;\r\n }\r\n this._update();\r\n }\r\n\r\n /**\r\n * Triggers the mesh to begin fading out\r\n */\r\n public fadeOut() {\r\n this.fadeIn(false);\r\n }\r\n\r\n private _update = () => {\r\n if (this._ownerNode) {\r\n this._hoverValue += this._hovered ? this._millisecondsPerFrame : -this._millisecondsPerFrame;\r\n\r\n this._setAllVisibility(this._ownerNode, (this._hoverValue - this._delay) / this._time);\r\n\r\n if (this._ownerNode.visibility > 1) {\r\n this._setAllVisibility(this._ownerNode, 1);\r\n if (this._hoverValue > this._time) {\r\n this._hoverValue = this._time;\r\n this._detachObserver();\r\n return;\r\n }\r\n } else if (this._ownerNode.visibility < 0) {\r\n this._setAllVisibility(this._ownerNode, 0);\r\n if (this._hoverValue < 0) {\r\n this._hoverValue = 0;\r\n this._detachObserver();\r\n return;\r\n }\r\n }\r\n\r\n this._attachObserver();\r\n }\r\n };\r\n\r\n private _setAllVisibility(mesh: AbstractMesh, value: number) {\r\n mesh.visibility = value;\r\n\r\n const children = mesh.getChildMeshes();\r\n\r\n for (const c of children) {\r\n this._setAllVisibility(c, value);\r\n }\r\n }\r\n\r\n private _attachObserver() {\r\n if (!this._onBeforeRenderObserver) {\r\n this._onBeforeRenderObserver = this._ownerNode?.getScene().onBeforeRenderObservable.add(this._update);\r\n }\r\n }\r\n\r\n private _detachObserver() {\r\n if (this._onBeforeRenderObserver) {\r\n this._ownerNode?.getScene().onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n this._onBeforeRenderObserver = null;\r\n }\r\n }\r\n}\r\n"]}