@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
@@ -1,4 +1,5 @@
1
1
  import type { TransformNode } from "../../Meshes/transformNode.js";
2
+ import type { Nullable } from "../../types.js";
2
3
  import type { WebXRFeaturesManager } from "../../XR/webXRFeaturesManager.js";
3
4
  import type { WebXRExperienceHelper } from "../../XR/webXRExperienceHelper.js";
4
5
  import type { Behavior } from "../behavior.js";
@@ -109,6 +110,10 @@ export declare class HandConstraintBehavior implements Behavior<TransformNode> {
109
110
  * Higher values will give a slower interpolation.
110
111
  */
111
112
  lerpTime: number;
113
+ /**
114
+ * Attached node of this behavior
115
+ */
116
+ get attachedNode(): Nullable<TransformNode>;
112
117
  /**
113
118
  * Builds a hand constraint behavior
114
119
  */
@@ -65,6 +65,12 @@ export var HandConstraintVisibility;
65
65
  * @since 5.0.0
66
66
  */
67
67
  export class HandConstraintBehavior {
68
+ /**
69
+ * Attached node of this behavior
70
+ */
71
+ get attachedNode() {
72
+ return this._node;
73
+ }
68
74
  /**
69
75
  * Builds a hand constraint behavior
70
76
  */
@@ -111,6 +117,7 @@ export class HandConstraintBehavior {
111
117
  * Higher values will give a slower interpolation.
112
118
  */
113
119
  this.lerpTime = 100;
120
+ this._node = null;
114
121
  // For a right hand
115
122
  this._zoneAxis[0 /* HandConstraintZone.ABOVE_FINGER_TIPS */] = new Vector3(0, 1, 0);
116
123
  this._zoneAxis[1 /* HandConstraintZone.RADIAL_SIDE */] = new Vector3(-1, 0, 0);
@@ -270,6 +277,7 @@ export class HandConstraintBehavior {
270
277
  */
271
278
  detach() {
272
279
  this._scene.onBeforeRenderObservable.remove(this._sceneRenderObserver);
280
+ this._node = null;
273
281
  }
274
282
  /**
275
283
  * Links the behavior to the XR experience in which to retrieve hand transform information.
@@ -1 +1 @@
1
- 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type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { WebXRFeatureName } from \"../../XR/webXRFeaturesManager\";\r\nimport type { WebXRFeaturesManager } from \"../../XR/webXRFeaturesManager\";\r\nimport type { WebXREyeTracking } from \"../../XR/features/WebXREyeTracking\";\r\nimport type { WebXRHandTracking } from \"../../XR/features/WebXRHandTracking\";\r\nimport { WebXRHandJoint } from \"../../XR/features/WebXRHandTracking\";\r\nimport type { WebXRExperienceHelper } from \"../../XR/webXRExperienceHelper\";\r\nimport type { Behavior } from \"../behavior\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Quaternion, TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Ray } from \"../../Culling/ray\";\r\nimport { Tools } from \"core/Misc/tools\";\r\n\r\n/**\r\n * Zones around the hand\r\n */\r\nexport const enum HandConstraintZone {\r\n /**\r\n * Above finger tips\r\n */\r\n ABOVE_FINGER_TIPS,\r\n /**\r\n * Next to the thumb\r\n */\r\n RADIAL_SIDE,\r\n /**\r\n * Next to the pinky finger\r\n */\r\n ULNAR_SIDE,\r\n /**\r\n * Below the wrist\r\n */\r\n BELOW_WRIST,\r\n}\r\n\r\n/**\r\n * Orientations for the hand zones and for the attached node\r\n */\r\nexport const enum HandConstraintOrientation {\r\n /**\r\n * Orientation is towards the camera\r\n */\r\n LOOK_AT_CAMERA,\r\n /**\r\n * Orientation is determined by the rotation of the palm\r\n */\r\n HAND_ROTATION,\r\n}\r\n\r\n/**\r\n * Orientations for the hand zones and for the attached node\r\n */\r\nexport const enum HandConstraintVisibility {\r\n /**\r\n * Constraint is always visible\r\n */\r\n ALWAYS_VISIBLE,\r\n /**\r\n * Constraint is only visible when the palm is up\r\n */\r\n PALM_UP,\r\n /**\r\n * Constraint is only visible when the user is looking at the constraint.\r\n * Uses XR Eye Tracking if enabled/available, otherwise uses camera direction\r\n */\r\n GAZE_FOCUS,\r\n /**\r\n * Constraint is only visible when the palm is up and the user is looking at it\r\n */\r\n PALM_AND_GAZE,\r\n}\r\n\r\ntype HandPoseInfo = {\r\n position: Vector3;\r\n quaternion: Quaternion;\r\n id: string;\r\n};\r\n\r\n/**\r\n * Hand constraint behavior that makes the attached `TransformNode` follow hands in XR experiences.\r\n * @since 5.0.0\r\n */\r\nexport class HandConstraintBehavior implements Behavior<TransformNode> {\r\n private _scene: Scene;\r\n private _node: TransformNode;\r\n private _eyeTracking: Nullable<WebXREyeTracking>;\r\n private _handTracking: Nullable<WebXRHandTracking>;\r\n private _sceneRenderObserver: Nullable<Observer<Scene>> = null;\r\n private _zoneAxis: { [id: number]: Vector3 } = {};\r\n\r\n /**\r\n * Sets the HandConstraintVisibility level for the hand constraint\r\n */\r\n public handConstraintVisibility: HandConstraintVisibility = HandConstraintVisibility.PALM_AND_GAZE;\r\n\r\n /**\r\n * A number from 0.0 to 1.0, marking how restricted the direction the palm faces is for the attached node to be enabled.\r\n * A 1 means the palm must be directly facing the user before the node is enabled, a 0 means it is always enabled.\r\n * Used with HandConstraintVisibility.PALM_UP\r\n */\r\n public palmUpStrictness: number = 0.95;\r\n\r\n /**\r\n * The radius in meters around the center of the hand that the user must gaze inside for the attached node to be enabled and appear.\r\n * Used with HandConstraintVisibility.GAZE_FOCUS\r\n */\r\n public gazeProximityRadius: number = 0.15;\r\n\r\n /**\r\n * Offset distance from the hand in meters\r\n */\r\n public targetOffset: number = 0.1;\r\n\r\n /**\r\n * Where to place the node regarding the center of the hand.\r\n */\r\n public targetZone: HandConstraintZone = HandConstraintZone.ULNAR_SIDE;\r\n\r\n /**\r\n * Orientation mode of the 4 zones around the hand\r\n */\r\n public zoneOrientationMode: HandConstraintOrientation = HandConstraintOrientation.HAND_ROTATION;\r\n /**\r\n * Orientation mode of the node attached to this behavior\r\n */\r\n public nodeOrientationMode: HandConstraintOrientation = HandConstraintOrientation.HAND_ROTATION;\r\n\r\n /**\r\n * Set the hand this behavior should follow. If set to \"none\", it will follow any visible hand (prioritising the left one).\r\n */\r\n public handedness: XRHandedness = \"none\";\r\n\r\n /**\r\n * Rate of interpolation of position and rotation of the attached node.\r\n * Higher values will give a slower interpolation.\r\n */\r\n public lerpTime = 100;\r\n\r\n /**\r\n * Builds a hand constraint behavior\r\n */\r\n constructor() {\r\n // For a right hand\r\n this._zoneAxis[HandConstraintZone.ABOVE_FINGER_TIPS] = new Vector3(0, 1, 0);\r\n this._zoneAxis[HandConstraintZone.RADIAL_SIDE] = new Vector3(-1, 0, 0);\r\n this._zoneAxis[HandConstraintZone.ULNAR_SIDE] = new Vector3(1, 0, 0);\r\n this._zoneAxis[HandConstraintZone.BELOW_WRIST] = new Vector3(0, -1, 0);\r\n }\r\n\r\n /** gets or sets behavior's name */\r\n public get name() {\r\n return \"HandConstraint\";\r\n }\r\n\r\n /** Enable the behavior */\r\n public enable() {\r\n this._node.setEnabled(true);\r\n }\r\n\r\n /** Disable the behavior */\r\n public disable() {\r\n this._node.setEnabled(false);\r\n }\r\n\r\n private _getHandPose(): Nullable<HandPoseInfo> {\r\n if (!this._handTracking) {\r\n return null;\r\n }\r\n\r\n // Retrieve any available hand, starting by the left\r\n let hand;\r\n if (this.handedness === \"none\") {\r\n hand = this._handTracking.getHandByHandedness(\"left\") || this._handTracking.getHandByHandedness(\"right\");\r\n } else {\r\n hand = this._handTracking.getHandByHandedness(this.handedness);\r\n }\r\n\r\n if (hand) {\r\n const pinkyMetacarpal = hand.getJointMesh(WebXRHandJoint.PINKY_FINGER_METACARPAL);\r\n const middleMetacarpal = hand.getJointMesh(WebXRHandJoint.MIDDLE_FINGER_METACARPAL);\r\n const wrist = hand.getJointMesh(WebXRHandJoint.WRIST);\r\n\r\n if (wrist && middleMetacarpal && pinkyMetacarpal) {\r\n const handPose: HandPoseInfo = { position: middleMetacarpal.absolutePosition, quaternion: new Quaternion(), id: hand.xrController.uniqueId };\r\n\r\n // palm forward\r\n const up = TmpVectors.Vector3[0];\r\n const forward = TmpVectors.Vector3[1];\r\n const left = TmpVectors.Vector3[2];\r\n up.copyFrom(middleMetacarpal.absolutePosition).subtractInPlace(wrist.absolutePosition).normalize();\r\n forward.copyFrom(pinkyMetacarpal.absolutePosition).subtractInPlace(middleMetacarpal.absolutePosition).normalize();\r\n\r\n // Create vectors for a rotation quaternion, where forward points out from the palm\r\n Vector3.CrossToRef(up, forward, forward);\r\n Vector3.CrossToRef(forward, up, left);\r\n\r\n Quaternion.FromLookDirectionLHToRef(forward, up, handPose.quaternion);\r\n\r\n return handPose;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Initializes the hand constraint behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * Attaches the hand constraint to a `TransformNode`\r\n * @param node defines the node to attach the behavior to\r\n */\r\n public attach(node: TransformNode): void {\r\n this._node = node;\r\n this._scene = node.getScene();\r\n\r\n if (!this._node.rotationQuaternion) {\r\n this._node.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._node.rotation.y, this._node.rotation.x, this._node.rotation.z);\r\n }\r\n\r\n let lastTick = Date.now();\r\n this._sceneRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n const pose = this._getHandPose();\r\n\r\n this._node.reservedDataStore = this._node.reservedDataStore || {};\r\n this._node.reservedDataStore.nearInteraction = this._node.reservedDataStore.nearInteraction || {};\r\n this._node.reservedDataStore.nearInteraction.excludedControllerId = null;\r\n\r\n if (pose) {\r\n const zoneOffset = TmpVectors.Vector3[0];\r\n const camera = this._scene.activeCamera;\r\n\r\n zoneOffset.copyFrom(this._zoneAxis[this.targetZone]);\r\n\r\n const cameraLookAtQuaternion = TmpVectors.Quaternion[0];\r\n if (camera && (this.zoneOrientationMode === HandConstraintOrientation.LOOK_AT_CAMERA || this.nodeOrientationMode === HandConstraintOrientation.LOOK_AT_CAMERA)) {\r\n const toCamera = TmpVectors.Vector3[1];\r\n toCamera.copyFrom(camera.position).subtractInPlace(pose.position).normalize();\r\n if (this._scene.useRightHandedSystem) {\r\n Quaternion.FromLookDirectionRHToRef(toCamera, Vector3.UpReadOnly, cameraLookAtQuaternion);\r\n } else {\r\n Quaternion.FromLookDirectionLHToRef(toCamera, Vector3.UpReadOnly, cameraLookAtQuaternion);\r\n }\r\n }\r\n\r\n if (this.zoneOrientationMode === HandConstraintOrientation.HAND_ROTATION) {\r\n pose.quaternion.toRotationMatrix(TmpVectors.Matrix[0]);\r\n } else {\r\n cameraLookAtQuaternion.toRotationMatrix(TmpVectors.Matrix[0]);\r\n }\r\n\r\n Vector3.TransformNormalToRef(zoneOffset, TmpVectors.Matrix[0], zoneOffset);\r\n zoneOffset.scaleInPlace(this.targetOffset);\r\n\r\n const targetPosition = TmpVectors.Vector3[2];\r\n const targetRotation = TmpVectors.Quaternion[1];\r\n targetPosition.copyFrom(pose.position).addInPlace(zoneOffset);\r\n\r\n if (this.nodeOrientationMode === HandConstraintOrientation.HAND_ROTATION) {\r\n targetRotation.copyFrom(pose.quaternion);\r\n } else {\r\n targetRotation.copyFrom(cameraLookAtQuaternion);\r\n }\r\n\r\n const elapsed = Date.now() - lastTick;\r\n\r\n Vector3.SmoothToRef(this._node.position, targetPosition, elapsed, this.lerpTime, this._node.position);\r\n Quaternion.SmoothToRef(this._node.rotationQuaternion!, targetRotation, elapsed, this.lerpTime, this._node.rotationQuaternion!);\r\n\r\n this._node.reservedDataStore.nearInteraction.excludedControllerId = pose.id;\r\n }\r\n\r\n this._setVisibility(pose);\r\n\r\n lastTick = Date.now();\r\n });\r\n }\r\n\r\n private _setVisibility(pose: Nullable<HandPoseInfo>) {\r\n let palmVisible = true;\r\n let gazeVisible = true;\r\n const camera = this._scene.activeCamera;\r\n\r\n if (camera) {\r\n const cameraForward = camera.getForwardRay();\r\n\r\n if (this.handConstraintVisibility === HandConstraintVisibility.GAZE_FOCUS || this.handConstraintVisibility === HandConstraintVisibility.PALM_AND_GAZE) {\r\n gazeVisible = false;\r\n let gaze: Ray | undefined;\r\n if (this._eyeTracking) {\r\n gaze = this._eyeTracking.getEyeGaze()!;\r\n }\r\n\r\n gaze = gaze || cameraForward;\r\n\r\n const gazeToBehavior = TmpVectors.Vector3[0];\r\n if (pose) {\r\n pose.position.subtractToRef(gaze.origin, gazeToBehavior);\r\n } else {\r\n this._node.getAbsolutePosition().subtractToRef(gaze.origin, gazeToBehavior);\r\n }\r\n\r\n const projectedDistance = Vector3.Dot(gazeToBehavior, gaze.direction);\r\n const projectedSquared = projectedDistance * projectedDistance;\r\n\r\n if (projectedDistance > 0) {\r\n const radiusSquared = gazeToBehavior.lengthSquared() - projectedSquared;\r\n if (radiusSquared < this.gazeProximityRadius * this.gazeProximityRadius) {\r\n gazeVisible = true;\r\n }\r\n }\r\n }\r\n\r\n if (this.handConstraintVisibility === HandConstraintVisibility.PALM_UP || this.handConstraintVisibility === HandConstraintVisibility.PALM_AND_GAZE) {\r\n palmVisible = false;\r\n\r\n if (pose) {\r\n const palmDirection = TmpVectors.Vector3[0];\r\n Vector3.LeftHandedForwardReadOnly.rotateByQuaternionToRef(pose.quaternion, palmDirection);\r\n\r\n if (Vector3.Dot(palmDirection, cameraForward.direction) > this.palmUpStrictness * 2 - 1) {\r\n palmVisible = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._node.setEnabled(palmVisible && gazeVisible);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the `TransformNode`\r\n */\r\n public detach(): void {\r\n this._scene.onBeforeRenderObservable.remove(this._sceneRenderObserver);\r\n }\r\n\r\n /**\r\n * Links the behavior to the XR experience in which to retrieve hand transform information.\r\n * @param xr xr experience\r\n */\r\n public linkToXRExperience(xr: WebXRExperienceHelper | WebXRFeaturesManager) {\r\n const featuresManager: WebXRFeaturesManager = (xr as WebXRExperienceHelper).featuresManager ? (xr as WebXRExperienceHelper).featuresManager : (xr as WebXRFeaturesManager);\r\n if (!featuresManager) {\r\n Tools.Error(\"XR features manager must be available or provided directly for the Hand Menu to work\");\r\n } else {\r\n try {\r\n this._eyeTracking = featuresManager.getEnabledFeature(WebXRFeatureName.EYE_TRACKING);\r\n } catch {}\r\n\r\n try {\r\n this._handTracking = featuresManager.getEnabledFeature(WebXRFeatureName.HAND_TRACKING);\r\n } catch {\r\n Tools.Error(\"Hand tracking must be enabled for the Hand Menu to work\");\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { WebXRFeatureName } from \"../../XR/webXRFeaturesManager\";\r\nimport type { WebXRFeaturesManager } from \"../../XR/webXRFeaturesManager\";\r\nimport type { WebXREyeTracking } from \"../../XR/features/WebXREyeTracking\";\r\nimport type { WebXRHandTracking } from \"../../XR/features/WebXRHandTracking\";\r\nimport { WebXRHandJoint } from \"../../XR/features/WebXRHandTracking\";\r\nimport type { WebXRExperienceHelper } from \"../../XR/webXRExperienceHelper\";\r\nimport type { Behavior } from \"../behavior\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Quaternion, TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Ray } from \"../../Culling/ray\";\r\nimport { Tools } from \"core/Misc/tools\";\r\n\r\n/**\r\n * Zones around the hand\r\n */\r\nexport const enum HandConstraintZone {\r\n /**\r\n * Above finger tips\r\n */\r\n ABOVE_FINGER_TIPS,\r\n /**\r\n * Next to the thumb\r\n */\r\n RADIAL_SIDE,\r\n /**\r\n * Next to the pinky finger\r\n */\r\n ULNAR_SIDE,\r\n /**\r\n * Below the wrist\r\n */\r\n BELOW_WRIST,\r\n}\r\n\r\n/**\r\n * Orientations for the hand zones and for the attached node\r\n */\r\nexport const enum HandConstraintOrientation {\r\n /**\r\n * Orientation is towards the camera\r\n */\r\n LOOK_AT_CAMERA,\r\n /**\r\n * Orientation is determined by the rotation of the palm\r\n */\r\n HAND_ROTATION,\r\n}\r\n\r\n/**\r\n * Orientations for the hand zones and for the attached node\r\n */\r\nexport const enum HandConstraintVisibility {\r\n /**\r\n * Constraint is always visible\r\n */\r\n ALWAYS_VISIBLE,\r\n /**\r\n * Constraint is only visible when the palm is up\r\n */\r\n PALM_UP,\r\n /**\r\n * Constraint is only visible when the user is looking at the constraint.\r\n * Uses XR Eye Tracking if enabled/available, otherwise uses camera direction\r\n */\r\n GAZE_FOCUS,\r\n /**\r\n * Constraint is only visible when the palm is up and the user is looking at it\r\n */\r\n PALM_AND_GAZE,\r\n}\r\n\r\ntype HandPoseInfo = {\r\n position: Vector3;\r\n quaternion: Quaternion;\r\n id: string;\r\n};\r\n\r\n/**\r\n * Hand constraint behavior that makes the attached `TransformNode` follow hands in XR experiences.\r\n * @since 5.0.0\r\n */\r\nexport class HandConstraintBehavior implements Behavior<TransformNode> {\r\n private _scene: Scene;\r\n private _node: TransformNode;\r\n private _eyeTracking: Nullable<WebXREyeTracking>;\r\n private _handTracking: Nullable<WebXRHandTracking>;\r\n private _sceneRenderObserver: Nullable<Observer<Scene>> = null;\r\n private _zoneAxis: { [id: number]: Vector3 } = {};\r\n\r\n /**\r\n * Sets the HandConstraintVisibility level for the hand constraint\r\n */\r\n public handConstraintVisibility: HandConstraintVisibility = HandConstraintVisibility.PALM_AND_GAZE;\r\n\r\n /**\r\n * A number from 0.0 to 1.0, marking how restricted the direction the palm faces is for the attached node to be enabled.\r\n * A 1 means the palm must be directly facing the user before the node is enabled, a 0 means it is always enabled.\r\n * Used with HandConstraintVisibility.PALM_UP\r\n */\r\n public palmUpStrictness: number = 0.95;\r\n\r\n /**\r\n * The radius in meters around the center of the hand that the user must gaze inside for the attached node to be enabled and appear.\r\n * Used with HandConstraintVisibility.GAZE_FOCUS\r\n */\r\n public gazeProximityRadius: number = 0.15;\r\n\r\n /**\r\n * Offset distance from the hand in meters\r\n */\r\n public targetOffset: number = 0.1;\r\n\r\n /**\r\n * Where to place the node regarding the center of the hand.\r\n */\r\n public targetZone: HandConstraintZone = HandConstraintZone.ULNAR_SIDE;\r\n\r\n /**\r\n * Orientation mode of the 4 zones around the hand\r\n */\r\n public zoneOrientationMode: HandConstraintOrientation = HandConstraintOrientation.HAND_ROTATION;\r\n /**\r\n * Orientation mode of the node attached to this behavior\r\n */\r\n public nodeOrientationMode: HandConstraintOrientation = HandConstraintOrientation.HAND_ROTATION;\r\n\r\n /**\r\n * Set the hand this behavior should follow. If set to \"none\", it will follow any visible hand (prioritising the left one).\r\n */\r\n public handedness: XRHandedness = \"none\";\r\n\r\n /**\r\n * Rate of interpolation of position and rotation of the attached node.\r\n * Higher values will give a slower interpolation.\r\n */\r\n public lerpTime = 100;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public get attachedNode(): Nullable<TransformNode> {\r\n return this._node;\r\n }\r\n\r\n /**\r\n * Builds a hand constraint behavior\r\n */\r\n constructor() {\r\n this._node = null!;\r\n // For a right hand\r\n this._zoneAxis[HandConstraintZone.ABOVE_FINGER_TIPS] = new Vector3(0, 1, 0);\r\n this._zoneAxis[HandConstraintZone.RADIAL_SIDE] = new Vector3(-1, 0, 0);\r\n this._zoneAxis[HandConstraintZone.ULNAR_SIDE] = new Vector3(1, 0, 0);\r\n this._zoneAxis[HandConstraintZone.BELOW_WRIST] = new Vector3(0, -1, 0);\r\n }\r\n\r\n /** gets or sets behavior's name */\r\n public get name() {\r\n return \"HandConstraint\";\r\n }\r\n\r\n /** Enable the behavior */\r\n public enable() {\r\n this._node.setEnabled(true);\r\n }\r\n\r\n /** Disable the behavior */\r\n public disable() {\r\n this._node.setEnabled(false);\r\n }\r\n\r\n private _getHandPose(): Nullable<HandPoseInfo> {\r\n if (!this._handTracking) {\r\n return null;\r\n }\r\n\r\n // Retrieve any available hand, starting by the left\r\n let hand;\r\n if (this.handedness === \"none\") {\r\n hand = this._handTracking.getHandByHandedness(\"left\") || this._handTracking.getHandByHandedness(\"right\");\r\n } else {\r\n hand = this._handTracking.getHandByHandedness(this.handedness);\r\n }\r\n\r\n if (hand) {\r\n const pinkyMetacarpal = hand.getJointMesh(WebXRHandJoint.PINKY_FINGER_METACARPAL);\r\n const middleMetacarpal = hand.getJointMesh(WebXRHandJoint.MIDDLE_FINGER_METACARPAL);\r\n const wrist = hand.getJointMesh(WebXRHandJoint.WRIST);\r\n\r\n if (wrist && middleMetacarpal && pinkyMetacarpal) {\r\n const handPose: HandPoseInfo = { position: middleMetacarpal.absolutePosition, quaternion: new Quaternion(), id: hand.xrController.uniqueId };\r\n\r\n // palm forward\r\n const up = TmpVectors.Vector3[0];\r\n const forward = TmpVectors.Vector3[1];\r\n const left = TmpVectors.Vector3[2];\r\n up.copyFrom(middleMetacarpal.absolutePosition).subtractInPlace(wrist.absolutePosition).normalize();\r\n forward.copyFrom(pinkyMetacarpal.absolutePosition).subtractInPlace(middleMetacarpal.absolutePosition).normalize();\r\n\r\n // Create vectors for a rotation quaternion, where forward points out from the palm\r\n Vector3.CrossToRef(up, forward, forward);\r\n Vector3.CrossToRef(forward, up, left);\r\n\r\n Quaternion.FromLookDirectionLHToRef(forward, up, handPose.quaternion);\r\n\r\n return handPose;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Initializes the hand constraint behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * Attaches the hand constraint to a `TransformNode`\r\n * @param node defines the node to attach the behavior to\r\n */\r\n public attach(node: TransformNode): void {\r\n this._node = node;\r\n this._scene = node.getScene();\r\n\r\n if (!this._node.rotationQuaternion) {\r\n this._node.rotationQuaternion = Quaternion.RotationYawPitchRoll(this._node.rotation.y, this._node.rotation.x, this._node.rotation.z);\r\n }\r\n\r\n let lastTick = Date.now();\r\n this._sceneRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n const pose = this._getHandPose();\r\n\r\n this._node.reservedDataStore = this._node.reservedDataStore || {};\r\n this._node.reservedDataStore.nearInteraction = this._node.reservedDataStore.nearInteraction || {};\r\n this._node.reservedDataStore.nearInteraction.excludedControllerId = null;\r\n\r\n if (pose) {\r\n const zoneOffset = TmpVectors.Vector3[0];\r\n const camera = this._scene.activeCamera;\r\n\r\n zoneOffset.copyFrom(this._zoneAxis[this.targetZone]);\r\n\r\n const cameraLookAtQuaternion = TmpVectors.Quaternion[0];\r\n if (camera && (this.zoneOrientationMode === HandConstraintOrientation.LOOK_AT_CAMERA || this.nodeOrientationMode === HandConstraintOrientation.LOOK_AT_CAMERA)) {\r\n const toCamera = TmpVectors.Vector3[1];\r\n toCamera.copyFrom(camera.position).subtractInPlace(pose.position).normalize();\r\n if (this._scene.useRightHandedSystem) {\r\n Quaternion.FromLookDirectionRHToRef(toCamera, Vector3.UpReadOnly, cameraLookAtQuaternion);\r\n } else {\r\n Quaternion.FromLookDirectionLHToRef(toCamera, Vector3.UpReadOnly, cameraLookAtQuaternion);\r\n }\r\n }\r\n\r\n if (this.zoneOrientationMode === HandConstraintOrientation.HAND_ROTATION) {\r\n pose.quaternion.toRotationMatrix(TmpVectors.Matrix[0]);\r\n } else {\r\n cameraLookAtQuaternion.toRotationMatrix(TmpVectors.Matrix[0]);\r\n }\r\n\r\n Vector3.TransformNormalToRef(zoneOffset, TmpVectors.Matrix[0], zoneOffset);\r\n zoneOffset.scaleInPlace(this.targetOffset);\r\n\r\n const targetPosition = TmpVectors.Vector3[2];\r\n const targetRotation = TmpVectors.Quaternion[1];\r\n targetPosition.copyFrom(pose.position).addInPlace(zoneOffset);\r\n\r\n if (this.nodeOrientationMode === HandConstraintOrientation.HAND_ROTATION) {\r\n targetRotation.copyFrom(pose.quaternion);\r\n } else {\r\n targetRotation.copyFrom(cameraLookAtQuaternion);\r\n }\r\n\r\n const elapsed = Date.now() - lastTick;\r\n\r\n Vector3.SmoothToRef(this._node.position, targetPosition, elapsed, this.lerpTime, this._node.position);\r\n Quaternion.SmoothToRef(this._node.rotationQuaternion!, targetRotation, elapsed, this.lerpTime, this._node.rotationQuaternion!);\r\n\r\n this._node.reservedDataStore.nearInteraction.excludedControllerId = pose.id;\r\n }\r\n\r\n this._setVisibility(pose);\r\n\r\n lastTick = Date.now();\r\n });\r\n }\r\n\r\n private _setVisibility(pose: Nullable<HandPoseInfo>) {\r\n let palmVisible = true;\r\n let gazeVisible = true;\r\n const camera = this._scene.activeCamera;\r\n\r\n if (camera) {\r\n const cameraForward = camera.getForwardRay();\r\n\r\n if (this.handConstraintVisibility === HandConstraintVisibility.GAZE_FOCUS || this.handConstraintVisibility === HandConstraintVisibility.PALM_AND_GAZE) {\r\n gazeVisible = false;\r\n let gaze: Ray | undefined;\r\n if (this._eyeTracking) {\r\n gaze = this._eyeTracking.getEyeGaze()!;\r\n }\r\n\r\n gaze = gaze || cameraForward;\r\n\r\n const gazeToBehavior = TmpVectors.Vector3[0];\r\n if (pose) {\r\n pose.position.subtractToRef(gaze.origin, gazeToBehavior);\r\n } else {\r\n this._node.getAbsolutePosition().subtractToRef(gaze.origin, gazeToBehavior);\r\n }\r\n\r\n const projectedDistance = Vector3.Dot(gazeToBehavior, gaze.direction);\r\n const projectedSquared = projectedDistance * projectedDistance;\r\n\r\n if (projectedDistance > 0) {\r\n const radiusSquared = gazeToBehavior.lengthSquared() - projectedSquared;\r\n if (radiusSquared < this.gazeProximityRadius * this.gazeProximityRadius) {\r\n gazeVisible = true;\r\n }\r\n }\r\n }\r\n\r\n if (this.handConstraintVisibility === HandConstraintVisibility.PALM_UP || this.handConstraintVisibility === HandConstraintVisibility.PALM_AND_GAZE) {\r\n palmVisible = false;\r\n\r\n if (pose) {\r\n const palmDirection = TmpVectors.Vector3[0];\r\n Vector3.LeftHandedForwardReadOnly.rotateByQuaternionToRef(pose.quaternion, palmDirection);\r\n\r\n if (Vector3.Dot(palmDirection, cameraForward.direction) > this.palmUpStrictness * 2 - 1) {\r\n palmVisible = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._node.setEnabled(palmVisible && gazeVisible);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the `TransformNode`\r\n */\r\n public detach(): void {\r\n this._scene.onBeforeRenderObservable.remove(this._sceneRenderObserver);\r\n this._node = null!;\r\n }\r\n\r\n /**\r\n * Links the behavior to the XR experience in which to retrieve hand transform information.\r\n * @param xr xr experience\r\n */\r\n public linkToXRExperience(xr: WebXRExperienceHelper | WebXRFeaturesManager) {\r\n const featuresManager: WebXRFeaturesManager = (xr as WebXRExperienceHelper).featuresManager ? (xr as WebXRExperienceHelper).featuresManager : (xr as WebXRFeaturesManager);\r\n if (!featuresManager) {\r\n Tools.Error(\"XR features manager must be available or provided directly for the Hand Menu to work\");\r\n } else {\r\n try {\r\n this._eyeTracking = featuresManager.getEnabledFeature(WebXRFeatureName.EYE_TRACKING);\r\n } catch {}\r\n\r\n try {\r\n this._handTracking = featuresManager.getEnabledFeature(WebXRFeatureName.HAND_TRACKING);\r\n } catch {\r\n Tools.Error(\"Hand tracking must be enabled for the Hand Menu to work\");\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -1,5 +1,6 @@
1
1
  import type { Mesh } from "../../Meshes/mesh.js";
2
2
  import type { Behavior } from "../behavior.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 be scaled
5
6
  */
@@ -11,6 +12,10 @@ export declare class MultiPointerScaleBehavior implements Behavior<Mesh> {
11
12
  private _targetScale;
12
13
  private _ownerNode;
13
14
  private _sceneRenderObserver;
15
+ /**
16
+ * Attached node of this behavior
17
+ */
18
+ get attachedNode(): Nullable<Mesh>;
14
19
  /**
15
20
  * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
16
21
  */
@@ -4,6 +4,12 @@ import { Vector3 } from "../../Maths/math.vector.js";
4
4
  * A behavior that when attached to a mesh will allow the mesh to be scaled
5
5
  */
6
6
  export class MultiPointerScaleBehavior {
7
+ /**
8
+ * Attached node of this behavior
9
+ */
10
+ get attachedNode() {
11
+ return this._ownerNode;
12
+ }
7
13
  /**
8
14
  * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
9
15
  */
@@ -16,6 +22,7 @@ export class MultiPointerScaleBehavior {
16
22
  this._dragBehaviorA.moveAttached = false;
17
23
  this._dragBehaviorB = new PointerDragBehavior({});
18
24
  this._dragBehaviorB.moveAttached = false;
25
+ this._ownerNode = null;
19
26
  }
20
27
  /**
21
28
  * The name of the behavior
@@ -92,6 +99,7 @@ export class MultiPointerScaleBehavior {
92
99
  behavior.onDragObservable.clear();
93
100
  this._ownerNode.removeBehavior(behavior);
94
101
  }
102
+ this._ownerNode = null;
95
103
  }
96
104
  }
97
105
  //# sourceMappingURL=multiPointerScaleBehavior.js.map
@@ -1 +1 @@
1
- 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type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Behavior } from \"../behavior\";\r\nimport { PointerDragBehavior } from \"./pointerDragBehavior\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Scene } from \"../../scene\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be scaled\r\n */\r\nexport class MultiPointerScaleBehavior implements Behavior<Mesh> {\r\n private _dragBehaviorA: PointerDragBehavior;\r\n private _dragBehaviorB: PointerDragBehavior;\r\n private _startDistance = 0;\r\n private _initialScale = new Vector3(0, 0, 0);\r\n private _targetScale = new Vector3(0, 0, 0);\r\n private _ownerNode: Mesh;\r\n private _sceneRenderObserver: Nullable<Observer<Scene>> = null;\r\n\r\n /**\r\n * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled\r\n */\r\n constructor() {\r\n this._dragBehaviorA = new PointerDragBehavior({});\r\n this._dragBehaviorA.moveAttached = false;\r\n this._dragBehaviorB = new PointerDragBehavior({});\r\n this._dragBehaviorB.moveAttached = false;\r\n }\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"MultiPointerScale\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n private _getCurrentDistance() {\r\n return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();\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: Mesh): void {\r\n this._ownerNode = ownerNode;\r\n\r\n // Create 2 drag behaviors such that each will only be triggered by a separate pointer\r\n this._dragBehaviorA.onDragStartObservable.add(() => {\r\n if (this._dragBehaviorA.dragging && this._dragBehaviorB.dragging) {\r\n if (this._dragBehaviorA.currentDraggingPointerId == this._dragBehaviorB.currentDraggingPointerId) {\r\n this._dragBehaviorA.releaseDrag();\r\n } else {\r\n this._initialScale.copyFrom(ownerNode.scaling);\r\n this._startDistance = this._getCurrentDistance();\r\n }\r\n }\r\n });\r\n this._dragBehaviorB.onDragStartObservable.add(() => {\r\n if (this._dragBehaviorA.dragging && this._dragBehaviorB.dragging) {\r\n if (this._dragBehaviorA.currentDraggingPointerId == this._dragBehaviorB.currentDraggingPointerId) {\r\n this._dragBehaviorB.releaseDrag();\r\n } else {\r\n this._initialScale.copyFrom(ownerNode.scaling);\r\n this._startDistance = this._getCurrentDistance();\r\n }\r\n }\r\n });\r\n\r\n // Once both drag behaviors are active scale based on the distance between the two pointers\r\n const dragBehaviors = [this._dragBehaviorA, this._dragBehaviorB];\r\n for (const behavior of dragBehaviors) {\r\n behavior.onDragObservable.add(() => {\r\n if (this._dragBehaviorA.dragging && this._dragBehaviorB.dragging) {\r\n const ratio = this._getCurrentDistance() / this._startDistance;\r\n this._initialScale.scaleToRef(ratio, this._targetScale);\r\n }\r\n });\r\n }\r\n\r\n ownerNode.addBehavior(this._dragBehaviorA);\r\n ownerNode.addBehavior(this._dragBehaviorB);\r\n\r\n // On every frame move towards target scaling to avoid jitter caused by vr controllers\r\n this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(() => {\r\n if (this._dragBehaviorA.dragging && this._dragBehaviorB.dragging) {\r\n const change = this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);\r\n if (change.length() > 0.01) {\r\n ownerNode.scaling.addInPlace(change);\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 this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);\r\n const dragBehaviors = [this._dragBehaviorA, this._dragBehaviorB];\r\n for (const behavior of dragBehaviors) {\r\n behavior.onDragStartObservable.clear();\r\n behavior.onDragObservable.clear();\r\n this._ownerNode.removeBehavior(behavior);\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type { Mesh } from \"../../Meshes/mesh\";\r\nimport type { Behavior } from \"../behavior\";\r\nimport { PointerDragBehavior } from \"./pointerDragBehavior\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Scene } from \"../../scene\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be scaled\r\n */\r\nexport class MultiPointerScaleBehavior implements Behavior<Mesh> {\r\n private _dragBehaviorA: PointerDragBehavior;\r\n private _dragBehaviorB: PointerDragBehavior;\r\n private _startDistance = 0;\r\n private _initialScale = new Vector3(0, 0, 0);\r\n private _targetScale = new Vector3(0, 0, 0);\r\n private _ownerNode: Mesh;\r\n private _sceneRenderObserver: Nullable<Observer<Scene>> = null;\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 * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled\r\n */\r\n constructor() {\r\n this._dragBehaviorA = new PointerDragBehavior({});\r\n this._dragBehaviorA.moveAttached = false;\r\n this._dragBehaviorB = new PointerDragBehavior({});\r\n this._dragBehaviorB.moveAttached = false;\r\n this._ownerNode = null!;\r\n }\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"MultiPointerScale\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n private _getCurrentDistance() {\r\n return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();\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: Mesh): void {\r\n this._ownerNode = ownerNode;\r\n\r\n // Create 2 drag behaviors such that each will only be triggered by a separate pointer\r\n this._dragBehaviorA.onDragStartObservable.add(() => {\r\n if (this._dragBehaviorA.dragging && this._dragBehaviorB.dragging) {\r\n if (this._dragBehaviorA.currentDraggingPointerId == this._dragBehaviorB.currentDraggingPointerId) {\r\n this._dragBehaviorA.releaseDrag();\r\n } else {\r\n this._initialScale.copyFrom(ownerNode.scaling);\r\n this._startDistance = this._getCurrentDistance();\r\n }\r\n }\r\n });\r\n this._dragBehaviorB.onDragStartObservable.add(() => {\r\n if (this._dragBehaviorA.dragging && this._dragBehaviorB.dragging) {\r\n if (this._dragBehaviorA.currentDraggingPointerId == this._dragBehaviorB.currentDraggingPointerId) {\r\n this._dragBehaviorB.releaseDrag();\r\n } else {\r\n this._initialScale.copyFrom(ownerNode.scaling);\r\n this._startDistance = this._getCurrentDistance();\r\n }\r\n }\r\n });\r\n\r\n // Once both drag behaviors are active scale based on the distance between the two pointers\r\n const dragBehaviors = [this._dragBehaviorA, this._dragBehaviorB];\r\n for (const behavior of dragBehaviors) {\r\n behavior.onDragObservable.add(() => {\r\n if (this._dragBehaviorA.dragging && this._dragBehaviorB.dragging) {\r\n const ratio = this._getCurrentDistance() / this._startDistance;\r\n this._initialScale.scaleToRef(ratio, this._targetScale);\r\n }\r\n });\r\n }\r\n\r\n ownerNode.addBehavior(this._dragBehaviorA);\r\n ownerNode.addBehavior(this._dragBehaviorB);\r\n\r\n // On every frame move towards target scaling to avoid jitter caused by vr controllers\r\n this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(() => {\r\n if (this._dragBehaviorA.dragging && this._dragBehaviorB.dragging) {\r\n const change = this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);\r\n if (change.length() > 0.01) {\r\n ownerNode.scaling.addInPlace(change);\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 this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);\r\n const dragBehaviors = [this._dragBehaviorA, this._dragBehaviorB];\r\n for (const behavior of dragBehaviors) {\r\n behavior.onDragStartObservable.clear();\r\n behavior.onDragObservable.clear();\r\n this._ownerNode.removeBehavior(behavior);\r\n }\r\n this._ownerNode = null!;\r\n }\r\n}\r\n"]}
@@ -9,7 +9,7 @@ import type { TransformNode } from "../../Meshes/transformNode.js";
9
9
  /**
10
10
  * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
11
11
  */
12
- export declare class PointerDragBehavior implements Behavior<AbstractMesh> {
12
+ export declare class PointerDragBehavior implements Behavior<TransformNode> {
13
13
  private static _AnyMouseId;
14
14
  /**
15
15
  * Abstract mesh the behavior is set on
@@ -1 +1 @@
1
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type { Behavior } from \"../../Behaviors/behavior\";\r\nimport { 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 { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PivotTools } from \"../../Misc/pivotTools\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CreatePlane } from \"../../Meshes/Builders/planeBuilder\";\r\n\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\nimport type { DragEvent, DragStartEndEvent } from \"./pointerDragEvents\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events\r\n */\r\nexport class PointerDragBehavior implements Behavior<AbstractMesh> {\r\n private static _AnyMouseId = -2;\r\n /**\r\n * Abstract mesh the behavior is set on\r\n */\r\n public attachedNode: TransformNode;\r\n protected _dragPlane: Mesh;\r\n private _scene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n private static _PlaneScene: Scene;\r\n private _useAlternatePickedPointAboveMaxDragAngleDragSpeed = -1.1;\r\n private _activeDragButton: number = -1;\r\n private _activePointerInfo: Nullable<PointerInfo>;\r\n /**\r\n * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)\r\n */\r\n public maxDragAngle = 0;\r\n /**\r\n * Butttons that can be used to initiate a drag\r\n */\r\n public dragButtons = [0, 1, 2];\r\n /**\r\n * @internal\r\n */\r\n public _useAlternatePickedPointAboveMaxDragAngle = false;\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 * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public currentDraggingPointerId = -1;\r\n /**\r\n * The last position where the pointer hit the drag plane in world space\r\n */\r\n public lastDragPosition: Vector3;\r\n /**\r\n * If the behavior is currently in a dragging state\r\n */\r\n public dragging = false;\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n public dragDeltaRatio = 0.2;\r\n /**\r\n * If the drag plane orientation should be updated during the dragging (Default: true)\r\n */\r\n public updateDragPlane = true;\r\n // Debug mode will display drag planes to help visualize behavior\r\n private _debugMode = false;\r\n private _moving = false;\r\n //\r\n private _prevAttachedNodeAbsPosition: Vector3 = new Vector3();\r\n /**\r\n * Fires each time the attached mesh is dragged with the pointer\r\n */\r\n public onDragObservable = new Observable<DragEvent>();\r\n /**\r\n * Fires each time a drag begins (eg. mouse down on mesh)\r\n */\r\n public onDragStartObservable = new Observable<DragStartEndEvent>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n */\r\n public onDragEndObservable = new Observable<DragStartEndEvent>();\r\n /**\r\n * Fires each time behavior enabled state changes\r\n */\r\n public onEnabledObservable = new Observable<boolean>();\r\n /**\r\n * An observable that triggers when the position of the attached node changes.\r\n * Observers will be notified with a Vector3 object representing the new position.\r\n */\r\n public onAttachedNodePositionChangeObservable = new Observable<Vector3>();\r\n\r\n /**\r\n * If the attached mesh should be moved when dragged\r\n */\r\n public moveAttached = true;\r\n\r\n /**\r\n * A boolean flag that, when set to true, enables the handling of pointer events at runtime.\r\n * This can be used to dynamically control whether an application should respond to\r\n * touch, mouse, or other pointer input. Setting this to false will disable such interactions,\r\n * effectively ignoring pointer events until re-enabled.\r\n */\r\n public anyRuntimePointerEventsEnabled = false;\r\n\r\n /**\r\n * A boolean flag that, when set to true, disables the automatic handling of pointer events.\r\n * When disabled, manual configuration of pointer events is required.\r\n */\r\n public disableAutoPointerEvents = false;\r\n\r\n /**\r\n * If the drag behavior will react to drag events (Default: true)\r\n */\r\n public set enabled(value: boolean) {\r\n if (value != this._enabled) {\r\n this.onEnabledObservable.notifyObservers(value);\r\n }\r\n this._enabled = value;\r\n }\r\n\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n private _enabled = true;\r\n\r\n /**\r\n * If pointer events should start and release the drag (Default: true)\r\n */\r\n public startAndReleaseDragOnPointerEvents = true;\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 * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)\r\n */\r\n public useObjectOrientationForDragging = true;\r\n\r\n /**\r\n * Normally a drag is canceled when the user presses another button on the same pointer. If this is set to true,\r\n * the drag will continue even if another button is pressed on the same pointer.\r\n */\r\n public allowOtherButtonsDuringDrag = false;\r\n\r\n private _options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 };\r\n\r\n /**\r\n * Gets the options used by the behavior\r\n */\r\n public get options(): { dragAxis?: Vector3; dragPlaneNormal?: Vector3 } {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * Sets the options used by the behavior\r\n */\r\n public set options(options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options;\r\n }\r\n\r\n /**\r\n * Creates a pointer drag behavior that can be attached to a mesh\r\n * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)\r\n * @param options.dragAxis\r\n * @param options.dragPlaneNormal\r\n */\r\n constructor(options?: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options ? options : {};\r\n\r\n let optionCount = 0;\r\n if (this._options.dragAxis) {\r\n optionCount++;\r\n }\r\n if (this._options.dragPlaneNormal) {\r\n optionCount++;\r\n }\r\n if (optionCount > 1) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Multiple drag modes specified in dragBehavior options. Only one expected\";\r\n }\r\n }\r\n\r\n /**\r\n * Predicate to determine if it is valid to move the object to a new position when it is moved.\r\n * In the case of rotation gizmo, target contains the angle.\r\n * @param target destination position or desired angle delta\r\n * @returns boolean for whether or not it is valid to move\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public validateDrag = (target: Vector3) => {\r\n return true;\r\n };\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"PointerDrag\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n private _tmpVector = new Vector3(0, 0, 0);\r\n private _alternatePickedPoint = new Vector3(0, 0, 0);\r\n private _worldDragAxis = new Vector3(0, 0, 0);\r\n private _targetPosition = new Vector3(0, 0, 0);\r\n private _attachedToElement: boolean = false;\r\n /**\r\n * Attaches the drag behavior the passed in mesh\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n * @param predicate Predicate to use for pick filtering\r\n */\r\n public attach(ownerNode: TransformNode, predicate?: (m: AbstractMesh) => boolean): void {\r\n this._scene = ownerNode.getScene();\r\n if ((ownerNode as Mesh)._isMesh) {\r\n (ownerNode as AbstractMesh).isNearGrabbable = true;\r\n }\r\n this.attachedNode = ownerNode;\r\n\r\n // Initialize drag plane to not interfere with existing scene\r\n if (!PointerDragBehavior._PlaneScene) {\r\n if (this._debugMode) {\r\n PointerDragBehavior._PlaneScene = this._scene;\r\n } else {\r\n PointerDragBehavior._PlaneScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n PointerDragBehavior._PlaneScene.detachControl();\r\n this._scene.onDisposeObservable.addOnce(() => {\r\n PointerDragBehavior._PlaneScene.dispose();\r\n (<any>PointerDragBehavior._PlaneScene) = null;\r\n });\r\n }\r\n }\r\n this._dragPlane = CreatePlane(\r\n \"pointerDragPlane\",\r\n { size: this._debugMode ? 1 : 10000, updatable: false, sideOrientation: Mesh.DOUBLESIDE },\r\n PointerDragBehavior._PlaneScene\r\n );\r\n\r\n // State of the drag\r\n this.lastDragPosition = new Vector3(0, 0, 0);\r\n\r\n const pickPredicate = predicate\r\n ? predicate\r\n : (m: AbstractMesh) => {\r\n return this.attachedNode == m || m.isDescendantOf(this.attachedNode);\r\n };\r\n\r\n if (!this.disableAutoPointerEvents) {\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n if (!this.enabled) {\r\n // If behavior is disabled before releaseDrag is ever called, call it now.\r\n if (this._attachedToElement) {\r\n this.releaseDrag();\r\n }\r\n\r\n return;\r\n }\r\n\r\n // If we are dragging and the user presses another button on the same pointer, end the drag. Otherwise,\r\n // tracking when the drag should end becomes very complex.\r\n // gizmo.ts has similar behavior.\r\n if (\r\n this.dragging &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n pointerInfo.event.button !== -1 &&\r\n pointerInfo.event.button !== this._activeDragButton &&\r\n !this.allowOtherButtonsDuringDrag\r\n ) {\r\n this.releaseDrag();\r\n return;\r\n }\r\n\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n !this.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 pickPredicate(pointerInfo.pickInfo.pickedMesh)\r\n ) {\r\n if (this._activeDragButton === -1 && this.dragButtons.indexOf(pointerInfo.event.button) !== -1) {\r\n this._activeDragButton = pointerInfo.event.button;\r\n this._activePointerInfo = pointerInfo;\r\n this._startDrag((<IPointerEvent>pointerInfo.event).pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);\r\n }\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n (this._activeDragButton === pointerInfo.event.button || this._activeDragButton === -1)\r\n ) {\r\n this.releaseDrag();\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n const pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n\r\n // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved\r\n if (this.currentDraggingPointerId === PointerDragBehavior._AnyMouseId && pointerId !== PointerDragBehavior._AnyMouseId) {\r\n const evt = <IPointerEvent>pointerInfo.event;\r\n const isMouseEvent = evt.pointerType === \"mouse\" || (!this._scene.getEngine().hostInformation.isMobile && evt instanceof MouseEvent);\r\n if (isMouseEvent) {\r\n if (this._lastPointerRay[this.currentDraggingPointerId]) {\r\n this._lastPointerRay[pointerId] = this._lastPointerRay[this.currentDraggingPointerId];\r\n delete this._lastPointerRay[this.currentDraggingPointerId];\r\n }\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n\r\n // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()\r\n if (!this._lastPointerRay[pointerId]) {\r\n this._lastPointerRay[pointerId] = new Ray(new Vector3(), new Vector3());\r\n }\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {\r\n this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);\r\n\r\n if (this.currentDraggingPointerId == pointerId && this.dragging) {\r\n this._moveDrag(pointerInfo.pickInfo.ray);\r\n }\r\n }\r\n if (this.anyRuntimePointerEventsEnabled) {\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n });\r\n }\r\n\r\n this._prevAttachedNodeAbsPosition.copyFrom(this.attachedNode.absolutePosition);\r\n\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (this._moving && this.moveAttached) {\r\n let needMatrixUpdate = false;\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Slowly move mesh to avoid jitter\r\n const absPosition = this.attachedNode.absolutePosition;\r\n if (this._targetPosition.equals(absPosition)) {\r\n return;\r\n }\r\n this._targetPosition.subtractToRef(absPosition, this._tmpVector);\r\n this._tmpVector.scaleInPlace(this.dragDeltaRatio);\r\n absPosition.addToRef(this._tmpVector, this._tmpVector);\r\n if (this.validateDrag(this._tmpVector)) {\r\n this.attachedNode.setAbsolutePosition(this._tmpVector);\r\n needMatrixUpdate = true;\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n if (needMatrixUpdate) {\r\n this.attachedNode.computeWorldMatrix();\r\n }\r\n if (!this._prevAttachedNodeAbsPosition.equals(absPosition)) {\r\n this.onAttachedNodePositionChangeObservable.notifyObservers(absPosition);\r\n this._prevAttachedNodeAbsPosition.copyFrom(absPosition);\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Force release the drag action by code.\r\n */\r\n public releaseDrag() {\r\n if (this.dragging) {\r\n this.dragging = false;\r\n this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n }\r\n\r\n this.currentDraggingPointerId = -1;\r\n this._activeDragButton = -1;\r\n this._activePointerInfo = null;\r\n this._moving = false;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._scene.activeCamera 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 this._scene.activeCamera.attachControl(this._scene.activeCamera.inputs ? this._scene.activeCamera.inputs.noPreventDefault : true);\r\n }\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n private _startDragRay = new Ray(new Vector3(), new Vector3());\r\n private _lastPointerRay: { [key: number]: Ray } = {};\r\n /**\r\n * Simulates the start of a pointer drag event on the behavior\r\n * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)\r\n * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)\r\n * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)\r\n */\r\n public startDrag(pointerId: number = PointerDragBehavior._AnyMouseId, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n this._startDrag(pointerId, fromRay, startPickedPoint);\r\n\r\n let lastRay = this._lastPointerRay[pointerId];\r\n if (pointerId === PointerDragBehavior._AnyMouseId) {\r\n lastRay = this._lastPointerRay[<any>Object.keys(this._lastPointerRay)[0]];\r\n }\r\n\r\n if (lastRay) {\r\n // if there was a last pointer ray drag the object there\r\n this._moveDrag(lastRay);\r\n }\r\n }\r\n\r\n protected _startDrag(pointerId: number, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n if (!this._scene.activeCamera || this.dragging || !this.attachedNode) {\r\n return;\r\n }\r\n\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Create start ray from the camera to the object\r\n if (fromRay) {\r\n this._startDragRay.direction.copyFrom(fromRay.direction);\r\n this._startDragRay.origin.copyFrom(fromRay.origin);\r\n } else {\r\n this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);\r\n this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);\r\n }\r\n\r\n this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);\r\n\r\n const pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);\r\n if (pickedPoint) {\r\n this.dragging = true;\r\n this.currentDraggingPointerId = pointerId;\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n this._targetPosition.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n // Detatch camera controls\r\n if (this.detachCameraControls && this._scene.activeCamera && this._scene.activeCamera.inputs && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.inputs.attachedToElement) {\r\n this._scene.activeCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n } else {\r\n this.releaseDrag();\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n\r\n private _dragDelta = new Vector3();\r\n protected _moveDrag(ray: Ray) {\r\n this._moving = true;\r\n const pickedPoint = this._pickWithRayOnDragPlane(ray);\r\n\r\n if (pickedPoint) {\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n\r\n if (this.updateDragPlane) {\r\n this._updateDragPlanePosition(ray, pickedPoint);\r\n }\r\n let dragLength = 0;\r\n // depending on the drag mode option drag accordingly\r\n if (this._options.dragAxis) {\r\n // Convert local drag axis to world if useObjectOrientationForDragging\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis)\r\n : this._worldDragAxis.copyFrom(this._options.dragAxis);\r\n // Project delta drag from the drag plane onto the drag axis\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);\r\n\r\n this._worldDragAxis.normalize();\r\n dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);\r\n this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);\r\n } else {\r\n dragLength = this._dragDelta.length();\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);\r\n }\r\n this._targetPosition.addInPlace(this._dragDelta);\r\n this.onDragObservable.notifyObservers({\r\n dragDistance: dragLength,\r\n delta: this._dragDelta,\r\n dragPlanePoint: pickedPoint,\r\n dragPlaneNormal: this._dragPlane.forward,\r\n pointerId: this.currentDraggingPointerId,\r\n pointerInfo: this._activePointerInfo,\r\n });\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n }\r\n\r\n private _pickWithRayOnDragPlane(ray: Nullable<Ray>) {\r\n if (!ray) {\r\n return null;\r\n }\r\n\r\n // Calculate angle between plane normal and ray\r\n let angle = Math.acos(Vector3.Dot(this._dragPlane.forward, ray.direction));\r\n // Correct if ray is casted from oposite side\r\n if (angle > Math.PI / 2) {\r\n angle = Math.PI - angle;\r\n }\r\n\r\n // If the angle is too perpendicular to the plane pick another point on the plane where it is looking\r\n if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {\r\n if (this._useAlternatePickedPointAboveMaxDragAngle) {\r\n // Invert ray direction along the towards object axis\r\n this._tmpVector.copyFrom(ray.direction);\r\n this.attachedNode.absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);\r\n this._alternatePickedPoint.normalize();\r\n this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed * Vector3.Dot(this._alternatePickedPoint, this._tmpVector));\r\n this._tmpVector.addInPlace(this._alternatePickedPoint);\r\n\r\n // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point\r\n const dot = Vector3.Dot(this._dragPlane.forward, this._tmpVector);\r\n this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);\r\n this._alternatePickedPoint.addInPlace(this._tmpVector);\r\n this._alternatePickedPoint.addInPlace(this.attachedNode.absolutePosition);\r\n return this._alternatePickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n // use an infinite plane instead of ray picking a mesh that must be updated every frame\r\n const planeNormal = this._dragPlane.forward;\r\n const planePosition = this._dragPlane.position;\r\n const dotProduct = ray.direction.dot(planeNormal);\r\n if (Math.abs(dotProduct) < Epsilon) {\r\n // Ray and plane are parallel, no intersection\r\n return null;\r\n }\r\n\r\n planePosition.subtractToRef(ray.origin, TmpVectors.Vector3[0]);\r\n const t = TmpVectors.Vector3[0].dot(planeNormal) / dotProduct;\r\n // Ensure the intersection point is in front of the ray (t must be positive)\r\n if (t < 0) {\r\n // Intersection point is behind the ray\r\n return null;\r\n }\r\n\r\n // Calculate the intersection point using the parameter t\r\n ray.direction.scaleToRef(t, TmpVectors.Vector3[0]);\r\n const intersectionPoint = ray.origin.add(TmpVectors.Vector3[0]);\r\n return intersectionPoint;\r\n }\r\n\r\n // Variables to avoid instantiation in the below method\r\n private _pointA = new Vector3(0, 0, 0);\r\n private _pointC = new Vector3(0, 0, 0);\r\n private _localAxis = new Vector3(0, 0, 0);\r\n private _lookAt = new Vector3(0, 0, 0);\r\n // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera\r\n private _updateDragPlanePosition(ray: Ray, dragPlanePosition: Vector3) {\r\n this._pointA.copyFrom(dragPlanePosition);\r\n if (this._options.dragAxis) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Calculate plane normal that is the cross product of local axis and (eye-dragPlanePosition)\r\n ray.origin.subtractToRef(this._pointA, this._pointC);\r\n this._pointC.normalize();\r\n if (Math.abs(Vector3.Dot(this._localAxis, this._pointC)) > 0.999) {\r\n // the drag axis is colinear with the (eye to position) ray. The cross product will give jittered values.\r\n // A new axis vector need to be computed\r\n if (Math.abs(Vector3.Dot(Vector3.UpReadOnly, this._pointC)) > 0.999) {\r\n this._lookAt.copyFrom(Vector3.Right());\r\n } else {\r\n this._lookAt.copyFrom(Vector3.UpReadOnly);\r\n }\r\n } else {\r\n Vector3.CrossToRef(this._localAxis, this._pointC, this._lookAt);\r\n // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendicular to camera\r\n Vector3.CrossToRef(this._localAxis, this._lookAt, this._lookAt);\r\n this._lookAt.normalize();\r\n }\r\n\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._lookAt, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else if (this._options.dragPlaneNormal) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragPlaneNormal);\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._localAxis, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else {\r\n if (this._scene.activeCamera) {\r\n this._scene.activeCamera.getForwardRay().direction.normalizeToRef(this._localAxis);\r\n }\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._dragPlane.lookAt(this._pointA.add(this._localAxis));\r\n }\r\n // Update the position of the drag plane so it doesn't get out of sync with the node (eg. when moving back and forth quickly)\r\n this._dragPlane.position.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n this._dragPlane.computeWorldMatrix(true);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._lastPointerRay = {};\r\n if (this.attachedNode && (this.attachedNode as Mesh)._isMesh) {\r\n (this.attachedNode as AbstractMesh).isNearGrabbable = false;\r\n }\r\n if (this._pointerObserver) {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n if (this._dragPlane) {\r\n this._dragPlane.dispose();\r\n }\r\n this.releaseDrag();\r\n }\r\n\r\n /**\r\n * Disposes the current instance, cleaning up all associated observables and detaching any attached nodes.\r\n */\r\n public dispose(): void {\r\n this.detach();\r\n this.onDragObservable.clear();\r\n this.onAttachedNodePositionChangeObservable.clear();\r\n this.onDragEndObservable.clear();\r\n this.onDragStartObservable.clear();\r\n this.onEnabledObservable.clear();\r\n this.attachedNode = null as any;\r\n }\r\n}\r\n"]}
1
+ 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type { Behavior } from \"../../Behaviors/behavior\";\r\nimport { 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 { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PivotTools } from \"../../Misc/pivotTools\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CreatePlane } from \"../../Meshes/Builders/planeBuilder\";\r\n\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\nimport type { DragEvent, DragStartEndEvent } from \"./pointerDragEvents\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events\r\n */\r\nexport class PointerDragBehavior implements Behavior<TransformNode> {\r\n private static _AnyMouseId = -2;\r\n /**\r\n * Abstract mesh the behavior is set on\r\n */\r\n public attachedNode: TransformNode;\r\n protected _dragPlane: Mesh;\r\n private _scene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n private static _PlaneScene: Scene;\r\n private _useAlternatePickedPointAboveMaxDragAngleDragSpeed = -1.1;\r\n private _activeDragButton: number = -1;\r\n private _activePointerInfo: Nullable<PointerInfo>;\r\n /**\r\n * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)\r\n */\r\n public maxDragAngle = 0;\r\n /**\r\n * Butttons that can be used to initiate a drag\r\n */\r\n public dragButtons = [0, 1, 2];\r\n /**\r\n * @internal\r\n */\r\n public _useAlternatePickedPointAboveMaxDragAngle = false;\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 * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public currentDraggingPointerId = -1;\r\n /**\r\n * The last position where the pointer hit the drag plane in world space\r\n */\r\n public lastDragPosition: Vector3;\r\n /**\r\n * If the behavior is currently in a dragging state\r\n */\r\n public dragging = false;\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n public dragDeltaRatio = 0.2;\r\n /**\r\n * If the drag plane orientation should be updated during the dragging (Default: true)\r\n */\r\n public updateDragPlane = true;\r\n // Debug mode will display drag planes to help visualize behavior\r\n private _debugMode = false;\r\n private _moving = false;\r\n //\r\n private _prevAttachedNodeAbsPosition: Vector3 = new Vector3();\r\n /**\r\n * Fires each time the attached mesh is dragged with the pointer\r\n */\r\n public onDragObservable = new Observable<DragEvent>();\r\n /**\r\n * Fires each time a drag begins (eg. mouse down on mesh)\r\n */\r\n public onDragStartObservable = new Observable<DragStartEndEvent>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n */\r\n public onDragEndObservable = new Observable<DragStartEndEvent>();\r\n /**\r\n * Fires each time behavior enabled state changes\r\n */\r\n public onEnabledObservable = new Observable<boolean>();\r\n /**\r\n * An observable that triggers when the position of the attached node changes.\r\n * Observers will be notified with a Vector3 object representing the new position.\r\n */\r\n public onAttachedNodePositionChangeObservable = new Observable<Vector3>();\r\n\r\n /**\r\n * If the attached mesh should be moved when dragged\r\n */\r\n public moveAttached = true;\r\n\r\n /**\r\n * A boolean flag that, when set to true, enables the handling of pointer events at runtime.\r\n * This can be used to dynamically control whether an application should respond to\r\n * touch, mouse, or other pointer input. Setting this to false will disable such interactions,\r\n * effectively ignoring pointer events until re-enabled.\r\n */\r\n public anyRuntimePointerEventsEnabled = false;\r\n\r\n /**\r\n * A boolean flag that, when set to true, disables the automatic handling of pointer events.\r\n * When disabled, manual configuration of pointer events is required.\r\n */\r\n public disableAutoPointerEvents = false;\r\n\r\n /**\r\n * If the drag behavior will react to drag events (Default: true)\r\n */\r\n public set enabled(value: boolean) {\r\n if (value != this._enabled) {\r\n this.onEnabledObservable.notifyObservers(value);\r\n }\r\n this._enabled = value;\r\n }\r\n\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n private _enabled = true;\r\n\r\n /**\r\n * If pointer events should start and release the drag (Default: true)\r\n */\r\n public startAndReleaseDragOnPointerEvents = true;\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 * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)\r\n */\r\n public useObjectOrientationForDragging = true;\r\n\r\n /**\r\n * Normally a drag is canceled when the user presses another button on the same pointer. If this is set to true,\r\n * the drag will continue even if another button is pressed on the same pointer.\r\n */\r\n public allowOtherButtonsDuringDrag = false;\r\n\r\n private _options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 };\r\n\r\n /**\r\n * Gets the options used by the behavior\r\n */\r\n public get options(): { dragAxis?: Vector3; dragPlaneNormal?: Vector3 } {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * Sets the options used by the behavior\r\n */\r\n public set options(options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options;\r\n }\r\n\r\n /**\r\n * Creates a pointer drag behavior that can be attached to a mesh\r\n * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)\r\n * @param options.dragAxis\r\n * @param options.dragPlaneNormal\r\n */\r\n constructor(options?: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options ? options : {};\r\n\r\n let optionCount = 0;\r\n if (this._options.dragAxis) {\r\n optionCount++;\r\n }\r\n if (this._options.dragPlaneNormal) {\r\n optionCount++;\r\n }\r\n if (optionCount > 1) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Multiple drag modes specified in dragBehavior options. Only one expected\";\r\n }\r\n }\r\n\r\n /**\r\n * Predicate to determine if it is valid to move the object to a new position when it is moved.\r\n * In the case of rotation gizmo, target contains the angle.\r\n * @param target destination position or desired angle delta\r\n * @returns boolean for whether or not it is valid to move\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public validateDrag = (target: Vector3) => {\r\n return true;\r\n };\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"PointerDrag\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n private _tmpVector = new Vector3(0, 0, 0);\r\n private _alternatePickedPoint = new Vector3(0, 0, 0);\r\n private _worldDragAxis = new Vector3(0, 0, 0);\r\n private _targetPosition = new Vector3(0, 0, 0);\r\n private _attachedToElement: boolean = false;\r\n /**\r\n * Attaches the drag behavior the passed in mesh\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n * @param predicate Predicate to use for pick filtering\r\n */\r\n public attach(ownerNode: TransformNode, predicate?: (m: AbstractMesh) => boolean): void {\r\n this._scene = ownerNode.getScene();\r\n if ((ownerNode as Mesh)._isMesh) {\r\n (ownerNode as AbstractMesh).isNearGrabbable = true;\r\n }\r\n this.attachedNode = ownerNode;\r\n\r\n // Initialize drag plane to not interfere with existing scene\r\n if (!PointerDragBehavior._PlaneScene) {\r\n if (this._debugMode) {\r\n PointerDragBehavior._PlaneScene = this._scene;\r\n } else {\r\n PointerDragBehavior._PlaneScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n PointerDragBehavior._PlaneScene.detachControl();\r\n this._scene.onDisposeObservable.addOnce(() => {\r\n PointerDragBehavior._PlaneScene.dispose();\r\n (<any>PointerDragBehavior._PlaneScene) = null;\r\n });\r\n }\r\n }\r\n this._dragPlane = CreatePlane(\r\n \"pointerDragPlane\",\r\n { size: this._debugMode ? 1 : 10000, updatable: false, sideOrientation: Mesh.DOUBLESIDE },\r\n PointerDragBehavior._PlaneScene\r\n );\r\n\r\n // State of the drag\r\n this.lastDragPosition = new Vector3(0, 0, 0);\r\n\r\n const pickPredicate = predicate\r\n ? predicate\r\n : (m: AbstractMesh) => {\r\n return this.attachedNode == m || m.isDescendantOf(this.attachedNode);\r\n };\r\n\r\n if (!this.disableAutoPointerEvents) {\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n if (!this.enabled) {\r\n // If behavior is disabled before releaseDrag is ever called, call it now.\r\n if (this._attachedToElement) {\r\n this.releaseDrag();\r\n }\r\n\r\n return;\r\n }\r\n\r\n // If we are dragging and the user presses another button on the same pointer, end the drag. Otherwise,\r\n // tracking when the drag should end becomes very complex.\r\n // gizmo.ts has similar behavior.\r\n if (\r\n this.dragging &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n pointerInfo.event.button !== -1 &&\r\n pointerInfo.event.button !== this._activeDragButton &&\r\n !this.allowOtherButtonsDuringDrag\r\n ) {\r\n this.releaseDrag();\r\n return;\r\n }\r\n\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n !this.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 pickPredicate(pointerInfo.pickInfo.pickedMesh)\r\n ) {\r\n if (this._activeDragButton === -1 && this.dragButtons.indexOf(pointerInfo.event.button) !== -1) {\r\n this._activeDragButton = pointerInfo.event.button;\r\n this._activePointerInfo = pointerInfo;\r\n this._startDrag((<IPointerEvent>pointerInfo.event).pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);\r\n }\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n (this._activeDragButton === pointerInfo.event.button || this._activeDragButton === -1)\r\n ) {\r\n this.releaseDrag();\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n const pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n\r\n // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved\r\n if (this.currentDraggingPointerId === PointerDragBehavior._AnyMouseId && pointerId !== PointerDragBehavior._AnyMouseId) {\r\n const evt = <IPointerEvent>pointerInfo.event;\r\n const isMouseEvent = evt.pointerType === \"mouse\" || (!this._scene.getEngine().hostInformation.isMobile && evt instanceof MouseEvent);\r\n if (isMouseEvent) {\r\n if (this._lastPointerRay[this.currentDraggingPointerId]) {\r\n this._lastPointerRay[pointerId] = this._lastPointerRay[this.currentDraggingPointerId];\r\n delete this._lastPointerRay[this.currentDraggingPointerId];\r\n }\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n\r\n // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()\r\n if (!this._lastPointerRay[pointerId]) {\r\n this._lastPointerRay[pointerId] = new Ray(new Vector3(), new Vector3());\r\n }\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {\r\n this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);\r\n\r\n if (this.currentDraggingPointerId == pointerId && this.dragging) {\r\n this._moveDrag(pointerInfo.pickInfo.ray);\r\n }\r\n }\r\n if (this.anyRuntimePointerEventsEnabled) {\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n });\r\n }\r\n\r\n this._prevAttachedNodeAbsPosition.copyFrom(this.attachedNode.absolutePosition);\r\n\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (this._moving && this.moveAttached) {\r\n let needMatrixUpdate = false;\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Slowly move mesh to avoid jitter\r\n const absPosition = this.attachedNode.absolutePosition;\r\n if (this._targetPosition.equals(absPosition)) {\r\n return;\r\n }\r\n this._targetPosition.subtractToRef(absPosition, this._tmpVector);\r\n this._tmpVector.scaleInPlace(this.dragDeltaRatio);\r\n absPosition.addToRef(this._tmpVector, this._tmpVector);\r\n if (this.validateDrag(this._tmpVector)) {\r\n this.attachedNode.setAbsolutePosition(this._tmpVector);\r\n needMatrixUpdate = true;\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n if (needMatrixUpdate) {\r\n this.attachedNode.computeWorldMatrix();\r\n }\r\n if (!this._prevAttachedNodeAbsPosition.equals(absPosition)) {\r\n this.onAttachedNodePositionChangeObservable.notifyObservers(absPosition);\r\n this._prevAttachedNodeAbsPosition.copyFrom(absPosition);\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Force release the drag action by code.\r\n */\r\n public releaseDrag() {\r\n if (this.dragging) {\r\n this.dragging = false;\r\n this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n }\r\n\r\n this.currentDraggingPointerId = -1;\r\n this._activeDragButton = -1;\r\n this._activePointerInfo = null;\r\n this._moving = false;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._scene.activeCamera 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 this._scene.activeCamera.attachControl(this._scene.activeCamera.inputs ? this._scene.activeCamera.inputs.noPreventDefault : true);\r\n }\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n private _startDragRay = new Ray(new Vector3(), new Vector3());\r\n private _lastPointerRay: { [key: number]: Ray } = {};\r\n /**\r\n * Simulates the start of a pointer drag event on the behavior\r\n * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)\r\n * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)\r\n * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)\r\n */\r\n public startDrag(pointerId: number = PointerDragBehavior._AnyMouseId, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n this._startDrag(pointerId, fromRay, startPickedPoint);\r\n\r\n let lastRay = this._lastPointerRay[pointerId];\r\n if (pointerId === PointerDragBehavior._AnyMouseId) {\r\n lastRay = this._lastPointerRay[<any>Object.keys(this._lastPointerRay)[0]];\r\n }\r\n\r\n if (lastRay) {\r\n // if there was a last pointer ray drag the object there\r\n this._moveDrag(lastRay);\r\n }\r\n }\r\n\r\n protected _startDrag(pointerId: number, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n if (!this._scene.activeCamera || this.dragging || !this.attachedNode) {\r\n return;\r\n }\r\n\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Create start ray from the camera to the object\r\n if (fromRay) {\r\n this._startDragRay.direction.copyFrom(fromRay.direction);\r\n this._startDragRay.origin.copyFrom(fromRay.origin);\r\n } else {\r\n this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);\r\n this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);\r\n }\r\n\r\n this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);\r\n\r\n const pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);\r\n if (pickedPoint) {\r\n this.dragging = true;\r\n this.currentDraggingPointerId = pointerId;\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n this._targetPosition.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n // Detatch camera controls\r\n if (this.detachCameraControls && this._scene.activeCamera && this._scene.activeCamera.inputs && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.inputs.attachedToElement) {\r\n this._scene.activeCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n } else {\r\n this.releaseDrag();\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n\r\n private _dragDelta = new Vector3();\r\n protected _moveDrag(ray: Ray) {\r\n this._moving = true;\r\n const pickedPoint = this._pickWithRayOnDragPlane(ray);\r\n\r\n if (pickedPoint) {\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n\r\n if (this.updateDragPlane) {\r\n this._updateDragPlanePosition(ray, pickedPoint);\r\n }\r\n let dragLength = 0;\r\n // depending on the drag mode option drag accordingly\r\n if (this._options.dragAxis) {\r\n // Convert local drag axis to world if useObjectOrientationForDragging\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis)\r\n : this._worldDragAxis.copyFrom(this._options.dragAxis);\r\n // Project delta drag from the drag plane onto the drag axis\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);\r\n\r\n this._worldDragAxis.normalize();\r\n dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);\r\n this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);\r\n } else {\r\n dragLength = this._dragDelta.length();\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);\r\n }\r\n this._targetPosition.addInPlace(this._dragDelta);\r\n this.onDragObservable.notifyObservers({\r\n dragDistance: dragLength,\r\n delta: this._dragDelta,\r\n dragPlanePoint: pickedPoint,\r\n dragPlaneNormal: this._dragPlane.forward,\r\n pointerId: this.currentDraggingPointerId,\r\n pointerInfo: this._activePointerInfo,\r\n });\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n }\r\n\r\n private _pickWithRayOnDragPlane(ray: Nullable<Ray>) {\r\n if (!ray) {\r\n return null;\r\n }\r\n\r\n // Calculate angle between plane normal and ray\r\n let angle = Math.acos(Vector3.Dot(this._dragPlane.forward, ray.direction));\r\n // Correct if ray is casted from oposite side\r\n if (angle > Math.PI / 2) {\r\n angle = Math.PI - angle;\r\n }\r\n\r\n // If the angle is too perpendicular to the plane pick another point on the plane where it is looking\r\n if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {\r\n if (this._useAlternatePickedPointAboveMaxDragAngle) {\r\n // Invert ray direction along the towards object axis\r\n this._tmpVector.copyFrom(ray.direction);\r\n this.attachedNode.absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);\r\n this._alternatePickedPoint.normalize();\r\n this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed * Vector3.Dot(this._alternatePickedPoint, this._tmpVector));\r\n this._tmpVector.addInPlace(this._alternatePickedPoint);\r\n\r\n // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point\r\n const dot = Vector3.Dot(this._dragPlane.forward, this._tmpVector);\r\n this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);\r\n this._alternatePickedPoint.addInPlace(this._tmpVector);\r\n this._alternatePickedPoint.addInPlace(this.attachedNode.absolutePosition);\r\n return this._alternatePickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n // use an infinite plane instead of ray picking a mesh that must be updated every frame\r\n const planeNormal = this._dragPlane.forward;\r\n const planePosition = this._dragPlane.position;\r\n const dotProduct = ray.direction.dot(planeNormal);\r\n if (Math.abs(dotProduct) < Epsilon) {\r\n // Ray and plane are parallel, no intersection\r\n return null;\r\n }\r\n\r\n planePosition.subtractToRef(ray.origin, TmpVectors.Vector3[0]);\r\n const t = TmpVectors.Vector3[0].dot(planeNormal) / dotProduct;\r\n // Ensure the intersection point is in front of the ray (t must be positive)\r\n if (t < 0) {\r\n // Intersection point is behind the ray\r\n return null;\r\n }\r\n\r\n // Calculate the intersection point using the parameter t\r\n ray.direction.scaleToRef(t, TmpVectors.Vector3[0]);\r\n const intersectionPoint = ray.origin.add(TmpVectors.Vector3[0]);\r\n return intersectionPoint;\r\n }\r\n\r\n // Variables to avoid instantiation in the below method\r\n private _pointA = new Vector3(0, 0, 0);\r\n private _pointC = new Vector3(0, 0, 0);\r\n private _localAxis = new Vector3(0, 0, 0);\r\n private _lookAt = new Vector3(0, 0, 0);\r\n // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera\r\n private _updateDragPlanePosition(ray: Ray, dragPlanePosition: Vector3) {\r\n this._pointA.copyFrom(dragPlanePosition);\r\n if (this._options.dragAxis) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Calculate plane normal that is the cross product of local axis and (eye-dragPlanePosition)\r\n ray.origin.subtractToRef(this._pointA, this._pointC);\r\n this._pointC.normalize();\r\n if (Math.abs(Vector3.Dot(this._localAxis, this._pointC)) > 0.999) {\r\n // the drag axis is colinear with the (eye to position) ray. The cross product will give jittered values.\r\n // A new axis vector need to be computed\r\n if (Math.abs(Vector3.Dot(Vector3.UpReadOnly, this._pointC)) > 0.999) {\r\n this._lookAt.copyFrom(Vector3.Right());\r\n } else {\r\n this._lookAt.copyFrom(Vector3.UpReadOnly);\r\n }\r\n } else {\r\n Vector3.CrossToRef(this._localAxis, this._pointC, this._lookAt);\r\n // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendicular to camera\r\n Vector3.CrossToRef(this._localAxis, this._lookAt, this._lookAt);\r\n this._lookAt.normalize();\r\n }\r\n\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._lookAt, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else if (this._options.dragPlaneNormal) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragPlaneNormal);\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._localAxis, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else {\r\n if (this._scene.activeCamera) {\r\n this._scene.activeCamera.getForwardRay().direction.normalizeToRef(this._localAxis);\r\n }\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._dragPlane.lookAt(this._pointA.add(this._localAxis));\r\n }\r\n // Update the position of the drag plane so it doesn't get out of sync with the node (eg. when moving back and forth quickly)\r\n this._dragPlane.position.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n this._dragPlane.computeWorldMatrix(true);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._lastPointerRay = {};\r\n if (this.attachedNode && (this.attachedNode as Mesh)._isMesh) {\r\n (this.attachedNode as AbstractMesh).isNearGrabbable = false;\r\n }\r\n if (this._pointerObserver) {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n if (this._dragPlane) {\r\n this._dragPlane.dispose();\r\n }\r\n this.releaseDrag();\r\n }\r\n\r\n /**\r\n * Disposes the current instance, cleaning up all associated observables and detaching any attached nodes.\r\n */\r\n public dispose(): void {\r\n this.detach();\r\n this.onDragObservable.clear();\r\n this.onAttachedNodePositionChangeObservable.clear();\r\n this.onDragEndObservable.clear();\r\n this.onDragStartObservable.clear();\r\n this.onEnabledObservable.clear();\r\n this.attachedNode = null as any;\r\n }\r\n}\r\n"]}
@@ -222,13 +222,13 @@ export class SixDofDragBehavior extends BaseSixDofDragBehavior {
222
222
  * Detaches the behavior from the mesh
223
223
  */
224
224
  detach() {
225
- super.detach();
226
225
  if (this._ownerNode) {
227
226
  this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
228
227
  }
229
228
  if (this._virtualTransformNode) {
230
229
  this._virtualTransformNode.dispose();
231
230
  }
231
+ super.detach();
232
232
  }
233
233
  }
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  //# sourceMappingURL=sixDofDragBehavior.js.map