@onerjs/core 8.33.3 → 8.33.5

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 (65) hide show
  1. package/AudioV2/webAudio/components/webAudioParameterComponent.js +17 -5
  2. package/AudioV2/webAudio/components/webAudioParameterComponent.js.map +1 -1
  3. package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +2 -2
  4. package/Cameras/Inputs/geospatialCameraPointersInput.js +3 -12
  5. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  6. package/Cameras/cameraMovement.d.ts +4 -4
  7. package/Cameras/cameraMovement.js +13 -14
  8. package/Cameras/cameraMovement.js.map +1 -1
  9. package/Cameras/geospatialCamera.d.ts +1 -2
  10. package/Cameras/geospatialCamera.js +22 -19
  11. package/Cameras/geospatialCamera.js.map +1 -1
  12. package/Cameras/geospatialCameraMovement.d.ts +0 -5
  13. package/Cameras/geospatialCameraMovement.js.map +1 -1
  14. package/Engines/abstractEngine.js +2 -2
  15. package/Engines/abstractEngine.js.map +1 -1
  16. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +1 -2
  17. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  18. package/FrameGraph/frameGraph.d.ts +6 -0
  19. package/FrameGraph/frameGraph.js +10 -0
  20. package/FrameGraph/frameGraph.js.map +1 -1
  21. package/Layers/glowLayer.d.ts +8 -0
  22. package/Layers/glowLayer.js +11 -0
  23. package/Layers/glowLayer.js.map +1 -1
  24. package/Layers/thinGlowLayer.d.ts +17 -0
  25. package/Layers/thinGlowLayer.js +18 -0
  26. package/Layers/thinGlowLayer.js.map +1 -1
  27. package/Lights/Clustered/clusteredLightContainer.js +7 -2
  28. package/Lights/Clustered/clusteredLightContainer.js.map +1 -1
  29. package/Materials/Node/Blocks/Dual/lightBlock.js +2 -1
  30. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  31. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +2 -1
  32. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  33. package/Materials/Node/nodeMaterial.js +2 -2
  34. package/Materials/Node/nodeMaterial.js.map +1 -1
  35. package/Materials/PBR/pbrBaseMaterial.d.ts +1 -0
  36. package/Materials/PBR/pbrBaseMaterial.js +1 -0
  37. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  38. package/Materials/Textures/envCubeTexture.js +4 -0
  39. package/Materials/Textures/envCubeTexture.js.map +1 -1
  40. package/Materials/materialHelper.functions.js +1 -0
  41. package/Materials/materialHelper.functions.js.map +1 -1
  42. package/Materials/standardMaterial.d.ts +1 -0
  43. package/Materials/standardMaterial.js +1 -0
  44. package/Materials/standardMaterial.js.map +1 -1
  45. package/Rendering/depthPeelingRenderer.d.ts +1 -0
  46. package/Rendering/depthPeelingRenderer.js +7 -0
  47. package/Rendering/depthPeelingRenderer.js.map +1 -1
  48. package/Rendering/thinDepthPeelingRenderer.d.ts +1 -0
  49. package/Rendering/thinDepthPeelingRenderer.js +2 -0
  50. package/Rendering/thinDepthPeelingRenderer.js.map +1 -1
  51. package/Shaders/default.vertex.js +4 -0
  52. package/Shaders/default.vertex.js.map +1 -1
  53. package/Shaders/lightProxy.vertex.js +7 -1
  54. package/Shaders/lightProxy.vertex.js.map +1 -1
  55. package/Shaders/pbr.vertex.js +4 -0
  56. package/Shaders/pbr.vertex.js.map +1 -1
  57. package/ShadersWGSL/default.vertex.js +4 -0
  58. package/ShadersWGSL/default.vertex.js.map +1 -1
  59. package/ShadersWGSL/lightProxy.vertex.js +7 -1
  60. package/ShadersWGSL/lightProxy.vertex.js.map +1 -1
  61. package/ShadersWGSL/pbr.vertex.js +4 -0
  62. package/ShadersWGSL/pbr.vertex.js.map +1 -1
  63. package/package.json +1 -1
  64. package/scene.js +2 -3
  65. package/scene.js.map +1 -1
@@ -1 +1 @@
1
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{ GeospatialCameraInputsManager } from \"./geospatialCameraInputsManager\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport { Camera } from \"./camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { MeshPredicate } from \"../Culling/ray.core\";\r\nimport type { DeepImmutable } from \"../types\";\r\nimport { GeospatialLimits } from \"./Limits/geospatialLimits\";\r\nimport { ClampCenterFromPolesInPlace, ComputeLocalBasisToRefs, GeospatialCameraMovement } from \"./geospatialCameraMovement\";\r\nimport type { IVector3Like } from \"../Maths/math.like\";\r\nimport { Vector3CopyToRef, Vector3Distance } from \"../Maths/math.vector.functions\";\r\nimport { Clamp, NormalizeRadians } from \"../Maths/math.scalar.functions\";\r\nimport type { AllowedAnimValue } from \"../Behaviors/Cameras/interpolatingBehavior\";\r\nimport { InterpolatingBehavior } from \"../Behaviors/Cameras/interpolatingBehavior\";\r\nimport type { EasingFunction } from \"../Animations/easing\";\r\nimport type { Animation } from \"../Animations/animation\";\r\n\r\ntype CameraOptions = {\r\n planetRadius: number; // Radius of the planet\r\n};\r\n\r\n/**\r\n * @experimental\r\n * This camera's movements are limited to a camera orbiting a globe, and as the API evolves it will introduce conversions between cartesian coordinates and true lat/long/alt\r\n *\r\n * Please note this is marked as experimental and the API (including the constructor!) will change until we remove that flag\r\n */\r\nexport class GeospatialCamera extends Camera {\r\n override inputs: GeospatialCameraInputsManager;\r\n\r\n /** If supplied, will be used when picking the globe */\r\n public pickPredicate?: MeshPredicate;\r\n\r\n /** Movement controller that turns input pixelDeltas into currentFrameDeltas used by camera*/\r\n public readonly movement: GeospatialCameraMovement;\r\n\r\n // Temp vars\r\n private _tempPosition: Vector3 = new Vector3();\r\n private _tempCenter: Vector3 = new Vector3();\r\n\r\n private _viewMatrix = new Matrix();\r\n private _isViewMatrixDirty: boolean;\r\n private _lookAtVector: Vector3 = new Vector3();\r\n\r\n /** Behavior used for smooth flying animations */\r\n private _flyingBehavior: InterpolatingBehavior<GeospatialCamera>;\r\n private _flyToTargets: Map<keyof GeospatialCamera, AllowedAnimValue> = new Map();\r\n\r\n constructor(name: string, scene: Scene, options: CameraOptions, pickPredicate?: MeshPredicate) {\r\n super(name, new Vector3(), scene);\r\n\r\n this._limits = new GeospatialLimits(options.planetRadius);\r\n this._resetToDefault(this._limits);\r\n\r\n this._flyingBehavior = new InterpolatingBehavior();\r\n this.addBehavior(this._flyingBehavior);\r\n\r\n this.movement = new GeospatialCameraMovement(scene, this._limits, this.position, this.center, this._lookAtVector, pickPredicate, this._flyingBehavior);\r\n\r\n this.pickPredicate = pickPredicate;\r\n this.inputs = new GeospatialCameraInputsManager(this);\r\n this.inputs.addMouse().addMouseWheel().addKeyboard();\r\n }\r\n\r\n private _center: Vector3 = new Vector3();\r\n /** The point on the globe that we are anchoring around. If no alternate rotation point is supplied, this will represent the center of screen*/\r\n public get center(): Vector3 {\r\n return this._center;\r\n }\r\n\r\n /**\r\n * Sets the camera position to orbit around a new center point\r\n * @param center The world position (ECEF) to orbit around\r\n */\r\n public set center(center: IVector3Like) {\r\n this._center.copyFromFloats(center.x, center.y, center.z);\r\n this._setOrientation(this._yaw, this._pitch, this._radius, this._center);\r\n }\r\n\r\n private _yaw: number = 0;\r\n /**\r\n * Gets the camera's yaw (rotation around the geocentric normal) in radians\r\n */\r\n public get yaw(): number {\r\n return this._yaw;\r\n }\r\n\r\n /**\r\n * Sets the camera's yaw (rotation around the geocentric normal). Will wrap value to [-π, π)\r\n * @param yaw The desired yaw angle in radians (0 = north, π/2 = east)\r\n */\r\n public set yaw(yaw: number) {\r\n yaw !== this._yaw && this._setOrientation(yaw, this.pitch, this.radius, this.center);\r\n }\r\n\r\n private _pitch: number = 0;\r\n\r\n /**\r\n * Gets the camera's pitch (angle from looking straight at globe)\r\n * Pitch is measured from looking straight down at planet center:\r\n * - zero pitch = looking straight at planet center (down)\r\n * - positive pitch = tilting up away from planet\r\n * - π/2 pitch = looking at horizon (perpendicular to geocentric normal)\r\n */\r\n public get pitch(): number {\r\n return this._pitch;\r\n }\r\n\r\n /**\r\n * Sets the camera's pitch (angle from looking straight at globe). Will wrap value to [-π, π)\r\n * @param pitch The desired pitch angle in radians (0 = looking at planet center, π/2 = looking at horizon)\r\n */\r\n public set pitch(pitch: number) {\r\n pitch !== this._pitch && this._setOrientation(this.yaw, pitch, this.radius, this.center);\r\n }\r\n\r\n private _radius: number = 0;\r\n public get radius(): number {\r\n return this._radius;\r\n }\r\n\r\n /**\r\n * Sets the camera's distance from the current center point\r\n * @param radius The desired radius\r\n */\r\n public set radius(radius: number) {\r\n radius !== this._radius && this._setOrientation(this.yaw, this.pitch, radius, this.center);\r\n }\r\n\r\n protected _checkLimits() {\r\n const limits = this.limits;\r\n this._yaw = Clamp(this._yaw, limits.yawMin, limits.yawMax);\r\n this._pitch = Clamp(this._pitch, limits.pitchMin, limits.pitchMax);\r\n this._radius = Clamp(this._radius, limits.radiusMin, limits.radiusMax);\r\n this._center = ClampCenterFromPolesInPlace(this._center);\r\n }\r\n\r\n private _tempVect = new Vector3();\r\n private _tempEast = new Vector3();\r\n private _tempNorth = new Vector3();\r\n private _tempUp = new Vector3();\r\n\r\n private _setOrientation(yaw: number, pitch: number, radius: number, center: DeepImmutable<IVector3Like>): void {\r\n // Wrap yaw and pitch to [-π, π)\r\n this._yaw = NormalizeRadians(yaw);\r\n this._pitch = NormalizeRadians(pitch);\r\n this._radius = radius;\r\n\r\n Vector3CopyToRef(center, this._center);\r\n\r\n // Clamp to limits\r\n this._checkLimits();\r\n\r\n // Refresh local basis at center (treat these as read-only for the whole call)\r\n ComputeLocalBasisToRefs(this._center, this._tempEast, this._tempNorth, this._tempUp);\r\n\r\n // Trig\r\n const yawScale = this._scene.useRightHandedSystem ? 1 : -1;\r\n const cosYaw = Math.cos(this._yaw * yawScale);\r\n const sinYaw = Math.sin(this._yaw * yawScale);\r\n const sinPitch = Math.sin(this._pitch); // horizontal weight\r\n const cosPitch = Math.cos(this._pitch); // vertical weight (toward center)\r\n\r\n // Temps\r\n const horiz = TmpVectors.Vector3[0];\r\n const t1 = TmpVectors.Vector3[1];\r\n const t2 = TmpVectors.Vector3[2];\r\n const right = TmpVectors.Vector3[3];\r\n\r\n // horizontalDirection = North*cosYaw + East*sinYaw (avoids mutating _temp basis vectors)\r\n horiz.copyFrom(this._tempNorth).scaleInPlace(cosYaw).addInPlace(t1.copyFrom(this._tempEast).scaleInPlace(sinYaw));\r\n\r\n // look = horiz*sinPitch - Up*cosPitch\r\n this._lookAtVector.copyFrom(horiz).scaleInPlace(sinPitch).addInPlace(t2.copyFrom(this._tempUp).scaleInPlace(-cosPitch)).normalize(); // keep it unit\r\n\r\n // Build an orthonormal up aligned with geocentric Up\r\n // right = normalize(cross(upRef, look))\r\n Vector3.CrossToRef(this._tempUp, this._lookAtVector, right);\r\n\r\n // up = normalize(cross(look, right))\r\n Vector3.CrossToRef(this._lookAtVector, right, this.upVector);\r\n\r\n // Position = center - look * radius (preserve unit look)\r\n this._tempVect.copyFrom(this._lookAtVector).scaleInPlace(-this._radius);\r\n this._tempPosition.copyFrom(this._center).addInPlace(this._tempVect);\r\n\r\n this._position.copyFrom(this._tempPosition);\r\n\r\n this._isViewMatrixDirty = true;\r\n }\r\n\r\n /** The point around which the camera will geocentrically rotate. Uses center (pt we are anchored to) if no alternateRotationPt is defined */\r\n private get _geocentricRotationPt(): Vector3 {\r\n return this.movement.alternateRotationPt ?? this.center;\r\n }\r\n\r\n /**\r\n * If camera is actively in flight, will update the target properties and use up the remaining duration from original flyTo call\r\n *\r\n * To start a new flyTo curve entirely, call into flyToAsync again (it will stop the inflight animation)\r\n * @param targetYaw\r\n * @param targetPitch\r\n * @param targetRadius\r\n * @param targetCenter\r\n */\r\n public updateFlyToDestination(targetYaw?: number, targetPitch?: number, targetRadius?: number, targetCenter?: Vector3): void {\r\n this._flyToTargets.clear();\r\n\r\n this._flyToTargets.set(\"yaw\", targetYaw != undefined ? NormalizeRadians(targetYaw) : undefined);\r\n this._flyToTargets.set(\"pitch\", targetPitch != undefined ? NormalizeRadians(targetPitch) : undefined);\r\n this._flyToTargets.set(\"radius\", targetRadius);\r\n this._flyToTargets.set(\"center\", targetCenter);\r\n\r\n this._flyingBehavior.updateProperties(this._flyToTargets);\r\n }\r\n\r\n /**\r\n * Animate camera towards passed in property values. If undefined, will use current value\r\n * @param targetYaw\r\n * @param targetPitch\r\n * @param targetRadius\r\n * @param targetCenter\r\n * @param flightDurationMs\r\n * @param easingFunction\r\n * @param centerHopScale If supplied, will define the parabolic hop height scale for center animation to create a \"bounce\" effect\r\n * @returns Promise that will return when the animation is complete (or interuppted by pointer input)\r\n */\r\n public async flyToAsync(\r\n targetYaw?: number,\r\n targetPitch?: number,\r\n targetRadius?: number,\r\n targetCenter?: Vector3,\r\n flightDurationMs: number = 1000,\r\n easingFunction?: EasingFunction,\r\n centerHopScale?: number\r\n ): Promise<void> {\r\n this._flyToTargets.clear();\r\n\r\n this._flyToTargets.set(\"yaw\", targetYaw !== undefined ? NormalizeRadians(targetYaw) : undefined);\r\n this._flyToTargets.set(\"pitch\", targetPitch !== undefined ? NormalizeRadians(targetPitch) : undefined);\r\n this._flyToTargets.set(\"radius\", targetRadius);\r\n this._flyToTargets.set(\"center\", targetCenter);\r\n\r\n let overrideAnimationFunction;\r\n if (targetCenter !== undefined && !targetCenter.equals(this.center)) {\r\n // Animate center directly with custom interpolation\r\n const start = this.center.clone();\r\n const end = targetCenter.clone();\r\n\r\n overrideAnimationFunction = (key: string, animation: Animation): void => {\r\n if (key === \"center\") {\r\n // Override the Vector3 interpolation to use SLERP + hop\r\n animation.vector3InterpolateFunction = (startValue, endValue, gradient) => {\r\n // gradient is the eased value (0 to 1) after easing function is applied\r\n\r\n // Slerp between start and end\r\n const newCenter = Vector3.SlerpToRef(start, end, gradient, this._tempCenter);\r\n\r\n // Apply parabolic hop if requested\r\n if (centerHopScale && centerHopScale > 0) {\r\n // Parabolic formula: peaks at t=0.5, returns to 0 at gradient=0 and gradient=1\r\n // if hopPeakT = .5 the denominator would be hopPeakT * hopPeakT - hopPeakT, which = -.25\r\n const hopPeakOffset = centerHopScale * Vector3Distance(start, end);\r\n const hopOffset = hopPeakOffset * Clamp((gradient * gradient - gradient) / -0.25);\r\n // Scale the center outward (away from origin)\r\n newCenter.scaleInPlace(1 + hopOffset / newCenter.length());\r\n }\r\n\r\n return newCenter;\r\n };\r\n }\r\n };\r\n }\r\n\r\n return await this._flyingBehavior.animatePropertiesAsync(this._flyToTargets, flightDurationMs, easingFunction, overrideAnimationFunction);\r\n }\r\n\r\n /**\r\n * Helper function to move camera towards a given point by radiusScale% of radius (by default 50%)\r\n * @param destination point to move towards\r\n * @param radiusScale value between 0 and 1, % of radius to move\r\n * @param durationMs duration of flight, default 1s\r\n * @param easingFn optional easing function for flight interpolation of properties\r\n * @param overshootRadiusScale optional scale to apply to the current radius to achieve a 'hop' animation\r\n */\r\n public async flyToPointAsync(destination: Vector3, radiusScale: number = 0.5, durationMs: number = 1000, easingFn?: EasingFunction, overshootRadiusScale?: number) {\r\n // Zoom to radiusScale% of radius towards the given destination point\r\n const zoomDistance = this.radius * radiusScale;\r\n const newRadius = this._getCenterAndRadiusFromZoomToPoint(destination, zoomDistance, this._tempCenter);\r\n await this.flyToAsync(undefined, undefined, newRadius, this._tempCenter, durationMs, easingFn, overshootRadiusScale);\r\n }\r\n\r\n private _limits: GeospatialLimits;\r\n public get limits(): GeospatialLimits {\r\n return this._limits;\r\n }\r\n\r\n private _resetToDefault(limits: GeospatialLimits): void {\r\n // Camera configuration vars\r\n const maxCameraRadius = limits.altitudeMax !== undefined ? limits.planetRadius + limits.altitudeMax : undefined;\r\n const restingAltitude = maxCameraRadius ?? limits.planetRadius * 4;\r\n this.position.copyFromFloats(restingAltitude, 0, 0);\r\n this._center.copyFromFloats(limits.planetRadius, 0, 0);\r\n this._radius = Vector3.Distance(this.position, this.center);\r\n\r\n // Temp vars\r\n this._tempPosition = new Vector3();\r\n\r\n // View matrix calculation vars\r\n this._viewMatrix = Matrix.Identity();\r\n this._center.subtractToRef(this._position, this._lookAtVector).normalize(); // Lookat vector of the camera\r\n this.upVector = Vector3.Up(); // Up vector of the camera (does work for -X look at)\r\n this._isViewMatrixDirty = true;\r\n\r\n this._setOrientation(this._yaw, this._pitch, this._radius, this._center);\r\n }\r\n\r\n /** @internal */\r\n override _getViewMatrix() {\r\n if (!this._isViewMatrixDirty) {\r\n return this._viewMatrix;\r\n }\r\n this._isViewMatrixDirty = false;\r\n\r\n // Ensure vectors are normalized\r\n this.upVector.normalize();\r\n this._lookAtVector.normalize();\r\n\r\n // Calculate view matrix with camera position and center\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(this.position, this._center, this.upVector, this._viewMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(this.position, this._center, this.upVector, this._viewMatrix);\r\n }\r\n\r\n return this._viewMatrix;\r\n }\r\n\r\n /** @internal */\r\n override _isSynchronizedViewMatrix(): boolean {\r\n if (!super._isSynchronizedViewMatrix() || this._isViewMatrixDirty) {\r\n return false;\r\n }\r\n return true;\r\n }\r\n\r\n private _applyGeocentricTranslation() {\r\n // Store pending position (without any corrections applied)\r\n this.center.addToRef(this.movement.panDeltaCurrentFrame, this._tempPosition);\r\n\r\n if (!this.movement.isInterpolating) {\r\n // Calculate the position correction to keep camera at the same radius when applying translation\r\n this._tempPosition.normalize().scaleInPlace(this.center.length());\r\n }\r\n // Set center which will call _setOrientation\r\n this.center = this._tempPosition;\r\n }\r\n\r\n /**\r\n * This rotation keeps the camera oriented towards the globe as it orbits around it. This is different from cameraCentricRotation which is when the camera rotates around its own axis\r\n */\r\n private _applyGeocentricRotation(): void {\r\n const rotationDeltaCurrentFrame = this.movement.rotationDeltaCurrentFrame;\r\n if (rotationDeltaCurrentFrame.x !== 0 || rotationDeltaCurrentFrame.y !== 0) {\r\n const pitch = rotationDeltaCurrentFrame.x !== 0 ? Clamp(this._pitch + rotationDeltaCurrentFrame.x, 0, 0.5 * Math.PI - Epsilon) : this._pitch;\r\n const yaw = rotationDeltaCurrentFrame.y !== 0 ? this._yaw + rotationDeltaCurrentFrame.y : this._yaw;\r\n\r\n // TODO: If _geocentricRotationPt is not the center, this will need to be adjusted.\r\n this._setOrientation(yaw, pitch, this._radius, this._geocentricRotationPt);\r\n }\r\n }\r\n\r\n private _getCenterAndRadiusFromZoomToPoint(targetPoint: Vector3, distance: number, newCenter: Vector3): number {\r\n // Clamp new radius to limits\r\n const requestedRadius = this._radius - distance;\r\n const newRadius = Clamp(requestedRadius, this.limits.radiusMin, this.limits.radiusMax);\r\n const actualDistance = this._radius - newRadius;\r\n const actualRatio = actualDistance / this._radius;\r\n\r\n // Direction from current center to target point\r\n const directionToTarget = TmpVectors.Vector3[0];\r\n targetPoint.subtractToRef(this._center, directionToTarget);\r\n\r\n // Move center toward target by the ratio amount\r\n const centerOffset = TmpVectors.Vector3[1];\r\n directionToTarget.scaleToRef(actualRatio, centerOffset);\r\n\r\n // Calculate new center\r\n this._center.addToRef(centerOffset, newCenter);\r\n\r\n // Preserve center altitude (distance from planet origin)\r\n const currentCenterRadius = this._center.length();\r\n const newCenterRadius = newCenter.length();\r\n if (newCenterRadius > Epsilon) {\r\n newCenter.scaleInPlace(currentCenterRadius / newCenterRadius);\r\n }\r\n\r\n return newRadius;\r\n }\r\n\r\n /**\r\n * Apply zoom by moving the camera toward/away from a target point.\r\n */\r\n private _applyZoom() {\r\n const zoomDelta = this.movement.zoomDeltaCurrentFrame;\r\n const pickedPoint = this.movement.computedPerFrameZoomPickPoint;\r\n\r\n if (pickedPoint) {\r\n // Zoom toward the picked point under cursor\r\n this._zoomToPoint(pickedPoint, zoomDelta);\r\n } else {\r\n // Zoom along lookAt vector (fallback when no surface under cursor)\r\n this._zoomAlongLookAt(zoomDelta);\r\n }\r\n }\r\n\r\n private _zoomToPoint(targetPoint: Vector3, distance: number) {\r\n const newRadius = this._getCenterAndRadiusFromZoomToPoint(targetPoint, distance, this._tempCenter);\r\n // Apply the new orientation\r\n this._setOrientation(this._yaw, this._pitch, newRadius, this._tempCenter);\r\n }\r\n\r\n private _zoomAlongLookAt(distance: number) {\r\n // Clamp radius to limits\r\n const requestedRadius = this._radius - distance;\r\n const newRadius = Clamp(requestedRadius, this.limits.radiusMin, this.limits.radiusMax);\r\n\r\n // Simply change radius without moving center\r\n this._setOrientation(this._yaw, this._pitch, newRadius, this._center);\r\n }\r\n\r\n override _checkInputs(): void {\r\n this.inputs.checkInputs();\r\n\r\n // Let movement class handle all per-frame logic\r\n this.movement.computeCurrentFrameDeltas();\r\n\r\n let recalculateCenter = false;\r\n if (this.movement.panDeltaCurrentFrame.lengthSquared() > 0) {\r\n this._applyGeocentricTranslation();\r\n recalculateCenter = true;\r\n }\r\n if (this.movement.rotationDeltaCurrentFrame.lengthSquared() > 0) {\r\n this._applyGeocentricRotation();\r\n }\r\n\r\n if (Math.abs(this.movement.zoomDeltaCurrentFrame) > Epsilon) {\r\n this._applyZoom();\r\n recalculateCenter = true;\r\n }\r\n\r\n // After a movement impacting center or radius, recalculate the center point to ensure it's still on the surface.\r\n recalculateCenter && this._recalculateCenter();\r\n\r\n super._checkInputs();\r\n }\r\n\r\n private _recalculateCenter() {\r\n // Wait until dragging is complete to avoid wasted raycasting\r\n if (!this.movement.isDragging) {\r\n const newCenter = this.movement.pickAlongVector(this._lookAtVector);\r\n if (newCenter?.pickedPoint) {\r\n // Direction from new center to origin\r\n const centerToOrigin = TmpVectors.Vector3[4];\r\n centerToOrigin.copyFrom(newCenter.pickedPoint).negateInPlace().normalize();\r\n\r\n // Check if this direction aligns with camera's lookAt vector\r\n const dotProduct = Vector3.Dot(this._lookAtVector, centerToOrigin);\r\n\r\n // Only update if the center is looking toward the origin (dot product > 0) to avoid a center on the opposite side of globe\r\n if (dotProduct > 0) {\r\n const newRadius = Vector3.Distance(this.position, newCenter.pickedPoint);\r\n this._setOrientation(this._yaw, this._pitch, newRadius, newCenter.pickedPoint);\r\n }\r\n }\r\n }\r\n }\r\n override attachControl(noPreventDefault?: boolean): void {\r\n this.inputs.attachElement(noPreventDefault);\r\n }\r\n\r\n override detachControl(): void {\r\n this.inputs.detachElement();\r\n }\r\n}\r\n"]}
1
+ 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{ GeospatialCameraInputsManager } from \"./geospatialCameraInputsManager\";\r\nimport { Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport { Camera } from \"./camera\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { MeshPredicate } from \"../Culling/ray.core\";\r\nimport type { DeepImmutable } from \"../types\";\r\nimport { GeospatialLimits } from \"./Limits/geospatialLimits\";\r\nimport { ClampCenterFromPolesInPlace, ComputeLocalBasisToRefs, GeospatialCameraMovement } from \"./geospatialCameraMovement\";\r\nimport type { IVector3Like } from \"../Maths/math.like\";\r\nimport { Vector3CopyToRef, Vector3Distance, Vector3Dot } from \"../Maths/math.vector.functions\";\r\nimport { Clamp, NormalizeRadians } from \"../Maths/math.scalar.functions\";\r\nimport type { AllowedAnimValue } from \"../Behaviors/Cameras/interpolatingBehavior\";\r\nimport { InterpolatingBehavior } from \"../Behaviors/Cameras/interpolatingBehavior\";\r\nimport type { EasingFunction } from \"../Animations/easing\";\r\nimport type { Animation } from \"../Animations/animation\";\r\n\r\ntype CameraOptions = {\r\n planetRadius: number; // Radius of the planet\r\n};\r\n\r\n/**\r\n * @experimental\r\n * This camera's movements are limited to a camera orbiting a globe, and as the API evolves it will introduce conversions between cartesian coordinates and true lat/long/alt\r\n *\r\n * Please note this is marked as experimental and the API (including the constructor!) will change until we remove that flag\r\n */\r\nexport class GeospatialCamera extends Camera {\r\n override inputs: GeospatialCameraInputsManager;\r\n\r\n /** If supplied, will be used when picking the globe */\r\n public pickPredicate?: MeshPredicate;\r\n\r\n /** Movement controller that turns input pixelDeltas into currentFrameDeltas used by camera*/\r\n public readonly movement: GeospatialCameraMovement;\r\n\r\n // Temp vars\r\n private _tempPosition: Vector3 = new Vector3();\r\n private _tempCenter: Vector3 = new Vector3();\r\n\r\n private _viewMatrix = new Matrix();\r\n private _isViewMatrixDirty: boolean;\r\n private _lookAtVector: Vector3 = new Vector3();\r\n\r\n /** Behavior used for smooth flying animations */\r\n private _flyingBehavior: InterpolatingBehavior<GeospatialCamera>;\r\n private _flyToTargets: Map<keyof GeospatialCamera, AllowedAnimValue> = new Map();\r\n\r\n constructor(name: string, scene: Scene, options: CameraOptions, pickPredicate?: MeshPredicate) {\r\n super(name, new Vector3(), scene);\r\n\r\n this._limits = new GeospatialLimits(options.planetRadius);\r\n this._resetToDefault(this._limits);\r\n\r\n this._flyingBehavior = new InterpolatingBehavior();\r\n this.addBehavior(this._flyingBehavior);\r\n\r\n this.movement = new GeospatialCameraMovement(scene, this._limits, this.position, this.center, this._lookAtVector, pickPredicate, this._flyingBehavior);\r\n\r\n this.pickPredicate = pickPredicate;\r\n this.inputs = new GeospatialCameraInputsManager(this);\r\n this.inputs.addMouse().addMouseWheel().addKeyboard();\r\n }\r\n\r\n private _center: Vector3 = new Vector3();\r\n /** The point on the globe that we are anchoring around. If no alternate rotation point is supplied, this will represent the center of screen*/\r\n public get center(): Vector3 {\r\n return this._center;\r\n }\r\n\r\n /**\r\n * Sets the camera position to orbit around a new center point\r\n * @param center The world position (ECEF) to orbit around\r\n */\r\n public set center(center: IVector3Like) {\r\n this._center.copyFromFloats(center.x, center.y, center.z);\r\n this._setOrientation(this._yaw, this._pitch, this._radius, this._center);\r\n }\r\n\r\n private _yaw: number = 0;\r\n /**\r\n * Gets the camera's yaw (rotation around the geocentric normal) in radians\r\n */\r\n public get yaw(): number {\r\n return this._yaw;\r\n }\r\n\r\n /**\r\n * Sets the camera's yaw (rotation around the geocentric normal). Will wrap value to [-π, π)\r\n * @param yaw The desired yaw angle in radians (0 = north, π/2 = east)\r\n */\r\n public set yaw(yaw: number) {\r\n yaw !== this._yaw && this._setOrientation(yaw, this.pitch, this.radius, this.center);\r\n }\r\n\r\n private _pitch: number = 0;\r\n\r\n /**\r\n * Gets the camera's pitch (angle from looking straight at globe)\r\n * Pitch is measured from looking straight down at planet center:\r\n * - zero pitch = looking straight at planet center (down)\r\n * - positive pitch = tilting up away from planet\r\n * - π/2 pitch = looking at horizon (perpendicular to geocentric normal)\r\n */\r\n public get pitch(): number {\r\n return this._pitch;\r\n }\r\n\r\n /**\r\n * Sets the camera's pitch (angle from looking straight at globe). Will wrap value to [-π, π)\r\n * @param pitch The desired pitch angle in radians (0 = looking at planet center, π/2 = looking at horizon)\r\n */\r\n public set pitch(pitch: number) {\r\n pitch !== this._pitch && this._setOrientation(this.yaw, pitch, this.radius, this.center);\r\n }\r\n\r\n private _radius: number = 0;\r\n public get radius(): number {\r\n return this._radius;\r\n }\r\n\r\n /**\r\n * Sets the camera's distance from the current center point\r\n * @param radius The desired radius\r\n */\r\n public set radius(radius: number) {\r\n radius !== this._radius && this._setOrientation(this.yaw, this.pitch, radius, this.center);\r\n }\r\n\r\n protected _checkLimits() {\r\n const limits = this.limits;\r\n this._yaw = Clamp(this._yaw, limits.yawMin, limits.yawMax);\r\n this._pitch = Clamp(this._pitch, limits.pitchMin, limits.pitchMax);\r\n this._radius = Clamp(this._radius, limits.radiusMin, limits.radiusMax);\r\n ClampCenterFromPolesInPlace(this._center);\r\n }\r\n\r\n private _tempVect = new Vector3();\r\n private _tempEast = new Vector3();\r\n private _tempNorth = new Vector3();\r\n private _tempUp = new Vector3();\r\n\r\n private _setOrientation(yaw: number, pitch: number, radius: number, center: DeepImmutable<IVector3Like>): void {\r\n // Wrap yaw and pitch to [-π, π)\r\n this._yaw = NormalizeRadians(yaw);\r\n this._pitch = NormalizeRadians(pitch);\r\n this._radius = radius;\r\n\r\n Vector3CopyToRef(center, this._center);\r\n\r\n // Clamp to limits\r\n this._checkLimits();\r\n\r\n // Refresh local basis at center (treat these as read-only for the whole call)\r\n ComputeLocalBasisToRefs(this._center, this._tempEast, this._tempNorth, this._tempUp);\r\n\r\n // Trig\r\n const yawScale = this._scene.useRightHandedSystem ? 1 : -1;\r\n const cosYaw = Math.cos(this._yaw * yawScale);\r\n const sinYaw = Math.sin(this._yaw * yawScale);\r\n const sinPitch = Math.sin(this._pitch); // horizontal weight\r\n const cosPitch = Math.cos(this._pitch); // vertical weight (toward center)\r\n\r\n // Temps\r\n const horiz = TmpVectors.Vector3[0];\r\n const t1 = TmpVectors.Vector3[1];\r\n const t2 = TmpVectors.Vector3[2];\r\n const right = TmpVectors.Vector3[3];\r\n\r\n // horizontalDirection = North*cosYaw + East*sinYaw (avoids mutating _temp basis vectors)\r\n horiz.copyFrom(this._tempNorth).scaleInPlace(cosYaw).addInPlace(t1.copyFrom(this._tempEast).scaleInPlace(sinYaw));\r\n\r\n // look = horiz*sinPitch - Up*cosPitch\r\n this._lookAtVector.copyFrom(horiz).scaleInPlace(sinPitch).addInPlace(t2.copyFrom(this._tempUp).scaleInPlace(-cosPitch)).normalize(); // keep it unit\r\n\r\n // Build an orthonormal up aligned with geocentric Up\r\n // right = normalize(cross(upRef, look))\r\n Vector3.CrossToRef(this._tempUp, this._lookAtVector, right);\r\n\r\n // up = normalize(cross(look, right))\r\n Vector3.CrossToRef(this._lookAtVector, right, this.upVector);\r\n\r\n // Position = center - look * radius (preserve unit look)\r\n this._tempVect.copyFrom(this._lookAtVector).scaleInPlace(-this._radius);\r\n this._tempPosition.copyFrom(this._center).addInPlace(this._tempVect);\r\n\r\n this._position.copyFrom(this._tempPosition);\r\n\r\n this._isViewMatrixDirty = true;\r\n }\r\n\r\n /**\r\n * If camera is actively in flight, will update the target properties and use up the remaining duration from original flyTo call\r\n *\r\n * To start a new flyTo curve entirely, call into flyToAsync again (it will stop the inflight animation)\r\n * @param targetYaw\r\n * @param targetPitch\r\n * @param targetRadius\r\n * @param targetCenter\r\n */\r\n public updateFlyToDestination(targetYaw?: number, targetPitch?: number, targetRadius?: number, targetCenter?: Vector3): void {\r\n this._flyToTargets.clear();\r\n\r\n // For yaw, use shortest path to target.\r\n const deltaYaw = targetYaw !== undefined ? NormalizeRadians(NormalizeRadians(targetYaw) - this._yaw) : 0;\r\n this._flyToTargets.set(\"yaw\", deltaYaw === 0 ? undefined : this._yaw + deltaYaw);\r\n this._flyToTargets.set(\"pitch\", targetPitch != undefined ? NormalizeRadians(targetPitch) : undefined);\r\n this._flyToTargets.set(\"radius\", targetRadius);\r\n this._flyToTargets.set(\"center\", targetCenter);\r\n\r\n this._flyingBehavior.updateProperties(this._flyToTargets);\r\n }\r\n\r\n /**\r\n * Animate camera towards passed in property values. If undefined, will use current value\r\n * @param targetYaw\r\n * @param targetPitch\r\n * @param targetRadius\r\n * @param targetCenter\r\n * @param flightDurationMs\r\n * @param easingFunction\r\n * @param centerHopScale If supplied, will define the parabolic hop height scale for center animation to create a \"bounce\" effect\r\n * @returns Promise that will return when the animation is complete (or interuppted by pointer input)\r\n */\r\n public async flyToAsync(\r\n targetYaw?: number,\r\n targetPitch?: number,\r\n targetRadius?: number,\r\n targetCenter?: Vector3,\r\n flightDurationMs: number = 1000,\r\n easingFunction?: EasingFunction,\r\n centerHopScale?: number\r\n ): Promise<void> {\r\n this._flyToTargets.clear();\r\n\r\n // For yaw, use shortest path to target.\r\n const deltaYaw = targetYaw !== undefined ? NormalizeRadians(NormalizeRadians(targetYaw) - this._yaw) : 0;\r\n this._flyToTargets.set(\"yaw\", deltaYaw === 0 ? undefined : this._yaw + deltaYaw);\r\n this._flyToTargets.set(\"pitch\", targetPitch !== undefined ? NormalizeRadians(targetPitch) : undefined);\r\n this._flyToTargets.set(\"radius\", targetRadius);\r\n this._flyToTargets.set(\"center\", targetCenter);\r\n\r\n let overrideAnimationFunction;\r\n if (targetCenter !== undefined && !targetCenter.equals(this.center)) {\r\n // Animate center directly with custom interpolation\r\n const start = this.center.clone();\r\n const end = targetCenter.clone();\r\n\r\n overrideAnimationFunction = (key: string, animation: Animation): void => {\r\n if (key === \"center\") {\r\n // Override the Vector3 interpolation to use SLERP + hop\r\n animation.vector3InterpolateFunction = (startValue, endValue, gradient) => {\r\n // gradient is the eased value (0 to 1) after easing function is applied\r\n\r\n // Slerp between start and end\r\n const newCenter = Vector3.SlerpToRef(start, end, gradient, this._tempCenter);\r\n\r\n // Apply parabolic hop if requested\r\n if (centerHopScale && centerHopScale > 0) {\r\n // Parabolic formula: peaks at t=0.5, returns to 0 at gradient=0 and gradient=1\r\n // if hopPeakT = .5 the denominator would be hopPeakT * hopPeakT - hopPeakT, which = -.25\r\n const hopPeakOffset = centerHopScale * Vector3Distance(start, end);\r\n const hopOffset = hopPeakOffset * Clamp((gradient * gradient - gradient) / -0.25);\r\n // Scale the center outward (away from origin)\r\n newCenter.scaleInPlace(1 + hopOffset / newCenter.length());\r\n }\r\n\r\n return newCenter;\r\n };\r\n }\r\n };\r\n }\r\n\r\n return await this._flyingBehavior.animatePropertiesAsync(this._flyToTargets, flightDurationMs, easingFunction, overrideAnimationFunction);\r\n }\r\n\r\n /**\r\n * Helper function to move camera towards a given point by radiusScale% of radius (by default 50%)\r\n * @param destination point to move towards\r\n * @param radiusScale value between 0 and 1, % of radius to move\r\n * @param durationMs duration of flight, default 1s\r\n * @param easingFn optional easing function for flight interpolation of properties\r\n * @param overshootRadiusScale optional scale to apply to the current radius to achieve a 'hop' animation\r\n */\r\n public async flyToPointAsync(destination: Vector3, radiusScale: number = 0.5, durationMs: number = 1000, easingFn?: EasingFunction, overshootRadiusScale?: number) {\r\n // Zoom to radiusScale% of radius towards the given destination point\r\n const zoomDistance = this.radius * radiusScale;\r\n const newRadius = this._getCenterAndRadiusFromZoomToPoint(destination, zoomDistance, this._tempCenter);\r\n await this.flyToAsync(undefined, undefined, newRadius, this._tempCenter, durationMs, easingFn, overshootRadiusScale);\r\n }\r\n\r\n private _limits: GeospatialLimits;\r\n public get limits(): GeospatialLimits {\r\n return this._limits;\r\n }\r\n\r\n private _resetToDefault(limits: GeospatialLimits): void {\r\n // Camera configuration vars\r\n const maxCameraRadius = limits.altitudeMax !== undefined ? limits.planetRadius + limits.altitudeMax : undefined;\r\n const restingAltitude = maxCameraRadius ?? limits.planetRadius * 4;\r\n this.position.copyFromFloats(restingAltitude, 0, 0);\r\n this._center.copyFromFloats(limits.planetRadius, 0, 0);\r\n this._radius = Vector3.Distance(this.position, this.center);\r\n\r\n // Temp vars\r\n this._tempPosition = new Vector3();\r\n\r\n // View matrix calculation vars\r\n this._viewMatrix = Matrix.Identity();\r\n this._center.subtractToRef(this._position, this._lookAtVector).normalize(); // Lookat vector of the camera\r\n this.upVector = Vector3.Up(); // Up vector of the camera (does work for -X look at)\r\n this._isViewMatrixDirty = true;\r\n\r\n this._setOrientation(this._yaw, this._pitch, this._radius, this._center);\r\n }\r\n\r\n /** @internal */\r\n override _getViewMatrix() {\r\n if (!this._isViewMatrixDirty) {\r\n return this._viewMatrix;\r\n }\r\n this._isViewMatrixDirty = false;\r\n\r\n // Ensure vectors are normalized\r\n this.upVector.normalize();\r\n this._lookAtVector.normalize();\r\n\r\n // Calculate view matrix with camera position and center\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(this.position, this._center, this.upVector, this._viewMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(this.position, this._center, this.upVector, this._viewMatrix);\r\n }\r\n\r\n return this._viewMatrix;\r\n }\r\n\r\n /** @internal */\r\n override _isSynchronizedViewMatrix(): boolean {\r\n if (!super._isSynchronizedViewMatrix() || this._isViewMatrixDirty) {\r\n return false;\r\n }\r\n return true;\r\n }\r\n\r\n private _applyGeocentricTranslation() {\r\n // Store pending position (without any corrections applied)\r\n this.center.addToRef(this.movement.panDeltaCurrentFrame, this._tempPosition);\r\n\r\n if (!this.movement.isInterpolating) {\r\n // Calculate the position correction to keep camera at the same radius when applying translation\r\n this._tempPosition.normalize().scaleInPlace(this.center.length());\r\n }\r\n // Set center which will call _setOrientation\r\n this.center = this._tempPosition;\r\n }\r\n\r\n /**\r\n * This rotation keeps the camera oriented towards the globe as it orbits around it. This is different from cameraCentricRotation which is when the camera rotates around its own axis\r\n */\r\n private _applyGeocentricRotation(): void {\r\n const rotationDeltaCurrentFrame = this.movement.rotationDeltaCurrentFrame;\r\n if (rotationDeltaCurrentFrame.x !== 0 || rotationDeltaCurrentFrame.y !== 0) {\r\n const pitch = rotationDeltaCurrentFrame.x !== 0 ? Clamp(this._pitch + rotationDeltaCurrentFrame.x, 0, 0.5 * Math.PI - Epsilon) : this._pitch;\r\n const yaw = rotationDeltaCurrentFrame.y !== 0 ? this._yaw + rotationDeltaCurrentFrame.y : this._yaw;\r\n\r\n this._setOrientation(yaw, pitch, this._radius, this._center);\r\n }\r\n }\r\n\r\n private _getCenterAndRadiusFromZoomToPoint(targetPoint: Vector3, distance: number, newCenter: Vector3): number {\r\n // Clamp new radius to limits\r\n const requestedRadius = this._radius - distance;\r\n const newRadius = Clamp(requestedRadius, this.limits.radiusMin, this.limits.radiusMax);\r\n const actualDistance = this._radius - newRadius;\r\n const actualRatio = actualDistance / this._radius;\r\n\r\n // Direction from current center to target point\r\n const directionToTarget = TmpVectors.Vector3[0];\r\n targetPoint.subtractToRef(this._center, directionToTarget);\r\n\r\n // Move center toward target by the ratio amount\r\n const centerOffset = TmpVectors.Vector3[1];\r\n directionToTarget.scaleToRef(actualRatio, centerOffset);\r\n\r\n // Calculate new center\r\n this._center.addToRef(centerOffset, newCenter);\r\n\r\n // Preserve center altitude (distance from planet origin)\r\n const currentCenterRadius = this._center.length();\r\n const newCenterRadius = newCenter.length();\r\n if (newCenterRadius > Epsilon) {\r\n newCenter.scaleInPlace(currentCenterRadius / newCenterRadius);\r\n }\r\n\r\n return newRadius;\r\n }\r\n\r\n /**\r\n * Apply zoom by moving the camera toward/away from a target point.\r\n */\r\n private _applyZoom() {\r\n const zoomDelta = this.movement.zoomDeltaCurrentFrame;\r\n const pickedPoint = this.movement.computedPerFrameZoomPickPoint;\r\n\r\n if (pickedPoint) {\r\n // Zoom toward the picked point under cursor\r\n this._zoomToPoint(pickedPoint, zoomDelta);\r\n } else {\r\n // Zoom along lookAt vector (fallback when no surface under cursor)\r\n this._zoomAlongLookAt(zoomDelta);\r\n }\r\n }\r\n\r\n private _zoomToPoint(targetPoint: Vector3, distance: number) {\r\n const newRadius = this._getCenterAndRadiusFromZoomToPoint(targetPoint, distance, this._tempCenter);\r\n // Apply the new orientation\r\n this._setOrientation(this._yaw, this._pitch, newRadius, this._tempCenter);\r\n }\r\n\r\n private _zoomAlongLookAt(distance: number) {\r\n // Clamp radius to limits\r\n const requestedRadius = this._radius - distance;\r\n const newRadius = Clamp(requestedRadius, this.limits.radiusMin, this.limits.radiusMax);\r\n\r\n // Simply change radius without moving center\r\n this._setOrientation(this._yaw, this._pitch, newRadius, this._center);\r\n }\r\n\r\n override _checkInputs(): void {\r\n this.inputs.checkInputs();\r\n\r\n // Let movement class handle all per-frame logic\r\n this.movement.computeCurrentFrameDeltas();\r\n\r\n let isCenterMoving = false;\r\n if (this.movement.panDeltaCurrentFrame.lengthSquared() > 0) {\r\n this._applyGeocentricTranslation();\r\n // After a drag, recalculate the center point to ensure it's still on the surface.\r\n isCenterMoving = true;\r\n }\r\n if (this.movement.rotationDeltaCurrentFrame.lengthSquared() > 0) {\r\n this._applyGeocentricRotation();\r\n }\r\n\r\n if (Math.abs(this.movement.zoomDeltaCurrentFrame) > Epsilon) {\r\n this._applyZoom();\r\n isCenterMoving = true;\r\n }\r\n\r\n // After a movement impacting center or radius, recalculate the center point to ensure it's still on the surface.\r\n this._recalculateCenter(isCenterMoving);\r\n\r\n super._checkInputs();\r\n }\r\n\r\n private _wasCenterMovingLastFrame = false;\r\n\r\n private _recalculateCenter(isCenterMoving: boolean) {\r\n const shouldRecalculateCenterAfterMove = this._wasCenterMovingLastFrame && !isCenterMoving;\r\n this._wasCenterMovingLastFrame = isCenterMoving;\r\n\r\n // Wait until movement impacting center is complete to avoid wasted raycasting\r\n if (shouldRecalculateCenterAfterMove) {\r\n const newCenter = this.movement.pickAlongVector(this._lookAtVector);\r\n if (newCenter?.pickedPoint) {\r\n // Direction from new center to origin\r\n const centerToOrigin = TmpVectors.Vector3[4];\r\n centerToOrigin.copyFrom(newCenter.pickedPoint).negateInPlace().normalize();\r\n\r\n // Check if this direction aligns with camera's lookAt vector\r\n const dotProduct = Vector3Dot(this._lookAtVector, centerToOrigin);\r\n\r\n // Only update if the center is looking toward the origin (dot product > 0) to avoid a center on the opposite side of globe\r\n if (dotProduct > 0) {\r\n const newRadius = Vector3Distance(this.position, newCenter.pickedPoint);\r\n this._setOrientation(this._yaw, this._pitch, newRadius, newCenter.pickedPoint);\r\n }\r\n }\r\n }\r\n }\r\n\r\n override attachControl(noPreventDefault?: boolean): void {\r\n this.inputs.attachElement(noPreventDefault);\r\n }\r\n\r\n override detachControl(): void {\r\n this.inputs.detachElement();\r\n }\r\n}\r\n"]}
@@ -31,11 +31,6 @@ export declare class GeospatialCameraMovement extends CameraMovement {
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  /** World-space picked point under cursor for zoom-to-cursor behavior (may be undefined) */
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  computedPerFrameZoomPickPoint?: Vector3;
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  zoomToCursor: boolean;
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- /**
35
- * Enables rotation around a specific point, instead of default rotation around center
36
- * @internal
37
- */
38
- alternateRotationPt?: Vector3;
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34
  private _tempPickingRay;
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35
  private _storedZoomPickDistance;
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36
  private _hitPointRadius?;
@@ -1 +1 @@
1
- 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{ CameraMovement } from \"./cameraMovement\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport type { GeospatialLimits } from \"./Limits/geospatialLimits\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport type { MeshPredicate } from \"../Culling/ray.core\";\r\nimport { Plane } from \"../Maths/math.plane\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector3Distance } from \"../Maths/math.vector.functions\";\r\nimport { Clamp } from \"../Maths/math.scalar.functions\";\r\nimport type { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { InterpolatingBehavior } from \"../Behaviors/Cameras/interpolatingBehavior\";\r\nimport type { GeospatialCamera } from \"./geospatialCamera\";\r\n\r\n/**\r\n * @experimental\r\n * This class is subject to change as the geospatial camera evolves.\r\n *\r\n * Geospatial-specific camera movement system that extends the base movement with\r\n * raycasting and altitude-aware zoom constraints.\r\n *\r\n * This class encapsulates geospatial camera movement logic:\r\n * - Dragging in a way which keeps cursor anchored to globe\r\n * - Latitude-based pan speed dampening\r\n * - Zoom speed scaling based on distance to center\r\n * - Raycasting to determine zoom constraints based on terrain/globe\r\n * - Altitude-based zoom clamping\r\n * - Zoom direction calculation (towards cursor vs along look vector)\r\n */\r\nexport class GeospatialCameraMovement extends CameraMovement {\r\n /** Predicate function to determine which meshes to pick against (e.g., globe mesh) */\r\n public pickPredicate?: MeshPredicate;\r\n\r\n /** World-space picked point under cursor for zoom-to-cursor behavior (may be undefined) */\r\n public computedPerFrameZoomPickPoint?: Vector3;\r\n\r\n public zoomToCursor: boolean = true;\r\n\r\n /**\r\n * Enables rotation around a specific point, instead of default rotation around center\r\n * @internal\r\n */\r\n public alternateRotationPt?: Vector3;\r\n\r\n private _tempPickingRay: Ray;\r\n private _storedZoomPickDistance: number | undefined;\r\n\r\n private _hitPointRadius?: number = undefined;\r\n private _dragPlane: Plane = new Plane(0, 0, 0, 0);\r\n private _dragPlaneNormal: Vector3 = Vector3.Zero();\r\n private _dragPlaneOriginPointEcef: Vector3 = Vector3.Zero();\r\n private _dragPlaneHitPointLocal: Vector3 = Vector3.Zero();\r\n private _previousDragPlaneHitPointLocal: Vector3 = Vector3.Zero();\r\n\r\n constructor(\r\n scene: Scene,\r\n public limits: GeospatialLimits,\r\n cameraPosition: Vector3,\r\n private _cameraCenter: Vector3,\r\n private _cameraLookAt: Vector3,\r\n pickPredicate?: MeshPredicate,\r\n behavior?: InterpolatingBehavior<GeospatialCamera>\r\n ) {\r\n super(scene, cameraPosition, behavior);\r\n this.pickPredicate = pickPredicate;\r\n this._tempPickingRay = new Ray(this._cameraPosition, this._cameraLookAt);\r\n this.panInertia = 0;\r\n this.rotationInertia = 0;\r\n this.rotationXSpeed = Math.PI / 500; // Move 1/500th of a half circle per pixel\r\n this.rotationYSpeed = Math.PI / 500; // Move 1/500th of a half circle per pixel\r\n }\r\n\r\n public startDrag(pointerX: number, pointerY: number) {\r\n const pickResult = this._scene.pick(pointerX, pointerY, this.pickPredicate);\r\n if (pickResult.pickedPoint && pickResult.ray) {\r\n // Store radius from earth center to pickedPoint, used when calculating drag plane\r\n this._hitPointRadius = pickResult.pickedPoint.length();\r\n\r\n this._recalculateDragPlaneHitPoint(this._hitPointRadius, pickResult.ray, TmpVectors.Matrix[0]);\r\n this._previousDragPlaneHitPointLocal.copyFrom(this._dragPlaneHitPointLocal);\r\n } else {\r\n this._hitPointRadius = undefined; // can't drag without a hit on the globe\r\n }\r\n }\r\n\r\n public stopDrag() {\r\n this._hitPointRadius = undefined;\r\n }\r\n\r\n /**\r\n * The previous drag plane hit point in local space is stored to compute the movement delta.\r\n * As the drag movement occurs, we will continuously recalculate this point. The delta between the previous and current hit points is the delta we will apply to the camera's localtranslation\r\n * @param hitPointRadius The distance between the world origin (center of globe) and the initial drag hit point\r\n * @param ray The ray from the camera to the new cursor location\r\n * @param localToEcefResult The matrix to convert from local to ECEF space\r\n */\r\n private _recalculateDragPlaneHitPoint(hitPointRadius: number, ray: Ray, localToEcefResult: Matrix): void {\r\n // Use the camera's geocentric normal to find the dragPlaneOriginPoint which lives at hitPointRadius along the camera's geocentric normal\r\n this._cameraPosition.normalizeToRef(this._dragPlaneNormal);\r\n this._dragPlaneNormal.scaleToRef(hitPointRadius, this._dragPlaneOriginPointEcef);\r\n\r\n // The dragPlaneOffsetVector will later be recalculated when drag occurs, and the delta between the offset vectors will be applied to localTranslation\r\n ComputeLocalBasisToRefs(this._dragPlaneOriginPointEcef, TmpVectors.Vector3[0], TmpVectors.Vector3[1], TmpVectors.Vector3[2]);\r\n const localToEcef = Matrix.FromXYZAxesToRef(TmpVectors.Vector3[0], TmpVectors.Vector3[1], TmpVectors.Vector3[2], localToEcefResult);\r\n localToEcef.setTranslationFromFloats(this._dragPlaneOriginPointEcef.x, this._dragPlaneOriginPointEcef.y, this._dragPlaneOriginPointEcef.z);\r\n const ecefToLocal = localToEcef.invertToRef(TmpVectors.Matrix[1]);\r\n\r\n // Now create a plane at that point, perpendicular to the camera's geocentric normal\r\n Plane.FromPositionAndNormalToRef(this._dragPlaneOriginPointEcef, this._dragPlaneNormal, this._dragPlane);\r\n\r\n // Lastly, find the _dragPlaneHitPoint where the ray intersects the _dragPlane.\r\n if (IntersectRayWithPlaneToRef(ray, this._dragPlane, this._dragPlaneHitPointLocal)) {\r\n // If hit, convert the drag plane hit point into the local space.\r\n Vector3.TransformCoordinatesToRef(this._dragPlaneHitPointLocal, ecefToLocal, this._dragPlaneHitPointLocal);\r\n }\r\n }\r\n\r\n public handleDrag(pointerX: number, pointerY: number) {\r\n if (this._hitPointRadius) {\r\n const pickResult = this._scene.pick(pointerX, pointerY);\r\n if (pickResult.ray) {\r\n const localToEcef = TmpVectors.Matrix[0];\r\n this._recalculateDragPlaneHitPoint(this._hitPointRadius, pickResult.ray, localToEcef);\r\n\r\n const delta = this._dragPlaneHitPointLocal.subtractToRef(this._previousDragPlaneHitPointLocal, TmpVectors.Vector3[6]);\r\n this._previousDragPlaneHitPointLocal.copyFrom(this._dragPlaneHitPointLocal);\r\n\r\n Vector3.TransformNormalToRef(delta, localToEcef, delta);\r\n this._dragPlaneOriginPointEcef.addInPlace(delta);\r\n\r\n this.panAccumulatedPixels.subtractInPlace(delta);\r\n }\r\n }\r\n }\r\n\r\n /** @override */\r\n public override computeCurrentFrameDeltas(): void {\r\n const cameraCenter = this._cameraCenter;\r\n\r\n // Slows down panning near the poles\r\n if (this.panAccumulatedPixels.lengthSquared() > Epsilon) {\r\n const centerRadius = cameraCenter.length(); // distance from planet origin to camera center\r\n const currentRadius = this._cameraPosition.length();\r\n // Dampen the pan speed based on latitude (slower near poles)\r\n const sineOfSphericalLat = centerRadius === 0 ? 0 : cameraCenter.z / centerRadius;\r\n const cosOfSphericalLat = Math.sqrt(1 - Math.min(1, sineOfSphericalLat * sineOfSphericalLat));\r\n const latitudeDampening = Math.sqrt(Math.abs(cosOfSphericalLat)); // sqrt here reduces effect near equator\r\n\r\n // Reduce the dampening effect near surface (so that at ground level, pan speed is not affected by latitude)\r\n const height = Math.max(currentRadius - centerRadius, Epsilon);\r\n const latitudeDampeningScale = Math.max(1, centerRadius / height);\r\n\r\n this._panSpeedMultiplier = Clamp(latitudeDampeningScale * latitudeDampening, 0, 1);\r\n } else {\r\n this._panSpeedMultiplier = 1;\r\n }\r\n\r\n // If a pan drag is occurring, stop zooming.\r\n if (this.isDragging) {\r\n this._zoomSpeedMultiplier = 0;\r\n this._zoomVelocity = 0;\r\n } else {\r\n // Scales zoom movement speed based on camera distance to origin (so long as no active pan is occurring)\r\n this._zoomSpeedMultiplier = Vector3Distance(this._cameraPosition, cameraCenter) * 0.01;\r\n }\r\n\r\n // Before zero-ing out pixel deltas, capture if we have any active zoom in this frame (compared to zoom from inertia)\r\n const activeZoom = Math.abs(this.zoomAccumulatedPixels) > 0;\r\n super.computeCurrentFrameDeltas();\r\n\r\n this._handleZoom(activeZoom);\r\n }\r\n\r\n public get isDragging() {\r\n return this._hitPointRadius !== undefined;\r\n }\r\n\r\n private _handleZoom(activeZoom: boolean) {\r\n if (Math.abs(this.zoomDeltaCurrentFrame) > Epsilon) {\r\n let pickDistance: number | undefined;\r\n\r\n if (!activeZoom) {\r\n // During inertia, use the previously stored pick distance\r\n // TODO fix this to work with raycasting\r\n pickDistance = this._storedZoomPickDistance;\r\n } else {\r\n // Active zoom - pick and store the distance\r\n const pickResult = this._scene.pick(this._scene.pointerX, this._scene.pointerY, this.pickPredicate);\r\n\r\n if (pickResult.hit && pickResult.pickedPoint && pickResult.ray && this.zoomToCursor) {\r\n // Store both the zoom picked point and the pick distance for use during inertia\r\n pickDistance = pickResult.distance;\r\n this._storedZoomPickDistance = pickDistance;\r\n this.computedPerFrameZoomPickPoint = pickResult.pickedPoint;\r\n } else {\r\n // If no hit under cursor, zoom along lookVector instead\r\n const lookPickResult = this.pickAlongVector(this._cameraLookAt);\r\n pickDistance = lookPickResult?.distance;\r\n this._storedZoomPickDistance = pickDistance;\r\n this.computedPerFrameZoomPickPoint = undefined;\r\n }\r\n }\r\n\r\n // Clamp distance based on limits and update center\r\n this._clampZoomDistance(this.zoomDeltaCurrentFrame, pickDistance);\r\n }\r\n }\r\n\r\n private _clampZoomDistance(requestedDistance: number, pickResultDistance: number | undefined): number {\r\n // If pickResult is defined\r\n if (requestedDistance > 0) {\r\n if (pickResultDistance !== undefined) {\r\n // If there is a pick, allow movement up to pick - minAltitude\r\n if (pickResultDistance - this.limits.altitudeMin < 0) {\r\n this.zoomDeltaCurrentFrame = 0;\r\n }\r\n this.zoomDeltaCurrentFrame = Math.min(requestedDistance, pickResultDistance - this.limits.altitudeMin);\r\n } else {\r\n this.zoomDeltaCurrentFrame = requestedDistance;\r\n }\r\n }\r\n\r\n if (requestedDistance < 0) {\r\n const maxZoomOut = this.limits.radiusMax ? this.limits.radiusMax - this._cameraPosition.length() : Number.POSITIVE_INFINITY;\r\n this.zoomDeltaCurrentFrame = Math.max(requestedDistance, -maxZoomOut);\r\n }\r\n\r\n return this.zoomDeltaCurrentFrame;\r\n }\r\n\r\n public pickAlongVector(vector: Vector3): Nullable<PickingInfo> {\r\n this._tempPickingRay.origin.copyFrom(this._cameraPosition);\r\n this._tempPickingRay.direction.copyFrom(vector);\r\n return this._scene.pickWithRay(this._tempPickingRay, this.pickPredicate);\r\n }\r\n}\r\n\r\nexport function ClampCenterFromPolesInPlace(center: Vector3) {\r\n const sineOfSphericalLatitudeLimit = 0.998749218; // ~90 degrees\r\n const centerMagnitude = center.length(); // distance from planet origin\r\n if (centerMagnitude > Epsilon) {\r\n const sineSphericalLat = centerMagnitude === 0 ? 0 : center.z / centerMagnitude;\r\n if (Math.abs(sineSphericalLat) > sineOfSphericalLatitudeLimit) {\r\n // Clamp the spherical latitude (and derive longitude)\r\n const sineOfClampedSphericalLat = Clamp(sineSphericalLat, -sineOfSphericalLatitudeLimit, sineOfSphericalLatitudeLimit);\r\n const cosineOfClampedSphericalLat = Math.sqrt(1 - sineOfClampedSphericalLat * sineOfClampedSphericalLat);\r\n const longitude = Math.atan2(center.y, center.x);\r\n\r\n // Spherical to Cartesian\r\n const newX = centerMagnitude * Math.cos(longitude) * cosineOfClampedSphericalLat;\r\n const newY = centerMagnitude * Math.sin(longitude) * cosineOfClampedSphericalLat;\r\n const newZ = centerMagnitude * sineOfClampedSphericalLat;\r\n\r\n center.set(newX, newY, newZ);\r\n }\r\n }\r\n return center;\r\n}\r\n\r\nfunction IntersectRayWithPlaneToRef(ray: Ray, plane: Plane, ref: Vector3): boolean {\r\n // Distance along the ray to the plane; null if no hit\r\n const dist = ray.intersectsPlane(plane);\r\n\r\n if (dist !== null && dist >= 0) {\r\n ray.origin.addToRef(ray.direction.scaleToRef(dist, TmpVectors.Vector3[0]), ref);\r\n return true;\r\n }\r\n\r\n return false;\r\n}\r\n\r\n/**\r\n * Helper to build east/north/up basis vectors at a world position.\r\n * @internal\r\n */\r\nexport function ComputeLocalBasisToRefs(worldPos: Vector3, refEast: Vector3, refNorth: Vector3, refUp: Vector3) {\r\n // up = normalized position (geocentric normal)\r\n refUp.copyFrom(worldPos).normalize();\r\n\r\n // east = normalize(worldNorth × up)\r\n // (cross product of Earth rotation axis with up gives east except near poles)\r\n const worldNorth = Vector3.LeftHandedForwardReadOnly; // (0,0,1)\r\n Vector3.CrossToRef(worldNorth, refUp, refEast);\r\n\r\n // at poles, cross with worldRight instead\r\n if (refEast.lengthSquared() < Epsilon) {\r\n Vector3.CrossToRef(Vector3.Right(), refUp, refEast);\r\n }\r\n refEast.normalize();\r\n\r\n // north = up × east (completes right-handed basis)\r\n Vector3.CrossToRef(refUp, refEast, refNorth);\r\n refNorth.normalize();\r\n}\r\n"]}
1
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{ CameraMovement } from \"./cameraMovement\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport type { GeospatialLimits } from \"./Limits/geospatialLimits\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport type { MeshPredicate } from \"../Culling/ray.core\";\r\nimport { Plane } from \"../Maths/math.plane\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport type { Scene } from \"../scene\";\r\nimport { Vector3Distance } from \"../Maths/math.vector.functions\";\r\nimport { Clamp } from \"../Maths/math.scalar.functions\";\r\nimport type { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { InterpolatingBehavior } from \"../Behaviors/Cameras/interpolatingBehavior\";\r\nimport type { GeospatialCamera } from \"./geospatialCamera\";\r\n\r\n/**\r\n * @experimental\r\n * This class is subject to change as the geospatial camera evolves.\r\n *\r\n * Geospatial-specific camera movement system that extends the base movement with\r\n * raycasting and altitude-aware zoom constraints.\r\n *\r\n * This class encapsulates geospatial camera movement logic:\r\n * - Dragging in a way which keeps cursor anchored to globe\r\n * - Latitude-based pan speed dampening\r\n * - Zoom speed scaling based on distance to center\r\n * - Raycasting to determine zoom constraints based on terrain/globe\r\n * - Altitude-based zoom clamping\r\n * - Zoom direction calculation (towards cursor vs along look vector)\r\n */\r\nexport class GeospatialCameraMovement extends CameraMovement {\r\n /** Predicate function to determine which meshes to pick against (e.g., globe mesh) */\r\n public pickPredicate?: MeshPredicate;\r\n\r\n /** World-space picked point under cursor for zoom-to-cursor behavior (may be undefined) */\r\n public computedPerFrameZoomPickPoint?: Vector3;\r\n\r\n public zoomToCursor: boolean = true;\r\n\r\n private _tempPickingRay: Ray;\r\n private _storedZoomPickDistance: number | undefined;\r\n\r\n private _hitPointRadius?: number = undefined;\r\n private _dragPlane: Plane = new Plane(0, 0, 0, 0);\r\n private _dragPlaneNormal: Vector3 = Vector3.Zero();\r\n private _dragPlaneOriginPointEcef: Vector3 = Vector3.Zero();\r\n private _dragPlaneHitPointLocal: Vector3 = Vector3.Zero();\r\n private _previousDragPlaneHitPointLocal: Vector3 = Vector3.Zero();\r\n\r\n constructor(\r\n scene: Scene,\r\n public limits: GeospatialLimits,\r\n cameraPosition: Vector3,\r\n private _cameraCenter: Vector3,\r\n private _cameraLookAt: Vector3,\r\n pickPredicate?: MeshPredicate,\r\n behavior?: InterpolatingBehavior<GeospatialCamera>\r\n ) {\r\n super(scene, cameraPosition, behavior);\r\n this.pickPredicate = pickPredicate;\r\n this._tempPickingRay = new Ray(this._cameraPosition, this._cameraLookAt);\r\n this.panInertia = 0;\r\n this.rotationInertia = 0;\r\n this.rotationXSpeed = Math.PI / 500; // Move 1/500th of a half circle per pixel\r\n this.rotationYSpeed = Math.PI / 500; // Move 1/500th of a half circle per pixel\r\n }\r\n\r\n public startDrag(pointerX: number, pointerY: number) {\r\n const pickResult = this._scene.pick(pointerX, pointerY, this.pickPredicate);\r\n if (pickResult.pickedPoint && pickResult.ray) {\r\n // Store radius from earth center to pickedPoint, used when calculating drag plane\r\n this._hitPointRadius = pickResult.pickedPoint.length();\r\n\r\n this._recalculateDragPlaneHitPoint(this._hitPointRadius, pickResult.ray, TmpVectors.Matrix[0]);\r\n this._previousDragPlaneHitPointLocal.copyFrom(this._dragPlaneHitPointLocal);\r\n } else {\r\n this._hitPointRadius = undefined; // can't drag without a hit on the globe\r\n }\r\n }\r\n\r\n public stopDrag() {\r\n this._hitPointRadius = undefined;\r\n }\r\n\r\n /**\r\n * The previous drag plane hit point in local space is stored to compute the movement delta.\r\n * As the drag movement occurs, we will continuously recalculate this point. The delta between the previous and current hit points is the delta we will apply to the camera's localtranslation\r\n * @param hitPointRadius The distance between the world origin (center of globe) and the initial drag hit point\r\n * @param ray The ray from the camera to the new cursor location\r\n * @param localToEcefResult The matrix to convert from local to ECEF space\r\n */\r\n private _recalculateDragPlaneHitPoint(hitPointRadius: number, ray: Ray, localToEcefResult: Matrix): void {\r\n // Use the camera's geocentric normal to find the dragPlaneOriginPoint which lives at hitPointRadius along the camera's geocentric normal\r\n this._cameraPosition.normalizeToRef(this._dragPlaneNormal);\r\n this._dragPlaneNormal.scaleToRef(hitPointRadius, this._dragPlaneOriginPointEcef);\r\n\r\n // The dragPlaneOffsetVector will later be recalculated when drag occurs, and the delta between the offset vectors will be applied to localTranslation\r\n ComputeLocalBasisToRefs(this._dragPlaneOriginPointEcef, TmpVectors.Vector3[0], TmpVectors.Vector3[1], TmpVectors.Vector3[2]);\r\n const localToEcef = Matrix.FromXYZAxesToRef(TmpVectors.Vector3[0], TmpVectors.Vector3[1], TmpVectors.Vector3[2], localToEcefResult);\r\n localToEcef.setTranslationFromFloats(this._dragPlaneOriginPointEcef.x, this._dragPlaneOriginPointEcef.y, this._dragPlaneOriginPointEcef.z);\r\n const ecefToLocal = localToEcef.invertToRef(TmpVectors.Matrix[1]);\r\n\r\n // Now create a plane at that point, perpendicular to the camera's geocentric normal\r\n Plane.FromPositionAndNormalToRef(this._dragPlaneOriginPointEcef, this._dragPlaneNormal, this._dragPlane);\r\n\r\n // Lastly, find the _dragPlaneHitPoint where the ray intersects the _dragPlane.\r\n if (IntersectRayWithPlaneToRef(ray, this._dragPlane, this._dragPlaneHitPointLocal)) {\r\n // If hit, convert the drag plane hit point into the local space.\r\n Vector3.TransformCoordinatesToRef(this._dragPlaneHitPointLocal, ecefToLocal, this._dragPlaneHitPointLocal);\r\n }\r\n }\r\n\r\n public handleDrag(pointerX: number, pointerY: number) {\r\n if (this._hitPointRadius) {\r\n const pickResult = this._scene.pick(pointerX, pointerY);\r\n if (pickResult.ray) {\r\n const localToEcef = TmpVectors.Matrix[0];\r\n this._recalculateDragPlaneHitPoint(this._hitPointRadius, pickResult.ray, localToEcef);\r\n\r\n const delta = this._dragPlaneHitPointLocal.subtractToRef(this._previousDragPlaneHitPointLocal, TmpVectors.Vector3[6]);\r\n this._previousDragPlaneHitPointLocal.copyFrom(this._dragPlaneHitPointLocal);\r\n\r\n Vector3.TransformNormalToRef(delta, localToEcef, delta);\r\n this._dragPlaneOriginPointEcef.addInPlace(delta);\r\n\r\n this.panAccumulatedPixels.subtractInPlace(delta);\r\n }\r\n }\r\n }\r\n\r\n /** @override */\r\n public override computeCurrentFrameDeltas(): void {\r\n const cameraCenter = this._cameraCenter;\r\n\r\n // Slows down panning near the poles\r\n if (this.panAccumulatedPixels.lengthSquared() > Epsilon) {\r\n const centerRadius = cameraCenter.length(); // distance from planet origin to camera center\r\n const currentRadius = this._cameraPosition.length();\r\n // Dampen the pan speed based on latitude (slower near poles)\r\n const sineOfSphericalLat = centerRadius === 0 ? 0 : cameraCenter.z / centerRadius;\r\n const cosOfSphericalLat = Math.sqrt(1 - Math.min(1, sineOfSphericalLat * sineOfSphericalLat));\r\n const latitudeDampening = Math.sqrt(Math.abs(cosOfSphericalLat)); // sqrt here reduces effect near equator\r\n\r\n // Reduce the dampening effect near surface (so that at ground level, pan speed is not affected by latitude)\r\n const height = Math.max(currentRadius - centerRadius, Epsilon);\r\n const latitudeDampeningScale = Math.max(1, centerRadius / height);\r\n\r\n this._panSpeedMultiplier = Clamp(latitudeDampeningScale * latitudeDampening, 0, 1);\r\n } else {\r\n this._panSpeedMultiplier = 1;\r\n }\r\n\r\n // If a pan drag is occurring, stop zooming.\r\n if (this.isDragging) {\r\n this._zoomSpeedMultiplier = 0;\r\n this._zoomVelocity = 0;\r\n } else {\r\n // Scales zoom movement speed based on camera distance to origin (so long as no active pan is occurring)\r\n this._zoomSpeedMultiplier = Vector3Distance(this._cameraPosition, cameraCenter) * 0.01;\r\n }\r\n\r\n // Before zero-ing out pixel deltas, capture if we have any active zoom in this frame (compared to zoom from inertia)\r\n const activeZoom = Math.abs(this.zoomAccumulatedPixels) > 0;\r\n super.computeCurrentFrameDeltas();\r\n\r\n this._handleZoom(activeZoom);\r\n }\r\n\r\n public get isDragging() {\r\n return this._hitPointRadius !== undefined;\r\n }\r\n\r\n private _handleZoom(activeZoom: boolean) {\r\n if (Math.abs(this.zoomDeltaCurrentFrame) > Epsilon) {\r\n let pickDistance: number | undefined;\r\n\r\n if (!activeZoom) {\r\n // During inertia, use the previously stored pick distance\r\n // TODO fix this to work with raycasting\r\n pickDistance = this._storedZoomPickDistance;\r\n } else {\r\n // Active zoom - pick and store the distance\r\n const pickResult = this._scene.pick(this._scene.pointerX, this._scene.pointerY, this.pickPredicate);\r\n\r\n if (pickResult.hit && pickResult.pickedPoint && pickResult.ray && this.zoomToCursor) {\r\n // Store both the zoom picked point and the pick distance for use during inertia\r\n pickDistance = pickResult.distance;\r\n this._storedZoomPickDistance = pickDistance;\r\n this.computedPerFrameZoomPickPoint = pickResult.pickedPoint;\r\n } else {\r\n // If no hit under cursor, zoom along lookVector instead\r\n const lookPickResult = this.pickAlongVector(this._cameraLookAt);\r\n pickDistance = lookPickResult?.distance;\r\n this._storedZoomPickDistance = pickDistance;\r\n this.computedPerFrameZoomPickPoint = undefined;\r\n }\r\n }\r\n\r\n // Clamp distance based on limits and update center\r\n this._clampZoomDistance(this.zoomDeltaCurrentFrame, pickDistance);\r\n }\r\n }\r\n\r\n private _clampZoomDistance(requestedDistance: number, pickResultDistance: number | undefined): number {\r\n // If pickResult is defined\r\n if (requestedDistance > 0) {\r\n if (pickResultDistance !== undefined) {\r\n // If there is a pick, allow movement up to pick - minAltitude\r\n if (pickResultDistance - this.limits.altitudeMin < 0) {\r\n this.zoomDeltaCurrentFrame = 0;\r\n }\r\n this.zoomDeltaCurrentFrame = Math.min(requestedDistance, pickResultDistance - this.limits.altitudeMin);\r\n } else {\r\n this.zoomDeltaCurrentFrame = requestedDistance;\r\n }\r\n }\r\n\r\n if (requestedDistance < 0) {\r\n const maxZoomOut = this.limits.radiusMax ? this.limits.radiusMax - this._cameraPosition.length() : Number.POSITIVE_INFINITY;\r\n this.zoomDeltaCurrentFrame = Math.max(requestedDistance, -maxZoomOut);\r\n }\r\n\r\n return this.zoomDeltaCurrentFrame;\r\n }\r\n\r\n public pickAlongVector(vector: Vector3): Nullable<PickingInfo> {\r\n this._tempPickingRay.origin.copyFrom(this._cameraPosition);\r\n this._tempPickingRay.direction.copyFrom(vector);\r\n return this._scene.pickWithRay(this._tempPickingRay, this.pickPredicate);\r\n }\r\n}\r\n\r\nexport function ClampCenterFromPolesInPlace(center: Vector3) {\r\n const sineOfSphericalLatitudeLimit = 0.998749218; // ~90 degrees\r\n const centerMagnitude = center.length(); // distance from planet origin\r\n if (centerMagnitude > Epsilon) {\r\n const sineSphericalLat = centerMagnitude === 0 ? 0 : center.z / centerMagnitude;\r\n if (Math.abs(sineSphericalLat) > sineOfSphericalLatitudeLimit) {\r\n // Clamp the spherical latitude (and derive longitude)\r\n const sineOfClampedSphericalLat = Clamp(sineSphericalLat, -sineOfSphericalLatitudeLimit, sineOfSphericalLatitudeLimit);\r\n const cosineOfClampedSphericalLat = Math.sqrt(1 - sineOfClampedSphericalLat * sineOfClampedSphericalLat);\r\n const longitude = Math.atan2(center.y, center.x);\r\n\r\n // Spherical to Cartesian\r\n const newX = centerMagnitude * Math.cos(longitude) * cosineOfClampedSphericalLat;\r\n const newY = centerMagnitude * Math.sin(longitude) * cosineOfClampedSphericalLat;\r\n const newZ = centerMagnitude * sineOfClampedSphericalLat;\r\n\r\n center.set(newX, newY, newZ);\r\n }\r\n }\r\n return center;\r\n}\r\n\r\nfunction IntersectRayWithPlaneToRef(ray: Ray, plane: Plane, ref: Vector3): boolean {\r\n // Distance along the ray to the plane; null if no hit\r\n const dist = ray.intersectsPlane(plane);\r\n\r\n if (dist !== null && dist >= 0) {\r\n ray.origin.addToRef(ray.direction.scaleToRef(dist, TmpVectors.Vector3[0]), ref);\r\n return true;\r\n }\r\n\r\n return false;\r\n}\r\n\r\n/**\r\n * Helper to build east/north/up basis vectors at a world position.\r\n * @internal\r\n */\r\nexport function ComputeLocalBasisToRefs(worldPos: Vector3, refEast: Vector3, refNorth: Vector3, refUp: Vector3) {\r\n // up = normalized position (geocentric normal)\r\n refUp.copyFrom(worldPos).normalize();\r\n\r\n // east = normalize(worldNorth × up)\r\n // (cross product of Earth rotation axis with up gives east except near poles)\r\n const worldNorth = Vector3.LeftHandedForwardReadOnly; // (0,0,1)\r\n Vector3.CrossToRef(worldNorth, refUp, refEast);\r\n\r\n // at poles, cross with worldRight instead\r\n if (refEast.lengthSquared() < Epsilon) {\r\n Vector3.CrossToRef(Vector3.Right(), refUp, refEast);\r\n }\r\n refEast.normalize();\r\n\r\n // north = up × east (completes right-handed basis)\r\n Vector3.CrossToRef(refUp, refEast, refNorth);\r\n refNorth.normalize();\r\n}\r\n"]}
@@ -794,13 +794,13 @@ export class AbstractEngine {
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  */
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  // Not mixed with Version for tooling purpose.
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  static get NpmPackage() {
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- return "babylonjs@8.41.2";
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+ return "babylonjs@8.43.0";
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  }
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  /**
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  * Returns the current version of the framework
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  */
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  static get Version() {
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- return "8.41.2";
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+ return "8.43.0";
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  }
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  /**
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  * Gets the HTML canvas attached with the current webGL context