@onerjs/core 8.34.4 → 8.34.6

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Files changed (111) hide show
  1. package/Animations/animationGroup.d.ts +5 -0
  2. package/Animations/animationGroup.js +9 -0
  3. package/Animations/animationGroup.js.map +1 -1
  4. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +6 -10
  5. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
  6. package/Cameras/Inputs/geospatialCameraMouseWheelInput.js +1 -1
  7. package/Cameras/Inputs/geospatialCameraMouseWheelInput.js.map +1 -1
  8. package/Cameras/Limits/geospatialLimits.d.ts +4 -22
  9. package/Cameras/Limits/geospatialLimits.js +4 -36
  10. package/Cameras/Limits/geospatialLimits.js.map +1 -1
  11. package/Cameras/geospatialCamera.d.ts +15 -4
  12. package/Cameras/geospatialCamera.js +72 -16
  13. package/Cameras/geospatialCamera.js.map +1 -1
  14. package/Cameras/geospatialCameraMovement.d.ts +1 -3
  15. package/Cameras/geospatialCameraMovement.js +13 -49
  16. package/Cameras/geospatialCameraMovement.js.map +1 -1
  17. package/Collisions/collisionCoordinator.d.ts +2 -2
  18. package/Collisions/collisionCoordinator.js +1 -0
  19. package/Collisions/collisionCoordinator.js.map +1 -1
  20. package/Engines/Extensions/engine.debugging.d.ts +3 -5
  21. package/Engines/Extensions/engine.debugging.js +3 -4
  22. package/Engines/Extensions/engine.debugging.js.map +1 -1
  23. package/Engines/WebGPU/Extensions/engine.debugging.js +15 -65
  24. package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
  25. package/Engines/WebGPU/webgpuTextureManager.js +9 -9
  26. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  27. package/Engines/abstractEngine.d.ts +2 -0
  28. package/Engines/abstractEngine.js +2 -0
  29. package/Engines/abstractEngine.js.map +1 -1
  30. package/Engines/thinWebGPUEngine.d.ts +0 -2
  31. package/Engines/thinWebGPUEngine.js +0 -8
  32. package/Engines/thinWebGPUEngine.js.map +1 -1
  33. package/Engines/webgpuEngine.d.ts +1 -3
  34. package/Engines/webgpuEngine.js +4 -10
  35. package/Engines/webgpuEngine.js.map +1 -1
  36. package/FrameGraph/Passes/renderPass.js +4 -9
  37. package/FrameGraph/Passes/renderPass.js.map +1 -1
  38. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js +3 -0
  39. package/FrameGraph/Tasks/PostProcesses/postProcessTask.js.map +1 -1
  40. package/FrameGraph/Tasks/Rendering/geometryRendererTask.d.ts +1 -1
  41. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js +4 -1
  42. package/FrameGraph/Tasks/Rendering/geometryRendererTask.js.map +1 -1
  43. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +2 -1
  44. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +31 -7
  45. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  46. package/FrameGraph/frameGraph.js +2 -2
  47. package/FrameGraph/frameGraph.js.map +1 -1
  48. package/FrameGraph/frameGraphContext.d.ts +9 -0
  49. package/FrameGraph/frameGraphContext.js +13 -2
  50. package/FrameGraph/frameGraphContext.js.map +1 -1
  51. package/FrameGraph/frameGraphObjectList.js.map +1 -1
  52. package/FrameGraph/frameGraphRenderContext.d.ts +9 -8
  53. package/FrameGraph/frameGraphRenderContext.js +23 -20
  54. package/FrameGraph/frameGraphRenderContext.js.map +1 -1
  55. package/FrameGraph/frameGraphTask.d.ts +2 -0
  56. package/FrameGraph/frameGraphTask.js +14 -4
  57. package/FrameGraph/frameGraphTask.js.map +1 -1
  58. package/Lights/Shadows/cascadedShadowGenerator.js +4 -1
  59. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  60. package/Lights/Shadows/shadowGenerator.js +8 -3
  61. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  62. package/Lights/lightingVolume.js +11 -6
  63. package/Lights/lightingVolume.js.map +1 -1
  64. package/Materials/Node/Blocks/Input/inputBlock.js +3 -0
  65. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  66. package/Materials/Node/nodeMaterial.d.ts +1 -0
  67. package/Materials/Node/nodeMaterial.js +4 -0
  68. package/Materials/Node/nodeMaterial.js.map +1 -1
  69. package/Materials/Node/nodeMaterialBuildStateSharedData.d.ts +6 -0
  70. package/Materials/Node/nodeMaterialBuildStateSharedData.js +4 -0
  71. package/Materials/Node/nodeMaterialBuildStateSharedData.js.map +1 -1
  72. package/Materials/Textures/Loaders/iesTextureLoader.js +1 -1
  73. package/Materials/Textures/Loaders/iesTextureLoader.js.map +1 -1
  74. package/Materials/Textures/Procedurals/proceduralTexture.js +7 -2
  75. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  76. package/Materials/Textures/baseTexture.d.ts +5 -0
  77. package/Materials/Textures/baseTexture.js +9 -5
  78. package/Materials/Textures/baseTexture.js.map +1 -1
  79. package/Materials/Textures/internalTexture.d.ts +6 -4
  80. package/Materials/Textures/internalTexture.js +6 -4
  81. package/Materials/Textures/internalTexture.js.map +1 -1
  82. package/Materials/Textures/renderTargetTexture.js +2 -2
  83. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  84. package/Materials/Textures/textureSampler.d.ts +3 -3
  85. package/Materials/Textures/textureSampler.js.map +1 -1
  86. package/Materials/material.d.ts +5 -0
  87. package/Materials/material.js +8 -0
  88. package/Materials/material.js.map +1 -1
  89. package/Misc/minMaxReducer.js +2 -2
  90. package/Misc/minMaxReducer.js.map +1 -1
  91. package/Particles/IParticleSystem.d.ts +4 -0
  92. package/Particles/IParticleSystem.js.map +1 -1
  93. package/Particles/baseParticleSystem.d.ts +5 -0
  94. package/Particles/baseParticleSystem.js +7 -0
  95. package/Particles/baseParticleSystem.js.map +1 -1
  96. package/Particles/gpuParticleSystem.js +1 -0
  97. package/Particles/gpuParticleSystem.js.map +1 -1
  98. package/Particles/thinParticleSystem.d.ts +0 -1
  99. package/Particles/thinParticleSystem.js +1 -1
  100. package/Particles/thinParticleSystem.js.map +1 -1
  101. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js +4 -1
  102. package/PostProcesses/RenderPipeline/Pipelines/taaMaterialManager.js.map +1 -1
  103. package/Probes/reflectionProbe.js +9 -2
  104. package/Probes/reflectionProbe.js.map +1 -1
  105. package/Rendering/depthRenderer.js +7 -2
  106. package/Rendering/depthRenderer.js.map +1 -1
  107. package/Shaders/particles.vertex.js +8 -1
  108. package/Shaders/particles.vertex.js.map +1 -1
  109. package/ShadersWGSL/particles.vertex.js +6 -0
  110. package/ShadersWGSL/particles.vertex.js.map +1 -1
  111. package/package.json +1 -1
@@ -1,9 +1,7 @@
1
1
  /**
2
- * Limits for geospatial cameras with altitude/radius synchronization
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+ * Limits for geospatial camera
3
3
  */
4
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  export declare class GeospatialLimits {
5
- private _altitudeMin;
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- private _altitudeMax;
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  private _planetRadius;
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  private _radiusMin;
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  private _radiusMax;
@@ -22,33 +20,17 @@ export declare class GeospatialLimits {
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  */
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  pinchToPanMax: number;
24
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  /**
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- * @param planetRadius The radius of the planet (used for altitude/radius conversions)
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+ * @param planetRadius The radius of the planet
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24
  */
27
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  constructor(planetRadius: number);
28
- /**
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- * Gets the minimum altitude (height above planet surface)
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- */
31
- get altitudeMin(): number;
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- /**
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- * Sets the minimum altitude and syncs it with radius
34
- */
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- set altitudeMin(value: number);
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- /**
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- * Gets the maximum altitude (height above planet surface)
38
- */
39
- get altitudeMax(): number;
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- /**
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- * Sets the maximum altitude and syncs it with radius
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- */
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- set altitudeMax(value: number);
44
26
  get radiusMin(): number;
45
27
  /**
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- * Sets the minimum radius and syncs it with altitude
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+ * Sets the minimum radius
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29
  */
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  set radiusMin(value: number);
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  get radiusMax(): number;
50
32
  /**
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- * Sets the maximum radius and syncs it with altitude
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+ * Sets the maximum radius
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  */
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  set radiusMax(value: number);
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  /**
@@ -1,13 +1,12 @@
1
1
  import { Epsilon } from "../../Maths/math.constants.js";
2
2
  /**
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- * Limits for geospatial cameras with altitude/radius synchronization
3
+ * Limits for geospatial camera
4
4
  */
5
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  export class GeospatialLimits {
6
6
  /**
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- * @param planetRadius The radius of the planet (used for altitude/radius conversions)
7
+ * @param planetRadius The radius of the planet
8
8
  */
9
9
  constructor(planetRadius) {
10
- this._altitudeMin = Epsilon;
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  this._radiusMin = Epsilon;
12
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  this._radiusMax = Infinity;
13
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  /** Gets the minimum pitch angle (angle from horizon) -- 0 means looking straight down at planet */
@@ -26,51 +25,23 @@ export class GeospatialLimits {
26
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  this.pinchToPanMax = 20;
27
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  this._planetRadius = planetRadius;
28
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  }
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- /**
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- * Gets the minimum altitude (height above planet surface)
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- */
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- get altitudeMin() {
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- return this._altitudeMin;
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- }
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- /**
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- * Sets the minimum altitude and syncs it with radius
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- */
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- set altitudeMin(value) {
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- this._altitudeMin = value;
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- this._radiusMin = this._planetRadius + value;
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- }
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- /**
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- * Gets the maximum altitude (height above planet surface)
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- */
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- get altitudeMax() {
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- return this._altitudeMax;
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- }
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- /**
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- * Sets the maximum altitude and syncs it with radius
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- */
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- set altitudeMax(value) {
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- this._altitudeMax = value;
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- this._radiusMax = this._planetRadius + value;
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- }
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28
  get radiusMin() {
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  return this._radiusMin;
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  }
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  /**
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- * Sets the minimum radius and syncs it with altitude
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+ * Sets the minimum radius
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  */
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  set radiusMin(value) {
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  this._radiusMin = value;
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- this._altitudeMin = value - this._planetRadius;
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  }
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  get radiusMax() {
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  return this._radiusMax;
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  }
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  /**
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- * Sets the maximum radius and syncs it with altitude
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+ * Sets the maximum radius
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  */
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  set radiusMax(value) {
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  this._radiusMax = value;
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- this._altitudeMax = value - this._planetRadius;
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  }
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  /**
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  * Gets the planet radius used for altitude/radius conversions
@@ -81,9 +52,6 @@ export class GeospatialLimits {
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  /** Sets the planet radius and updates the radius limits to maintain current altitude */
82
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  set planetRadius(value) {
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  this._planetRadius = value;
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- // Update radius limits to maintain current altitude
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- this._radiusMin = value + this._altitudeMin;
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- this._radiusMax = value + this._altitudeMax;
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  }
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  }
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  //# sourceMappingURL=geospatialLimits.js.map
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"geospatialLimits.js","sourceRoot":"","sources":["../../../../../dev/core/src/Cameras/Limits/geospatialLimits.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,4BAA4B,CAAC;AACrD;;GAEG;AACH,MAAM,OAAO,gBAAgB;IAuBzB;;OAEG;IACH,YAAY,YAAoB;QAxBxB,eAAU,GAAW,OAAO,CAAC;QAC7B,eAAU,GAAW,QAAQ,CAAC;QAEtC,mGAAmG;QAC5F,aAAQ,GAAW,OAAO,CAAC;QAElC,0FAA0F;QACnF,aAAQ,GAAW,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;QAEtC,2DAA2D;QACpD,WAAM,GAAW,CAAC,QAAQ,CAAC;QAElC,2DAA2D;QACpD,WAAM,GAAW,QAAQ,CAAC;QACjC;;;;WAIG;QACI,kBAAa,GAAW,EAAE,CAAC;QAM9B,IAAI,CAAC,aAAa,GAAG,YAAY,CAAC;IACtC,CAAC;IAED,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,SAAS,CAAC,KAAa;QAC9B,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;IAC5B,CAAC;IAED,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED;;OAEG;IACH,IAAW,SAAS,CAAC,KAAa;QAC9B,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;IAC5B,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,OAAO,IAAI,CAAC,aAAa,CAAC;IAC9B,CAAC;IAED,wFAAwF;IACxF,IAAW,YAAY,CAAC,KAAa;QACjC,IAAI,CAAC,aAAa,GAAG,KAAK,CAAC;IAC/B,CAAC;CACJ","sourcesContent":["import { Epsilon } from \"../../Maths/math.constants\";\r\n/**\r\n * Limits for geospatial camera\r\n */\r\nexport class GeospatialLimits {\r\n private _planetRadius: number;\r\n private _radiusMin: number = Epsilon;\r\n private _radiusMax: number = Infinity;\r\n\r\n /** Gets the minimum pitch angle (angle from horizon) -- 0 means looking straight down at planet */\r\n public pitchMin: number = Epsilon;\r\n\r\n /** Gets the maximum pitch angle (angle from horizon) -- Pi/1 means looking at horizon */\r\n public pitchMax: number = Math.PI / 2;\r\n\r\n /** Gets the minimum yaw angle (rotation around up axis) */\r\n public yawMin: number = -Infinity;\r\n\r\n /** Gets the maximum yaw angle (rotation around up axis) */\r\n public yawMax: number = Infinity;\r\n /**\r\n * Defines the distance used to consider the camera in pan mode vs pinch/zoom.\r\n * Basically if your fingers moves away from more than this distance you will be considered\r\n * in pinch mode.\r\n */\r\n public pinchToPanMax: number = 20;\r\n\r\n /**\r\n * @param planetRadius The radius of the planet\r\n */\r\n constructor(planetRadius: number) {\r\n this._planetRadius = planetRadius;\r\n }\r\n\r\n public get radiusMin(): number {\r\n return this._radiusMin;\r\n }\r\n\r\n /**\r\n * Sets the minimum radius\r\n */\r\n public set radiusMin(value: number) {\r\n this._radiusMin = value;\r\n }\r\n\r\n public get radiusMax(): number {\r\n return this._radiusMax;\r\n }\r\n\r\n /**\r\n * Sets the maximum radius\r\n */\r\n public set radiusMax(value: number) {\r\n this._radiusMax = value;\r\n }\r\n\r\n /**\r\n * Gets the planet radius used for altitude/radius conversions\r\n */\r\n public get planetRadius(): number {\r\n return this._planetRadius;\r\n }\r\n\r\n /** Sets the planet radius and updates the radius limits to maintain current altitude */\r\n public set planetRadius(value: number) {\r\n this._planetRadius = value;\r\n }\r\n}\r\n"]}
@@ -30,6 +30,10 @@ export declare class GeospatialCamera extends Camera {
30
30
  /** Behavior used for smooth flying animations */
31
31
  private _flyingBehavior;
32
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  private _flyToTargets;
33
+ private _collider?;
34
+ private _collisionVelocity;
35
+ /** Public option to customize the collision offset applied each frame - vs the one calculated using internal CollisionCoordinator */
36
+ perFrameCollisionOffset: Vector3;
33
37
  constructor(name: string, scene: Scene, options: CameraOptions, pickPredicate?: MeshPredicate);
34
38
  private _center;
35
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  /** The point on the globe that we are anchoring around. If no alternate rotation point is supplied, this will represent the center of screen*/
@@ -99,14 +103,14 @@ export declare class GeospatialCamera extends Camera {
99
103
  */
100
104
  flyToAsync(targetYaw?: number, targetPitch?: number, targetRadius?: number, targetCenter?: Vector3, flightDurationMs?: number, easingFunction?: EasingFunction, centerHopScale?: number): Promise<void>;
101
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  /**
102
- * Helper function to move camera towards a given point by radiusScale% of radius (by default 50%)
106
+ * Helper function to move camera towards a given point by `distanceScale` of the current camera-to-destination distance (by default 50%).
103
107
  * @param destination point to move towards
104
- * @param radiusScale value between 0 and 1, % of radius to move
108
+ * @param distanceScale value between 0 and 1, % of distance to move
105
109
  * @param durationMs duration of flight, default 1s
106
110
  * @param easingFn optional easing function for flight interpolation of properties
107
- * @param overshootRadiusScale optional scale to apply to the current radius to achieve a 'hop' animation
111
+ * @param centerHopScale If supplied, will define the parabolic hop height scale for center animation to create a "bounce" effect
108
112
  */
109
- flyToPointAsync(destination: Vector3, radiusScale?: number, durationMs?: number, easingFn?: EasingFunction, overshootRadiusScale?: number): Promise<void>;
113
+ flyToPointAsync(destination: Vector3, distanceScale?: number, durationMs?: number, easingFn?: EasingFunction, centerHopScale?: number): Promise<void>;
110
114
  private _limits;
111
115
  get limits(): GeospatialLimits;
112
116
  private _resetToDefault;
@@ -124,11 +128,18 @@ export declare class GeospatialCamera extends Camera {
124
128
  * Apply zoom by moving the camera toward/away from a target point.
125
129
  */
126
130
  private _applyZoom;
131
+ private _clampZoomDelta;
127
132
  private _zoomToPoint;
128
133
  private _zoomAlongLookAt;
129
134
  _checkInputs(): void;
130
135
  private _wasCenterMovingLastFrame;
131
136
  private _recalculateCenter;
137
+ /**
138
+ * Allows extended classes to override how collision offset is calculated
139
+ * @param newPosition
140
+ * @returns
141
+ */
142
+ protected _getCollisionOffset(newPosition: Vector3): Vector3;
132
143
  attachControl(noPreventDefault?: boolean): void;
133
144
  detachControl(): void;
134
145
  }
@@ -22,6 +22,9 @@ export class GeospatialCamera extends Camera {
22
22
  this._viewMatrix = new Matrix();
23
23
  this._lookAtVector = new Vector3();
24
24
  this._flyToTargets = new Map();
25
+ this._collisionVelocity = new Vector3();
26
+ /** Public option to customize the collision offset applied each frame - vs the one calculated using internal CollisionCoordinator */
27
+ this.perFrameCollisionOffset = new Vector3();
25
28
  this._center = new Vector3();
26
29
  this._yaw = 0;
27
30
  this._pitch = 0;
@@ -132,6 +135,8 @@ export class GeospatialCamera extends Camera {
132
135
  // Position = center - look * radius (preserve unit look)
133
136
  this._tempVect.copyFrom(this._lookAtVector).scaleInPlace(-this._radius);
134
137
  this._tempPosition.copyFrom(this._center).addInPlace(this._tempVect);
138
+ // Recalculate collisionOffset to be applied later when viewMatrix is calculated (allowing camera users to modify the value in afterCheckInputsObservable)
139
+ this.perFrameCollisionOffset = this._getCollisionOffset(this._tempPosition);
135
140
  this._position.copyFrom(this._tempPosition);
136
141
  this._isViewMatrixDirty = true;
137
142
  }
@@ -151,7 +156,7 @@ export class GeospatialCamera extends Camera {
151
156
  this._flyToTargets.set("yaw", deltaYaw === 0 ? undefined : this._yaw + deltaYaw);
152
157
  this._flyToTargets.set("pitch", targetPitch != undefined ? NormalizeRadians(targetPitch) : undefined);
153
158
  this._flyToTargets.set("radius", targetRadius);
154
- this._flyToTargets.set("center", targetCenter);
159
+ this._flyToTargets.set("center", targetCenter?.clone());
155
160
  this._flyingBehavior.updateProperties(this._flyToTargets);
156
161
  }
157
162
  /**
@@ -172,24 +177,22 @@ export class GeospatialCamera extends Camera {
172
177
  this._flyToTargets.set("yaw", deltaYaw === 0 ? undefined : this._yaw + deltaYaw);
173
178
  this._flyToTargets.set("pitch", targetPitch !== undefined ? NormalizeRadians(targetPitch) : undefined);
174
179
  this._flyToTargets.set("radius", targetRadius);
175
- this._flyToTargets.set("center", targetCenter);
180
+ this._flyToTargets.set("center", targetCenter?.clone());
176
181
  let overrideAnimationFunction;
177
182
  if (targetCenter !== undefined && !targetCenter.equals(this.center)) {
178
183
  // Animate center directly with custom interpolation
179
- const start = this.center.clone();
180
- const end = targetCenter.clone();
181
184
  overrideAnimationFunction = (key, animation) => {
182
185
  if (key === "center") {
183
186
  // Override the Vector3 interpolation to use SLERP + hop
184
187
  animation.vector3InterpolateFunction = (startValue, endValue, gradient) => {
185
188
  // gradient is the eased value (0 to 1) after easing function is applied
186
189
  // Slerp between start and end
187
- const newCenter = Vector3.SlerpToRef(start, end, gradient, this._tempCenter);
190
+ const newCenter = Vector3.SlerpToRef(startValue, endValue, gradient, this._tempCenter);
188
191
  // Apply parabolic hop if requested
189
192
  if (centerHopScale && centerHopScale > 0) {
190
193
  // Parabolic formula: peaks at t=0.5, returns to 0 at gradient=0 and gradient=1
191
194
  // if hopPeakT = .5 the denominator would be hopPeakT * hopPeakT - hopPeakT, which = -.25
192
- const hopPeakOffset = centerHopScale * Vector3Distance(start, end);
195
+ const hopPeakOffset = centerHopScale * Vector3Distance(startValue, endValue);
193
196
  const hopOffset = hopPeakOffset * Clamp((gradient * gradient - gradient) / -0.25);
194
197
  // Scale the center outward (away from origin)
195
198
  newCenter.scaleInPlace(1 + hopOffset / newCenter.length());
@@ -202,26 +205,25 @@ export class GeospatialCamera extends Camera {
202
205
  return await this._flyingBehavior.animatePropertiesAsync(this._flyToTargets, flightDurationMs, easingFunction, overrideAnimationFunction);
203
206
  }
204
207
  /**
205
- * Helper function to move camera towards a given point by radiusScale% of radius (by default 50%)
208
+ * Helper function to move camera towards a given point by `distanceScale` of the current camera-to-destination distance (by default 50%).
206
209
  * @param destination point to move towards
207
- * @param radiusScale value between 0 and 1, % of radius to move
210
+ * @param distanceScale value between 0 and 1, % of distance to move
208
211
  * @param durationMs duration of flight, default 1s
209
212
  * @param easingFn optional easing function for flight interpolation of properties
210
- * @param overshootRadiusScale optional scale to apply to the current radius to achieve a 'hop' animation
213
+ * @param centerHopScale If supplied, will define the parabolic hop height scale for center animation to create a "bounce" effect
211
214
  */
212
- async flyToPointAsync(destination, radiusScale = 0.5, durationMs = 1000, easingFn, overshootRadiusScale) {
213
- // Zoom to radiusScale% of radius towards the given destination point
214
- const zoomDistance = this.radius * radiusScale;
215
+ async flyToPointAsync(destination, distanceScale = 0.5, durationMs = 1000, easingFn, centerHopScale) {
216
+ // Move by a fraction of the camera-to-destination distance
217
+ const zoomDistance = Vector3Distance(this.position, destination) * distanceScale;
215
218
  const newRadius = this._getCenterAndRadiusFromZoomToPoint(destination, zoomDistance, this._tempCenter);
216
- await this.flyToAsync(undefined, undefined, newRadius, this._tempCenter, durationMs, easingFn, overshootRadiusScale);
219
+ await this.flyToAsync(undefined, undefined, newRadius, this._tempCenter, durationMs, easingFn, centerHopScale);
217
220
  }
218
221
  get limits() {
219
222
  return this._limits;
220
223
  }
221
224
  _resetToDefault(limits) {
222
225
  // Camera configuration vars
223
- const maxCameraRadius = limits.altitudeMax !== undefined ? limits.planetRadius + limits.altitudeMax : undefined;
224
- const restingAltitude = maxCameraRadius ?? limits.planetRadius * 4;
226
+ const restingAltitude = limits.radiusMax !== Infinity ? limits.radiusMax : limits.planetRadius * 4;
225
227
  this.position.copyFromFloats(restingAltitude, 0, 0);
226
228
  this._center.copyFromFloats(limits.planetRadius, 0, 0);
227
229
  this._radius = Vector3.Distance(this.position, this.center);
@@ -243,6 +245,10 @@ export class GeospatialCamera extends Camera {
243
245
  // Ensure vectors are normalized
244
246
  this.upVector.normalize();
245
247
  this._lookAtVector.normalize();
248
+ // Apply the same offset to both position and center to preserve orbital relationship
249
+ // This keeps yaw/pitch/radius intact - just lifts the whole "rig"
250
+ this._position.addInPlace(this.perFrameCollisionOffset);
251
+ this._center.addInPlace(this.perFrameCollisionOffset);
246
252
  // Calculate view matrix with camera position and center
247
253
  if (this.getScene().useRightHandedSystem) {
248
254
  Matrix.LookAtRHToRef(this.position, this._center, this.upVector, this._viewMatrix);
@@ -306,8 +312,13 @@ export class GeospatialCamera extends Camera {
306
312
  * Apply zoom by moving the camera toward/away from a target point.
307
313
  */
308
314
  _applyZoom() {
309
- const zoomDelta = this.movement.zoomDeltaCurrentFrame;
315
+ let zoomDelta = this.movement.zoomDeltaCurrentFrame;
310
316
  const pickedPoint = this.movement.computedPerFrameZoomPickPoint;
317
+ // Clamp zoom delta to limits before applying
318
+ zoomDelta = this._clampZoomDelta(zoomDelta, pickedPoint);
319
+ if (Math.abs(zoomDelta) < Epsilon) {
320
+ return;
321
+ }
311
322
  if (pickedPoint) {
312
323
  // Zoom toward the picked point under cursor
313
324
  this._zoomToPoint(pickedPoint, zoomDelta);
@@ -317,6 +328,27 @@ export class GeospatialCamera extends Camera {
317
328
  this._zoomAlongLookAt(zoomDelta);
318
329
  }
319
330
  }
331
+ _clampZoomDelta(zoomDelta, pickedPoint) {
332
+ if (Math.abs(zoomDelta) < Epsilon) {
333
+ return 0;
334
+ }
335
+ if (zoomDelta > 0) {
336
+ // Zooming IN - respect radiusMin as distance to surface
337
+ let maxZoomIn = this._radius - this.limits.radiusMin;
338
+ if (pickedPoint) {
339
+ const pickDistance = Vector3Distance(this._position, pickedPoint);
340
+ // Don't zoom past the picked surface point + radiusMin
341
+ const maxZoomToSurface = pickDistance - this.limits.radiusMin;
342
+ maxZoomIn = Math.min(maxZoomIn, Math.max(0, maxZoomToSurface));
343
+ }
344
+ return Math.min(zoomDelta, Math.max(0, maxZoomIn));
345
+ }
346
+ else {
347
+ // Zooming OUT - respect radiusMax
348
+ const maxZoomOut = this.limits.radiusMax - this._radius;
349
+ return Math.max(zoomDelta, -Math.max(0, maxZoomOut));
350
+ }
351
+ }
320
352
  _zoomToPoint(targetPoint, distance) {
321
353
  const newRadius = this._getCenterAndRadiusFromZoomToPoint(targetPoint, distance, this._tempCenter);
322
354
  // Apply the new orientation
@@ -331,6 +363,7 @@ export class GeospatialCamera extends Camera {
331
363
  }
332
364
  _checkInputs() {
333
365
  this.inputs.checkInputs();
366
+ this.perFrameCollisionOffset.setAll(0);
334
367
  // Let movement class handle all per-frame logic
335
368
  this.movement.computeCurrentFrameDeltas();
336
369
  let isCenterMoving = false;
@@ -370,6 +403,29 @@ export class GeospatialCamera extends Camera {
370
403
  }
371
404
  }
372
405
  }
406
+ /**
407
+ * Allows extended classes to override how collision offset is calculated
408
+ * @param newPosition
409
+ * @returns
410
+ */
411
+ _getCollisionOffset(newPosition) {
412
+ const coordinator = this.getScene().collisionCoordinator;
413
+ const collisionOffset = TmpVectors.Vector3[6].setAll(0);
414
+ if (!coordinator || !this._scene.collisionsEnabled) {
415
+ return collisionOffset;
416
+ }
417
+ if (!this._collider) {
418
+ this._collider = coordinator.createCollider();
419
+ }
420
+ this._collider._radius.setAll(this.limits.radiusMin);
421
+ // Calculate velocity from old position to new position
422
+ newPosition.subtractToRef(this._position, this._collisionVelocity);
423
+ // Get the collision-adjusted position
424
+ const adjustedPosition = coordinator.getNewPosition(this._position, this._collisionVelocity, this._collider, 3, null, () => { }, this.uniqueId);
425
+ // Calculate the collision offset (how much the position was pushed)
426
+ adjustedPosition.subtractToRef(newPosition, collisionOffset);
427
+ return collisionOffset;
428
+ }
373
429
  attachControl(noPreventDefault) {
374
430
  this.inputs.attachElement(noPreventDefault);
375
431
  }
@@ -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, 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"]}
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 { Collider } from \"../Collisions/collider\";\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 // Collision properties\r\n private _collider?: Collider;\r\n private _collisionVelocity: Vector3 = new Vector3();\r\n /** Public option to customize the collision offset applied each frame - vs the one calculated using internal CollisionCoordinator */\r\n public perFrameCollisionOffset: Vector3 = new Vector3();\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 // Recalculate collisionOffset to be applied later when viewMatrix is calculated (allowing camera users to modify the value in afterCheckInputsObservable)\r\n this.perFrameCollisionOffset = this._getCollisionOffset(this._tempPosition);\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?.clone());\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?.clone());\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 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(startValue, endValue, 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(startValue, endValue);\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 `distanceScale` of the current camera-to-destination distance (by default 50%).\r\n * @param destination point to move towards\r\n * @param distanceScale value between 0 and 1, % of distance 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 centerHopScale If supplied, will define the parabolic hop height scale for center animation to create a \"bounce\" effect\r\n */\r\n public async flyToPointAsync(destination: Vector3, distanceScale: number = 0.5, durationMs: number = 1000, easingFn?: EasingFunction, centerHopScale?: number) {\r\n // Move by a fraction of the camera-to-destination distance\r\n const zoomDistance = Vector3Distance(this.position, destination) * distanceScale;\r\n const newRadius = this._getCenterAndRadiusFromZoomToPoint(destination, zoomDistance, this._tempCenter);\r\n await this.flyToAsync(undefined, undefined, newRadius, this._tempCenter, durationMs, easingFn, centerHopScale);\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 restingAltitude = limits.radiusMax !== Infinity ? limits.radiusMax : 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 // Apply the same offset to both position and center to preserve orbital relationship\r\n // This keeps yaw/pitch/radius intact - just lifts the whole \"rig\"\r\n this._position.addInPlace(this.perFrameCollisionOffset);\r\n this._center.addInPlace(this.perFrameCollisionOffset);\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 let zoomDelta = this.movement.zoomDeltaCurrentFrame;\r\n const pickedPoint = this.movement.computedPerFrameZoomPickPoint;\r\n\r\n // Clamp zoom delta to limits before applying\r\n zoomDelta = this._clampZoomDelta(zoomDelta, pickedPoint);\r\n\r\n if (Math.abs(zoomDelta) < Epsilon) {\r\n return;\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 _clampZoomDelta(zoomDelta: number, pickedPoint?: Vector3): number {\r\n if (Math.abs(zoomDelta) < Epsilon) {\r\n return 0;\r\n }\r\n\r\n if (zoomDelta > 0) {\r\n // Zooming IN - respect radiusMin as distance to surface\r\n let maxZoomIn = this._radius - this.limits.radiusMin;\r\n\r\n if (pickedPoint) {\r\n const pickDistance = Vector3Distance(this._position, pickedPoint);\r\n // Don't zoom past the picked surface point + radiusMin\r\n const maxZoomToSurface = pickDistance - this.limits.radiusMin;\r\n maxZoomIn = Math.min(maxZoomIn, Math.max(0, maxZoomToSurface));\r\n }\r\n\r\n return Math.min(zoomDelta, Math.max(0, maxZoomIn));\r\n } else {\r\n // Zooming OUT - respect radiusMax\r\n const maxZoomOut = this.limits.radiusMax - this._radius;\r\n return Math.max(zoomDelta, -Math.max(0, maxZoomOut));\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 this.perFrameCollisionOffset.setAll(0);\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 /**\r\n * Allows extended classes to override how collision offset is calculated\r\n * @param newPosition\r\n * @returns\r\n */\r\n protected _getCollisionOffset(newPosition: Vector3): Vector3 {\r\n const coordinator = this.getScene().collisionCoordinator;\r\n const collisionOffset = TmpVectors.Vector3[6].setAll(0);\r\n if (!coordinator || !this._scene.collisionsEnabled) {\r\n return collisionOffset;\r\n }\r\n\r\n if (!this._collider) {\r\n this._collider = coordinator.createCollider();\r\n }\r\n this._collider._radius.setAll(this.limits.radiusMin);\r\n\r\n // Calculate velocity from old position to new position\r\n newPosition.subtractToRef(this._position, this._collisionVelocity);\r\n\r\n // Get the collision-adjusted position\r\n const adjustedPosition = coordinator.getNewPosition(this._position, this._collisionVelocity, this._collider, 3, null, () => {}, this.uniqueId);\r\n\r\n // Calculate the collision offset (how much the position was pushed)\r\n adjustedPosition.subtractToRef(newPosition, collisionOffset);\r\n\r\n return collisionOffset;\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"]}
@@ -32,7 +32,6 @@ export declare class GeospatialCameraMovement extends CameraMovement {
32
32
  computedPerFrameZoomPickPoint?: Vector3;
33
33
  zoomToCursor: boolean;
34
34
  private _tempPickingRay;
35
- private _storedZoomPickDistance;
36
35
  private _hitPointRadius?;
37
36
  private _dragPlane;
38
37
  private _dragPlaneNormal;
@@ -54,8 +53,7 @@ export declare class GeospatialCameraMovement extends CameraMovement {
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53
  /** @override */
55
54
  computeCurrentFrameDeltas(): void;
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55
  get isDragging(): boolean;
57
- private _handleZoom;
58
- private _clampZoomDistance;
56
+ handleZoom(zoomDelta: number, toCursor: boolean): void;
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57
  pickAlongVector(vector: Vector3): Nullable<PickingInfo>;
60
58
  }
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59
  export declare function ClampCenterFromPolesInPlace(center: Vector3): Vector3;