@onerjs/core 8.42.1 → 8.42.3
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.
- package/Behaviors/Meshes/pointerDragBehavior.d.ts +6 -1
- package/Behaviors/Meshes/pointerDragBehavior.js +4 -0
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Gizmos/axisDragGizmo.d.ts +1 -1
- package/Gizmos/axisDragGizmo.js +13 -5
- package/Gizmos/axisDragGizmo.js.map +1 -1
- package/Gizmos/gizmo.js +8 -2
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/planeDragGizmo.js +10 -3
- package/Gizmos/planeDragGizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.js +10 -0
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Materials/effect.functions.js +29 -21
- package/Materials/effect.functions.js.map +1 -1
- package/Meshes/Builders/greasedLineBuilder.d.ts +1 -1
- package/Meshes/subMesh.d.ts +2 -1
- package/Meshes/subMesh.js +3 -2
- package/Meshes/subMesh.js.map +1 -1
- package/Rendering/depthRenderer.d.ts +11 -0
- package/Rendering/depthRenderer.js +40 -0
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/depthRendererSceneComponent.js +1 -0
- package/Rendering/depthRendererSceneComponent.js.map +1 -1
- package/package.json +1 -1
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@@ -1,11 +1,11 @@
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import type { Behavior } from "../../Behaviors/behavior.js";
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import { Mesh } from "../../Meshes/mesh.js";
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import type { AbstractMesh } from "../../Meshes/abstractMesh.js";
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+
import type { TransformNode } from "../../Meshes/transformNode.js";
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import { Observable } from "../../Misc/observable.js";
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import { Vector3 } from "../../Maths/math.vector.js";
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import { Ray } from "../../Culling/ray.js";
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import type { DragEvent, DragStartEndEvent } from "./pointerDragEvents.js";
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-
import type { TransformNode } from "../../Meshes/transformNode.js";
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/**
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* A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
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*/
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@@ -124,6 +124,11 @@ export declare class PointerDragBehavior implements Behavior<TransformNode> {
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* the drag will continue even if another button is pressed on the same pointer.
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*/
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allowOtherButtonsDuringDrag: boolean;
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+
/**
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* If set, the drag axis will be transformed by the inverse of this node's world matrix.
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* Useful when the drag behavior is used with a gizmo that has an additionalTransformNode.
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*/
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+
additionalTransformNode?: TransformNode;
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private _options;
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/**
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* Gets the options used by the behavior
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@@ -422,6 +422,10 @@ export class PointerDragBehavior {
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: this._worldDragAxis.copyFrom(this._options.dragAxis);
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// Project delta drag from the drag plane onto the drag axis
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pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);
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+
if (this.additionalTransformNode) {
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this.additionalTransformNode.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);
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Vector3.TransformNormalToRef(this._worldDragAxis, TmpVectors.Matrix[0], this._worldDragAxis);
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}
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this._worldDragAxis.normalize();
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dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);
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this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);
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@@ -1 +1 @@
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1
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-
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type { Behavior } from \"../../Behaviors/behavior\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PivotTools } from \"../../Misc/pivotTools\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CreatePlane } from \"../../Meshes/Builders/planeBuilder\";\r\n\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\nimport type { DragEvent, DragStartEndEvent } from \"./pointerDragEvents\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events\r\n */\r\nexport class PointerDragBehavior implements Behavior<TransformNode> {\r\n private static _AnyMouseId = -2;\r\n /**\r\n * Abstract mesh the behavior is set on\r\n */\r\n public attachedNode: TransformNode;\r\n protected _dragPlane: Mesh;\r\n private _scene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n private static _PlaneScene: Scene;\r\n private _useAlternatePickedPointAboveMaxDragAngleDragSpeed = -1.1;\r\n private _activeDragButton: number = -1;\r\n private _activePointerInfo: Nullable<PointerInfo>;\r\n /**\r\n * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)\r\n */\r\n public maxDragAngle = 0;\r\n /**\r\n * Butttons that can be used to initiate a drag\r\n */\r\n public dragButtons = [0, 1, 2];\r\n /**\r\n * @internal\r\n */\r\n public _useAlternatePickedPointAboveMaxDragAngle = false;\r\n /**\r\n * Get or set the currentDraggingPointerId\r\n * @deprecated Please use currentDraggingPointerId instead\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get currentDraggingPointerID(): number {\r\n return this.currentDraggingPointerId;\r\n }\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public set currentDraggingPointerID(currentDraggingPointerId: number) {\r\n this.currentDraggingPointerId = currentDraggingPointerId;\r\n }\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public currentDraggingPointerId = -1;\r\n /**\r\n * The last position where the pointer hit the drag plane in world space\r\n */\r\n public lastDragPosition: Vector3;\r\n /**\r\n * If the behavior is currently in a dragging state\r\n */\r\n public dragging = false;\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n public dragDeltaRatio = 0.2;\r\n /**\r\n * If the drag plane orientation should be updated during the dragging (Default: true)\r\n */\r\n public updateDragPlane = true;\r\n // Debug mode will display drag planes to help visualize behavior\r\n private _debugMode = false;\r\n private _moving = false;\r\n //\r\n private _prevAttachedNodeAbsPosition: Vector3 = new Vector3();\r\n /**\r\n * Fires each time the attached mesh is dragged with the pointer\r\n */\r\n public onDragObservable = new Observable<DragEvent>();\r\n /**\r\n * Fires each time a drag begins (eg. mouse down on mesh)\r\n */\r\n public onDragStartObservable = new Observable<DragStartEndEvent>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n */\r\n public onDragEndObservable = new Observable<DragStartEndEvent>();\r\n /**\r\n * Fires each time behavior enabled state changes\r\n */\r\n public onEnabledObservable = new Observable<boolean>();\r\n /**\r\n * An observable that triggers when the position of the attached node changes.\r\n * Observers will be notified with a Vector3 object representing the new position.\r\n */\r\n public onAttachedNodePositionChangeObservable = new Observable<Vector3>();\r\n\r\n /**\r\n * If the attached mesh should be moved when dragged\r\n */\r\n public moveAttached = true;\r\n\r\n /**\r\n * A boolean flag that, when set to true, enables the handling of pointer events at runtime.\r\n * This can be used to dynamically control whether an application should respond to\r\n * touch, mouse, or other pointer input. Setting this to false will disable such interactions,\r\n * effectively ignoring pointer events until re-enabled.\r\n */\r\n public anyRuntimePointerEventsEnabled = false;\r\n\r\n /**\r\n * A boolean flag that, when set to true, disables the automatic handling of pointer events.\r\n * When disabled, manual configuration of pointer events is required.\r\n */\r\n public disableAutoPointerEvents = false;\r\n\r\n /**\r\n * If the drag behavior will react to drag events (Default: true)\r\n */\r\n public set enabled(value: boolean) {\r\n if (value != this._enabled) {\r\n this.onEnabledObservable.notifyObservers(value);\r\n }\r\n this._enabled = value;\r\n }\r\n\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n private _enabled = true;\r\n\r\n /**\r\n * If pointer events should start and release the drag (Default: true)\r\n */\r\n public startAndReleaseDragOnPointerEvents = true;\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)\r\n */\r\n public useObjectOrientationForDragging = true;\r\n\r\n /**\r\n * Normally a drag is canceled when the user presses another button on the same pointer. If this is set to true,\r\n * the drag will continue even if another button is pressed on the same pointer.\r\n */\r\n public allowOtherButtonsDuringDrag = false;\r\n\r\n private _options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 };\r\n\r\n /**\r\n * Gets the options used by the behavior\r\n */\r\n public get options(): { dragAxis?: Vector3; dragPlaneNormal?: Vector3 } {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * Sets the options used by the behavior\r\n */\r\n public set options(options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options;\r\n }\r\n\r\n /**\r\n * Creates a pointer drag behavior that can be attached to a mesh\r\n * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)\r\n * @param options.dragAxis\r\n * @param options.dragPlaneNormal\r\n */\r\n constructor(options?: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options ? options : {};\r\n\r\n let optionCount = 0;\r\n if (this._options.dragAxis) {\r\n optionCount++;\r\n }\r\n if (this._options.dragPlaneNormal) {\r\n optionCount++;\r\n }\r\n if (optionCount > 1) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Multiple drag modes specified in dragBehavior options. Only one expected\";\r\n }\r\n }\r\n\r\n /**\r\n * Predicate to determine if it is valid to move the object to a new position when it is moved.\r\n * In the case of rotation gizmo, target contains the angle.\r\n * @param target destination position or desired angle delta\r\n * @returns boolean for whether or not it is valid to move\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public validateDrag = (target: Vector3) => {\r\n return true;\r\n };\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"PointerDrag\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n private _tmpVector = new Vector3(0, 0, 0);\r\n private _alternatePickedPoint = new Vector3(0, 0, 0);\r\n private _worldDragAxis = new Vector3(0, 0, 0);\r\n private _targetPosition = new Vector3(0, 0, 0);\r\n private _attachedToElement: boolean = false;\r\n /**\r\n * Attaches the drag behavior the passed in mesh\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n * @param predicate Predicate to use for pick filtering\r\n */\r\n public attach(ownerNode: TransformNode, predicate?: (m: AbstractMesh) => boolean): void {\r\n this._scene = ownerNode.getScene();\r\n if ((ownerNode as Mesh)._isMesh) {\r\n (ownerNode as AbstractMesh).isNearGrabbable = true;\r\n }\r\n this.attachedNode = ownerNode;\r\n\r\n // Initialize drag plane to not interfere with existing scene\r\n if (!PointerDragBehavior._PlaneScene) {\r\n if (this._debugMode) {\r\n PointerDragBehavior._PlaneScene = this._scene;\r\n } else {\r\n PointerDragBehavior._PlaneScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n PointerDragBehavior._PlaneScene.detachControl();\r\n this._scene.onDisposeObservable.addOnce(() => {\r\n PointerDragBehavior._PlaneScene.dispose();\r\n (<any>PointerDragBehavior._PlaneScene) = null;\r\n });\r\n }\r\n }\r\n this._dragPlane = CreatePlane(\r\n \"pointerDragPlane\",\r\n { size: this._debugMode ? 1 : 10000, updatable: false, sideOrientation: Mesh.DOUBLESIDE },\r\n PointerDragBehavior._PlaneScene\r\n );\r\n\r\n // State of the drag\r\n this.lastDragPosition = new Vector3(0, 0, 0);\r\n\r\n const pickPredicate = predicate\r\n ? predicate\r\n : (m: AbstractMesh) => {\r\n return this.attachedNode == m || m.isDescendantOf(this.attachedNode);\r\n };\r\n\r\n if (!this.disableAutoPointerEvents) {\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n if (!this.enabled) {\r\n // If behavior is disabled before releaseDrag is ever called, call it now.\r\n if (this._attachedToElement) {\r\n this.releaseDrag();\r\n }\r\n\r\n return;\r\n }\r\n\r\n // If we are dragging and the user presses another button on the same pointer, end the drag. Otherwise,\r\n // tracking when the drag should end becomes very complex.\r\n // gizmo.ts has similar behavior.\r\n if (\r\n this.dragging &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n pointerInfo.event.button !== -1 &&\r\n pointerInfo.event.button !== this._activeDragButton &&\r\n !this.allowOtherButtonsDuringDrag\r\n ) {\r\n this.releaseDrag();\r\n return;\r\n }\r\n\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n !this.dragging &&\r\n pointerInfo.pickInfo &&\r\n pointerInfo.pickInfo.hit &&\r\n pointerInfo.pickInfo.pickedMesh &&\r\n pointerInfo.pickInfo.pickedPoint &&\r\n pointerInfo.pickInfo.ray &&\r\n pickPredicate(pointerInfo.pickInfo.pickedMesh)\r\n ) {\r\n if (this._activeDragButton === -1 && this.dragButtons.indexOf(pointerInfo.event.button) !== -1) {\r\n this._activeDragButton = pointerInfo.event.button;\r\n this._activePointerInfo = pointerInfo;\r\n this._startDrag((<IPointerEvent>pointerInfo.event).pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);\r\n }\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n (this._activeDragButton === pointerInfo.event.button || this._activeDragButton === -1)\r\n ) {\r\n this.releaseDrag();\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n const pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n\r\n // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved\r\n if (this.currentDraggingPointerId === PointerDragBehavior._AnyMouseId && pointerId !== PointerDragBehavior._AnyMouseId) {\r\n const evt = <IPointerEvent>pointerInfo.event;\r\n const isMouseEvent = evt.pointerType === \"mouse\" || (!this._scene.getEngine().hostInformation.isMobile && evt instanceof MouseEvent);\r\n if (isMouseEvent) {\r\n if (this._lastPointerRay[this.currentDraggingPointerId]) {\r\n this._lastPointerRay[pointerId] = this._lastPointerRay[this.currentDraggingPointerId];\r\n delete this._lastPointerRay[this.currentDraggingPointerId];\r\n }\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n\r\n // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()\r\n if (!this._lastPointerRay[pointerId]) {\r\n this._lastPointerRay[pointerId] = new Ray(new Vector3(), new Vector3());\r\n }\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {\r\n this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);\r\n\r\n if (this.currentDraggingPointerId == pointerId && this.dragging) {\r\n this._moveDrag(pointerInfo.pickInfo.ray);\r\n }\r\n }\r\n if (this.anyRuntimePointerEventsEnabled) {\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n });\r\n }\r\n\r\n this._prevAttachedNodeAbsPosition.copyFrom(this.attachedNode.absolutePosition);\r\n\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (this._moving && this.moveAttached) {\r\n let needMatrixUpdate = false;\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Slowly move mesh to avoid jitter\r\n const absPosition = this.attachedNode.absolutePosition;\r\n if (this._targetPosition.equals(absPosition)) {\r\n return;\r\n }\r\n this._targetPosition.subtractToRef(absPosition, this._tmpVector);\r\n this._tmpVector.scaleInPlace(this.dragDeltaRatio);\r\n absPosition.addToRef(this._tmpVector, this._tmpVector);\r\n if (this.validateDrag(this._tmpVector)) {\r\n this.attachedNode.setAbsolutePosition(this._tmpVector);\r\n needMatrixUpdate = true;\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n if (needMatrixUpdate) {\r\n this.attachedNode.computeWorldMatrix();\r\n }\r\n if (!this._prevAttachedNodeAbsPosition.equals(absPosition)) {\r\n this.onAttachedNodePositionChangeObservable.notifyObservers(absPosition);\r\n this._prevAttachedNodeAbsPosition.copyFrom(absPosition);\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Force release the drag action by code.\r\n */\r\n public releaseDrag() {\r\n if (this.dragging) {\r\n this.dragging = false;\r\n this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n }\r\n\r\n this.currentDraggingPointerId = -1;\r\n this._activeDragButton = -1;\r\n this._activePointerInfo = null;\r\n this._moving = false;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._scene.activeCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(\r\n arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true,\r\n arcRotateCamera._useCtrlForPanning,\r\n arcRotateCamera._panningMouseButton\r\n );\r\n } else {\r\n this._scene.activeCamera.attachControl(this._scene.activeCamera.inputs ? this._scene.activeCamera.inputs.noPreventDefault : true);\r\n }\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n private _startDragRay = new Ray(new Vector3(), new Vector3());\r\n private _lastPointerRay: { [key: number]: Ray } = {};\r\n /**\r\n * Simulates the start of a pointer drag event on the behavior\r\n * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)\r\n * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)\r\n * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)\r\n */\r\n public startDrag(pointerId: number = PointerDragBehavior._AnyMouseId, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n this._startDrag(pointerId, fromRay, startPickedPoint);\r\n\r\n let lastRay = this._lastPointerRay[pointerId];\r\n if (pointerId === PointerDragBehavior._AnyMouseId) {\r\n lastRay = this._lastPointerRay[<any>Object.keys(this._lastPointerRay)[0]];\r\n }\r\n\r\n if (lastRay) {\r\n // if there was a last pointer ray drag the object there\r\n this._moveDrag(lastRay);\r\n }\r\n }\r\n\r\n protected _startDrag(pointerId: number, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n if (!this._scene.activeCamera || this.dragging || !this.attachedNode) {\r\n return;\r\n }\r\n\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Create start ray from the camera to the object\r\n if (fromRay) {\r\n this._startDragRay.direction.copyFrom(fromRay.direction);\r\n this._startDragRay.origin.copyFrom(fromRay.origin);\r\n } else {\r\n this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);\r\n this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);\r\n }\r\n\r\n this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);\r\n\r\n const pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);\r\n if (pickedPoint) {\r\n this.dragging = true;\r\n this.currentDraggingPointerId = pointerId;\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n this._targetPosition.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n // Detatch camera controls\r\n if (this.detachCameraControls && this._scene.activeCamera && this._scene.activeCamera.inputs && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.inputs.attachedToElement) {\r\n this._scene.activeCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n } else {\r\n this.releaseDrag();\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n\r\n private _dragDelta = new Vector3();\r\n protected _moveDrag(ray: Ray) {\r\n this._moving = true;\r\n const pickedPoint = this._pickWithRayOnDragPlane(ray);\r\n\r\n if (pickedPoint) {\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n\r\n if (this.updateDragPlane) {\r\n this._updateDragPlanePosition(ray, pickedPoint);\r\n }\r\n let dragLength = 0;\r\n // depending on the drag mode option drag accordingly\r\n if (this._options.dragAxis) {\r\n // Convert local drag axis to world if useObjectOrientationForDragging\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis)\r\n : this._worldDragAxis.copyFrom(this._options.dragAxis);\r\n // Project delta drag from the drag plane onto the drag axis\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);\r\n\r\n this._worldDragAxis.normalize();\r\n dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);\r\n this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);\r\n } else {\r\n dragLength = this._dragDelta.length();\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);\r\n }\r\n this._targetPosition.addInPlace(this._dragDelta);\r\n this.onDragObservable.notifyObservers({\r\n dragDistance: dragLength,\r\n delta: this._dragDelta,\r\n dragPlanePoint: pickedPoint,\r\n dragPlaneNormal: this._dragPlane.forward,\r\n pointerId: this.currentDraggingPointerId,\r\n pointerInfo: this._activePointerInfo,\r\n });\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n }\r\n\r\n private _pickWithRayOnDragPlane(ray: Nullable<Ray>) {\r\n if (!ray) {\r\n return null;\r\n }\r\n\r\n // Calculate angle between plane normal and ray\r\n let angle = Math.acos(Vector3.Dot(this._dragPlane.forward, ray.direction));\r\n // Correct if ray is casted from oposite side\r\n if (angle > Math.PI / 2) {\r\n angle = Math.PI - angle;\r\n }\r\n\r\n // If the angle is too perpendicular to the plane pick another point on the plane where it is looking\r\n if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {\r\n if (this._useAlternatePickedPointAboveMaxDragAngle) {\r\n // Invert ray direction along the towards object axis\r\n this._tmpVector.copyFrom(ray.direction);\r\n this.attachedNode.absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);\r\n this._alternatePickedPoint.normalize();\r\n this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed * Vector3.Dot(this._alternatePickedPoint, this._tmpVector));\r\n this._tmpVector.addInPlace(this._alternatePickedPoint);\r\n\r\n // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point\r\n const dot = Vector3.Dot(this._dragPlane.forward, this._tmpVector);\r\n this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);\r\n this._alternatePickedPoint.addInPlace(this._tmpVector);\r\n this._alternatePickedPoint.addInPlace(this.attachedNode.absolutePosition);\r\n return this._alternatePickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n // use an infinite plane instead of ray picking a mesh that must be updated every frame\r\n const planeNormal = this._dragPlane.forward;\r\n const planePosition = this._dragPlane.position;\r\n const dotProduct = ray.direction.dot(planeNormal);\r\n if (Math.abs(dotProduct) < Epsilon) {\r\n // Ray and plane are parallel, no intersection\r\n return null;\r\n }\r\n\r\n planePosition.subtractToRef(ray.origin, TmpVectors.Vector3[0]);\r\n const t = TmpVectors.Vector3[0].dot(planeNormal) / dotProduct;\r\n // Ensure the intersection point is in front of the ray (t must be positive)\r\n if (t < 0) {\r\n // Intersection point is behind the ray\r\n return null;\r\n }\r\n\r\n // Calculate the intersection point using the parameter t\r\n ray.direction.scaleToRef(t, TmpVectors.Vector3[0]);\r\n const intersectionPoint = ray.origin.add(TmpVectors.Vector3[0]);\r\n return intersectionPoint;\r\n }\r\n\r\n // Variables to avoid instantiation in the below method\r\n private _pointA = new Vector3(0, 0, 0);\r\n private _pointC = new Vector3(0, 0, 0);\r\n private _localAxis = new Vector3(0, 0, 0);\r\n private _lookAt = new Vector3(0, 0, 0);\r\n // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera\r\n private _updateDragPlanePosition(ray: Ray, dragPlanePosition: Vector3) {\r\n this._pointA.copyFrom(dragPlanePosition);\r\n if (this._options.dragAxis) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Calculate plane normal that is the cross product of local axis and (eye-dragPlanePosition)\r\n ray.origin.subtractToRef(this._pointA, this._pointC);\r\n this._pointC.normalize();\r\n if (Math.abs(Vector3.Dot(this._localAxis, this._pointC)) > 0.999) {\r\n // the drag axis is colinear with the (eye to position) ray. The cross product will give jittered values.\r\n // A new axis vector need to be computed\r\n if (Math.abs(Vector3.Dot(Vector3.UpReadOnly, this._pointC)) > 0.999) {\r\n this._lookAt.copyFrom(Vector3.Right());\r\n } else {\r\n this._lookAt.copyFrom(Vector3.UpReadOnly);\r\n }\r\n } else {\r\n Vector3.CrossToRef(this._localAxis, this._pointC, this._lookAt);\r\n // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendicular to camera\r\n Vector3.CrossToRef(this._localAxis, this._lookAt, this._lookAt);\r\n this._lookAt.normalize();\r\n }\r\n\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._lookAt, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else if (this._options.dragPlaneNormal) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragPlaneNormal);\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._localAxis, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else {\r\n if (this._scene.activeCamera) {\r\n this._scene.activeCamera.getForwardRay().direction.normalizeToRef(this._localAxis);\r\n }\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._dragPlane.lookAt(this._pointA.add(this._localAxis));\r\n }\r\n // Update the position of the drag plane so it doesn't get out of sync with the node (eg. when moving back and forth quickly)\r\n this._dragPlane.position.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n this._dragPlane.computeWorldMatrix(true);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._lastPointerRay = {};\r\n if (this.attachedNode && (this.attachedNode as Mesh)._isMesh) {\r\n (this.attachedNode as AbstractMesh).isNearGrabbable = false;\r\n }\r\n if (this._pointerObserver) {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n if (this._dragPlane) {\r\n this._dragPlane.dispose();\r\n }\r\n this.releaseDrag();\r\n }\r\n\r\n /**\r\n * Disposes the current instance, cleaning up all associated observables and detaching any attached nodes.\r\n */\r\n public dispose(): void {\r\n this.detach();\r\n this.onDragObservable.clear();\r\n this.onAttachedNodePositionChangeObservable.clear();\r\n this.onDragEndObservable.clear();\r\n this.onDragStartObservable.clear();\r\n this.onEnabledObservable.clear();\r\n this.attachedNode = null as any;\r\n }\r\n}\r\n"]}
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1
|
+
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type { Behavior } from \"../../Behaviors/behavior\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PivotTools } from \"../../Misc/pivotTools\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CreatePlane } from \"../../Meshes/Builders/planeBuilder\";\r\n\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\nimport type { DragEvent, DragStartEndEvent } from \"./pointerDragEvents\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events\r\n */\r\nexport class PointerDragBehavior implements Behavior<TransformNode> {\r\n private static _AnyMouseId = -2;\r\n /**\r\n * Abstract mesh the behavior is set on\r\n */\r\n public attachedNode: TransformNode;\r\n protected _dragPlane: Mesh;\r\n private _scene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n private static _PlaneScene: Scene;\r\n private _useAlternatePickedPointAboveMaxDragAngleDragSpeed = -1.1;\r\n private _activeDragButton: number = -1;\r\n private _activePointerInfo: Nullable<PointerInfo>;\r\n /**\r\n * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)\r\n */\r\n public maxDragAngle = 0;\r\n /**\r\n * Butttons that can be used to initiate a drag\r\n */\r\n public dragButtons = [0, 1, 2];\r\n /**\r\n * @internal\r\n */\r\n public _useAlternatePickedPointAboveMaxDragAngle = false;\r\n /**\r\n * Get or set the currentDraggingPointerId\r\n * @deprecated Please use currentDraggingPointerId instead\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get currentDraggingPointerID(): number {\r\n return this.currentDraggingPointerId;\r\n }\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public set currentDraggingPointerID(currentDraggingPointerId: number) {\r\n this.currentDraggingPointerId = currentDraggingPointerId;\r\n }\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public currentDraggingPointerId = -1;\r\n /**\r\n * The last position where the pointer hit the drag plane in world space\r\n */\r\n public lastDragPosition: Vector3;\r\n /**\r\n * If the behavior is currently in a dragging state\r\n */\r\n public dragging = false;\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n public dragDeltaRatio = 0.2;\r\n /**\r\n * If the drag plane orientation should be updated during the dragging (Default: true)\r\n */\r\n public updateDragPlane = true;\r\n // Debug mode will display drag planes to help visualize behavior\r\n private _debugMode = false;\r\n private _moving = false;\r\n //\r\n private _prevAttachedNodeAbsPosition: Vector3 = new Vector3();\r\n /**\r\n * Fires each time the attached mesh is dragged with the pointer\r\n */\r\n public onDragObservable = new Observable<DragEvent>();\r\n /**\r\n * Fires each time a drag begins (eg. mouse down on mesh)\r\n */\r\n public onDragStartObservable = new Observable<DragStartEndEvent>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n */\r\n public onDragEndObservable = new Observable<DragStartEndEvent>();\r\n /**\r\n * Fires each time behavior enabled state changes\r\n */\r\n public onEnabledObservable = new Observable<boolean>();\r\n /**\r\n * An observable that triggers when the position of the attached node changes.\r\n * Observers will be notified with a Vector3 object representing the new position.\r\n */\r\n public onAttachedNodePositionChangeObservable = new Observable<Vector3>();\r\n\r\n /**\r\n * If the attached mesh should be moved when dragged\r\n */\r\n public moveAttached = true;\r\n\r\n /**\r\n * A boolean flag that, when set to true, enables the handling of pointer events at runtime.\r\n * This can be used to dynamically control whether an application should respond to\r\n * touch, mouse, or other pointer input. Setting this to false will disable such interactions,\r\n * effectively ignoring pointer events until re-enabled.\r\n */\r\n public anyRuntimePointerEventsEnabled = false;\r\n\r\n /**\r\n * A boolean flag that, when set to true, disables the automatic handling of pointer events.\r\n * When disabled, manual configuration of pointer events is required.\r\n */\r\n public disableAutoPointerEvents = false;\r\n\r\n /**\r\n * If the drag behavior will react to drag events (Default: true)\r\n */\r\n public set enabled(value: boolean) {\r\n if (value != this._enabled) {\r\n this.onEnabledObservable.notifyObservers(value);\r\n }\r\n this._enabled = value;\r\n }\r\n\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n private _enabled = true;\r\n\r\n /**\r\n * If pointer events should start and release the drag (Default: true)\r\n */\r\n public startAndReleaseDragOnPointerEvents = true;\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)\r\n */\r\n public useObjectOrientationForDragging = true;\r\n\r\n /**\r\n * Normally a drag is canceled when the user presses another button on the same pointer. If this is set to true,\r\n * the drag will continue even if another button is pressed on the same pointer.\r\n */\r\n public allowOtherButtonsDuringDrag = false;\r\n\r\n /**\r\n * If set, the drag axis will be transformed by the inverse of this node's world matrix.\r\n * Useful when the drag behavior is used with a gizmo that has an additionalTransformNode.\r\n */\r\n public additionalTransformNode?: TransformNode;\r\n\r\n private _options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 };\r\n\r\n /**\r\n * Gets the options used by the behavior\r\n */\r\n public get options(): { dragAxis?: Vector3; dragPlaneNormal?: Vector3 } {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * Sets the options used by the behavior\r\n */\r\n public set options(options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options;\r\n }\r\n\r\n /**\r\n * Creates a pointer drag behavior that can be attached to a mesh\r\n * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)\r\n * @param options.dragAxis\r\n * @param options.dragPlaneNormal\r\n */\r\n constructor(options?: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options ? options : {};\r\n\r\n let optionCount = 0;\r\n if (this._options.dragAxis) {\r\n optionCount++;\r\n }\r\n if (this._options.dragPlaneNormal) {\r\n optionCount++;\r\n }\r\n if (optionCount > 1) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Multiple drag modes specified in dragBehavior options. Only one expected\";\r\n }\r\n }\r\n\r\n /**\r\n * Predicate to determine if it is valid to move the object to a new position when it is moved.\r\n * In the case of rotation gizmo, target contains the angle.\r\n * @param target destination position or desired angle delta\r\n * @returns boolean for whether or not it is valid to move\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public validateDrag = (target: Vector3) => {\r\n return true;\r\n };\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"PointerDrag\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n private _tmpVector = new Vector3(0, 0, 0);\r\n private _alternatePickedPoint = new Vector3(0, 0, 0);\r\n private _worldDragAxis = new Vector3(0, 0, 0);\r\n private _targetPosition = new Vector3(0, 0, 0);\r\n private _attachedToElement: boolean = false;\r\n /**\r\n * Attaches the drag behavior the passed in mesh\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n * @param predicate Predicate to use for pick filtering\r\n */\r\n public attach(ownerNode: TransformNode, predicate?: (m: AbstractMesh) => boolean): void {\r\n this._scene = ownerNode.getScene();\r\n if ((ownerNode as Mesh)._isMesh) {\r\n (ownerNode as AbstractMesh).isNearGrabbable = true;\r\n }\r\n this.attachedNode = ownerNode;\r\n\r\n // Initialize drag plane to not interfere with existing scene\r\n if (!PointerDragBehavior._PlaneScene) {\r\n if (this._debugMode) {\r\n PointerDragBehavior._PlaneScene = this._scene;\r\n } else {\r\n PointerDragBehavior._PlaneScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n PointerDragBehavior._PlaneScene.detachControl();\r\n this._scene.onDisposeObservable.addOnce(() => {\r\n PointerDragBehavior._PlaneScene.dispose();\r\n (<any>PointerDragBehavior._PlaneScene) = null;\r\n });\r\n }\r\n }\r\n this._dragPlane = CreatePlane(\r\n \"pointerDragPlane\",\r\n { size: this._debugMode ? 1 : 10000, updatable: false, sideOrientation: Mesh.DOUBLESIDE },\r\n PointerDragBehavior._PlaneScene\r\n );\r\n\r\n // State of the drag\r\n this.lastDragPosition = new Vector3(0, 0, 0);\r\n\r\n const pickPredicate = predicate\r\n ? predicate\r\n : (m: AbstractMesh) => {\r\n return this.attachedNode == m || m.isDescendantOf(this.attachedNode);\r\n };\r\n\r\n if (!this.disableAutoPointerEvents) {\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n if (!this.enabled) {\r\n // If behavior is disabled before releaseDrag is ever called, call it now.\r\n if (this._attachedToElement) {\r\n this.releaseDrag();\r\n }\r\n\r\n return;\r\n }\r\n\r\n // If we are dragging and the user presses another button on the same pointer, end the drag. Otherwise,\r\n // tracking when the drag should end becomes very complex.\r\n // gizmo.ts has similar behavior.\r\n if (\r\n this.dragging &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n pointerInfo.event.button !== -1 &&\r\n pointerInfo.event.button !== this._activeDragButton &&\r\n !this.allowOtherButtonsDuringDrag\r\n ) {\r\n this.releaseDrag();\r\n return;\r\n }\r\n\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n !this.dragging &&\r\n pointerInfo.pickInfo &&\r\n pointerInfo.pickInfo.hit &&\r\n pointerInfo.pickInfo.pickedMesh &&\r\n pointerInfo.pickInfo.pickedPoint &&\r\n pointerInfo.pickInfo.ray &&\r\n pickPredicate(pointerInfo.pickInfo.pickedMesh)\r\n ) {\r\n if (this._activeDragButton === -1 && this.dragButtons.indexOf(pointerInfo.event.button) !== -1) {\r\n this._activeDragButton = pointerInfo.event.button;\r\n this._activePointerInfo = pointerInfo;\r\n this._startDrag((<IPointerEvent>pointerInfo.event).pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);\r\n }\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n (this._activeDragButton === pointerInfo.event.button || this._activeDragButton === -1)\r\n ) {\r\n this.releaseDrag();\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n const pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n\r\n // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved\r\n if (this.currentDraggingPointerId === PointerDragBehavior._AnyMouseId && pointerId !== PointerDragBehavior._AnyMouseId) {\r\n const evt = <IPointerEvent>pointerInfo.event;\r\n const isMouseEvent = evt.pointerType === \"mouse\" || (!this._scene.getEngine().hostInformation.isMobile && evt instanceof MouseEvent);\r\n if (isMouseEvent) {\r\n if (this._lastPointerRay[this.currentDraggingPointerId]) {\r\n this._lastPointerRay[pointerId] = this._lastPointerRay[this.currentDraggingPointerId];\r\n delete this._lastPointerRay[this.currentDraggingPointerId];\r\n }\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n\r\n // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()\r\n if (!this._lastPointerRay[pointerId]) {\r\n this._lastPointerRay[pointerId] = new Ray(new Vector3(), new Vector3());\r\n }\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {\r\n this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);\r\n\r\n if (this.currentDraggingPointerId == pointerId && this.dragging) {\r\n this._moveDrag(pointerInfo.pickInfo.ray);\r\n }\r\n }\r\n if (this.anyRuntimePointerEventsEnabled) {\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n });\r\n }\r\n\r\n this._prevAttachedNodeAbsPosition.copyFrom(this.attachedNode.absolutePosition);\r\n\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (this._moving && this.moveAttached) {\r\n let needMatrixUpdate = false;\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Slowly move mesh to avoid jitter\r\n const absPosition = this.attachedNode.absolutePosition;\r\n if (this._targetPosition.equals(absPosition)) {\r\n return;\r\n }\r\n this._targetPosition.subtractToRef(absPosition, this._tmpVector);\r\n this._tmpVector.scaleInPlace(this.dragDeltaRatio);\r\n absPosition.addToRef(this._tmpVector, this._tmpVector);\r\n if (this.validateDrag(this._tmpVector)) {\r\n this.attachedNode.setAbsolutePosition(this._tmpVector);\r\n needMatrixUpdate = true;\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n if (needMatrixUpdate) {\r\n this.attachedNode.computeWorldMatrix();\r\n }\r\n if (!this._prevAttachedNodeAbsPosition.equals(absPosition)) {\r\n this.onAttachedNodePositionChangeObservable.notifyObservers(absPosition);\r\n this._prevAttachedNodeAbsPosition.copyFrom(absPosition);\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Force release the drag action by code.\r\n */\r\n public releaseDrag() {\r\n if (this.dragging) {\r\n this.dragging = false;\r\n this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n }\r\n\r\n this.currentDraggingPointerId = -1;\r\n this._activeDragButton = -1;\r\n this._activePointerInfo = null;\r\n this._moving = false;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._scene.activeCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(\r\n arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true,\r\n arcRotateCamera._useCtrlForPanning,\r\n arcRotateCamera._panningMouseButton\r\n );\r\n } else {\r\n this._scene.activeCamera.attachControl(this._scene.activeCamera.inputs ? this._scene.activeCamera.inputs.noPreventDefault : true);\r\n }\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n private _startDragRay = new Ray(new Vector3(), new Vector3());\r\n private _lastPointerRay: { [key: number]: Ray } = {};\r\n /**\r\n * Simulates the start of a pointer drag event on the behavior\r\n * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)\r\n * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)\r\n * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)\r\n */\r\n public startDrag(pointerId: number = PointerDragBehavior._AnyMouseId, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n this._startDrag(pointerId, fromRay, startPickedPoint);\r\n\r\n let lastRay = this._lastPointerRay[pointerId];\r\n if (pointerId === PointerDragBehavior._AnyMouseId) {\r\n lastRay = this._lastPointerRay[<any>Object.keys(this._lastPointerRay)[0]];\r\n }\r\n\r\n if (lastRay) {\r\n // if there was a last pointer ray drag the object there\r\n this._moveDrag(lastRay);\r\n }\r\n }\r\n\r\n protected _startDrag(pointerId: number, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n if (!this._scene.activeCamera || this.dragging || !this.attachedNode) {\r\n return;\r\n }\r\n\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Create start ray from the camera to the object\r\n if (fromRay) {\r\n this._startDragRay.direction.copyFrom(fromRay.direction);\r\n this._startDragRay.origin.copyFrom(fromRay.origin);\r\n } else {\r\n this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);\r\n this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);\r\n }\r\n\r\n this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);\r\n\r\n const pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);\r\n if (pickedPoint) {\r\n this.dragging = true;\r\n this.currentDraggingPointerId = pointerId;\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n this._targetPosition.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n // Detatch camera controls\r\n if (this.detachCameraControls && this._scene.activeCamera && this._scene.activeCamera.inputs && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.inputs.attachedToElement) {\r\n this._scene.activeCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n } else {\r\n this.releaseDrag();\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n\r\n private _dragDelta = new Vector3();\r\n protected _moveDrag(ray: Ray) {\r\n this._moving = true;\r\n const pickedPoint = this._pickWithRayOnDragPlane(ray);\r\n\r\n if (pickedPoint) {\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n\r\n if (this.updateDragPlane) {\r\n this._updateDragPlanePosition(ray, pickedPoint);\r\n }\r\n let dragLength = 0;\r\n // depending on the drag mode option drag accordingly\r\n if (this._options.dragAxis) {\r\n // Convert local drag axis to world if useObjectOrientationForDragging\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis)\r\n : this._worldDragAxis.copyFrom(this._options.dragAxis);\r\n // Project delta drag from the drag plane onto the drag axis\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);\r\n\r\n if (this.additionalTransformNode) {\r\n this.additionalTransformNode.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n Vector3.TransformNormalToRef(this._worldDragAxis, TmpVectors.Matrix[0], this._worldDragAxis);\r\n }\r\n this._worldDragAxis.normalize();\r\n dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);\r\n this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);\r\n } else {\r\n dragLength = this._dragDelta.length();\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);\r\n }\r\n this._targetPosition.addInPlace(this._dragDelta);\r\n this.onDragObservable.notifyObservers({\r\n dragDistance: dragLength,\r\n delta: this._dragDelta,\r\n dragPlanePoint: pickedPoint,\r\n dragPlaneNormal: this._dragPlane.forward,\r\n pointerId: this.currentDraggingPointerId,\r\n pointerInfo: this._activePointerInfo,\r\n });\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n }\r\n\r\n private _pickWithRayOnDragPlane(ray: Nullable<Ray>) {\r\n if (!ray) {\r\n return null;\r\n }\r\n\r\n // Calculate angle between plane normal and ray\r\n let angle = Math.acos(Vector3.Dot(this._dragPlane.forward, ray.direction));\r\n // Correct if ray is casted from oposite side\r\n if (angle > Math.PI / 2) {\r\n angle = Math.PI - angle;\r\n }\r\n\r\n // If the angle is too perpendicular to the plane pick another point on the plane where it is looking\r\n if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {\r\n if (this._useAlternatePickedPointAboveMaxDragAngle) {\r\n // Invert ray direction along the towards object axis\r\n this._tmpVector.copyFrom(ray.direction);\r\n this.attachedNode.absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);\r\n this._alternatePickedPoint.normalize();\r\n this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed * Vector3.Dot(this._alternatePickedPoint, this._tmpVector));\r\n this._tmpVector.addInPlace(this._alternatePickedPoint);\r\n\r\n // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point\r\n const dot = Vector3.Dot(this._dragPlane.forward, this._tmpVector);\r\n this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);\r\n this._alternatePickedPoint.addInPlace(this._tmpVector);\r\n this._alternatePickedPoint.addInPlace(this.attachedNode.absolutePosition);\r\n return this._alternatePickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n // use an infinite plane instead of ray picking a mesh that must be updated every frame\r\n const planeNormal = this._dragPlane.forward;\r\n const planePosition = this._dragPlane.position;\r\n const dotProduct = ray.direction.dot(planeNormal);\r\n if (Math.abs(dotProduct) < Epsilon) {\r\n // Ray and plane are parallel, no intersection\r\n return null;\r\n }\r\n\r\n planePosition.subtractToRef(ray.origin, TmpVectors.Vector3[0]);\r\n const t = TmpVectors.Vector3[0].dot(planeNormal) / dotProduct;\r\n // Ensure the intersection point is in front of the ray (t must be positive)\r\n if (t < 0) {\r\n // Intersection point is behind the ray\r\n return null;\r\n }\r\n\r\n // Calculate the intersection point using the parameter t\r\n ray.direction.scaleToRef(t, TmpVectors.Vector3[0]);\r\n const intersectionPoint = ray.origin.add(TmpVectors.Vector3[0]);\r\n return intersectionPoint;\r\n }\r\n\r\n // Variables to avoid instantiation in the below method\r\n private _pointA = new Vector3(0, 0, 0);\r\n private _pointC = new Vector3(0, 0, 0);\r\n private _localAxis = new Vector3(0, 0, 0);\r\n private _lookAt = new Vector3(0, 0, 0);\r\n // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera\r\n private _updateDragPlanePosition(ray: Ray, dragPlanePosition: Vector3) {\r\n this._pointA.copyFrom(dragPlanePosition);\r\n if (this._options.dragAxis) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Calculate plane normal that is the cross product of local axis and (eye-dragPlanePosition)\r\n ray.origin.subtractToRef(this._pointA, this._pointC);\r\n this._pointC.normalize();\r\n if (Math.abs(Vector3.Dot(this._localAxis, this._pointC)) > 0.999) {\r\n // the drag axis is colinear with the (eye to position) ray. The cross product will give jittered values.\r\n // A new axis vector need to be computed\r\n if (Math.abs(Vector3.Dot(Vector3.UpReadOnly, this._pointC)) > 0.999) {\r\n this._lookAt.copyFrom(Vector3.Right());\r\n } else {\r\n this._lookAt.copyFrom(Vector3.UpReadOnly);\r\n }\r\n } else {\r\n Vector3.CrossToRef(this._localAxis, this._pointC, this._lookAt);\r\n // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendicular to camera\r\n Vector3.CrossToRef(this._localAxis, this._lookAt, this._lookAt);\r\n this._lookAt.normalize();\r\n }\r\n\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._lookAt, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else if (this._options.dragPlaneNormal) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragPlaneNormal);\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._localAxis, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else {\r\n if (this._scene.activeCamera) {\r\n this._scene.activeCamera.getForwardRay().direction.normalizeToRef(this._localAxis);\r\n }\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._dragPlane.lookAt(this._pointA.add(this._localAxis));\r\n }\r\n // Update the position of the drag plane so it doesn't get out of sync with the node (eg. when moving back and forth quickly)\r\n this._dragPlane.position.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n this._dragPlane.computeWorldMatrix(true);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._lastPointerRay = {};\r\n if (this.attachedNode && (this.attachedNode as Mesh)._isMesh) {\r\n (this.attachedNode as AbstractMesh).isNearGrabbable = false;\r\n }\r\n if (this._pointerObserver) {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n if (this._dragPlane) {\r\n this._dragPlane.dispose();\r\n }\r\n this.releaseDrag();\r\n }\r\n\r\n /**\r\n * Disposes the current instance, cleaning up all associated observables and detaching any attached nodes.\r\n */\r\n public dispose(): void {\r\n this.detach();\r\n this.onDragObservable.clear();\r\n this.onAttachedNodePositionChangeObservable.clear();\r\n this.onDragEndObservable.clear();\r\n this.onDragStartObservable.clear();\r\n this.onEnabledObservable.clear();\r\n this.attachedNode = null as any;\r\n }\r\n}\r\n"]}
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@@ -2,7 +2,6 @@ import type { Observer } from "../Misc/observable.js";
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2
2
|
import { Observable } from "../Misc/observable.js";
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|
3
3
|
import type { Nullable } from "../types.js";
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4
4
|
import type { PointerInfo } from "../Events/pointerEvents.js";
|
|
5
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-
import type { Vector3 } from "../Maths/math.vector.js";
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|
6
5
|
import { TransformNode } from "../Meshes/transformNode.js";
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7
6
|
import type { Node } from "../node.js";
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8
7
|
import { Mesh } from "../Meshes/mesh.js";
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@@ -14,6 +13,7 @@ import { StandardMaterial } from "../Materials/standardMaterial.js";
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14
13
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import type { Scene } from "../scene.js";
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15
14
|
import type { PositionGizmo } from "./positionGizmo.js";
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|
16
15
|
import { Color3 } from "../Maths/math.color.js";
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|
16
|
+
import { Vector3 } from "../Maths/math.vector.js";
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17
17
|
/**
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|
18
18
|
* Interface for axis drag gizmo
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|
19
19
|
*/
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package/Gizmos/axisDragGizmo.js
CHANGED
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@@ -7,7 +7,7 @@ import { Gizmo } from "./gizmo.js";
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7
7
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import { UtilityLayerRenderer } from "../Rendering/utilityLayerRenderer.js";
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|
8
8
|
import { StandardMaterial } from "../Materials/standardMaterial.js";
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|
9
9
|
import { Color3 } from "../Maths/math.color.js";
|
|
10
|
-
import { TmpVectors } from "../Maths/math.vector.js";
|
|
10
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+
import { TmpVectors, Vector3 } from "../Maths/math.vector.js";
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|
11
11
|
/**
|
|
12
12
|
* Single axis drag gizmo
|
|
13
13
|
*/
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@@ -125,17 +125,25 @@ export class AxisDragGizmo extends Gizmo {
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|
|
125
125
|
// if the node has parent, the local transform properties (position, rotation, scale)
|
|
126
126
|
// will be recomputed in _matrixChanged function
|
|
127
127
|
let matrixChanged = false;
|
|
128
|
+
// Transform delta by additionalTransformNode world matrix if present
|
|
129
|
+
let delta = event.delta;
|
|
130
|
+
if (this._additionalTransformNode) {
|
|
131
|
+
const additionalInverseMatrix = TmpVectors.Matrix[0];
|
|
132
|
+
this._additionalTransformNode.getWorldMatrix().invertToRef(additionalInverseMatrix);
|
|
133
|
+
Vector3.TransformNormalToRef(event.delta, additionalInverseMatrix, TmpVectors.Vector3[3]);
|
|
134
|
+
delta = TmpVectors.Vector3[3];
|
|
135
|
+
}
|
|
128
136
|
// Snapping logic
|
|
129
137
|
if (this.snapDistance == 0) {
|
|
130
138
|
this.attachedNode.getWorldMatrix().getTranslationToRef(TmpVectors.Vector3[2]);
|
|
131
|
-
TmpVectors.Vector3[2].addInPlace(
|
|
139
|
+
TmpVectors.Vector3[2].addInPlace(delta);
|
|
132
140
|
if (this.dragBehavior.validateDrag(TmpVectors.Vector3[2])) {
|
|
133
141
|
if (this.attachedNode.position) {
|
|
134
142
|
// Required for nodes like lights
|
|
135
|
-
this.attachedNode.position.addInPlaceFromFloats(
|
|
143
|
+
this.attachedNode.position.addInPlaceFromFloats(delta.x, delta.y, delta.z);
|
|
136
144
|
}
|
|
137
145
|
// use _worldMatrix to not force a matrix update when calling GetWorldMatrix especially with Cameras
|
|
138
|
-
this.attachedNode.getWorldMatrix().addTranslationFromFloats(
|
|
146
|
+
this.attachedNode.getWorldMatrix().addTranslationFromFloats(delta.x, delta.y, delta.z);
|
|
139
147
|
this.attachedNode.updateCache();
|
|
140
148
|
matrixChanged = true;
|
|
141
149
|
}
|
|
@@ -145,7 +153,7 @@ export class AxisDragGizmo extends Gizmo {
|
|
|
145
153
|
if (Math.abs(currentSnapDragDistance) > this.snapDistance) {
|
|
146
154
|
const dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / this.snapDistance);
|
|
147
155
|
currentSnapDragDistance = currentSnapDragDistance % this.snapDistance;
|
|
148
|
-
|
|
156
|
+
delta.normalizeToRef(TmpVectors.Vector3[1]);
|
|
149
157
|
TmpVectors.Vector3[1].scaleInPlace(this.snapDistance * dragSteps);
|
|
150
158
|
this.attachedNode.getWorldMatrix().getTranslationToRef(TmpVectors.Vector3[2]);
|
|
151
159
|
TmpVectors.Vector3[2].addInPlace(TmpVectors.Vector3[1]);
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport type { Vector3 } from \"../Maths/math.vector\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { Node } from \"../node\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport { PointerDragBehavior } from \"../Behaviors/Meshes/pointerDragBehavior\";\r\nimport type { GizmoAxisCache, IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { PositionGizmo } from \"./positionGizmo\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { TmpVectors } from \"../Maths/math.vector\";\r\n\r\n/**\r\n * Interface for axis drag gizmo\r\n */\r\nexport interface IAxisDragGizmo extends IGizmo {\r\n /** Drag behavior responsible for the gizmos dragging interactions */\r\n dragBehavior: PointerDragBehavior;\r\n /** Drag distance in babylon units that the gizmo will snap to when dragged */\r\n snapDistance: number;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the change in distance\r\n */\r\n onSnapObservable: Observable<{ snapDistance: number }>;\r\n /** If the gizmo is enabled */\r\n isEnabled: boolean;\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n coloredMaterial: StandardMaterial;\r\n /** Material used to render when gizmo is hovered with mouse*/\r\n hoverMaterial: StandardMaterial;\r\n /** Material used to render when gizmo is disabled. typically grey.*/\r\n disableMaterial: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Single axis drag gizmo\r\n */\r\nexport class AxisDragGizmo extends Gizmo implements IAxisDragGizmo {\r\n /**\r\n * Drag behavior responsible for the gizmos dragging interactions\r\n */\r\n public dragBehavior: PointerDragBehavior;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n /**\r\n * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)\r\n */\r\n public snapDistance = 0;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the change in distance\r\n */\r\n public onSnapObservable = new Observable<{ snapDistance: number }>();\r\n\r\n protected _isEnabled: boolean = true;\r\n protected _parent: Nullable<PositionGizmo> = null;\r\n\r\n protected _gizmoMesh: Mesh;\r\n protected _coloredMaterial: StandardMaterial;\r\n protected _hoverMaterial: StandardMaterial;\r\n protected _disableMaterial: StandardMaterial;\r\n protected _dragging: boolean = false;\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n public get coloredMaterial() {\r\n return this._coloredMaterial;\r\n }\r\n\r\n /** Material used to render when gizmo is hovered with mouse*/\r\n public get hoverMaterial() {\r\n return this._hoverMaterial;\r\n }\r\n\r\n /** Material used to render when gizmo is disabled. typically grey.*/\r\n public get disableMaterial() {\r\n return this._disableMaterial;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _CreateArrow(scene: Scene, material: StandardMaterial, thickness: number = 1, isCollider = false): TransformNode {\r\n const arrow = new TransformNode(\"arrow\", scene);\r\n const cylinder = CreateCylinder(\r\n \"cylinder\",\r\n {\r\n diameterTop: 0,\r\n height: 0.075,\r\n diameterBottom: 0.0375 * (1 + (thickness - 1) / 4),\r\n tessellation: 96,\r\n },\r\n scene\r\n );\r\n const line = CreateCylinder(\r\n \"cylinder\",\r\n {\r\n diameterTop: 0.005 * thickness,\r\n height: 0.275,\r\n diameterBottom: 0.005 * thickness,\r\n tessellation: 96,\r\n },\r\n scene\r\n );\r\n\r\n // Position arrow pointing in its drag axis\r\n cylinder.parent = arrow;\r\n cylinder.material = material;\r\n cylinder.rotation.x = Math.PI / 2;\r\n cylinder.position.z += 0.3;\r\n\r\n line.parent = arrow;\r\n line.material = material;\r\n line.position.z += 0.275 / 2;\r\n line.rotation.x = Math.PI / 2;\r\n\r\n if (isCollider) {\r\n line.visibility = 0;\r\n cylinder.visibility = 0;\r\n }\r\n return arrow;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode {\r\n const instance = new TransformNode(\"arrow\", scene);\r\n for (const mesh of arrow.getChildMeshes()) {\r\n const childInstance = (mesh as Mesh).createInstance(mesh.name);\r\n childInstance.parent = instance;\r\n }\r\n return instance;\r\n }\r\n\r\n /**\r\n * Creates an AxisDragGizmo\r\n * @param dragAxis The axis which the gizmo will be able to drag on\r\n * @param color The color of the gizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param parent\r\n * @param thickness display gizmo axis thickness\r\n * @param hoverColor The color of the gizmo when hovering over and dragging\r\n * @param disableColor The Color of the gizmo when its disabled\r\n */\r\n constructor(\r\n dragAxis: Vector3,\r\n color: Color3 = Color3.Gray(),\r\n gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer,\r\n parent: Nullable<PositionGizmo> = null,\r\n thickness: number = 1,\r\n hoverColor: Color3 = Color3.Yellow(),\r\n disableColor: Color3 = Color3.Gray()\r\n ) {\r\n super(gizmoLayer);\r\n this._parent = parent;\r\n\r\n // Create Material\r\n this._coloredMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._coloredMaterial.diffuseColor = color;\r\n this._coloredMaterial.specularColor = color.subtract(new Color3(0.1, 0.1, 0.1));\r\n\r\n this._hoverMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._hoverMaterial.diffuseColor = hoverColor;\r\n\r\n this._disableMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._disableMaterial.diffuseColor = disableColor;\r\n this._disableMaterial.alpha = 0.4;\r\n\r\n // Build Mesh + Collider\r\n const arrow = AxisDragGizmo._CreateArrow(gizmoLayer.utilityLayerScene, this._coloredMaterial, thickness);\r\n const collider = AxisDragGizmo._CreateArrow(gizmoLayer.utilityLayerScene, this._coloredMaterial, thickness + 4, true);\r\n\r\n // Add to Root Node\r\n this._gizmoMesh = new Mesh(\"\", gizmoLayer.utilityLayerScene);\r\n this._gizmoMesh.addChild(arrow as Mesh);\r\n this._gizmoMesh.addChild(collider as Mesh);\r\n\r\n this._gizmoMesh.lookAt(this._rootMesh.position.add(dragAxis));\r\n this._gizmoMesh.scaling.scaleInPlace(1 / 3);\r\n this._gizmoMesh.parent = this._rootMesh;\r\n\r\n let currentSnapDragDistance = 0;\r\n const tmpSnapEvent = { snapDistance: 0 };\r\n // Add drag behavior to handle events when the gizmo is dragged\r\n this.dragBehavior = new PointerDragBehavior({ dragAxis: dragAxis });\r\n this.dragBehavior.moveAttached = false;\r\n this.dragBehavior.updateDragPlane = false;\r\n this._rootMesh.addBehavior(this.dragBehavior);\r\n\r\n this.dragBehavior.onDragObservable.add((event) => {\r\n if (this.attachedNode) {\r\n // Keep world translation and use it to update world transform\r\n // if the node has parent, the local transform properties (position, rotation, scale)\r\n // will be recomputed in _matrixChanged function\r\n\r\n let matrixChanged: boolean = false;\r\n // Snapping logic\r\n if (this.snapDistance == 0) {\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(TmpVectors.Vector3[2]);\r\n TmpVectors.Vector3[2].addInPlace(event.delta);\r\n if (this.dragBehavior.validateDrag(TmpVectors.Vector3[2])) {\r\n if ((this.attachedNode as any).position) {\r\n // Required for nodes like lights\r\n (this.attachedNode as any).position.addInPlaceFromFloats(event.delta.x, event.delta.y, event.delta.z);\r\n }\r\n\r\n // use _worldMatrix to not force a matrix update when calling GetWorldMatrix especially with Cameras\r\n this.attachedNode.getWorldMatrix().addTranslationFromFloats(event.delta.x, event.delta.y, event.delta.z);\r\n this.attachedNode.updateCache();\r\n matrixChanged = true;\r\n }\r\n } else {\r\n currentSnapDragDistance += event.dragDistance;\r\n if (Math.abs(currentSnapDragDistance) > this.snapDistance) {\r\n const dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / this.snapDistance);\r\n currentSnapDragDistance = currentSnapDragDistance % this.snapDistance;\r\n event.delta.normalizeToRef(TmpVectors.Vector3[1]);\r\n TmpVectors.Vector3[1].scaleInPlace(this.snapDistance * dragSteps);\r\n\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(TmpVectors.Vector3[2]);\r\n TmpVectors.Vector3[2].addInPlace(TmpVectors.Vector3[1]);\r\n if (this.dragBehavior.validateDrag(TmpVectors.Vector3[2])) {\r\n this.attachedNode.getWorldMatrix().addTranslationFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[1].z);\r\n this.attachedNode.updateCache();\r\n tmpSnapEvent.snapDistance = this.snapDistance * dragSteps * Math.sign(currentSnapDragDistance);\r\n this.onSnapObservable.notifyObservers(tmpSnapEvent);\r\n matrixChanged = true;\r\n }\r\n }\r\n }\r\n if (matrixChanged) {\r\n this._matrixChanged();\r\n }\r\n }\r\n });\r\n this.dragBehavior.onDragStartObservable.add(() => {\r\n this._dragging = true;\r\n });\r\n this.dragBehavior.onDragEndObservable.add(() => {\r\n this._dragging = false;\r\n });\r\n\r\n const light = gizmoLayer._getSharedGizmoLight();\r\n light.includedOnlyMeshes = light.includedOnlyMeshes.concat(this._rootMesh.getChildMeshes(false));\r\n\r\n const cache: GizmoAxisCache = {\r\n gizmoMeshes: arrow.getChildMeshes(),\r\n colliderMeshes: collider.getChildMeshes(),\r\n material: this._coloredMaterial,\r\n hoverMaterial: this._hoverMaterial,\r\n disableMaterial: this._disableMaterial,\r\n active: false,\r\n dragBehavior: this.dragBehavior,\r\n };\r\n this._parent?.addToAxisCache(collider as Mesh, cache);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (this._customMeshSet) {\r\n return;\r\n }\r\n this._isHovered = !!(cache.colliderMeshes.indexOf(<Mesh>pointerInfo?.pickInfo?.pickedMesh) != -1);\r\n if (!this._parent) {\r\n const material = this.dragBehavior.enabled ? (this._isHovered || this._dragging ? this._hoverMaterial : this._coloredMaterial) : this._disableMaterial;\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, material);\r\n }\r\n });\r\n\r\n this.dragBehavior.onEnabledObservable.add((newState) => {\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, newState ? cache.material : cache.disableMaterial);\r\n });\r\n }\r\n\r\n protected override _attachedNodeChanged(value: Nullable<Node>) {\r\n if (this.dragBehavior) {\r\n this.dragBehavior.enabled = value ? true : false;\r\n }\r\n }\r\n\r\n /**\r\n * If the gizmo is enabled\r\n */\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n if (!value) {\r\n this.attachedMesh = null;\r\n this.attachedNode = null;\r\n } else {\r\n if (this._parent) {\r\n this.attachedMesh = this._parent.attachedMesh;\r\n this.attachedNode = this._parent.attachedNode;\r\n }\r\n }\r\n }\r\n\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public override dispose() {\r\n this.onSnapObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n this.dragBehavior.detach();\r\n if (this._gizmoMesh) {\r\n this._gizmoMesh.dispose();\r\n }\r\n const mats = [this._coloredMaterial, this._hoverMaterial, this._disableMaterial];\r\n for (const matl of mats) {\r\n if (matl) {\r\n matl.dispose();\r\n }\r\n }\r\n super.dispose();\r\n }\r\n}\r\n"]}
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+
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type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { Node } from \"../node\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport { PointerDragBehavior } from \"../Behaviors/Meshes/pointerDragBehavior\";\r\nimport type { GizmoAxisCache, IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { PositionGizmo } from \"./positionGizmo\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport { TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\n\r\n/**\r\n * Interface for axis drag gizmo\r\n */\r\nexport interface IAxisDragGizmo extends IGizmo {\r\n /** Drag behavior responsible for the gizmos dragging interactions */\r\n dragBehavior: PointerDragBehavior;\r\n /** Drag distance in babylon units that the gizmo will snap to when dragged */\r\n snapDistance: number;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the change in distance\r\n */\r\n onSnapObservable: Observable<{ snapDistance: number }>;\r\n /** If the gizmo is enabled */\r\n isEnabled: boolean;\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n coloredMaterial: StandardMaterial;\r\n /** Material used to render when gizmo is hovered with mouse*/\r\n hoverMaterial: StandardMaterial;\r\n /** Material used to render when gizmo is disabled. typically grey.*/\r\n disableMaterial: StandardMaterial;\r\n}\r\n\r\n/**\r\n * Single axis drag gizmo\r\n */\r\nexport class AxisDragGizmo extends Gizmo implements IAxisDragGizmo {\r\n /**\r\n * Drag behavior responsible for the gizmos dragging interactions\r\n */\r\n public dragBehavior: PointerDragBehavior;\r\n protected _pointerObserver: Nullable<Observer<PointerInfo>> = null;\r\n /**\r\n * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)\r\n */\r\n public snapDistance = 0;\r\n /**\r\n * Event that fires each time the gizmo snaps to a new location.\r\n * * snapDistance is the change in distance\r\n */\r\n public onSnapObservable = new Observable<{ snapDistance: number }>();\r\n\r\n protected _isEnabled: boolean = true;\r\n protected _parent: Nullable<PositionGizmo> = null;\r\n\r\n protected _gizmoMesh: Mesh;\r\n protected _coloredMaterial: StandardMaterial;\r\n protected _hoverMaterial: StandardMaterial;\r\n protected _disableMaterial: StandardMaterial;\r\n protected _dragging: boolean = false;\r\n\r\n /** Default material used to render when gizmo is not disabled or hovered */\r\n public get coloredMaterial() {\r\n return this._coloredMaterial;\r\n }\r\n\r\n /** Material used to render when gizmo is hovered with mouse*/\r\n public get hoverMaterial() {\r\n return this._hoverMaterial;\r\n }\r\n\r\n /** Material used to render when gizmo is disabled. typically grey.*/\r\n public get disableMaterial() {\r\n return this._disableMaterial;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _CreateArrow(scene: Scene, material: StandardMaterial, thickness: number = 1, isCollider = false): TransformNode {\r\n const arrow = new TransformNode(\"arrow\", scene);\r\n const cylinder = CreateCylinder(\r\n \"cylinder\",\r\n {\r\n diameterTop: 0,\r\n height: 0.075,\r\n diameterBottom: 0.0375 * (1 + (thickness - 1) / 4),\r\n tessellation: 96,\r\n },\r\n scene\r\n );\r\n const line = CreateCylinder(\r\n \"cylinder\",\r\n {\r\n diameterTop: 0.005 * thickness,\r\n height: 0.275,\r\n diameterBottom: 0.005 * thickness,\r\n tessellation: 96,\r\n },\r\n scene\r\n );\r\n\r\n // Position arrow pointing in its drag axis\r\n cylinder.parent = arrow;\r\n cylinder.material = material;\r\n cylinder.rotation.x = Math.PI / 2;\r\n cylinder.position.z += 0.3;\r\n\r\n line.parent = arrow;\r\n line.material = material;\r\n line.position.z += 0.275 / 2;\r\n line.rotation.x = Math.PI / 2;\r\n\r\n if (isCollider) {\r\n line.visibility = 0;\r\n cylinder.visibility = 0;\r\n }\r\n return arrow;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode {\r\n const instance = new TransformNode(\"arrow\", scene);\r\n for (const mesh of arrow.getChildMeshes()) {\r\n const childInstance = (mesh as Mesh).createInstance(mesh.name);\r\n childInstance.parent = instance;\r\n }\r\n return instance;\r\n }\r\n\r\n /**\r\n * Creates an AxisDragGizmo\r\n * @param dragAxis The axis which the gizmo will be able to drag on\r\n * @param color The color of the gizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param parent\r\n * @param thickness display gizmo axis thickness\r\n * @param hoverColor The color of the gizmo when hovering over and dragging\r\n * @param disableColor The Color of the gizmo when its disabled\r\n */\r\n constructor(\r\n dragAxis: Vector3,\r\n color: Color3 = Color3.Gray(),\r\n gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer,\r\n parent: Nullable<PositionGizmo> = null,\r\n thickness: number = 1,\r\n hoverColor: Color3 = Color3.Yellow(),\r\n disableColor: Color3 = Color3.Gray()\r\n ) {\r\n super(gizmoLayer);\r\n this._parent = parent;\r\n\r\n // Create Material\r\n this._coloredMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._coloredMaterial.diffuseColor = color;\r\n this._coloredMaterial.specularColor = color.subtract(new Color3(0.1, 0.1, 0.1));\r\n\r\n this._hoverMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._hoverMaterial.diffuseColor = hoverColor;\r\n\r\n this._disableMaterial = new StandardMaterial(\"\", gizmoLayer.utilityLayerScene);\r\n this._disableMaterial.diffuseColor = disableColor;\r\n this._disableMaterial.alpha = 0.4;\r\n\r\n // Build Mesh + Collider\r\n const arrow = AxisDragGizmo._CreateArrow(gizmoLayer.utilityLayerScene, this._coloredMaterial, thickness);\r\n const collider = AxisDragGizmo._CreateArrow(gizmoLayer.utilityLayerScene, this._coloredMaterial, thickness + 4, true);\r\n\r\n // Add to Root Node\r\n this._gizmoMesh = new Mesh(\"\", gizmoLayer.utilityLayerScene);\r\n this._gizmoMesh.addChild(arrow as Mesh);\r\n this._gizmoMesh.addChild(collider as Mesh);\r\n\r\n this._gizmoMesh.lookAt(this._rootMesh.position.add(dragAxis));\r\n this._gizmoMesh.scaling.scaleInPlace(1 / 3);\r\n this._gizmoMesh.parent = this._rootMesh;\r\n\r\n let currentSnapDragDistance = 0;\r\n const tmpSnapEvent = { snapDistance: 0 };\r\n // Add drag behavior to handle events when the gizmo is dragged\r\n this.dragBehavior = new PointerDragBehavior({ dragAxis: dragAxis });\r\n this.dragBehavior.moveAttached = false;\r\n this.dragBehavior.updateDragPlane = false;\r\n this._rootMesh.addBehavior(this.dragBehavior);\r\n\r\n this.dragBehavior.onDragObservable.add((event) => {\r\n if (this.attachedNode) {\r\n // Keep world translation and use it to update world transform\r\n // if the node has parent, the local transform properties (position, rotation, scale)\r\n // will be recomputed in _matrixChanged function\r\n\r\n let matrixChanged: boolean = false;\r\n // Transform delta by additionalTransformNode world matrix if present\r\n let delta = event.delta;\r\n if (this._additionalTransformNode) {\r\n const additionalInverseMatrix = TmpVectors.Matrix[0];\r\n this._additionalTransformNode.getWorldMatrix().invertToRef(additionalInverseMatrix);\r\n Vector3.TransformNormalToRef(event.delta, additionalInverseMatrix, TmpVectors.Vector3[3]);\r\n delta = TmpVectors.Vector3[3];\r\n }\r\n // Snapping logic\r\n if (this.snapDistance == 0) {\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(TmpVectors.Vector3[2]);\r\n TmpVectors.Vector3[2].addInPlace(delta);\r\n if (this.dragBehavior.validateDrag(TmpVectors.Vector3[2])) {\r\n if ((this.attachedNode as any).position) {\r\n // Required for nodes like lights\r\n (this.attachedNode as any).position.addInPlaceFromFloats(delta.x, delta.y, delta.z);\r\n }\r\n\r\n // use _worldMatrix to not force a matrix update when calling GetWorldMatrix especially with Cameras\r\n this.attachedNode.getWorldMatrix().addTranslationFromFloats(delta.x, delta.y, delta.z);\r\n this.attachedNode.updateCache();\r\n matrixChanged = true;\r\n }\r\n } else {\r\n currentSnapDragDistance += event.dragDistance;\r\n if (Math.abs(currentSnapDragDistance) > this.snapDistance) {\r\n const dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / this.snapDistance);\r\n currentSnapDragDistance = currentSnapDragDistance % this.snapDistance;\r\n delta.normalizeToRef(TmpVectors.Vector3[1]);\r\n TmpVectors.Vector3[1].scaleInPlace(this.snapDistance * dragSteps);\r\n\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(TmpVectors.Vector3[2]);\r\n TmpVectors.Vector3[2].addInPlace(TmpVectors.Vector3[1]);\r\n if (this.dragBehavior.validateDrag(TmpVectors.Vector3[2])) {\r\n this.attachedNode.getWorldMatrix().addTranslationFromFloats(TmpVectors.Vector3[1].x, TmpVectors.Vector3[1].y, TmpVectors.Vector3[1].z);\r\n this.attachedNode.updateCache();\r\n tmpSnapEvent.snapDistance = this.snapDistance * dragSteps * Math.sign(currentSnapDragDistance);\r\n this.onSnapObservable.notifyObservers(tmpSnapEvent);\r\n matrixChanged = true;\r\n }\r\n }\r\n }\r\n if (matrixChanged) {\r\n this._matrixChanged();\r\n }\r\n }\r\n });\r\n this.dragBehavior.onDragStartObservable.add(() => {\r\n this._dragging = true;\r\n });\r\n this.dragBehavior.onDragEndObservable.add(() => {\r\n this._dragging = false;\r\n });\r\n\r\n const light = gizmoLayer._getSharedGizmoLight();\r\n light.includedOnlyMeshes = light.includedOnlyMeshes.concat(this._rootMesh.getChildMeshes(false));\r\n\r\n const cache: GizmoAxisCache = {\r\n gizmoMeshes: arrow.getChildMeshes(),\r\n colliderMeshes: collider.getChildMeshes(),\r\n material: this._coloredMaterial,\r\n hoverMaterial: this._hoverMaterial,\r\n disableMaterial: this._disableMaterial,\r\n active: false,\r\n dragBehavior: this.dragBehavior,\r\n };\r\n this._parent?.addToAxisCache(collider as Mesh, cache);\r\n\r\n this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (this._customMeshSet) {\r\n return;\r\n }\r\n this._isHovered = !!(cache.colliderMeshes.indexOf(<Mesh>pointerInfo?.pickInfo?.pickedMesh) != -1);\r\n if (!this._parent) {\r\n const material = this.dragBehavior.enabled ? (this._isHovered || this._dragging ? this._hoverMaterial : this._coloredMaterial) : this._disableMaterial;\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, material);\r\n }\r\n });\r\n\r\n this.dragBehavior.onEnabledObservable.add((newState) => {\r\n this._setGizmoMeshMaterial(cache.gizmoMeshes, newState ? cache.material : cache.disableMaterial);\r\n });\r\n }\r\n\r\n protected override _attachedNodeChanged(value: Nullable<Node>) {\r\n if (this.dragBehavior) {\r\n this.dragBehavior.enabled = value ? true : false;\r\n }\r\n }\r\n\r\n /**\r\n * If the gizmo is enabled\r\n */\r\n public set isEnabled(value: boolean) {\r\n this._isEnabled = value;\r\n if (!value) {\r\n this.attachedMesh = null;\r\n this.attachedNode = null;\r\n } else {\r\n if (this._parent) {\r\n this.attachedMesh = this._parent.attachedMesh;\r\n this.attachedNode = this._parent.attachedNode;\r\n }\r\n }\r\n }\r\n\r\n public get isEnabled(): boolean {\r\n return this._isEnabled;\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public override dispose() {\r\n this.onSnapObservable.clear();\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);\r\n this.dragBehavior.detach();\r\n if (this._gizmoMesh) {\r\n this._gizmoMesh.dispose();\r\n }\r\n const mats = [this._coloredMaterial, this._hoverMaterial, this._disableMaterial];\r\n for (const matl of mats) {\r\n if (matl) {\r\n matl.dispose();\r\n }\r\n }\r\n super.dispose();\r\n }\r\n}\r\n"]}
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package/Gizmos/gizmo.js
CHANGED
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@@ -239,7 +239,8 @@ export class Gizmo {
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if (this.updateScale) {
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const activeCamera = this.gizmoLayer.utilityLayerScene.activeCamera;
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const cameraPosition = activeCamera.globalPosition;
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-
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+
const offsetToCamera = TmpVectors.Vector3[0];
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+
this._rootMesh.absolutePosition.subtractToRef(cameraPosition, offsetToCamera);
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let scale = this.scaleRatio;
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245
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if (activeCamera.mode == Camera.ORTHOGRAPHIC_CAMERA) {
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246
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if (activeCamera.orthoTop && activeCamera.orthoBottom) {
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@@ -250,7 +251,12 @@ export class Gizmo {
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else {
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const camForward = activeCamera.getScene().useRightHandedSystem ? Vector3.RightHandedForwardReadOnly : Vector3.LeftHandedForwardReadOnly;
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253
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const direction = activeCamera.getDirection(camForward);
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253
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-
scale *= Vector3.Dot(
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254
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+
scale *= Vector3.Dot(offsetToCamera, direction);
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255
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+
}
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256
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+
if (this.additionalTransformNode) {
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+
this.additionalTransformNode.getWorldMatrix().decompose(TmpVectors.Vector3[1]);
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+
const maxScale = Math.max(Math.abs(TmpVectors.Vector3[1].x), Math.abs(TmpVectors.Vector3[1].y), Math.abs(TmpVectors.Vector3[1].z));
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+
scale *= 1 / maxScale;
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}
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this._rootMesh.scaling.setAll(scale);
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// Account for handedness, similar to Matrix.decompose
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