@onerjs/core 8.42.7 → 8.42.9
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/Animations/animatable.core.js +1 -1
- package/Animations/animatable.core.js.map +1 -1
- package/Animations/animatorAvatar.js +2 -2
- package/Animations/animatorAvatar.js.map +1 -1
- package/Animations/runtimeAnimation.js +1 -1
- package/Animations/runtimeAnimation.js.map +1 -1
- package/Audio/audioSceneComponent.js +1 -2
- package/Audio/audioSceneComponent.js.map +1 -1
- package/AudioV2/audioUtils.d.ts +23 -0
- package/AudioV2/audioUtils.js +37 -0
- package/AudioV2/audioUtils.js.map +1 -1
- package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js +3 -3
- package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js.map +1 -1
- package/AudioV2/webAudio/webAudioEngine.js +1 -1
- package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
- package/AudioV2/webAudio/webAudioStaticSound.js +3 -2
- package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
- package/AudioV2/webAudio/webAudioStreamingSound.js +10 -3
- package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
- package/Behaviors/Meshes/followBehavior.js +1 -1
- package/Behaviors/Meshes/followBehavior.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Bones/boneLookController.js +1 -1
- package/Bones/boneLookController.js.map +1 -1
- package/Buffers/buffer.js +1 -1
- package/Buffers/buffer.js.map +1 -1
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
- package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
- package/Cameras/camera.js +2 -2
- package/Cameras/camera.js.map +1 -1
- package/Engines/AbstractEngine/abstractEngine.renderPass.js +1 -0
- package/Engines/AbstractEngine/abstractEngine.renderPass.js.map +1 -1
- package/Engines/Extensions/engine.query.js +1 -1
- package/Engines/Extensions/engine.query.js.map +1 -1
- package/Engines/Processors/shaderProcessor.js +2 -3
- package/Engines/Processors/shaderProcessor.js.map +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -1
- package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
- package/Engines/WebGPU/Extensions/engine.debugging.d.ts +87 -0
- package/Engines/WebGPU/Extensions/engine.debugging.js +123 -31
- package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js +1 -1
- package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +1 -1
- package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
- package/Engines/WebGPU/webgpuTextureManager.js +20 -6
- package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Engines/engine.common.js +2 -2
- package/Engines/engine.common.js.map +1 -1
- package/Engines/engine.js +0 -1
- package/Engines/engine.js.map +1 -1
- package/Engines/thinEngine.functions.js +1 -1
- package/Engines/thinEngine.functions.js.map +1 -1
- package/Engines/thinEngine.js +4 -5
- package/Engines/thinEngine.js.map +1 -1
- package/Engines/thinNativeEngine.js +2 -5
- package/Engines/thinNativeEngine.js.map +1 -1
- package/Engines/thinWebGPUEngine.d.ts +6 -4
- package/Engines/thinWebGPUEngine.js +49 -25
- package/Engines/thinWebGPUEngine.js.map +1 -1
- package/Engines/webgpuEngine.d.ts +2 -1
- package/Engines/webgpuEngine.js +18 -16
- package/Engines/webgpuEngine.js.map +1 -1
- package/FlowGraph/flowGraph.d.ts +1 -0
- package/FlowGraph/flowGraph.js.map +1 -1
- package/FlowGraph/flowGraphBlock.d.ts +1 -0
- package/FlowGraph/flowGraphBlock.js.map +1 -1
- package/FlowGraph/flowGraphContext.d.ts +1 -0
- package/FlowGraph/flowGraphContext.js.map +1 -1
- package/FlowGraph/flowGraphCoordinator.d.ts +1 -0
- package/FlowGraph/flowGraphCoordinator.js.map +1 -1
- package/FrameGraph/Node/nodeRenderGraph.d.ts +12 -1
- package/FrameGraph/Node/nodeRenderGraph.js +36 -2
- package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js +1 -1
- package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +3 -0
- package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +3 -1
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +14 -0
- package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +2 -2
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +20 -14
- package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +3 -2
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +38 -14
- package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
- package/Layers/glowLayer.js +1 -1
- package/Layers/glowLayer.js.map +1 -1
- package/Layers/highlightLayer.js +1 -1
- package/Layers/highlightLayer.js.map +1 -1
- package/Layers/selectionOutlineLayer.js +8 -0
- package/Layers/selectionOutlineLayer.js.map +1 -1
- package/Layers/thinSelectionOutlineLayer.js +15 -0
- package/Layers/thinSelectionOutlineLayer.js.map +1 -1
- package/Lights/Shadows/cascadedShadowGenerator.js +0 -1
- package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
- package/Lights/Shadows/shadowGenerator.d.ts +28 -1
- package/Lights/Shadows/shadowGenerator.js +77 -11
- package/Lights/Shadows/shadowGenerator.js.map +1 -1
- package/Lights/lightingVolume.d.ts +1 -0
- package/Lights/lightingVolume.js +10 -2
- package/Lights/lightingVolume.js.map +1 -1
- package/Loading/sceneLoader.js +1 -1
- package/Loading/sceneLoader.js.map +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js +1 -1
- package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js +1 -1
- package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
- package/Materials/Node/Blocks/PBR/sheenBlock.js +1 -2
- package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
- package/Materials/Node/Blocks/cloudBlock.js +1 -1
- package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
- package/Materials/Node/Blocks/curveBlock.js +2 -3
- package/Materials/Node/Blocks/curveBlock.js.map +1 -1
- package/Materials/Node/nodeMaterial.js +1 -2
- package/Materials/Node/nodeMaterial.js.map +1 -1
- package/Materials/PBR/openpbrMaterial.js +3 -5
- package/Materials/PBR/openpbrMaterial.js.map +1 -1
- package/Materials/PBR/pbrBaseMaterial.js +2 -3
- package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js +0 -1
- package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
- package/Materials/Textures/cubeTexture.js +1 -1
- package/Materials/Textures/cubeTexture.js.map +1 -1
- package/Materials/Textures/htmlElementTexture.js +2 -2
- package/Materials/Textures/htmlElementTexture.js.map +1 -1
- package/Materials/Textures/multiRenderTarget.js +1 -1
- package/Materials/Textures/multiRenderTarget.js.map +1 -1
- package/Materials/Textures/renderTargetTexture.js +13 -2
- package/Materials/Textures/renderTargetTexture.js.map +1 -1
- package/Materials/effect.js +2 -1
- package/Materials/effect.js.map +1 -1
- package/Materials/materialHelper.functions.js +1 -1
- package/Materials/materialHelper.functions.js.map +1 -1
- package/Materials/multiMaterial.js +1 -1
- package/Materials/multiMaterial.js.map +1 -1
- package/Materials/standardMaterial.js +1 -2
- package/Materials/standardMaterial.js.map +1 -1
- package/Maths/math.geospatial.d.ts +17 -2
- package/Maths/math.geospatial.functions.d.ts +16 -2
- package/Maths/math.geospatial.functions.js +37 -4
- package/Maths/math.geospatial.functions.js.map +1 -1
- package/Maths/math.geospatial.js.map +1 -1
- package/Maths/math.path.js +1 -1
- package/Maths/math.path.js.map +1 -1
- package/Maths/math.scalar.functions.js +3 -3
- package/Maths/math.scalar.functions.js.map +1 -1
- package/Maths/math.vector.js +1 -1
- package/Maths/math.vector.js.map +1 -1
- package/Meshes/Builders/boxBuilder.js +1 -2
- package/Meshes/Builders/boxBuilder.js.map +1 -1
- package/Meshes/Builders/cylinderBuilder.js +2 -2
- package/Meshes/Builders/cylinderBuilder.js.map +1 -1
- package/Meshes/Builders/decalBuilder.js +1 -2
- package/Meshes/Builders/decalBuilder.js.map +1 -1
- package/Meshes/Builders/latheBuilder.js +2 -2
- package/Meshes/Builders/latheBuilder.js.map +1 -1
- package/Meshes/Builders/linesBuilder.js +11 -15
- package/Meshes/Builders/linesBuilder.js.map +1 -1
- package/Meshes/Builders/polygonBuilder.js +6 -6
- package/Meshes/Builders/polygonBuilder.js.map +1 -1
- package/Meshes/Builders/polyhedronBuilder.js +2 -2
- package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
- package/Meshes/Builders/ribbonBuilder.js +6 -6
- package/Meshes/Builders/ribbonBuilder.js.map +1 -1
- package/Meshes/Builders/shapeBuilder.js +2 -3
- package/Meshes/Builders/shapeBuilder.js.map +1 -1
- package/Meshes/Builders/tiledBoxBuilder.js +1 -1
- package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
- package/Meshes/Builders/tiledPlaneBuilder.js +1 -1
- package/Meshes/Builders/tiledPlaneBuilder.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineMesh.js +1 -2
- package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js +1 -1
- package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +1 -1
- package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
- package/Meshes/Node/Blocks/extrudeGeometryBlock.d.ts +61 -0
- package/Meshes/Node/Blocks/extrudeGeometryBlock.js +297 -0
- package/Meshes/Node/Blocks/extrudeGeometryBlock.js.map +1 -0
- package/Meshes/Node/Blocks/mappingBlock.js +1 -1
- package/Meshes/Node/Blocks/mappingBlock.js.map +1 -1
- package/Meshes/Node/index.d.ts +1 -0
- package/Meshes/Node/index.js +1 -0
- package/Meshes/Node/index.js.map +1 -1
- package/Meshes/abstractMesh.d.ts +4 -0
- package/Meshes/abstractMesh.js +14 -10
- package/Meshes/abstractMesh.js.map +1 -1
- package/Meshes/csg.js +1 -1
- package/Meshes/csg.js.map +1 -1
- package/Meshes/csg2.js +1 -1
- package/Meshes/csg2.js.map +1 -1
- package/Meshes/geodesicMesh.js +11 -13
- package/Meshes/geodesicMesh.js.map +1 -1
- package/Meshes/geometry.js +2 -2
- package/Meshes/geometry.js.map +1 -1
- package/Meshes/groundMesh.js +7 -7
- package/Meshes/groundMesh.js.map +1 -1
- package/Meshes/mesh.d.ts +2 -0
- package/Meshes/mesh.js +21 -7
- package/Meshes/mesh.js.map +1 -1
- package/Meshes/mesh.vertexData.js +22 -22
- package/Meshes/mesh.vertexData.js.map +1 -1
- package/Meshes/meshSimplification.js +1 -1
- package/Meshes/meshSimplification.js.map +1 -1
- package/Meshes/polygonMesh.js +1 -1
- package/Meshes/polygonMesh.js.map +1 -1
- package/Meshes/trailMesh.js +1 -1
- package/Meshes/trailMesh.js.map +1 -1
- package/Misc/HighDynamicRange/hdr.js +4 -6
- package/Misc/HighDynamicRange/hdr.js.map +1 -1
- package/Misc/HighDynamicRange/panoramaToCubemap.js +1 -1
- package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
- package/Misc/basisWorker.js +1 -1
- package/Misc/basisWorker.js.map +1 -1
- package/Misc/environmentTextureTools.js +1 -1
- package/Misc/environmentTextureTools.js.map +1 -1
- package/Misc/meshExploder.js +1 -2
- package/Misc/meshExploder.js.map +1 -1
- package/Misc/tga.js +2 -2
- package/Misc/tga.js.map +1 -1
- package/Misc/timer.js +4 -2
- package/Misc/timer.js.map +1 -1
- package/Misc/tools.d.ts +7 -0
- package/Misc/tools.js +25 -7
- package/Misc/tools.js.map +1 -1
- package/Misc/webRequest.d.ts +34 -3
- package/Misc/webRequest.js +107 -24
- package/Misc/webRequest.js.map +1 -1
- package/Morph/morphTargetManager.js +1 -1
- package/Morph/morphTargetManager.js.map +1 -1
- package/Particles/Node/Blocks/Update/updateNoiseBlock.js +1 -1
- package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -1
- package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +11 -1
- package/Particles/Node/Blocks/particleSourceTextureBlock.js +25 -11
- package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.helper.js +3 -3
- package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
- package/Particles/Node/nodeParticleSystemSet.js +1 -1
- package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
- package/Particles/computeShaderParticleSystem.js +2 -0
- package/Particles/computeShaderParticleSystem.js.map +1 -1
- package/Particles/gpuParticleSystem.d.ts +14 -0
- package/Particles/gpuParticleSystem.js +94 -12
- package/Particles/gpuParticleSystem.js.map +1 -1
- package/Particles/particleSystem.js +4 -1
- package/Particles/particleSystem.js.map +1 -1
- package/Particles/pointsCloudSystem.js +46 -47
- package/Particles/pointsCloudSystem.js.map +1 -1
- package/Particles/solidParticleSystem.js +5 -6
- package/Particles/solidParticleSystem.js.map +1 -1
- package/Particles/thinParticleSystem.js +3 -4
- package/Particles/thinParticleSystem.js.map +1 -1
- package/Particles/webgl2ParticleSystem.js +2 -1
- package/Particles/webgl2ParticleSystem.js.map +1 -1
- package/Physics/v1/Plugins/ammoJSPlugin.js +0 -8
- package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
- package/Physics/v2/characterController.js +4 -8
- package/Physics/v2/characterController.js.map +1 -1
- package/Physics/v2/ragdoll.js +1 -2
- package/Physics/v2/ragdoll.js.map +1 -1
- package/PostProcesses/postProcess.js +3 -3
- package/PostProcesses/postProcess.js.map +1 -1
- package/PostProcesses/thinDepthOfFieldEffect.js +2 -2
- package/PostProcesses/thinDepthOfFieldEffect.js.map +1 -1
- package/Probes/reflectionProbe.js +0 -1
- package/Probes/reflectionProbe.js.map +1 -1
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +0 -5
- package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
- package/Rendering/depthRenderer.js +0 -11
- package/Rendering/depthRenderer.js.map +1 -1
- package/Rendering/depthRendererSceneComponent.js +1 -1
- package/Rendering/depthRendererSceneComponent.js.map +1 -1
- package/Rendering/geometryBufferRenderer.js +0 -1
- package/Rendering/geometryBufferRenderer.js.map +1 -1
- package/Rendering/objectRenderer.js +7 -5
- package/Rendering/objectRenderer.js.map +1 -1
- package/Rendering/thinDepthPeelingRenderer.js +1 -1
- package/Rendering/thinDepthPeelingRenderer.js.map +1 -1
- package/Rendering/utilityLayerRenderer.js +1 -1
- package/Rendering/utilityLayerRenderer.js.map +1 -1
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js +18 -8
- package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
- package/Shaders/gpuRenderParticles.vertex.js +4 -0
- package/Shaders/gpuRenderParticles.vertex.js.map +1 -1
- package/Shaders/gpuUpdateParticles.vertex.js +15 -3
- package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js +18 -7
- package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js +16 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
- package/ShadersWGSL/lightingVolume.compute.js +1 -1
- package/ShadersWGSL/lightingVolume.compute.js.map +1 -1
- package/Sprites/spriteManager.js +4 -4
- package/Sprites/spriteManager.js.map +1 -1
- package/XR/features/WebXRAnchorSystem.js +2 -2
- package/XR/features/WebXRAnchorSystem.js.map +1 -1
- package/XR/features/WebXRHandTracking.js +1 -1
- package/XR/features/WebXRHandTracking.js.map +1 -1
- package/XR/features/WebXRNearInteraction.js +1 -1
- package/XR/features/WebXRNearInteraction.js.map +1 -1
- package/XR/motionController/webXRMicrosoftMixedRealityController.js +1 -1
- package/XR/motionController/webXRMicrosoftMixedRealityController.js.map +1 -1
- package/XR/motionController/webXROculusTouchMotionController.js +1 -1
- package/XR/motionController/webXROculusTouchMotionController.js.map +1 -1
- package/XR/webXRFeaturesManager.js +1 -1
- package/XR/webXRFeaturesManager.js.map +1 -1
- package/assetContainer.js +1 -1
- package/assetContainer.js.map +1 -1
- package/package.json +1 -1
- package/scene.d.ts +16 -0
- package/scene.js +28 -0
- package/scene.js.map +1 -1
- package/sceneComponent.js +1 -1
- package/sceneComponent.js.map +1 -1
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type { Nullable } from \"../../types\";\nimport type { AbstractAudioNode } from \"../abstractAudio/abstractAudioNode\";\nimport type { IStaticSoundCloneOptions, IStaticSoundOptions, IStaticSoundPlayOptions, IStaticSoundStopOptions, IStaticSoundStoredOptions } from \"../abstractAudio/staticSound\";\nimport { StaticSound } from \"../abstractAudio/staticSound\";\nimport type { IStaticSoundBufferCloneOptions, IStaticSoundBufferOptions } from \"../abstractAudio/staticSoundBuffer\";\nimport { StaticSoundBuffer } from \"../abstractAudio/staticSoundBuffer\";\nimport type { IStaticSoundInstanceOptions } from \"../abstractAudio/staticSoundInstance\";\nimport { _StaticSoundInstance } from \"../abstractAudio/staticSoundInstance\";\nimport { _HasSpatialAudioOptions, type AbstractSpatialAudio } from \"../abstractAudio/subProperties/abstractSpatialAudio\";\nimport { _StereoAudio } from \"../abstractAudio/subProperties/stereoAudio\";\nimport { _CleanUrl, _FileExtensionRegex } from \"../audioUtils\";\nimport { SoundState } from \"../soundState\";\nimport { _WebAudioParameterComponent } from \"./components/webAudioParameterComponent\";\nimport { _WebAudioBusAndSoundSubGraph } from \"./subNodes/webAudioBusAndSoundSubGraph\";\nimport { _SpatialWebAudio } from \"./subProperties/spatialWebAudio\";\nimport type { _WebAudioEngine } from \"./webAudioEngine\";\nimport type { IWebAudioInNode, IWebAudioOutNode, IWebAudioSuperNode } from \"./webAudioNode\";\n\ntype StaticSoundSourceType = ArrayBuffer | AudioBuffer | StaticSoundBuffer | string | string[];\n\n/** @internal */\nexport class _WebAudioStaticSound extends StaticSound implements IWebAudioSuperNode {\n private _buffer: _WebAudioStaticSoundBuffer;\n private _stereo: Nullable<_StereoAudio> = null;\n\n protected override readonly _options: IStaticSoundStoredOptions;\n protected _subGraph: _WebAudioBusAndSoundSubGraph;\n\n /** @internal */\n public _audioContext: AudioContext | OfflineAudioContext;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n /** @internal */\n public constructor(name: string, engine: _WebAudioEngine, options: Partial<IStaticSoundOptions>) {\n super(name, engine, options);\n\n this._options = {\n autoplay: options.autoplay ?? false,\n duration: options.duration ?? 0,\n loop: options.loop ?? false,\n loopEnd: options.loopEnd ?? 0,\n loopStart: options.loopStart ?? 0,\n maxInstances: options.maxInstances ?? Infinity,\n pitch: options.pitch ?? 0,\n playbackRate: options.playbackRate ?? 1,\n startOffset: options.startOffset ?? 0,\n };\n\n this._subGraph = new _WebAudioStaticSound._SubGraph(this);\n }\n\n /** @internal */\n public async _initAsync(source: StaticSoundSourceType, options: Partial<IStaticSoundOptions>): Promise<void> {\n this._audioContext = this.engine._audioContext;\n\n if (source instanceof _WebAudioStaticSoundBuffer) {\n this._buffer = source;\n } else if (typeof source === \"string\" || Array.isArray(source) || source instanceof ArrayBuffer || source instanceof AudioBuffer) {\n this._buffer = (await this.engine.createSoundBufferAsync(source, options)) as _WebAudioStaticSoundBuffer;\n }\n\n if (options.outBus) {\n this.outBus = options.outBus;\n } else if (options.outBusAutoDefault !== false) {\n await this.engine.isReadyPromise;\n this.outBus = this.engine.defaultMainBus;\n }\n\n await this._subGraph.initAsync(options);\n\n if (_HasSpatialAudioOptions(options)) {\n this._initSpatialProperty();\n }\n\n if (options.autoplay) {\n this.play();\n }\n\n this.engine._addSound(this);\n }\n\n /** @internal */\n public get buffer(): _WebAudioStaticSoundBuffer {\n return this._buffer;\n }\n\n /** @internal */\n public get _inNode() {\n return this._subGraph._inNode;\n }\n\n /** @internal */\n public get _outNode() {\n return this._subGraph._outNode;\n }\n\n /** @internal */\n public override get stereo(): _StereoAudio {\n return this._stereo ?? (this._stereo = new _StereoAudio(this._subGraph));\n }\n\n /** @internal */\n public override async cloneAsync(options: Nullable<Partial<IStaticSoundCloneOptions>> = null): Promise<StaticSound> {\n const clone = await this.engine.createSoundAsync(this.name, options?.cloneBuffer ? this.buffer.clone() : this.buffer, this._options);\n\n clone.outBus = options?.outBus ? options.outBus : this.outBus;\n\n return clone;\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this._stereo = null;\n\n this._subGraph.dispose();\n\n this.engine._removeSound(this);\n }\n\n /** @internal */\n public getClassName(): string {\n return \"_WebAudioStaticSound\";\n }\n\n protected _createInstance(): _WebAudioStaticSoundInstance {\n return new _WebAudioStaticSoundInstance(this, this._options);\n }\n\n protected override _connect(node: IWebAudioInNode): boolean {\n const connected = super._connect(node);\n\n if (!connected) {\n return false;\n }\n\n // If the wrapped node is not available now, it will be connected later by the subgraph.\n if (node._inNode) {\n this._outNode?.connect(node._inNode);\n }\n\n return true;\n }\n\n protected override _disconnect(node: IWebAudioInNode): boolean {\n const disconnected = super._disconnect(node);\n\n if (!disconnected) {\n return false;\n }\n\n if (node._inNode) {\n this._outNode?.disconnect(node._inNode);\n }\n\n return true;\n }\n\n protected override _createSpatialProperty(autoUpdate: boolean, minUpdateTime: number): AbstractSpatialAudio {\n return new _SpatialWebAudio(this._subGraph, autoUpdate, minUpdateTime);\n }\n\n public _getOptions(): IStaticSoundStoredOptions {\n return this._options;\n }\n\n private static _SubGraph = class extends _WebAudioBusAndSoundSubGraph {\n protected override _owner: _WebAudioStaticSound;\n\n protected get _downstreamNodes(): Nullable<Set<AbstractAudioNode>> {\n return this._owner._downstreamNodes ?? null;\n }\n\n protected get _upstreamNodes(): Nullable<Set<AbstractAudioNode>> {\n return this._owner._upstreamNodes ?? null;\n }\n };\n}\n\n/** @internal */\nexport class _WebAudioStaticSoundBuffer extends StaticSoundBuffer {\n /** @internal */\n public _audioBuffer: AudioBuffer;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n /** @internal */\n public constructor(engine: _WebAudioEngine) {\n super(engine);\n }\n\n public async _initAsync(source: StaticSoundSourceType, options: Partial<IStaticSoundBufferOptions>): Promise<void> {\n if (source instanceof AudioBuffer) {\n this._audioBuffer = source;\n } else if (typeof source === \"string\") {\n await this._initFromUrlAsync(source);\n } else if (Array.isArray(source)) {\n await this._initFromUrlsAsync(source, options.skipCodecCheck ?? false);\n } else if (source instanceof ArrayBuffer) {\n await this._initFromArrayBufferAsync(source);\n }\n }\n\n /** @internal */\n public get channelCount(): number {\n return this._audioBuffer.numberOfChannels;\n }\n\n /** @internal */\n public get duration(): number {\n return this._audioBuffer.duration;\n }\n\n /** @internal */\n public get length(): number {\n return this._audioBuffer.length;\n }\n\n /** @internal */\n public get sampleRate(): number {\n return this._audioBuffer.sampleRate;\n }\n\n /** @internal */\n public override clone(options: Nullable<Partial<IStaticSoundBufferCloneOptions>> = null): StaticSoundBuffer {\n const audioBuffer = new AudioBuffer({\n length: this._audioBuffer.length,\n numberOfChannels: this._audioBuffer.numberOfChannels,\n sampleRate: this._audioBuffer.sampleRate,\n });\n\n for (let i = 0; i < this._audioBuffer.numberOfChannels; i++) {\n audioBuffer.copyToChannel(this._audioBuffer.getChannelData(i), i);\n }\n\n const buffer = new _WebAudioStaticSoundBuffer(this.engine);\n buffer._audioBuffer = audioBuffer;\n buffer.name = options?.name ? options.name : this.name;\n\n return buffer;\n }\n\n private async _initFromArrayBufferAsync(arrayBuffer: ArrayBuffer): Promise<void> {\n this._audioBuffer = await this.engine._audioContext.decodeAudioData(arrayBuffer);\n }\n\n private async _initFromUrlAsync(url: string): Promise<void> {\n url = _CleanUrl(url);\n await this._initFromArrayBufferAsync(await (await fetch(url)).arrayBuffer());\n }\n\n private async _initFromUrlsAsync(urls: string[], skipCodecCheck: boolean): Promise<void> {\n for (const url of urls) {\n if (skipCodecCheck) {\n // eslint-disable-next-line no-await-in-loop\n await this._initFromUrlAsync(url);\n } else {\n const matches = url.match(_FileExtensionRegex);\n const format = matches?.at(1);\n if (format && this.engine.isFormatValid(format)) {\n try {\n // eslint-disable-next-line no-await-in-loop\n await this._initFromUrlAsync(url);\n } catch {\n if (format && 0 < format.length) {\n this.engine.flagInvalidFormat(format);\n }\n }\n }\n }\n\n if (this._audioBuffer) {\n break;\n }\n }\n }\n}\n\n/** @internal */\nclass _WebAudioStaticSoundInstance extends _StaticSoundInstance implements IWebAudioOutNode {\n private _enginePlayTime: number = 0;\n private _enginePauseTime: number = 0;\n private _isConnected: boolean = false;\n private _pitch: Nullable<_WebAudioParameterComponent> = null;\n private _playbackRate: Nullable<_WebAudioParameterComponent> = null;\n private _sourceNode: Nullable<AudioBufferSourceNode> = null;\n private _volumeNode: GainNode;\n\n protected override readonly _options: IStaticSoundInstanceOptions;\n protected override _sound: _WebAudioStaticSound;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n public constructor(sound: _WebAudioStaticSound, options: IStaticSoundInstanceOptions) {\n super(sound);\n\n this._options = options;\n\n this._volumeNode = new GainNode(sound._audioContext);\n this._initSourceNode();\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this._pitch?.dispose();\n this._playbackRate?.dispose();\n\n this.stop();\n\n this._deinitSourceNode();\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n }\n\n /** @internal */\n public get currentTime(): number {\n if (this._state === SoundState.Stopped) {\n return 0;\n }\n\n const timeSinceLastStart = this._state === SoundState.Paused ? 0 : this.engine.currentTime - this._enginePlayTime;\n return this._enginePauseTime + timeSinceLastStart + this._options.startOffset;\n }\n\n public set currentTime(value: number) {\n const restart = this._state === SoundState.Starting || this._state === SoundState.Started;\n\n if (restart) {\n // Stop source node without sending `onEndedObservable` so instance's `dispose` function is not called.\n const sourceNode = this._sourceNode;\n this._deinitSourceNode();\n sourceNode?.stop();\n this._state = SoundState.Stopped;\n }\n\n if (this.state === SoundState.Paused) {\n this._enginePauseTime = 0;\n }\n\n this._options.startOffset = value;\n\n if (restart) {\n this.play();\n }\n }\n\n public get _outNode(): Nullable<AudioNode> {\n return this._volumeNode;\n }\n\n /** @internal */\n public set pitch(value: number) {\n this._pitch?.setTargetValue(value);\n }\n\n /** @internal */\n public set playbackRate(value: number) {\n this._playbackRate?.setTargetValue(value);\n }\n\n /** @internal */\n public get startTime(): number {\n if (this._state === SoundState.Stopped) {\n return 0;\n }\n\n return this._enginePlayTime;\n }\n\n /** @internal */\n public getClassName(): string {\n return \"_WebAudioStaticSoundInstance\";\n }\n\n /** @internal */\n public play(options: Partial<IStaticSoundPlayOptions> = {}): void {\n if (this._state === SoundState.Started) {\n return;\n }\n\n if (options.duration !== undefined) {\n this._options.duration = options.duration;\n }\n if (options.loop !== undefined) {\n this._options.loop = options.loop;\n }\n if (options.loopStart !== undefined) {\n this._options.loopStart = options.loopStart;\n }\n if (options.loopEnd !== undefined) {\n this._options.loopEnd = options.loopEnd;\n }\n if (options.startOffset !== undefined) {\n this._options.startOffset = options.startOffset;\n }\n\n let startOffset = this._options.startOffset;\n\n if (this._state === SoundState.Paused) {\n startOffset += this._enginePauseTime;\n startOffset %= this._sound.buffer.duration;\n }\n\n this._enginePlayTime = this.engine.currentTime + (options.waitTime ?? 0);\n\n this._volumeNode.gain.value = options.volume ?? 1;\n\n this._initSourceNode();\n\n if (this.engine.state === \"running\") {\n this._setState(SoundState.Started);\n this._sourceNode?.start(this._enginePlayTime, startOffset, this._options.duration > 0 ? this._options.duration : undefined);\n } else if (this._options.loop) {\n this._setState(SoundState.Starting);\n this.engine.stateChangedObservable.add(this._onEngineStateChanged);\n }\n }\n\n /** @internal */\n public pause(): void {\n if (this._state !== SoundState.Started && this._state !== SoundState.Starting) {\n return;\n }\n\n const wasStarted = this._state === SoundState.Started;\n\n this._setState(SoundState.Paused);\n this._enginePauseTime += this.engine.currentTime - this._enginePlayTime;\n\n if (wasStarted) {\n this._sourceNode?.stop();\n } else {\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n }\n\n this._deinitSourceNode();\n }\n\n /** @internal */\n public resume(): void {\n if (this._state === SoundState.Paused) {\n this.play();\n }\n }\n\n /** @internal */\n public stop(options: Partial<IStaticSoundStopOptions> = {}): void {\n if (this._state === SoundState.Stopped) {\n return;\n }\n\n if (this._state === SoundState.Started) {\n const engineStopTime = this.engine.currentTime + (options.waitTime ?? 0);\n this._sourceNode?.stop(engineStopTime);\n }\n\n if (options.waitTime === undefined || options.waitTime <= 0) {\n this._setState(SoundState.Stopped);\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n }\n }\n\n protected override _connect(node: AbstractAudioNode): boolean {\n const connected = super._connect(node);\n\n if (!connected) {\n return false;\n }\n\n // If the wrapped node is not available now, it will be connected later by the sound's subgraph.\n if (node instanceof _WebAudioStaticSound && node._inNode) {\n this._outNode?.connect(node._inNode);\n this._isConnected = true;\n }\n\n return true;\n }\n\n protected override _disconnect(node: AbstractAudioNode): boolean {\n const disconnected = super._disconnect(node);\n\n if (!disconnected) {\n return false;\n }\n\n if (node instanceof _WebAudioStaticSound && node._inNode) {\n this._outNode?.disconnect(node._inNode);\n this._isConnected = false;\n }\n\n return true;\n }\n\n protected _onEnded = () => {\n this._enginePlayTime = 0;\n\n if (this._state !== SoundState.Paused) {\n this.onEndedObservable.notifyObservers(this);\n }\n\n this._deinitSourceNode();\n };\n\n private _deinitSourceNode(): void {\n if (!this._sourceNode) {\n return;\n }\n\n if (this._isConnected && !this._disconnect(this._sound)) {\n throw new Error(\"Disconnect failed\");\n }\n\n this._sourceNode.disconnect(this._volumeNode);\n this._sourceNode.removeEventListener(\"ended\", this._onEnded);\n\n this._sourceNode = null;\n }\n\n private _initSourceNode(): void {\n if (!this._sourceNode) {\n this._sourceNode = new AudioBufferSourceNode(this._sound._audioContext, { buffer: this._sound.buffer._audioBuffer });\n\n this._sourceNode.addEventListener(\"ended\", this._onEnded, { once: true });\n this._sourceNode.connect(this._volumeNode);\n\n if (!this._connect(this._sound)) {\n throw new Error(\"Connect failed\");\n }\n\n this._pitch = new _WebAudioParameterComponent(this.engine, this._sourceNode.detune);\n this._playbackRate = new _WebAudioParameterComponent(this.engine, this._sourceNode.playbackRate);\n }\n\n const node = this._sourceNode;\n node.detune.value = this._sound.pitch;\n node.loop = this._options.loop;\n node.loopEnd = this._options.loopEnd;\n node.loopStart = this._options.loopStart;\n node.playbackRate.value = this._sound.playbackRate;\n }\n\n private _onEngineStateChanged = () => {\n if (this.engine.state !== \"running\") {\n return;\n }\n\n if (this._options.loop && this.state === SoundState.Starting) {\n this.play();\n }\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n };\n}\n"]}
|
|
1
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type { Nullable } from \"../../types\";\nimport type { AbstractAudioNode } from \"../abstractAudio/abstractAudioNode\";\nimport type { IStaticSoundCloneOptions, IStaticSoundOptions, IStaticSoundPlayOptions, IStaticSoundStopOptions, IStaticSoundStoredOptions } from \"../abstractAudio/staticSound\";\nimport { StaticSound } from \"../abstractAudio/staticSound\";\nimport type { IStaticSoundBufferCloneOptions, IStaticSoundBufferOptions } from \"../abstractAudio/staticSoundBuffer\";\nimport { StaticSoundBuffer } from \"../abstractAudio/staticSoundBuffer\";\nimport type { IStaticSoundInstanceOptions } from \"../abstractAudio/staticSoundInstance\";\nimport { _StaticSoundInstance } from \"../abstractAudio/staticSoundInstance\";\nimport { _HasSpatialAudioOptions, type AbstractSpatialAudio } from \"../abstractAudio/subProperties/abstractSpatialAudio\";\nimport { _StereoAudio } from \"../abstractAudio/subProperties/stereoAudio\";\nimport { _CleanUrl, _FileExtensionRegex, _LoadArrayBufferFromUrlAsync } from \"../audioUtils\";\nimport { SoundState } from \"../soundState\";\nimport { _WebAudioParameterComponent } from \"./components/webAudioParameterComponent\";\nimport { _WebAudioBusAndSoundSubGraph } from \"./subNodes/webAudioBusAndSoundSubGraph\";\nimport { _SpatialWebAudio } from \"./subProperties/spatialWebAudio\";\nimport type { _WebAudioEngine } from \"./webAudioEngine\";\nimport type { IWebAudioInNode, IWebAudioOutNode, IWebAudioSuperNode } from \"./webAudioNode\";\n\ntype StaticSoundSourceType = ArrayBuffer | AudioBuffer | StaticSoundBuffer | string | string[];\n\n/** @internal */\nexport class _WebAudioStaticSound extends StaticSound implements IWebAudioSuperNode {\n private _buffer: _WebAudioStaticSoundBuffer;\n private _stereo: Nullable<_StereoAudio> = null;\n\n protected override readonly _options: IStaticSoundStoredOptions;\n protected _subGraph: _WebAudioBusAndSoundSubGraph;\n\n /** @internal */\n public _audioContext: AudioContext | OfflineAudioContext;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n /** @internal */\n public constructor(name: string, engine: _WebAudioEngine, options: Partial<IStaticSoundOptions>) {\n super(name, engine, options);\n\n this._options = {\n autoplay: options.autoplay ?? false,\n duration: options.duration ?? 0,\n loop: options.loop ?? false,\n loopEnd: options.loopEnd ?? 0,\n loopStart: options.loopStart ?? 0,\n maxInstances: options.maxInstances ?? Infinity,\n pitch: options.pitch ?? 0,\n playbackRate: options.playbackRate ?? 1,\n startOffset: options.startOffset ?? 0,\n };\n\n this._subGraph = new _WebAudioStaticSound._SubGraph(this);\n }\n\n /** @internal */\n public async _initAsync(source: StaticSoundSourceType, options: Partial<IStaticSoundOptions>): Promise<void> {\n this._audioContext = this.engine._audioContext;\n\n if (source instanceof _WebAudioStaticSoundBuffer) {\n this._buffer = source;\n } else if (typeof source === \"string\" || Array.isArray(source) || source instanceof ArrayBuffer || source instanceof AudioBuffer) {\n this._buffer = (await this.engine.createSoundBufferAsync(source, options)) as _WebAudioStaticSoundBuffer;\n }\n\n if (options.outBus) {\n this.outBus = options.outBus;\n } else if (options.outBusAutoDefault !== false) {\n await this.engine.isReadyPromise;\n this.outBus = this.engine.defaultMainBus;\n }\n\n await this._subGraph.initAsync(options);\n\n if (_HasSpatialAudioOptions(options)) {\n this._initSpatialProperty();\n }\n\n if (options.autoplay) {\n this.play();\n }\n\n this.engine._addSound(this);\n }\n\n /** @internal */\n public get buffer(): _WebAudioStaticSoundBuffer {\n return this._buffer;\n }\n\n /** @internal */\n public get _inNode() {\n return this._subGraph._inNode;\n }\n\n /** @internal */\n public get _outNode() {\n return this._subGraph._outNode;\n }\n\n /** @internal */\n public override get stereo(): _StereoAudio {\n return this._stereo ?? (this._stereo = new _StereoAudio(this._subGraph));\n }\n\n /** @internal */\n public override async cloneAsync(options: Nullable<Partial<IStaticSoundCloneOptions>> = null): Promise<StaticSound> {\n const clone = await this.engine.createSoundAsync(this.name, options?.cloneBuffer ? this.buffer.clone() : this.buffer, this._options);\n\n clone.outBus = options?.outBus ? options.outBus : this.outBus;\n\n return clone;\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this._stereo = null;\n\n this._subGraph.dispose();\n\n this.engine._removeSound(this);\n }\n\n /** @internal */\n public getClassName(): string {\n return \"_WebAudioStaticSound\";\n }\n\n protected _createInstance(): _WebAudioStaticSoundInstance {\n return new _WebAudioStaticSoundInstance(this, this._options);\n }\n\n protected override _connect(node: IWebAudioInNode): boolean {\n const connected = super._connect(node);\n\n if (!connected) {\n return false;\n }\n\n // If the wrapped node is not available now, it will be connected later by the subgraph.\n if (node._inNode) {\n this._outNode?.connect(node._inNode);\n }\n\n return true;\n }\n\n protected override _disconnect(node: IWebAudioInNode): boolean {\n const disconnected = super._disconnect(node);\n\n if (!disconnected) {\n return false;\n }\n\n if (node._inNode) {\n this._outNode?.disconnect(node._inNode);\n }\n\n return true;\n }\n\n protected override _createSpatialProperty(autoUpdate: boolean, minUpdateTime: number): AbstractSpatialAudio {\n return new _SpatialWebAudio(this._subGraph, autoUpdate, minUpdateTime);\n }\n\n public _getOptions(): IStaticSoundStoredOptions {\n return this._options;\n }\n\n private static _SubGraph = class extends _WebAudioBusAndSoundSubGraph {\n protected override _owner: _WebAudioStaticSound;\n\n protected get _downstreamNodes(): Nullable<Set<AbstractAudioNode>> {\n return this._owner._downstreamNodes ?? null;\n }\n\n protected get _upstreamNodes(): Nullable<Set<AbstractAudioNode>> {\n return this._owner._upstreamNodes ?? null;\n }\n };\n}\n\n/** @internal */\nexport class _WebAudioStaticSoundBuffer extends StaticSoundBuffer {\n /** @internal */\n public _audioBuffer: AudioBuffer;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n /** @internal */\n public constructor(engine: _WebAudioEngine) {\n super(engine);\n }\n\n public async _initAsync(source: StaticSoundSourceType, options: Partial<IStaticSoundBufferOptions>): Promise<void> {\n if (source instanceof AudioBuffer) {\n this._audioBuffer = source;\n } else if (typeof source === \"string\") {\n await this._initFromUrlAsync(source);\n } else if (Array.isArray(source)) {\n await this._initFromUrlsAsync(source, options.skipCodecCheck ?? false);\n } else if (source instanceof ArrayBuffer) {\n await this._initFromArrayBufferAsync(source);\n }\n }\n\n /** @internal */\n public get channelCount(): number {\n return this._audioBuffer.numberOfChannels;\n }\n\n /** @internal */\n public get duration(): number {\n return this._audioBuffer.duration;\n }\n\n /** @internal */\n public get length(): number {\n return this._audioBuffer.length;\n }\n\n /** @internal */\n public get sampleRate(): number {\n return this._audioBuffer.sampleRate;\n }\n\n /** @internal */\n public override clone(options: Nullable<Partial<IStaticSoundBufferCloneOptions>> = null): StaticSoundBuffer {\n const audioBuffer = new AudioBuffer({\n length: this._audioBuffer.length,\n numberOfChannels: this._audioBuffer.numberOfChannels,\n sampleRate: this._audioBuffer.sampleRate,\n });\n\n for (let i = 0; i < this._audioBuffer.numberOfChannels; i++) {\n audioBuffer.copyToChannel(this._audioBuffer.getChannelData(i), i);\n }\n\n const buffer = new _WebAudioStaticSoundBuffer(this.engine);\n buffer._audioBuffer = audioBuffer;\n buffer.name = options?.name ? options.name : this.name;\n\n return buffer;\n }\n\n private async _initFromArrayBufferAsync(arrayBuffer: ArrayBuffer): Promise<void> {\n this._audioBuffer = await this.engine._audioContext.decodeAudioData(arrayBuffer);\n }\n\n private async _initFromUrlAsync(url: string): Promise<void> {\n url = _CleanUrl(url);\n const { data } = await _LoadArrayBufferFromUrlAsync(url);\n await this._initFromArrayBufferAsync(data);\n }\n\n private async _initFromUrlsAsync(urls: string[], skipCodecCheck: boolean): Promise<void> {\n for (const url of urls) {\n if (skipCodecCheck) {\n // eslint-disable-next-line no-await-in-loop\n await this._initFromUrlAsync(url);\n } else {\n const matches = url.match(_FileExtensionRegex);\n const format = matches?.at(1);\n if (format && this.engine.isFormatValid(format)) {\n try {\n // eslint-disable-next-line no-await-in-loop\n await this._initFromUrlAsync(url);\n } catch {\n if (format && 0 < format.length) {\n this.engine.flagInvalidFormat(format);\n }\n }\n }\n }\n\n if (this._audioBuffer) {\n break;\n }\n }\n }\n}\n\n/** @internal */\nclass _WebAudioStaticSoundInstance extends _StaticSoundInstance implements IWebAudioOutNode {\n private _enginePlayTime: number = 0;\n private _enginePauseTime: number = 0;\n private _isConnected: boolean = false;\n private _pitch: Nullable<_WebAudioParameterComponent> = null;\n private _playbackRate: Nullable<_WebAudioParameterComponent> = null;\n private _sourceNode: Nullable<AudioBufferSourceNode> = null;\n private _volumeNode: GainNode;\n\n protected override readonly _options: IStaticSoundInstanceOptions;\n protected override _sound: _WebAudioStaticSound;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n public constructor(sound: _WebAudioStaticSound, options: IStaticSoundInstanceOptions) {\n super(sound);\n\n this._options = options;\n\n this._volumeNode = new GainNode(sound._audioContext);\n this._initSourceNode();\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this._pitch?.dispose();\n this._playbackRate?.dispose();\n\n this.stop();\n\n this._deinitSourceNode();\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n }\n\n /** @internal */\n public get currentTime(): number {\n if (this._state === SoundState.Stopped) {\n return 0;\n }\n\n const timeSinceLastStart = this._state === SoundState.Paused ? 0 : this.engine.currentTime - this._enginePlayTime;\n return this._enginePauseTime + timeSinceLastStart + this._options.startOffset;\n }\n\n public set currentTime(value: number) {\n const restart = this._state === SoundState.Starting || this._state === SoundState.Started;\n\n if (restart) {\n // Stop source node without sending `onEndedObservable` so instance's `dispose` function is not called.\n const sourceNode = this._sourceNode;\n this._deinitSourceNode();\n sourceNode?.stop();\n this._state = SoundState.Stopped;\n }\n\n if (this.state === SoundState.Paused) {\n this._enginePauseTime = 0;\n }\n\n this._options.startOffset = value;\n\n if (restart) {\n this.play();\n }\n }\n\n public get _outNode(): Nullable<AudioNode> {\n return this._volumeNode;\n }\n\n /** @internal */\n public set pitch(value: number) {\n this._pitch?.setTargetValue(value);\n }\n\n /** @internal */\n public set playbackRate(value: number) {\n this._playbackRate?.setTargetValue(value);\n }\n\n /** @internal */\n public get startTime(): number {\n if (this._state === SoundState.Stopped) {\n return 0;\n }\n\n return this._enginePlayTime;\n }\n\n /** @internal */\n public getClassName(): string {\n return \"_WebAudioStaticSoundInstance\";\n }\n\n /** @internal */\n public play(options: Partial<IStaticSoundPlayOptions> = {}): void {\n if (this._state === SoundState.Started) {\n return;\n }\n\n if (options.duration !== undefined) {\n this._options.duration = options.duration;\n }\n if (options.loop !== undefined) {\n this._options.loop = options.loop;\n }\n if (options.loopStart !== undefined) {\n this._options.loopStart = options.loopStart;\n }\n if (options.loopEnd !== undefined) {\n this._options.loopEnd = options.loopEnd;\n }\n if (options.startOffset !== undefined) {\n this._options.startOffset = options.startOffset;\n }\n\n let startOffset = this._options.startOffset;\n\n if (this._state === SoundState.Paused) {\n startOffset += this._enginePauseTime;\n startOffset %= this._sound.buffer.duration;\n }\n\n this._enginePlayTime = this.engine.currentTime + (options.waitTime ?? 0);\n\n this._volumeNode.gain.value = options.volume ?? 1;\n\n this._initSourceNode();\n\n if (this.engine.state === \"running\") {\n this._setState(SoundState.Started);\n this._sourceNode?.start(this._enginePlayTime, startOffset, this._options.duration > 0 ? this._options.duration : undefined);\n } else if (this._options.loop) {\n this._setState(SoundState.Starting);\n this.engine.stateChangedObservable.add(this._onEngineStateChanged);\n }\n }\n\n /** @internal */\n public pause(): void {\n if (this._state !== SoundState.Started && this._state !== SoundState.Starting) {\n return;\n }\n\n const wasStarted = this._state === SoundState.Started;\n\n this._setState(SoundState.Paused);\n this._enginePauseTime += this.engine.currentTime - this._enginePlayTime;\n\n if (wasStarted) {\n this._sourceNode?.stop();\n } else {\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n }\n\n this._deinitSourceNode();\n }\n\n /** @internal */\n public resume(): void {\n if (this._state === SoundState.Paused) {\n this.play();\n }\n }\n\n /** @internal */\n public stop(options: Partial<IStaticSoundStopOptions> = {}): void {\n if (this._state === SoundState.Stopped) {\n return;\n }\n\n if (this._state === SoundState.Started) {\n const engineStopTime = this.engine.currentTime + (options.waitTime ?? 0);\n this._sourceNode?.stop(engineStopTime);\n }\n\n if (options.waitTime === undefined || options.waitTime <= 0) {\n this._setState(SoundState.Stopped);\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n }\n }\n\n protected override _connect(node: AbstractAudioNode): boolean {\n const connected = super._connect(node);\n\n if (!connected) {\n return false;\n }\n\n // If the wrapped node is not available now, it will be connected later by the sound's subgraph.\n if (node instanceof _WebAudioStaticSound && node._inNode) {\n this._outNode?.connect(node._inNode);\n this._isConnected = true;\n }\n\n return true;\n }\n\n protected override _disconnect(node: AbstractAudioNode): boolean {\n const disconnected = super._disconnect(node);\n\n if (!disconnected) {\n return false;\n }\n\n if (node instanceof _WebAudioStaticSound && node._inNode) {\n this._outNode?.disconnect(node._inNode);\n this._isConnected = false;\n }\n\n return true;\n }\n\n protected _onEnded = () => {\n this._enginePlayTime = 0;\n\n if (this._state !== SoundState.Paused) {\n this.onEndedObservable.notifyObservers(this);\n }\n\n this._deinitSourceNode();\n };\n\n private _deinitSourceNode(): void {\n if (!this._sourceNode) {\n return;\n }\n\n if (this._isConnected && !this._disconnect(this._sound)) {\n throw new Error(\"Disconnect failed\");\n }\n\n this._sourceNode.disconnect(this._volumeNode);\n this._sourceNode.removeEventListener(\"ended\", this._onEnded);\n\n this._sourceNode = null;\n }\n\n private _initSourceNode(): void {\n if (!this._sourceNode) {\n this._sourceNode = new AudioBufferSourceNode(this._sound._audioContext, { buffer: this._sound.buffer._audioBuffer });\n\n this._sourceNode.addEventListener(\"ended\", this._onEnded, { once: true });\n this._sourceNode.connect(this._volumeNode);\n\n if (!this._connect(this._sound)) {\n throw new Error(\"Connect failed\");\n }\n\n this._pitch = new _WebAudioParameterComponent(this.engine, this._sourceNode.detune);\n this._playbackRate = new _WebAudioParameterComponent(this.engine, this._sourceNode.playbackRate);\n }\n\n const node = this._sourceNode;\n node.detune.value = this._sound.pitch;\n node.loop = this._options.loop;\n node.loopEnd = this._options.loopEnd;\n node.loopStart = this._options.loopStart;\n node.playbackRate.value = this._sound.playbackRate;\n }\n\n private _onEngineStateChanged = () => {\n if (this.engine.state !== \"running\") {\n return;\n }\n\n if (this._options.loop && this.state === SoundState.Starting) {\n this.play();\n }\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n };\n}\n"]}
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@@ -4,7 +4,8 @@ import { StreamingSound } from "../abstractAudio/streamingSound.js";
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import { _StreamingSoundInstance } from "../abstractAudio/streamingSoundInstance.js";
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import { _HasSpatialAudioOptions } from "../abstractAudio/subProperties/abstractSpatialAudio.js";
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import { _StereoAudio } from "../abstractAudio/subProperties/stereoAudio.js";
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import { _CleanUrl } from "../audioUtils.js";
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import { _CleanUrl, _GetUrlForStreaming } from "../audioUtils.js";
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import { WebRequest } from "../../Misc/webRequest.js";
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import { _WebAudioBusAndSoundSubGraph } from "./subNodes/webAudioBusAndSoundSubGraph.js";
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import { _SpatialWebAudio } from "./subProperties/spatialWebAudio.js";
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/** @internal */
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@@ -301,14 +302,20 @@ class _WebAudioStreamingSoundInstance extends _StreamingSoundInstance {
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this._mediaElement = mediaElement;
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}
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_initFromUrl(url) {
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-
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+
// Apply any WebRequest URL modifiers (but do NOT download the content — the <audio> element streams natively).
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// Custom headers cannot be forwarded to HTMLMediaElement; _GetUrlForStreaming logs a warning if any are present.
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const resolvedUrl = WebRequest.IsCustomRequestAvailable ? _GetUrlForStreaming(_CleanUrl(url)) : _CleanUrl(url);
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const audio = new Audio(resolvedUrl);
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this._initFromMediaElement(audio);
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}
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_initFromUrls(urls) {
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const audio = new Audio();
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// Apply any WebRequest URL modifiers to each candidate URL (but do NOT download the content —
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// the <audio> element picks the first compatible format and streams natively).
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// Custom headers cannot be forwarded to HTMLMediaElement; _GetUrlForStreaming logs a warning if any are present.
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for (const url of urls) {
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const source = document.createElement("source");
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source.src = _CleanUrl(url);
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source.src = WebRequest.IsCustomRequestAvailable ? _GetUrlForStreaming(_CleanUrl(url)) : _CleanUrl(url);
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audio.appendChild(source);
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}
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this._initFromMediaElement(audio);
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@@ -1 +1 @@
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1
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-
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{ Logger } from \"../../Misc/logger\";\nimport { Tools } from \"../../Misc/tools\";\nimport type { Nullable } from \"../../types\";\nimport type { AbstractAudioNode } from \"../abstractAudio/abstractAudioNode\";\nimport type {} from \"../abstractAudio/abstractSound\";\nimport type { IStreamingSoundOptions, IStreamingSoundPlayOptions, IStreamingSoundStoredOptions } from \"../abstractAudio/streamingSound\";\nimport { StreamingSound } from \"../abstractAudio/streamingSound\";\nimport { _StreamingSoundInstance } from \"../abstractAudio/streamingSoundInstance\";\nimport { _HasSpatialAudioOptions, type AbstractSpatialAudio } from \"../abstractAudio/subProperties/abstractSpatialAudio\";\nimport { _StereoAudio } from \"../abstractAudio/subProperties/stereoAudio\";\nimport { _CleanUrl } from \"../audioUtils\";\nimport { SoundState } from \"../soundState\";\nimport { _WebAudioBusAndSoundSubGraph } from \"./subNodes/webAudioBusAndSoundSubGraph\";\nimport { _SpatialWebAudio } from \"./subProperties/spatialWebAudio\";\nimport type { _WebAudioEngine } from \"./webAudioEngine\";\nimport type { IWebAudioInNode, IWebAudioOutNode, IWebAudioSuperNode } from \"./webAudioNode\";\n\ntype StreamingSoundSourceType = HTMLMediaElement | string | string[];\n\n/** @internal */\nexport class _WebAudioStreamingSound extends StreamingSound implements IWebAudioSuperNode {\n private _stereo: Nullable<_StereoAudio> = null;\n\n protected override readonly _options: IStreamingSoundStoredOptions;\n protected _subGraph: _WebAudioBusAndSoundSubGraph;\n\n /** @internal */\n public _audioContext: AudioContext;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n /** @internal */\n public _source: StreamingSoundSourceType;\n\n /** @internal */\n public constructor(name: string, engine: _WebAudioEngine, options: Partial<IStreamingSoundOptions>) {\n super(name, engine, options);\n\n this._options = {\n autoplay: options.autoplay ?? false,\n loop: options.loop ?? false,\n maxInstances: options.maxInstances ?? Infinity,\n preloadCount: options.preloadCount ?? 1,\n startOffset: options.startOffset ?? 0,\n };\n\n this._subGraph = new _WebAudioStreamingSound._SubGraph(this);\n }\n\n /** @internal */\n public async _initAsync(source: StreamingSoundSourceType, options: Partial<IStreamingSoundOptions>): Promise<void> {\n const audioContext = this.engine._audioContext;\n\n if (!(audioContext instanceof AudioContext)) {\n throw new Error(\"Unsupported audio context type.\");\n }\n\n this._audioContext = audioContext;\n this._source = source;\n\n if (options.outBus) {\n this.outBus = options.outBus;\n } else if (options.outBusAutoDefault !== false) {\n await this.engine.isReadyPromise;\n this.outBus = this.engine.defaultMainBus;\n }\n\n await this._subGraph.initAsync(options);\n\n if (_HasSpatialAudioOptions(options)) {\n this._initSpatialProperty();\n }\n\n if (this.preloadCount) {\n await this.preloadInstancesAsync(this.preloadCount);\n }\n\n if (options.autoplay) {\n this.play(options);\n }\n\n this.engine._addSound(this);\n }\n\n /** @internal */\n public get _inNode() {\n return this._subGraph._inNode;\n }\n\n /** @internal */\n public get _outNode() {\n return this._subGraph._outNode;\n }\n\n /** @internal */\n public override get stereo(): _StereoAudio {\n return this._stereo ?? (this._stereo = new _StereoAudio(this._subGraph));\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this._stereo = null;\n\n this._subGraph.dispose();\n\n this.engine._removeSound(this);\n }\n\n /** @internal */\n public getClassName(): string {\n return \"_WebAudioStreamingSound\";\n }\n\n protected _createInstance(): _WebAudioStreamingSoundInstance {\n return new _WebAudioStreamingSoundInstance(this, this._options);\n }\n\n protected override _connect(node: IWebAudioInNode): boolean {\n const connected = super._connect(node);\n\n if (!connected) {\n return false;\n }\n\n // If the wrapped node is not available now, it will be connected later by the subgraph.\n if (node._inNode) {\n this._outNode?.connect(node._inNode);\n }\n\n return true;\n }\n\n protected override _disconnect(node: IWebAudioInNode): boolean {\n const disconnected = super._disconnect(node);\n\n if (!disconnected) {\n return false;\n }\n\n if (node._inNode) {\n this._outNode?.disconnect(node._inNode);\n }\n\n return true;\n }\n\n protected override _createSpatialProperty(autoUpdate: boolean, minUpdateTime: number): AbstractSpatialAudio {\n return new _SpatialWebAudio(this._subGraph, autoUpdate, minUpdateTime);\n }\n\n public _getOptions(): IStreamingSoundStoredOptions {\n return this._options;\n }\n\n private static _SubGraph = class extends _WebAudioBusAndSoundSubGraph {\n protected override _owner: _WebAudioStreamingSound;\n\n protected get _downstreamNodes(): Nullable<Set<AbstractAudioNode>> {\n return this._owner._downstreamNodes ?? null;\n }\n\n protected get _upstreamNodes(): Nullable<Set<AbstractAudioNode>> {\n return this._owner._upstreamNodes ?? null;\n }\n };\n}\n\n/** @internal */\nclass _WebAudioStreamingSoundInstance extends _StreamingSoundInstance implements IWebAudioOutNode {\n private _currentTimeChangedWhilePaused = false;\n private _enginePlayTime: number = Infinity;\n private _enginePauseTime: number = 0;\n private _isReady: boolean = false;\n private _isReadyPromise: Promise<HTMLMediaElement> = new Promise((resolve, reject) => {\n this._resolveIsReadyPromise = resolve;\n this._rejectIsReadyPromise = reject;\n });\n private _mediaElement: HTMLMediaElement;\n private _sourceNode: Nullable<MediaElementAudioSourceNode>;\n private _volumeNode: GainNode;\n\n protected override readonly _options: IStreamingSoundStoredOptions;\n protected override _sound: _WebAudioStreamingSound;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n public constructor(sound: _WebAudioStreamingSound, options: IStreamingSoundStoredOptions) {\n super(sound);\n\n this._options = options;\n this._volumeNode = new GainNode(sound._audioContext);\n\n if (typeof sound._source === \"string\") {\n this._initFromUrl(sound._source);\n } else if (Array.isArray(sound._source)) {\n this._initFromUrls(sound._source);\n } else if (sound._source instanceof HTMLMediaElement) {\n this._initFromMediaElement(sound._source);\n } else {\n throw new Error(`Invalid streaming sound source (${sound._source}).`);\n }\n }\n\n /** @internal */\n public get currentTime(): number {\n if (this._state === SoundState.Stopped) {\n return 0;\n }\n\n const timeSinceLastStart = this._state === SoundState.Paused ? 0 : this.engine.currentTime - this._enginePlayTime;\n return this._enginePauseTime + timeSinceLastStart + this._options.startOffset;\n }\n\n public set currentTime(value: number) {\n const restart = this._state === SoundState.Starting || this._state === SoundState.Started;\n\n if (restart) {\n this._mediaElement.pause();\n this._state = SoundState.Stopped;\n }\n\n this._options.startOffset = value;\n\n if (restart) {\n this.play({ startOffset: value });\n } else if (this._state === SoundState.Paused) {\n this._currentTimeChangedWhilePaused = true;\n }\n }\n\n public get _outNode(): Nullable<AudioNode> {\n return this._volumeNode;\n }\n\n /** @internal */\n public get startTime(): number {\n if (this._state === SoundState.Stopped) {\n return 0;\n }\n\n return this._enginePlayTime;\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this.stop();\n\n this._sourceNode?.disconnect(this._volumeNode);\n this._sourceNode = null;\n\n this._mediaElement.removeEventListener(\"error\", this._onError);\n this._mediaElement.removeEventListener(\"ended\", this._onEnded);\n this._mediaElement.removeEventListener(\"canplaythrough\", this._onCanPlayThrough);\n\n for (const source of Array.from(this._mediaElement.children)) {\n this._mediaElement.removeChild(source);\n }\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n this.engine.userGestureObservable.removeCallback(this._onUserGesture);\n }\n\n /** @internal */\n public play(options: Partial<IStreamingSoundPlayOptions> = {}): void {\n if (this._state === SoundState.Started) {\n return;\n }\n\n if (options.loop !== undefined) {\n this._options.loop = options.loop;\n }\n this._mediaElement.loop = this._options.loop;\n\n let startOffset = options.startOffset;\n\n if (this._currentTimeChangedWhilePaused) {\n startOffset = this._options.startOffset;\n this._currentTimeChangedWhilePaused = false;\n } else if (this._state === SoundState.Paused) {\n startOffset = this.currentTime;\n }\n\n if (startOffset && startOffset > 0) {\n this._mediaElement.currentTime = startOffset;\n }\n\n this._volumeNode.gain.value = options.volume ?? 1;\n\n this._play();\n }\n\n /** @internal */\n public pause(): void {\n if (this._state !== SoundState.Starting && this._state !== SoundState.Started) {\n return;\n }\n\n this._setState(SoundState.Paused);\n this._enginePauseTime += this.engine.currentTime - this._enginePlayTime;\n\n this._mediaElement.pause();\n }\n\n /** @internal */\n public resume(): void {\n if (this._state === SoundState.Paused) {\n this.play();\n } else if (this._currentTimeChangedWhilePaused) {\n this.play();\n }\n }\n\n /** @internal */\n public override stop(): void {\n if (this._state === SoundState.Stopped) {\n return;\n }\n\n this._stop();\n }\n\n /** @internal */\n public getClassName(): string {\n return \"_WebAudioStreamingSoundInstance\";\n }\n\n protected override _connect(node: AbstractAudioNode): boolean {\n const connected = super._connect(node);\n\n if (!connected) {\n return false;\n }\n\n // If the wrapped node is not available now, it will be connected later by the sound's subgraph.\n if (node instanceof _WebAudioStreamingSound && node._inNode) {\n this._outNode?.connect(node._inNode);\n }\n\n return true;\n }\n\n protected override _disconnect(node: AbstractAudioNode): boolean {\n const disconnected = super._disconnect(node);\n\n if (!disconnected) {\n return false;\n }\n\n if (node instanceof _WebAudioStreamingSound && node._inNode) {\n this._outNode?.disconnect(node._inNode);\n }\n\n return true;\n }\n\n private _initFromMediaElement(mediaElement: HTMLMediaElement): void {\n Tools.SetCorsBehavior(mediaElement.currentSrc, mediaElement);\n\n mediaElement.controls = false;\n mediaElement.loop = this._options.loop;\n mediaElement.preload = \"auto\";\n\n mediaElement.addEventListener(\"canplaythrough\", this._onCanPlayThrough, { once: true });\n mediaElement.addEventListener(\"ended\", this._onEnded, { once: true });\n mediaElement.addEventListener(\"error\", this._onError, { once: true });\n\n mediaElement.load();\n\n this._sourceNode = new MediaElementAudioSourceNode(this._sound._audioContext, { mediaElement: mediaElement });\n this._sourceNode.connect(this._volumeNode);\n\n if (!this._connect(this._sound)) {\n throw new Error(\"Connect failed\");\n }\n\n this._mediaElement = mediaElement;\n }\n\n private _initFromUrl(url: string): void {\n const audio = new Audio(_CleanUrl(url));\n this._initFromMediaElement(audio);\n }\n\n private _initFromUrls(urls: string[]): void {\n const audio = new Audio();\n\n for (const url of urls) {\n const source = document.createElement(\"source\");\n source.src = _CleanUrl(url);\n audio.appendChild(source);\n }\n\n this._initFromMediaElement(audio);\n }\n\n private _onCanPlayThrough: () => void = () => {\n this._isReady = true;\n this._resolveIsReadyPromise(this._mediaElement);\n this.onReadyObservable.notifyObservers(this);\n };\n\n private _onEnded: () => void = () => {\n this._setState(SoundState.Stopped);\n };\n\n private _onError: (reason: any) => void = (reason: any) => {\n this._setState(SoundState.FailedToStart);\n this.onErrorObservable.notifyObservers(reason);\n this._rejectIsReadyPromise(reason);\n this.dispose();\n };\n\n private _onEngineStateChanged = () => {\n if (this.engine.state !== \"running\") {\n return;\n }\n\n if (this._options.loop && this.state === SoundState.Starting) {\n this.play();\n }\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n };\n\n private _onUserGesture = () => {\n this.play();\n };\n\n private _play(): void {\n this._setState(SoundState.Starting);\n\n if (!this._isReady) {\n this._playWhenReady();\n return;\n }\n\n if (this._state !== SoundState.Starting) {\n return;\n }\n\n if (this.engine.state === \"running\") {\n const result = this._mediaElement.play();\n\n this._enginePlayTime = this.engine.currentTime;\n this._setState(SoundState.Started);\n\n // It's possible that the play() method fails on Safari, even if the audio engine's state is \"running\".\n // This occurs when the audio context is paused by the system and resumed automatically by the audio engine\n // without a user interaction (e.g. when the Vision Pro exits and reenters immersive mode).\n // eslint-disable-next-line github/no-then\n result.catch(() => {\n this._setState(SoundState.FailedToStart);\n\n if (this._options.loop) {\n this.engine.userGestureObservable.addOnce(this._onUserGesture);\n }\n });\n } else if (this._options.loop) {\n this.engine.stateChangedObservable.add(this._onEngineStateChanged);\n } else {\n this.stop();\n this._setState(SoundState.FailedToStart);\n }\n }\n\n private _playWhenReady(): void {\n this._isReadyPromise\n // eslint-disable-next-line github/no-then\n .then(() => {\n this._play();\n })\n // eslint-disable-next-line github/no-then\n .catch(() => {\n Logger.Error(\"Streaming sound instance failed to play\");\n this._setState(SoundState.FailedToStart);\n });\n }\n\n private _rejectIsReadyPromise: (reason?: any) => void;\n private _resolveIsReadyPromise: (mediaElement: HTMLMediaElement) => void;\n\n private _stop(): void {\n this._mediaElement.pause();\n this._onEnded();\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n }\n}\n"]}
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1
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{ Logger } from \"../../Misc/logger\";\nimport { Tools } from \"../../Misc/tools\";\nimport type { Nullable } from \"../../types\";\nimport type { AbstractAudioNode } from \"../abstractAudio/abstractAudioNode\";\nimport type {} from \"../abstractAudio/abstractSound\";\nimport type { IStreamingSoundOptions, IStreamingSoundPlayOptions, IStreamingSoundStoredOptions } from \"../abstractAudio/streamingSound\";\nimport { StreamingSound } from \"../abstractAudio/streamingSound\";\nimport { _StreamingSoundInstance } from \"../abstractAudio/streamingSoundInstance\";\nimport { _HasSpatialAudioOptions, type AbstractSpatialAudio } from \"../abstractAudio/subProperties/abstractSpatialAudio\";\nimport { _StereoAudio } from \"../abstractAudio/subProperties/stereoAudio\";\nimport { _CleanUrl, _GetUrlForStreaming } from \"../audioUtils\";\nimport { WebRequest } from \"../../Misc/webRequest\";\nimport { SoundState } from \"../soundState\";\nimport { _WebAudioBusAndSoundSubGraph } from \"./subNodes/webAudioBusAndSoundSubGraph\";\nimport { _SpatialWebAudio } from \"./subProperties/spatialWebAudio\";\nimport type { _WebAudioEngine } from \"./webAudioEngine\";\nimport type { IWebAudioInNode, IWebAudioOutNode, IWebAudioSuperNode } from \"./webAudioNode\";\n\ntype StreamingSoundSourceType = HTMLMediaElement | string | string[];\n\n/** @internal */\nexport class _WebAudioStreamingSound extends StreamingSound implements IWebAudioSuperNode {\n private _stereo: Nullable<_StereoAudio> = null;\n\n protected override readonly _options: IStreamingSoundStoredOptions;\n protected _subGraph: _WebAudioBusAndSoundSubGraph;\n\n /** @internal */\n public _audioContext: AudioContext;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n /** @internal */\n public _source: StreamingSoundSourceType;\n\n /** @internal */\n public constructor(name: string, engine: _WebAudioEngine, options: Partial<IStreamingSoundOptions>) {\n super(name, engine, options);\n\n this._options = {\n autoplay: options.autoplay ?? false,\n loop: options.loop ?? false,\n maxInstances: options.maxInstances ?? Infinity,\n preloadCount: options.preloadCount ?? 1,\n startOffset: options.startOffset ?? 0,\n };\n\n this._subGraph = new _WebAudioStreamingSound._SubGraph(this);\n }\n\n /** @internal */\n public async _initAsync(source: StreamingSoundSourceType, options: Partial<IStreamingSoundOptions>): Promise<void> {\n const audioContext = this.engine._audioContext;\n\n if (!(audioContext instanceof AudioContext)) {\n throw new Error(\"Unsupported audio context type.\");\n }\n\n this._audioContext = audioContext;\n this._source = source;\n\n if (options.outBus) {\n this.outBus = options.outBus;\n } else if (options.outBusAutoDefault !== false) {\n await this.engine.isReadyPromise;\n this.outBus = this.engine.defaultMainBus;\n }\n\n await this._subGraph.initAsync(options);\n\n if (_HasSpatialAudioOptions(options)) {\n this._initSpatialProperty();\n }\n\n if (this.preloadCount) {\n await this.preloadInstancesAsync(this.preloadCount);\n }\n\n if (options.autoplay) {\n this.play(options);\n }\n\n this.engine._addSound(this);\n }\n\n /** @internal */\n public get _inNode() {\n return this._subGraph._inNode;\n }\n\n /** @internal */\n public get _outNode() {\n return this._subGraph._outNode;\n }\n\n /** @internal */\n public override get stereo(): _StereoAudio {\n return this._stereo ?? (this._stereo = new _StereoAudio(this._subGraph));\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this._stereo = null;\n\n this._subGraph.dispose();\n\n this.engine._removeSound(this);\n }\n\n /** @internal */\n public getClassName(): string {\n return \"_WebAudioStreamingSound\";\n }\n\n protected _createInstance(): _WebAudioStreamingSoundInstance {\n return new _WebAudioStreamingSoundInstance(this, this._options);\n }\n\n protected override _connect(node: IWebAudioInNode): boolean {\n const connected = super._connect(node);\n\n if (!connected) {\n return false;\n }\n\n // If the wrapped node is not available now, it will be connected later by the subgraph.\n if (node._inNode) {\n this._outNode?.connect(node._inNode);\n }\n\n return true;\n }\n\n protected override _disconnect(node: IWebAudioInNode): boolean {\n const disconnected = super._disconnect(node);\n\n if (!disconnected) {\n return false;\n }\n\n if (node._inNode) {\n this._outNode?.disconnect(node._inNode);\n }\n\n return true;\n }\n\n protected override _createSpatialProperty(autoUpdate: boolean, minUpdateTime: number): AbstractSpatialAudio {\n return new _SpatialWebAudio(this._subGraph, autoUpdate, minUpdateTime);\n }\n\n public _getOptions(): IStreamingSoundStoredOptions {\n return this._options;\n }\n\n private static _SubGraph = class extends _WebAudioBusAndSoundSubGraph {\n protected override _owner: _WebAudioStreamingSound;\n\n protected get _downstreamNodes(): Nullable<Set<AbstractAudioNode>> {\n return this._owner._downstreamNodes ?? null;\n }\n\n protected get _upstreamNodes(): Nullable<Set<AbstractAudioNode>> {\n return this._owner._upstreamNodes ?? null;\n }\n };\n}\n\n/** @internal */\nclass _WebAudioStreamingSoundInstance extends _StreamingSoundInstance implements IWebAudioOutNode {\n private _currentTimeChangedWhilePaused = false;\n private _enginePlayTime: number = Infinity;\n private _enginePauseTime: number = 0;\n private _isReady: boolean = false;\n private _isReadyPromise: Promise<HTMLMediaElement> = new Promise((resolve, reject) => {\n this._resolveIsReadyPromise = resolve;\n this._rejectIsReadyPromise = reject;\n });\n private _mediaElement: HTMLMediaElement;\n private _sourceNode: Nullable<MediaElementAudioSourceNode>;\n private _volumeNode: GainNode;\n\n protected override readonly _options: IStreamingSoundStoredOptions;\n protected override _sound: _WebAudioStreamingSound;\n\n /** @internal */\n public override readonly engine: _WebAudioEngine;\n\n public constructor(sound: _WebAudioStreamingSound, options: IStreamingSoundStoredOptions) {\n super(sound);\n\n this._options = options;\n this._volumeNode = new GainNode(sound._audioContext);\n\n if (typeof sound._source === \"string\") {\n this._initFromUrl(sound._source);\n } else if (Array.isArray(sound._source)) {\n this._initFromUrls(sound._source);\n } else if (sound._source instanceof HTMLMediaElement) {\n this._initFromMediaElement(sound._source);\n } else {\n throw new Error(`Invalid streaming sound source (${sound._source}).`);\n }\n }\n\n /** @internal */\n public get currentTime(): number {\n if (this._state === SoundState.Stopped) {\n return 0;\n }\n\n const timeSinceLastStart = this._state === SoundState.Paused ? 0 : this.engine.currentTime - this._enginePlayTime;\n return this._enginePauseTime + timeSinceLastStart + this._options.startOffset;\n }\n\n public set currentTime(value: number) {\n const restart = this._state === SoundState.Starting || this._state === SoundState.Started;\n\n if (restart) {\n this._mediaElement.pause();\n this._state = SoundState.Stopped;\n }\n\n this._options.startOffset = value;\n\n if (restart) {\n this.play({ startOffset: value });\n } else if (this._state === SoundState.Paused) {\n this._currentTimeChangedWhilePaused = true;\n }\n }\n\n public get _outNode(): Nullable<AudioNode> {\n return this._volumeNode;\n }\n\n /** @internal */\n public get startTime(): number {\n if (this._state === SoundState.Stopped) {\n return 0;\n }\n\n return this._enginePlayTime;\n }\n\n /** @internal */\n public override dispose(): void {\n super.dispose();\n\n this.stop();\n\n this._sourceNode?.disconnect(this._volumeNode);\n this._sourceNode = null;\n\n this._mediaElement.removeEventListener(\"error\", this._onError);\n this._mediaElement.removeEventListener(\"ended\", this._onEnded);\n this._mediaElement.removeEventListener(\"canplaythrough\", this._onCanPlayThrough);\n\n for (const source of Array.from(this._mediaElement.children)) {\n this._mediaElement.removeChild(source);\n }\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n this.engine.userGestureObservable.removeCallback(this._onUserGesture);\n }\n\n /** @internal */\n public play(options: Partial<IStreamingSoundPlayOptions> = {}): void {\n if (this._state === SoundState.Started) {\n return;\n }\n\n if (options.loop !== undefined) {\n this._options.loop = options.loop;\n }\n this._mediaElement.loop = this._options.loop;\n\n let startOffset = options.startOffset;\n\n if (this._currentTimeChangedWhilePaused) {\n startOffset = this._options.startOffset;\n this._currentTimeChangedWhilePaused = false;\n } else if (this._state === SoundState.Paused) {\n startOffset = this.currentTime;\n }\n\n if (startOffset && startOffset > 0) {\n this._mediaElement.currentTime = startOffset;\n }\n\n this._volumeNode.gain.value = options.volume ?? 1;\n\n this._play();\n }\n\n /** @internal */\n public pause(): void {\n if (this._state !== SoundState.Starting && this._state !== SoundState.Started) {\n return;\n }\n\n this._setState(SoundState.Paused);\n this._enginePauseTime += this.engine.currentTime - this._enginePlayTime;\n\n this._mediaElement.pause();\n }\n\n /** @internal */\n public resume(): void {\n if (this._state === SoundState.Paused) {\n this.play();\n } else if (this._currentTimeChangedWhilePaused) {\n this.play();\n }\n }\n\n /** @internal */\n public override stop(): void {\n if (this._state === SoundState.Stopped) {\n return;\n }\n\n this._stop();\n }\n\n /** @internal */\n public getClassName(): string {\n return \"_WebAudioStreamingSoundInstance\";\n }\n\n protected override _connect(node: AbstractAudioNode): boolean {\n const connected = super._connect(node);\n\n if (!connected) {\n return false;\n }\n\n // If the wrapped node is not available now, it will be connected later by the sound's subgraph.\n if (node instanceof _WebAudioStreamingSound && node._inNode) {\n this._outNode?.connect(node._inNode);\n }\n\n return true;\n }\n\n protected override _disconnect(node: AbstractAudioNode): boolean {\n const disconnected = super._disconnect(node);\n\n if (!disconnected) {\n return false;\n }\n\n if (node instanceof _WebAudioStreamingSound && node._inNode) {\n this._outNode?.disconnect(node._inNode);\n }\n\n return true;\n }\n\n private _initFromMediaElement(mediaElement: HTMLMediaElement): void {\n Tools.SetCorsBehavior(mediaElement.currentSrc, mediaElement);\n\n mediaElement.controls = false;\n mediaElement.loop = this._options.loop;\n mediaElement.preload = \"auto\";\n\n mediaElement.addEventListener(\"canplaythrough\", this._onCanPlayThrough, { once: true });\n mediaElement.addEventListener(\"ended\", this._onEnded, { once: true });\n mediaElement.addEventListener(\"error\", this._onError, { once: true });\n\n mediaElement.load();\n\n this._sourceNode = new MediaElementAudioSourceNode(this._sound._audioContext, { mediaElement: mediaElement });\n this._sourceNode.connect(this._volumeNode);\n\n if (!this._connect(this._sound)) {\n throw new Error(\"Connect failed\");\n }\n\n this._mediaElement = mediaElement;\n }\n\n private _initFromUrl(url: string): void {\n // Apply any WebRequest URL modifiers (but do NOT download the content — the <audio> element streams natively).\n // Custom headers cannot be forwarded to HTMLMediaElement; _GetUrlForStreaming logs a warning if any are present.\n const resolvedUrl = WebRequest.IsCustomRequestAvailable ? _GetUrlForStreaming(_CleanUrl(url)) : _CleanUrl(url);\n const audio = new Audio(resolvedUrl);\n this._initFromMediaElement(audio);\n }\n\n private _initFromUrls(urls: string[]): void {\n const audio = new Audio();\n\n // Apply any WebRequest URL modifiers to each candidate URL (but do NOT download the content —\n // the <audio> element picks the first compatible format and streams natively).\n // Custom headers cannot be forwarded to HTMLMediaElement; _GetUrlForStreaming logs a warning if any are present.\n for (const url of urls) {\n const source = document.createElement(\"source\");\n source.src = WebRequest.IsCustomRequestAvailable ? _GetUrlForStreaming(_CleanUrl(url)) : _CleanUrl(url);\n audio.appendChild(source);\n }\n\n this._initFromMediaElement(audio);\n }\n\n private _onCanPlayThrough: () => void = () => {\n this._isReady = true;\n this._resolveIsReadyPromise(this._mediaElement);\n this.onReadyObservable.notifyObservers(this);\n };\n\n private _onEnded: () => void = () => {\n this._setState(SoundState.Stopped);\n };\n\n private _onError: (reason: any) => void = (reason: any) => {\n this._setState(SoundState.FailedToStart);\n this.onErrorObservable.notifyObservers(reason);\n this._rejectIsReadyPromise(reason);\n this.dispose();\n };\n\n private _onEngineStateChanged = () => {\n if (this.engine.state !== \"running\") {\n return;\n }\n\n if (this._options.loop && this.state === SoundState.Starting) {\n this.play();\n }\n\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n };\n\n private _onUserGesture = () => {\n this.play();\n };\n\n private _play(): void {\n this._setState(SoundState.Starting);\n\n if (!this._isReady) {\n this._playWhenReady();\n return;\n }\n\n if (this._state !== SoundState.Starting) {\n return;\n }\n\n if (this.engine.state === \"running\") {\n const result = this._mediaElement.play();\n\n this._enginePlayTime = this.engine.currentTime;\n this._setState(SoundState.Started);\n\n // It's possible that the play() method fails on Safari, even if the audio engine's state is \"running\".\n // This occurs when the audio context is paused by the system and resumed automatically by the audio engine\n // without a user interaction (e.g. when the Vision Pro exits and reenters immersive mode).\n // eslint-disable-next-line github/no-then\n result.catch(() => {\n this._setState(SoundState.FailedToStart);\n\n if (this._options.loop) {\n this.engine.userGestureObservable.addOnce(this._onUserGesture);\n }\n });\n } else if (this._options.loop) {\n this.engine.stateChangedObservable.add(this._onEngineStateChanged);\n } else {\n this.stop();\n this._setState(SoundState.FailedToStart);\n }\n }\n\n private _playWhenReady(): void {\n this._isReadyPromise\n // eslint-disable-next-line github/no-then\n .then(() => {\n this._play();\n })\n // eslint-disable-next-line github/no-then\n .catch(() => {\n Logger.Error(\"Streaming sound instance failed to play\");\n this._setState(SoundState.FailedToStart);\n });\n }\n\n private _rejectIsReadyPromise: (reason?: any) => void;\n private _resolveIsReadyPromise: (mediaElement: HTMLMediaElement) => void;\n\n private _stop(): void {\n this._mediaElement.pause();\n this._onEnded();\n this.engine.stateChangedObservable.removeCallback(this._onEngineStateChanged);\n }\n}\n"]}
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@@ -163,7 +163,7 @@ export class FollowBehavior {
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163
163
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direction.scaleInPlace(currentDistance / currentDistance2D);
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164
164
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currentDistance = currentDistance2D;
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165
165
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}
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166
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-
let clampedDistance
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166
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+
let clampedDistance;
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167
167
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if (moveToDefault) {
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|
168
168
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clampedDistance = defaultDistance;
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169
169
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}
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@@ -1 +1 @@
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1
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-
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type { Behavior } from \"../behavior\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport { Matrix, Quaternion, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Clamp } from \"../../Maths/math.scalar.functions\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will follow a camera\r\n * @since 5.0.0\r\n */\r\nexport class FollowBehavior implements Behavior<TransformNode> {\r\n private _scene: Scene;\r\n\r\n // Memory cache to avoid GC usage\r\n private _tmpQuaternion: Quaternion = new Quaternion();\r\n private _tmpVectors: Vector3[] = [new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3()];\r\n private _tmpMatrix: Matrix = new Matrix();\r\n private _tmpInvertView: Matrix = new Matrix();\r\n private _tmpForward: Vector3 = new Vector3();\r\n private _tmpNodeForward: Vector3 = new Vector3();\r\n private _tmpPosition: Vector3 = new Vector3();\r\n\r\n private _followedCamera: Nullable<Camera>;\r\n private _onBeforeRender: Nullable<Observer<Scene>>;\r\n\r\n private _workingPosition: Vector3 = new Vector3();\r\n private _workingQuaternion: Quaternion = new Quaternion();\r\n private _lastTick: number = -1;\r\n private _recenterNextUpdate = true;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public attachedNode: Nullable<TransformNode>;\r\n\r\n /**\r\n * Set to false if the node should strictly follow the camera without any interpolation time\r\n */\r\n public interpolatePose = true;\r\n\r\n /**\r\n * Rate of interpolation of position and rotation of the attached node.\r\n * Higher values will give a slower interpolation.\r\n */\r\n public lerpTime = 500;\r\n\r\n /**\r\n * If the behavior should ignore the pitch and roll of the camera.\r\n */\r\n public ignoreCameraPitchAndRoll = false;\r\n\r\n /**\r\n * Pitch offset from camera (relative to Max Distance)\r\n * Is only effective if `ignoreCameraPitchAndRoll` is set to `true`.\r\n */\r\n public pitchOffset = 15;\r\n\r\n /**\r\n * The vertical angle from the camera forward axis to the owner will not exceed this value\r\n */\r\n public maxViewVerticalDegrees = 30;\r\n\r\n /**\r\n * The horizontal angle from the camera forward axis to the owner will not exceed this value\r\n */\r\n public maxViewHorizontalDegrees = 30;\r\n /**\r\n * The attached node will not reorient until the angle between its forward vector and the vector to the camera is greater than this value\r\n */\r\n public orientToCameraDeadzoneDegrees = 60;\r\n /**\r\n * Option to ignore distance clamping\r\n */\r\n public ignoreDistanceClamp = false;\r\n /**\r\n * Option to ignore angle clamping\r\n */\r\n public ignoreAngleClamp = false;\r\n /**\r\n * Max vertical distance between the attachedNode and camera\r\n */\r\n public verticalMaxDistance = 0;\r\n /**\r\n * Default distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public defaultDistance = 0.8;\r\n /**\r\n * Max distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public maximumDistance = 2;\r\n /**\r\n * Min distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public minimumDistance = 0.3;\r\n\r\n /**\r\n * Ignore vertical movement and lock the Y position of the object.\r\n */\r\n public useFixedVerticalOffset = false;\r\n\r\n /**\r\n * Fixed vertical position offset distance.\r\n */\r\n public fixedVerticalOffset = 0;\r\n\r\n /**\r\n * Enables/disables the behavior\r\n * @internal\r\n */\r\n public _enabled = true;\r\n\r\n /**\r\n * The camera that should be followed by this behavior\r\n */\r\n public get followedCamera(): Nullable<Camera> {\r\n return this._followedCamera || this._scene.activeCamera;\r\n }\r\n\r\n public set followedCamera(camera: Nullable<Camera>) {\r\n this._followedCamera = camera;\r\n }\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"Follow\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * Attaches the follow behavior\r\n * @param ownerNode The mesh that will be following once attached\r\n * @param followedCamera The camera that should be followed by the node\r\n */\r\n public attach(ownerNode: TransformNode, followedCamera?: Camera): void {\r\n this._scene = ownerNode.getScene();\r\n this.attachedNode = ownerNode;\r\n\r\n if (followedCamera) {\r\n this.followedCamera = followedCamera;\r\n }\r\n\r\n this._addObservables();\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this.attachedNode = null;\r\n this._removeObservables();\r\n }\r\n\r\n /**\r\n * Recenters the attached node in front of the camera on the next update\r\n */\r\n public recenter() {\r\n this._recenterNextUpdate = true;\r\n }\r\n\r\n private _angleBetweenVectorAndPlane(vector: Vector3, normal: Vector3) {\r\n // Work on copies\r\n this._tmpVectors[0].copyFrom(vector);\r\n vector = this._tmpVectors[0];\r\n this._tmpVectors[1].copyFrom(normal);\r\n normal = this._tmpVectors[1];\r\n\r\n vector.normalize();\r\n normal.normalize();\r\n\r\n return Math.PI / 2 - Math.acos(Vector3.Dot(vector, normal));\r\n }\r\n\r\n private _length2D(vector: Vector3) {\r\n return Math.sqrt(vector.x * vector.x + vector.z * vector.z);\r\n }\r\n\r\n private _distanceClamp(currentToTarget: Vector3, moveToDefault: boolean = false) {\r\n let minDistance = this.minimumDistance;\r\n let maxDistance = this.maximumDistance;\r\n const defaultDistance = this.defaultDistance;\r\n\r\n const direction = this._tmpVectors[0];\r\n direction.copyFrom(currentToTarget);\r\n let currentDistance = direction.length();\r\n direction.normalizeFromLength(currentDistance);\r\n\r\n if (this.ignoreCameraPitchAndRoll) {\r\n // If we don't account for pitch offset, the casted object will float up/down as the reference\r\n // gets closer to it because we will still be casting in the direction of the pitched offset.\r\n // To fix this, only modify the XZ position of the object.\r\n minDistance = this._length2D(direction) * minDistance;\r\n maxDistance = this._length2D(direction) * maxDistance;\r\n\r\n const currentDistance2D = this._length2D(currentToTarget);\r\n direction.scaleInPlace(currentDistance / currentDistance2D);\r\n currentDistance = currentDistance2D;\r\n }\r\n\r\n let clampedDistance = currentDistance;\r\n\r\n if (moveToDefault) {\r\n clampedDistance = defaultDistance;\r\n } else {\r\n clampedDistance = Clamp(currentDistance, minDistance, maxDistance);\r\n }\r\n\r\n currentToTarget.copyFrom(direction).scaleInPlace(clampedDistance);\r\n\r\n return currentDistance !== clampedDistance;\r\n }\r\n\r\n private _applyVerticalClamp(currentToTarget: Vector3) {\r\n if (this.verticalMaxDistance !== 0) {\r\n currentToTarget.y = Clamp(currentToTarget.y, -this.verticalMaxDistance, this.verticalMaxDistance);\r\n }\r\n }\r\n\r\n private _toOrientationQuatToRef(vector: Vector3, quaternion: Quaternion) {\r\n Quaternion.RotationYawPitchRollToRef(Math.atan2(vector.x, vector.z), Math.atan2(vector.y, Math.sqrt(vector.z * vector.z + vector.x * vector.x)), 0, quaternion);\r\n }\r\n\r\n private _applyPitchOffset(invertView: Matrix) {\r\n const forward = this._tmpVectors[0];\r\n const right = this._tmpVectors[1];\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n right.copyFromFloats(1, 0, 0);\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n forward.y = 0;\r\n forward.normalize();\r\n Vector3.TransformNormalToRef(right, invertView, right);\r\n\r\n Quaternion.RotationAxisToRef(right, (this.pitchOffset * Math.PI) / 180, this._tmpQuaternion);\r\n forward.rotateByQuaternionToRef(this._tmpQuaternion, forward);\r\n this._toOrientationQuatToRef(forward, this._tmpQuaternion);\r\n this._tmpQuaternion.toRotationMatrix(this._tmpMatrix);\r\n\r\n // Since we already extracted position from the invert view matrix, we can\r\n // disregard the position part of the matrix in the copy\r\n invertView.copyFrom(this._tmpMatrix);\r\n }\r\n\r\n private _angularClamp(invertView: Matrix, currentToTarget: Vector3): boolean {\r\n const forward = this._tmpVectors[5];\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n const right = this._tmpVectors[6];\r\n right.copyFromFloats(1, 0, 0);\r\n\r\n // forward and right are related to camera frame of reference\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n Vector3.TransformNormalToRef(right, invertView, right);\r\n\r\n // Up is global Z\r\n const up = Vector3.UpReadOnly;\r\n\r\n const dist = currentToTarget.length();\r\n\r\n if (dist < Epsilon) {\r\n return false;\r\n }\r\n\r\n let angularClamped = false;\r\n const rotationQuat = this._tmpQuaternion;\r\n\r\n // X-axis leashing\r\n if (this.ignoreCameraPitchAndRoll) {\r\n const angle = Vector3.GetAngleBetweenVectorsOnPlane(currentToTarget, forward, right);\r\n Quaternion.RotationAxisToRef(right, angle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n } else {\r\n const angle = -Vector3.GetAngleBetweenVectorsOnPlane(currentToTarget, forward, right);\r\n const minMaxAngle = ((this.maxViewVerticalDegrees * Math.PI) / 180) * 0.5;\r\n if (angle < -minMaxAngle) {\r\n Quaternion.RotationAxisToRef(right, -angle - minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n } else if (angle > minMaxAngle) {\r\n Quaternion.RotationAxisToRef(right, -angle + minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n }\r\n }\r\n\r\n // Y-axis leashing\r\n const angle = this._angleBetweenVectorAndPlane(currentToTarget, right) * (this._scene.useRightHandedSystem ? -1 : 1);\r\n const minMaxAngle = ((this.maxViewHorizontalDegrees * Math.PI) / 180) * 0.5;\r\n if (angle < -minMaxAngle) {\r\n Quaternion.RotationAxisToRef(up, -angle - minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n } else if (angle > minMaxAngle) {\r\n Quaternion.RotationAxisToRef(up, -angle + minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n }\r\n\r\n return angularClamped;\r\n }\r\n\r\n private _orientationClamp(currentToTarget: Vector3, rotationQuaternion: Quaternion) {\r\n // Construct a rotation quat from up vector and target vector\r\n const toFollowed = this._tmpVectors[0];\r\n toFollowed.copyFrom(currentToTarget).scaleInPlace(-1).normalize();\r\n\r\n const up = this._tmpVectors[1];\r\n const right = this._tmpVectors[2];\r\n // We use global up vector to orient the following node (global +Y)\r\n up.copyFromFloats(0, 1, 0);\r\n\r\n // Gram-Schmidt to create an orthonormal frame\r\n Vector3.CrossToRef(toFollowed, up, right);\r\n const length = right.length();\r\n\r\n if (length < Epsilon) {\r\n return;\r\n }\r\n\r\n right.normalizeFromLength(length);\r\n\r\n Vector3.CrossToRef(right, toFollowed, up);\r\n if (this.attachedNode?.getScene().useRightHandedSystem) {\r\n Quaternion.FromLookDirectionRHToRef(toFollowed, up, rotationQuaternion);\r\n } else {\r\n Quaternion.FromLookDirectionLHToRef(toFollowed, up, rotationQuaternion);\r\n }\r\n }\r\n\r\n private _passedOrientationDeadzone(currentToTarget: Vector3, forward: Vector3) {\r\n const leashToFollow = this._tmpVectors[5];\r\n leashToFollow.copyFrom(currentToTarget);\r\n leashToFollow.normalize();\r\n\r\n const angle = Math.abs(Vector3.GetAngleBetweenVectorsOnPlane(forward, leashToFollow, Vector3.UpReadOnly));\r\n return (angle * 180) / Math.PI > this.orientToCameraDeadzoneDegrees;\r\n }\r\n\r\n private _updateLeashing(camera: Camera) {\r\n if (this.attachedNode && this._enabled) {\r\n const oldParent = this.attachedNode.parent;\r\n this.attachedNode.setParent(null);\r\n\r\n const worldMatrix = this.attachedNode.getWorldMatrix();\r\n const currentToTarget = this._workingPosition;\r\n const rotationQuaternion = this._workingQuaternion;\r\n const pivot = this.attachedNode.getPivotPoint();\r\n const invertView = this._tmpInvertView;\r\n invertView.copyFrom(camera.getViewMatrix());\r\n invertView.invert();\r\n\r\n Vector3.TransformCoordinatesToRef(pivot, worldMatrix, currentToTarget);\r\n const position = this._tmpPosition;\r\n position.copyFromFloats(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(position, worldMatrix, position);\r\n position.scaleInPlace(-1).subtractInPlace(pivot);\r\n currentToTarget.subtractInPlace(camera.globalPosition);\r\n\r\n if (this.ignoreCameraPitchAndRoll) {\r\n this._applyPitchOffset(invertView);\r\n }\r\n\r\n let angularClamped = false;\r\n const forward = this._tmpForward;\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n\r\n const nodeForward = this._tmpNodeForward;\r\n nodeForward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n Vector3.TransformNormalToRef(nodeForward, worldMatrix, nodeForward);\r\n\r\n if (this._recenterNextUpdate) {\r\n currentToTarget.copyFrom(forward).scaleInPlace(this.defaultDistance);\r\n } else {\r\n if (this.ignoreAngleClamp) {\r\n const currentDistance = currentToTarget.length();\r\n currentToTarget.copyFrom(forward).scaleInPlace(currentDistance);\r\n } else {\r\n angularClamped = this._angularClamp(invertView, currentToTarget);\r\n }\r\n }\r\n\r\n let distanceClamped = false;\r\n if (!this.ignoreDistanceClamp) {\r\n distanceClamped = this._distanceClamp(currentToTarget, angularClamped);\r\n this._applyVerticalClamp(currentToTarget);\r\n }\r\n\r\n if (this.useFixedVerticalOffset) {\r\n currentToTarget.y = position.y - camera.globalPosition.y + this.fixedVerticalOffset;\r\n }\r\n\r\n if (angularClamped || distanceClamped || this._passedOrientationDeadzone(currentToTarget, nodeForward) || this._recenterNextUpdate) {\r\n this._orientationClamp(currentToTarget, rotationQuaternion);\r\n }\r\n\r\n this._workingPosition.subtractInPlace(pivot);\r\n this._recenterNextUpdate = false;\r\n\r\n this.attachedNode.setParent(oldParent);\r\n }\r\n }\r\n\r\n private _updateTransformToGoal(elapsed: number) {\r\n if (!this.attachedNode || !this.followedCamera || !this._enabled) {\r\n return;\r\n }\r\n\r\n if (!this.attachedNode.rotationQuaternion) {\r\n this.attachedNode.rotationQuaternion = Quaternion.Identity();\r\n }\r\n\r\n const oldParent = this.attachedNode.parent;\r\n this.attachedNode.setParent(null);\r\n\r\n if (!this.interpolatePose) {\r\n this.attachedNode.position.copyFrom(this.followedCamera.globalPosition).addInPlace(this._workingPosition);\r\n this.attachedNode.rotationQuaternion.copyFrom(this._workingQuaternion);\r\n return;\r\n }\r\n\r\n // position\r\n const currentDirection = new Vector3();\r\n currentDirection.copyFrom(this.attachedNode.position).subtractInPlace(this.followedCamera.globalPosition);\r\n Vector3.SmoothToRef(currentDirection, this._workingPosition, elapsed, this.lerpTime, currentDirection);\r\n currentDirection.addInPlace(this.followedCamera.globalPosition);\r\n this.attachedNode.position.copyFrom(currentDirection);\r\n\r\n // rotation\r\n const currentRotation = new Quaternion();\r\n currentRotation.copyFrom(this.attachedNode.rotationQuaternion);\r\n Quaternion.SmoothToRef(currentRotation, this._workingQuaternion, elapsed, this.lerpTime, this.attachedNode.rotationQuaternion);\r\n\r\n this.attachedNode.setParent(oldParent);\r\n }\r\n\r\n private _addObservables() {\r\n this._lastTick = Date.now();\r\n this._onBeforeRender = this._scene.onBeforeRenderObservable.add(() => {\r\n if (!this.followedCamera) {\r\n return;\r\n }\r\n\r\n const tick = Date.now();\r\n this._updateLeashing(this.followedCamera);\r\n this._updateTransformToGoal(tick - this._lastTick);\r\n this._lastTick = tick;\r\n });\r\n }\r\n\r\n private _removeObservables() {\r\n if (this._onBeforeRender) {\r\n this._scene.onBeforeRenderObservable.remove(this._onBeforeRender);\r\n }\r\n }\r\n}\r\n"]}
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1
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+
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type { Behavior } from \"../behavior\";\r\nimport type { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport type { Camera } from \"../../Cameras/camera\";\r\nimport { Matrix, Quaternion, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Clamp } from \"../../Maths/math.scalar.functions\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will follow a camera\r\n * @since 5.0.0\r\n */\r\nexport class FollowBehavior implements Behavior<TransformNode> {\r\n private _scene: Scene;\r\n\r\n // Memory cache to avoid GC usage\r\n private _tmpQuaternion: Quaternion = new Quaternion();\r\n private _tmpVectors: Vector3[] = [new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3(), new Vector3()];\r\n private _tmpMatrix: Matrix = new Matrix();\r\n private _tmpInvertView: Matrix = new Matrix();\r\n private _tmpForward: Vector3 = new Vector3();\r\n private _tmpNodeForward: Vector3 = new Vector3();\r\n private _tmpPosition: Vector3 = new Vector3();\r\n\r\n private _followedCamera: Nullable<Camera>;\r\n private _onBeforeRender: Nullable<Observer<Scene>>;\r\n\r\n private _workingPosition: Vector3 = new Vector3();\r\n private _workingQuaternion: Quaternion = new Quaternion();\r\n private _lastTick: number = -1;\r\n private _recenterNextUpdate = true;\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public attachedNode: Nullable<TransformNode>;\r\n\r\n /**\r\n * Set to false if the node should strictly follow the camera without any interpolation time\r\n */\r\n public interpolatePose = true;\r\n\r\n /**\r\n * Rate of interpolation of position and rotation of the attached node.\r\n * Higher values will give a slower interpolation.\r\n */\r\n public lerpTime = 500;\r\n\r\n /**\r\n * If the behavior should ignore the pitch and roll of the camera.\r\n */\r\n public ignoreCameraPitchAndRoll = false;\r\n\r\n /**\r\n * Pitch offset from camera (relative to Max Distance)\r\n * Is only effective if `ignoreCameraPitchAndRoll` is set to `true`.\r\n */\r\n public pitchOffset = 15;\r\n\r\n /**\r\n * The vertical angle from the camera forward axis to the owner will not exceed this value\r\n */\r\n public maxViewVerticalDegrees = 30;\r\n\r\n /**\r\n * The horizontal angle from the camera forward axis to the owner will not exceed this value\r\n */\r\n public maxViewHorizontalDegrees = 30;\r\n /**\r\n * The attached node will not reorient until the angle between its forward vector and the vector to the camera is greater than this value\r\n */\r\n public orientToCameraDeadzoneDegrees = 60;\r\n /**\r\n * Option to ignore distance clamping\r\n */\r\n public ignoreDistanceClamp = false;\r\n /**\r\n * Option to ignore angle clamping\r\n */\r\n public ignoreAngleClamp = false;\r\n /**\r\n * Max vertical distance between the attachedNode and camera\r\n */\r\n public verticalMaxDistance = 0;\r\n /**\r\n * Default distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public defaultDistance = 0.8;\r\n /**\r\n * Max distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public maximumDistance = 2;\r\n /**\r\n * Min distance from eye to attached node, i.e. the sphere radius\r\n */\r\n public minimumDistance = 0.3;\r\n\r\n /**\r\n * Ignore vertical movement and lock the Y position of the object.\r\n */\r\n public useFixedVerticalOffset = false;\r\n\r\n /**\r\n * Fixed vertical position offset distance.\r\n */\r\n public fixedVerticalOffset = 0;\r\n\r\n /**\r\n * Enables/disables the behavior\r\n * @internal\r\n */\r\n public _enabled = true;\r\n\r\n /**\r\n * The camera that should be followed by this behavior\r\n */\r\n public get followedCamera(): Nullable<Camera> {\r\n return this._followedCamera || this._scene.activeCamera;\r\n }\r\n\r\n public set followedCamera(camera: Nullable<Camera>) {\r\n this._followedCamera = camera;\r\n }\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"Follow\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * Attaches the follow behavior\r\n * @param ownerNode The mesh that will be following once attached\r\n * @param followedCamera The camera that should be followed by the node\r\n */\r\n public attach(ownerNode: TransformNode, followedCamera?: Camera): void {\r\n this._scene = ownerNode.getScene();\r\n this.attachedNode = ownerNode;\r\n\r\n if (followedCamera) {\r\n this.followedCamera = followedCamera;\r\n }\r\n\r\n this._addObservables();\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this.attachedNode = null;\r\n this._removeObservables();\r\n }\r\n\r\n /**\r\n * Recenters the attached node in front of the camera on the next update\r\n */\r\n public recenter() {\r\n this._recenterNextUpdate = true;\r\n }\r\n\r\n private _angleBetweenVectorAndPlane(vector: Vector3, normal: Vector3) {\r\n // Work on copies\r\n this._tmpVectors[0].copyFrom(vector);\r\n vector = this._tmpVectors[0];\r\n this._tmpVectors[1].copyFrom(normal);\r\n normal = this._tmpVectors[1];\r\n\r\n vector.normalize();\r\n normal.normalize();\r\n\r\n return Math.PI / 2 - Math.acos(Vector3.Dot(vector, normal));\r\n }\r\n\r\n private _length2D(vector: Vector3) {\r\n return Math.sqrt(vector.x * vector.x + vector.z * vector.z);\r\n }\r\n\r\n private _distanceClamp(currentToTarget: Vector3, moveToDefault: boolean = false) {\r\n let minDistance = this.minimumDistance;\r\n let maxDistance = this.maximumDistance;\r\n const defaultDistance = this.defaultDistance;\r\n\r\n const direction = this._tmpVectors[0];\r\n direction.copyFrom(currentToTarget);\r\n let currentDistance = direction.length();\r\n direction.normalizeFromLength(currentDistance);\r\n\r\n if (this.ignoreCameraPitchAndRoll) {\r\n // If we don't account for pitch offset, the casted object will float up/down as the reference\r\n // gets closer to it because we will still be casting in the direction of the pitched offset.\r\n // To fix this, only modify the XZ position of the object.\r\n minDistance = this._length2D(direction) * minDistance;\r\n maxDistance = this._length2D(direction) * maxDistance;\r\n\r\n const currentDistance2D = this._length2D(currentToTarget);\r\n direction.scaleInPlace(currentDistance / currentDistance2D);\r\n currentDistance = currentDistance2D;\r\n }\r\n\r\n let clampedDistance: number;\r\n\r\n if (moveToDefault) {\r\n clampedDistance = defaultDistance;\r\n } else {\r\n clampedDistance = Clamp(currentDistance, minDistance, maxDistance);\r\n }\r\n\r\n currentToTarget.copyFrom(direction).scaleInPlace(clampedDistance);\r\n\r\n return currentDistance !== clampedDistance;\r\n }\r\n\r\n private _applyVerticalClamp(currentToTarget: Vector3) {\r\n if (this.verticalMaxDistance !== 0) {\r\n currentToTarget.y = Clamp(currentToTarget.y, -this.verticalMaxDistance, this.verticalMaxDistance);\r\n }\r\n }\r\n\r\n private _toOrientationQuatToRef(vector: Vector3, quaternion: Quaternion) {\r\n Quaternion.RotationYawPitchRollToRef(Math.atan2(vector.x, vector.z), Math.atan2(vector.y, Math.sqrt(vector.z * vector.z + vector.x * vector.x)), 0, quaternion);\r\n }\r\n\r\n private _applyPitchOffset(invertView: Matrix) {\r\n const forward = this._tmpVectors[0];\r\n const right = this._tmpVectors[1];\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n right.copyFromFloats(1, 0, 0);\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n forward.y = 0;\r\n forward.normalize();\r\n Vector3.TransformNormalToRef(right, invertView, right);\r\n\r\n Quaternion.RotationAxisToRef(right, (this.pitchOffset * Math.PI) / 180, this._tmpQuaternion);\r\n forward.rotateByQuaternionToRef(this._tmpQuaternion, forward);\r\n this._toOrientationQuatToRef(forward, this._tmpQuaternion);\r\n this._tmpQuaternion.toRotationMatrix(this._tmpMatrix);\r\n\r\n // Since we already extracted position from the invert view matrix, we can\r\n // disregard the position part of the matrix in the copy\r\n invertView.copyFrom(this._tmpMatrix);\r\n }\r\n\r\n private _angularClamp(invertView: Matrix, currentToTarget: Vector3): boolean {\r\n const forward = this._tmpVectors[5];\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n const right = this._tmpVectors[6];\r\n right.copyFromFloats(1, 0, 0);\r\n\r\n // forward and right are related to camera frame of reference\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n Vector3.TransformNormalToRef(right, invertView, right);\r\n\r\n // Up is global Z\r\n const up = Vector3.UpReadOnly;\r\n\r\n const dist = currentToTarget.length();\r\n\r\n if (dist < Epsilon) {\r\n return false;\r\n }\r\n\r\n let angularClamped = false;\r\n const rotationQuat = this._tmpQuaternion;\r\n\r\n // X-axis leashing\r\n if (this.ignoreCameraPitchAndRoll) {\r\n const angle = Vector3.GetAngleBetweenVectorsOnPlane(currentToTarget, forward, right);\r\n Quaternion.RotationAxisToRef(right, angle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n } else {\r\n const angle = -Vector3.GetAngleBetweenVectorsOnPlane(currentToTarget, forward, right);\r\n const minMaxAngle = ((this.maxViewVerticalDegrees * Math.PI) / 180) * 0.5;\r\n if (angle < -minMaxAngle) {\r\n Quaternion.RotationAxisToRef(right, -angle - minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n } else if (angle > minMaxAngle) {\r\n Quaternion.RotationAxisToRef(right, -angle + minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n }\r\n }\r\n\r\n // Y-axis leashing\r\n const angle = this._angleBetweenVectorAndPlane(currentToTarget, right) * (this._scene.useRightHandedSystem ? -1 : 1);\r\n const minMaxAngle = ((this.maxViewHorizontalDegrees * Math.PI) / 180) * 0.5;\r\n if (angle < -minMaxAngle) {\r\n Quaternion.RotationAxisToRef(up, -angle - minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n } else if (angle > minMaxAngle) {\r\n Quaternion.RotationAxisToRef(up, -angle + minMaxAngle, rotationQuat);\r\n currentToTarget.rotateByQuaternionToRef(rotationQuat, currentToTarget);\r\n angularClamped = true;\r\n }\r\n\r\n return angularClamped;\r\n }\r\n\r\n private _orientationClamp(currentToTarget: Vector3, rotationQuaternion: Quaternion) {\r\n // Construct a rotation quat from up vector and target vector\r\n const toFollowed = this._tmpVectors[0];\r\n toFollowed.copyFrom(currentToTarget).scaleInPlace(-1).normalize();\r\n\r\n const up = this._tmpVectors[1];\r\n const right = this._tmpVectors[2];\r\n // We use global up vector to orient the following node (global +Y)\r\n up.copyFromFloats(0, 1, 0);\r\n\r\n // Gram-Schmidt to create an orthonormal frame\r\n Vector3.CrossToRef(toFollowed, up, right);\r\n const length = right.length();\r\n\r\n if (length < Epsilon) {\r\n return;\r\n }\r\n\r\n right.normalizeFromLength(length);\r\n\r\n Vector3.CrossToRef(right, toFollowed, up);\r\n if (this.attachedNode?.getScene().useRightHandedSystem) {\r\n Quaternion.FromLookDirectionRHToRef(toFollowed, up, rotationQuaternion);\r\n } else {\r\n Quaternion.FromLookDirectionLHToRef(toFollowed, up, rotationQuaternion);\r\n }\r\n }\r\n\r\n private _passedOrientationDeadzone(currentToTarget: Vector3, forward: Vector3) {\r\n const leashToFollow = this._tmpVectors[5];\r\n leashToFollow.copyFrom(currentToTarget);\r\n leashToFollow.normalize();\r\n\r\n const angle = Math.abs(Vector3.GetAngleBetweenVectorsOnPlane(forward, leashToFollow, Vector3.UpReadOnly));\r\n return (angle * 180) / Math.PI > this.orientToCameraDeadzoneDegrees;\r\n }\r\n\r\n private _updateLeashing(camera: Camera) {\r\n if (this.attachedNode && this._enabled) {\r\n const oldParent = this.attachedNode.parent;\r\n this.attachedNode.setParent(null);\r\n\r\n const worldMatrix = this.attachedNode.getWorldMatrix();\r\n const currentToTarget = this._workingPosition;\r\n const rotationQuaternion = this._workingQuaternion;\r\n const pivot = this.attachedNode.getPivotPoint();\r\n const invertView = this._tmpInvertView;\r\n invertView.copyFrom(camera.getViewMatrix());\r\n invertView.invert();\r\n\r\n Vector3.TransformCoordinatesToRef(pivot, worldMatrix, currentToTarget);\r\n const position = this._tmpPosition;\r\n position.copyFromFloats(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(position, worldMatrix, position);\r\n position.scaleInPlace(-1).subtractInPlace(pivot);\r\n currentToTarget.subtractInPlace(camera.globalPosition);\r\n\r\n if (this.ignoreCameraPitchAndRoll) {\r\n this._applyPitchOffset(invertView);\r\n }\r\n\r\n let angularClamped = false;\r\n const forward = this._tmpForward;\r\n forward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n Vector3.TransformNormalToRef(forward, invertView, forward);\r\n\r\n const nodeForward = this._tmpNodeForward;\r\n nodeForward.copyFromFloats(0, 0, this._scene.useRightHandedSystem ? -1 : 1);\r\n Vector3.TransformNormalToRef(nodeForward, worldMatrix, nodeForward);\r\n\r\n if (this._recenterNextUpdate) {\r\n currentToTarget.copyFrom(forward).scaleInPlace(this.defaultDistance);\r\n } else {\r\n if (this.ignoreAngleClamp) {\r\n const currentDistance = currentToTarget.length();\r\n currentToTarget.copyFrom(forward).scaleInPlace(currentDistance);\r\n } else {\r\n angularClamped = this._angularClamp(invertView, currentToTarget);\r\n }\r\n }\r\n\r\n let distanceClamped = false;\r\n if (!this.ignoreDistanceClamp) {\r\n distanceClamped = this._distanceClamp(currentToTarget, angularClamped);\r\n this._applyVerticalClamp(currentToTarget);\r\n }\r\n\r\n if (this.useFixedVerticalOffset) {\r\n currentToTarget.y = position.y - camera.globalPosition.y + this.fixedVerticalOffset;\r\n }\r\n\r\n if (angularClamped || distanceClamped || this._passedOrientationDeadzone(currentToTarget, nodeForward) || this._recenterNextUpdate) {\r\n this._orientationClamp(currentToTarget, rotationQuaternion);\r\n }\r\n\r\n this._workingPosition.subtractInPlace(pivot);\r\n this._recenterNextUpdate = false;\r\n\r\n this.attachedNode.setParent(oldParent);\r\n }\r\n }\r\n\r\n private _updateTransformToGoal(elapsed: number) {\r\n if (!this.attachedNode || !this.followedCamera || !this._enabled) {\r\n return;\r\n }\r\n\r\n if (!this.attachedNode.rotationQuaternion) {\r\n this.attachedNode.rotationQuaternion = Quaternion.Identity();\r\n }\r\n\r\n const oldParent = this.attachedNode.parent;\r\n this.attachedNode.setParent(null);\r\n\r\n if (!this.interpolatePose) {\r\n this.attachedNode.position.copyFrom(this.followedCamera.globalPosition).addInPlace(this._workingPosition);\r\n this.attachedNode.rotationQuaternion.copyFrom(this._workingQuaternion);\r\n return;\r\n }\r\n\r\n // position\r\n const currentDirection = new Vector3();\r\n currentDirection.copyFrom(this.attachedNode.position).subtractInPlace(this.followedCamera.globalPosition);\r\n Vector3.SmoothToRef(currentDirection, this._workingPosition, elapsed, this.lerpTime, currentDirection);\r\n currentDirection.addInPlace(this.followedCamera.globalPosition);\r\n this.attachedNode.position.copyFrom(currentDirection);\r\n\r\n // rotation\r\n const currentRotation = new Quaternion();\r\n currentRotation.copyFrom(this.attachedNode.rotationQuaternion);\r\n Quaternion.SmoothToRef(currentRotation, this._workingQuaternion, elapsed, this.lerpTime, this.attachedNode.rotationQuaternion);\r\n\r\n this.attachedNode.setParent(oldParent);\r\n }\r\n\r\n private _addObservables() {\r\n this._lastTick = Date.now();\r\n this._onBeforeRender = this._scene.onBeforeRenderObservable.add(() => {\r\n if (!this.followedCamera) {\r\n return;\r\n }\r\n\r\n const tick = Date.now();\r\n this._updateLeashing(this.followedCamera);\r\n this._updateTransformToGoal(tick - this._lastTick);\r\n this._lastTick = tick;\r\n });\r\n }\r\n\r\n private _removeObservables() {\r\n if (this._onBeforeRender) {\r\n this._scene.onBeforeRenderObservable.remove(this._onBeforeRender);\r\n }\r\n }\r\n}\r\n"]}
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@@ -413,7 +413,7 @@ export class PointerDragBehavior {
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if (this.updateDragPlane) {
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this._updateDragPlanePosition(ray, pickedPoint);
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}
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-
let dragLength
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+
let dragLength;
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// depending on the drag mode option drag accordingly
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if (this._options.dragAxis) {
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// Convert local drag axis to world if useObjectOrientationForDragging
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