@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.
Files changed (327) hide show
  1. package/Animations/animatable.core.js +1 -1
  2. package/Animations/animatable.core.js.map +1 -1
  3. package/Animations/animatorAvatar.js +2 -2
  4. package/Animations/animatorAvatar.js.map +1 -1
  5. package/Animations/runtimeAnimation.js +1 -1
  6. package/Animations/runtimeAnimation.js.map +1 -1
  7. package/Audio/audioSceneComponent.js +1 -2
  8. package/Audio/audioSceneComponent.js.map +1 -1
  9. package/AudioV2/audioUtils.d.ts +23 -0
  10. package/AudioV2/audioUtils.js +37 -0
  11. package/AudioV2/audioUtils.js.map +1 -1
  12. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js +3 -3
  13. package/AudioV2/webAudio/subNodes/webAudioBusAndSoundSubGraph.js.map +1 -1
  14. package/AudioV2/webAudio/webAudioEngine.js +1 -1
  15. package/AudioV2/webAudio/webAudioEngine.js.map +1 -1
  16. package/AudioV2/webAudio/webAudioStaticSound.js +3 -2
  17. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  18. package/AudioV2/webAudio/webAudioStreamingSound.js +10 -3
  19. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  20. package/Behaviors/Meshes/followBehavior.js +1 -1
  21. package/Behaviors/Meshes/followBehavior.js.map +1 -1
  22. package/Behaviors/Meshes/pointerDragBehavior.js +1 -1
  23. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  24. package/Bones/boneLookController.js +1 -1
  25. package/Bones/boneLookController.js.map +1 -1
  26. package/Buffers/buffer.js +1 -1
  27. package/Buffers/buffer.js.map +1 -1
  28. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +2 -2
  29. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  30. package/Cameras/camera.js +2 -2
  31. package/Cameras/camera.js.map +1 -1
  32. package/Engines/AbstractEngine/abstractEngine.renderPass.js +1 -0
  33. package/Engines/AbstractEngine/abstractEngine.renderPass.js.map +1 -1
  34. package/Engines/Extensions/engine.query.js +1 -1
  35. package/Engines/Extensions/engine.query.js.map +1 -1
  36. package/Engines/Processors/shaderProcessor.js +2 -3
  37. package/Engines/Processors/shaderProcessor.js.map +1 -1
  38. package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -1
  39. package/Engines/WebGL/webGLRenderTargetWrapper.js.map +1 -1
  40. package/Engines/WebGPU/Extensions/engine.debugging.d.ts +87 -0
  41. package/Engines/WebGPU/Extensions/engine.debugging.js +123 -31
  42. package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
  43. package/Engines/WebGPU/webgpuBufferManager.js +1 -1
  44. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  45. package/Engines/WebGPU/webgpuShaderProcessor.js +1 -1
  46. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  47. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +1 -1
  48. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  49. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +1 -1
  50. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  51. package/Engines/WebGPU/webgpuTextureManager.js +20 -6
  52. package/Engines/WebGPU/webgpuTextureManager.js.map +1 -1
  53. package/Engines/abstractEngine.js +2 -2
  54. package/Engines/abstractEngine.js.map +1 -1
  55. package/Engines/engine.common.js +2 -2
  56. package/Engines/engine.common.js.map +1 -1
  57. package/Engines/engine.js +0 -1
  58. package/Engines/engine.js.map +1 -1
  59. package/Engines/thinEngine.functions.js +1 -1
  60. package/Engines/thinEngine.functions.js.map +1 -1
  61. package/Engines/thinEngine.js +4 -5
  62. package/Engines/thinEngine.js.map +1 -1
  63. package/Engines/thinNativeEngine.js +2 -5
  64. package/Engines/thinNativeEngine.js.map +1 -1
  65. package/Engines/thinWebGPUEngine.d.ts +6 -4
  66. package/Engines/thinWebGPUEngine.js +49 -25
  67. package/Engines/thinWebGPUEngine.js.map +1 -1
  68. package/Engines/webgpuEngine.d.ts +2 -1
  69. package/Engines/webgpuEngine.js +18 -16
  70. package/Engines/webgpuEngine.js.map +1 -1
  71. package/FlowGraph/flowGraph.d.ts +1 -0
  72. package/FlowGraph/flowGraph.js.map +1 -1
  73. package/FlowGraph/flowGraphBlock.d.ts +1 -0
  74. package/FlowGraph/flowGraphBlock.js.map +1 -1
  75. package/FlowGraph/flowGraphContext.d.ts +1 -0
  76. package/FlowGraph/flowGraphContext.js.map +1 -1
  77. package/FlowGraph/flowGraphCoordinator.d.ts +1 -0
  78. package/FlowGraph/flowGraphCoordinator.js.map +1 -1
  79. package/FrameGraph/Node/nodeRenderGraph.d.ts +12 -1
  80. package/FrameGraph/Node/nodeRenderGraph.js +36 -2
  81. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  82. package/FrameGraph/Tasks/Layers/baseLayerTask.js +1 -1
  83. package/FrameGraph/Tasks/Layers/baseLayerTask.js.map +1 -1
  84. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js +3 -0
  85. package/FrameGraph/Tasks/PostProcesses/ssao2RenderingPipelineTask.js.map +1 -1
  86. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js +3 -0
  87. package/FrameGraph/Tasks/PostProcesses/ssrRenderingPipelineTask.js.map +1 -1
  88. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.d.ts +3 -1
  89. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js +14 -0
  90. package/FrameGraph/Tasks/PostProcesses/volumetricLightingTask.js.map +1 -1
  91. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.d.ts +2 -2
  92. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js +20 -14
  93. package/FrameGraph/Tasks/Rendering/csmShadowGeneratorTask.js.map +1 -1
  94. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.d.ts +3 -2
  95. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js +38 -14
  96. package/FrameGraph/Tasks/Rendering/shadowGeneratorTask.js.map +1 -1
  97. package/Layers/glowLayer.js +1 -1
  98. package/Layers/glowLayer.js.map +1 -1
  99. package/Layers/highlightLayer.js +1 -1
  100. package/Layers/highlightLayer.js.map +1 -1
  101. package/Layers/selectionOutlineLayer.js +8 -0
  102. package/Layers/selectionOutlineLayer.js.map +1 -1
  103. package/Layers/thinSelectionOutlineLayer.js +15 -0
  104. package/Layers/thinSelectionOutlineLayer.js.map +1 -1
  105. package/Lights/Shadows/cascadedShadowGenerator.js +0 -1
  106. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  107. package/Lights/Shadows/shadowGenerator.d.ts +28 -1
  108. package/Lights/Shadows/shadowGenerator.js +77 -11
  109. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  110. package/Lights/lightingVolume.d.ts +1 -0
  111. package/Lights/lightingVolume.js +10 -2
  112. package/Lights/lightingVolume.js.map +1 -1
  113. package/Loading/sceneLoader.js +1 -1
  114. package/Loading/sceneLoader.js.map +1 -1
  115. package/Materials/Node/Blocks/Dual/fogBlock.js +1 -1
  116. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  117. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +1 -1
  118. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  119. package/Materials/Node/Blocks/PBR/sheenBlock.js +1 -2
  120. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  121. package/Materials/Node/Blocks/cloudBlock.js +1 -1
  122. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  123. package/Materials/Node/Blocks/curveBlock.js +2 -3
  124. package/Materials/Node/Blocks/curveBlock.js.map +1 -1
  125. package/Materials/Node/nodeMaterial.js +1 -2
  126. package/Materials/Node/nodeMaterial.js.map +1 -1
  127. package/Materials/PBR/openpbrMaterial.js +3 -5
  128. package/Materials/PBR/openpbrMaterial.js.map +1 -1
  129. package/Materials/PBR/pbrBaseMaterial.js +2 -3
  130. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  131. package/Materials/Textures/Procedurals/proceduralTexture.js +0 -1
  132. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  133. package/Materials/Textures/cubeTexture.js +1 -1
  134. package/Materials/Textures/cubeTexture.js.map +1 -1
  135. package/Materials/Textures/htmlElementTexture.js +2 -2
  136. package/Materials/Textures/htmlElementTexture.js.map +1 -1
  137. package/Materials/Textures/multiRenderTarget.js +1 -1
  138. package/Materials/Textures/multiRenderTarget.js.map +1 -1
  139. package/Materials/Textures/renderTargetTexture.js +13 -2
  140. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  141. package/Materials/effect.js +2 -1
  142. package/Materials/effect.js.map +1 -1
  143. package/Materials/materialHelper.functions.js +1 -1
  144. package/Materials/materialHelper.functions.js.map +1 -1
  145. package/Materials/multiMaterial.js +1 -1
  146. package/Materials/multiMaterial.js.map +1 -1
  147. package/Materials/standardMaterial.js +1 -2
  148. package/Materials/standardMaterial.js.map +1 -1
  149. package/Maths/math.geospatial.d.ts +17 -2
  150. package/Maths/math.geospatial.functions.d.ts +16 -2
  151. package/Maths/math.geospatial.functions.js +37 -4
  152. package/Maths/math.geospatial.functions.js.map +1 -1
  153. package/Maths/math.geospatial.js.map +1 -1
  154. package/Maths/math.path.js +1 -1
  155. package/Maths/math.path.js.map +1 -1
  156. package/Maths/math.scalar.functions.js +3 -3
  157. package/Maths/math.scalar.functions.js.map +1 -1
  158. package/Maths/math.vector.js +1 -1
  159. package/Maths/math.vector.js.map +1 -1
  160. package/Meshes/Builders/boxBuilder.js +1 -2
  161. package/Meshes/Builders/boxBuilder.js.map +1 -1
  162. package/Meshes/Builders/cylinderBuilder.js +2 -2
  163. package/Meshes/Builders/cylinderBuilder.js.map +1 -1
  164. package/Meshes/Builders/decalBuilder.js +1 -2
  165. package/Meshes/Builders/decalBuilder.js.map +1 -1
  166. package/Meshes/Builders/latheBuilder.js +2 -2
  167. package/Meshes/Builders/latheBuilder.js.map +1 -1
  168. package/Meshes/Builders/linesBuilder.js +11 -15
  169. package/Meshes/Builders/linesBuilder.js.map +1 -1
  170. package/Meshes/Builders/polygonBuilder.js +6 -6
  171. package/Meshes/Builders/polygonBuilder.js.map +1 -1
  172. package/Meshes/Builders/polyhedronBuilder.js +2 -2
  173. package/Meshes/Builders/polyhedronBuilder.js.map +1 -1
  174. package/Meshes/Builders/ribbonBuilder.js +6 -6
  175. package/Meshes/Builders/ribbonBuilder.js.map +1 -1
  176. package/Meshes/Builders/shapeBuilder.js +2 -3
  177. package/Meshes/Builders/shapeBuilder.js.map +1 -1
  178. package/Meshes/Builders/tiledBoxBuilder.js +1 -1
  179. package/Meshes/Builders/tiledBoxBuilder.js.map +1 -1
  180. package/Meshes/Builders/tiledPlaneBuilder.js +1 -1
  181. package/Meshes/Builders/tiledPlaneBuilder.js.map +1 -1
  182. package/Meshes/GreasedLine/greasedLineMesh.js +1 -2
  183. package/Meshes/GreasedLine/greasedLineMesh.js.map +1 -1
  184. package/Meshes/GreasedLine/greasedLineRibbonMesh.js +1 -1
  185. package/Meshes/GreasedLine/greasedLineRibbonMesh.js.map +1 -1
  186. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js +1 -1
  187. package/Meshes/Node/Blocks/Instances/instantiateOnFacesBlock.js.map +1 -1
  188. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js +1 -1
  189. package/Meshes/Node/Blocks/Instances/instantiateOnVolumeBlock.js.map +1 -1
  190. package/Meshes/Node/Blocks/extrudeGeometryBlock.d.ts +61 -0
  191. package/Meshes/Node/Blocks/extrudeGeometryBlock.js +297 -0
  192. package/Meshes/Node/Blocks/extrudeGeometryBlock.js.map +1 -0
  193. package/Meshes/Node/Blocks/mappingBlock.js +1 -1
  194. package/Meshes/Node/Blocks/mappingBlock.js.map +1 -1
  195. package/Meshes/Node/index.d.ts +1 -0
  196. package/Meshes/Node/index.js +1 -0
  197. package/Meshes/Node/index.js.map +1 -1
  198. package/Meshes/abstractMesh.d.ts +4 -0
  199. package/Meshes/abstractMesh.js +14 -10
  200. package/Meshes/abstractMesh.js.map +1 -1
  201. package/Meshes/csg.js +1 -1
  202. package/Meshes/csg.js.map +1 -1
  203. package/Meshes/csg2.js +1 -1
  204. package/Meshes/csg2.js.map +1 -1
  205. package/Meshes/geodesicMesh.js +11 -13
  206. package/Meshes/geodesicMesh.js.map +1 -1
  207. package/Meshes/geometry.js +2 -2
  208. package/Meshes/geometry.js.map +1 -1
  209. package/Meshes/groundMesh.js +7 -7
  210. package/Meshes/groundMesh.js.map +1 -1
  211. package/Meshes/mesh.d.ts +2 -0
  212. package/Meshes/mesh.js +21 -7
  213. package/Meshes/mesh.js.map +1 -1
  214. package/Meshes/mesh.vertexData.js +22 -22
  215. package/Meshes/mesh.vertexData.js.map +1 -1
  216. package/Meshes/meshSimplification.js +1 -1
  217. package/Meshes/meshSimplification.js.map +1 -1
  218. package/Meshes/polygonMesh.js +1 -1
  219. package/Meshes/polygonMesh.js.map +1 -1
  220. package/Meshes/trailMesh.js +1 -1
  221. package/Meshes/trailMesh.js.map +1 -1
  222. package/Misc/HighDynamicRange/hdr.js +4 -6
  223. package/Misc/HighDynamicRange/hdr.js.map +1 -1
  224. package/Misc/HighDynamicRange/panoramaToCubemap.js +1 -1
  225. package/Misc/HighDynamicRange/panoramaToCubemap.js.map +1 -1
  226. package/Misc/basisWorker.js +1 -1
  227. package/Misc/basisWorker.js.map +1 -1
  228. package/Misc/environmentTextureTools.js +1 -1
  229. package/Misc/environmentTextureTools.js.map +1 -1
  230. package/Misc/meshExploder.js +1 -2
  231. package/Misc/meshExploder.js.map +1 -1
  232. package/Misc/tga.js +2 -2
  233. package/Misc/tga.js.map +1 -1
  234. package/Misc/timer.js +4 -2
  235. package/Misc/timer.js.map +1 -1
  236. package/Misc/tools.d.ts +7 -0
  237. package/Misc/tools.js +25 -7
  238. package/Misc/tools.js.map +1 -1
  239. package/Misc/webRequest.d.ts +34 -3
  240. package/Misc/webRequest.js +107 -24
  241. package/Misc/webRequest.js.map +1 -1
  242. package/Morph/morphTargetManager.js +1 -1
  243. package/Morph/morphTargetManager.js.map +1 -1
  244. package/Particles/Node/Blocks/Update/updateNoiseBlock.js +1 -1
  245. package/Particles/Node/Blocks/Update/updateNoiseBlock.js.map +1 -1
  246. package/Particles/Node/Blocks/particleSourceTextureBlock.d.ts +11 -1
  247. package/Particles/Node/Blocks/particleSourceTextureBlock.js +25 -11
  248. package/Particles/Node/Blocks/particleSourceTextureBlock.js.map +1 -1
  249. package/Particles/Node/nodeParticleSystemSet.helper.js +3 -3
  250. package/Particles/Node/nodeParticleSystemSet.helper.js.map +1 -1
  251. package/Particles/Node/nodeParticleSystemSet.js +1 -1
  252. package/Particles/Node/nodeParticleSystemSet.js.map +1 -1
  253. package/Particles/computeShaderParticleSystem.js +2 -0
  254. package/Particles/computeShaderParticleSystem.js.map +1 -1
  255. package/Particles/gpuParticleSystem.d.ts +14 -0
  256. package/Particles/gpuParticleSystem.js +94 -12
  257. package/Particles/gpuParticleSystem.js.map +1 -1
  258. package/Particles/particleSystem.js +4 -1
  259. package/Particles/particleSystem.js.map +1 -1
  260. package/Particles/pointsCloudSystem.js +46 -47
  261. package/Particles/pointsCloudSystem.js.map +1 -1
  262. package/Particles/solidParticleSystem.js +5 -6
  263. package/Particles/solidParticleSystem.js.map +1 -1
  264. package/Particles/thinParticleSystem.js +3 -4
  265. package/Particles/thinParticleSystem.js.map +1 -1
  266. package/Particles/webgl2ParticleSystem.js +2 -1
  267. package/Particles/webgl2ParticleSystem.js.map +1 -1
  268. package/Physics/v1/Plugins/ammoJSPlugin.js +0 -8
  269. package/Physics/v1/Plugins/ammoJSPlugin.js.map +1 -1
  270. package/Physics/v2/characterController.js +4 -8
  271. package/Physics/v2/characterController.js.map +1 -1
  272. package/Physics/v2/ragdoll.js +1 -2
  273. package/Physics/v2/ragdoll.js.map +1 -1
  274. package/PostProcesses/postProcess.js +3 -3
  275. package/PostProcesses/postProcess.js.map +1 -1
  276. package/PostProcesses/thinDepthOfFieldEffect.js +2 -2
  277. package/PostProcesses/thinDepthOfFieldEffect.js.map +1 -1
  278. package/Probes/reflectionProbe.js +0 -1
  279. package/Probes/reflectionProbe.js.map +1 -1
  280. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js +0 -5
  281. package/Rendering/IBLShadows/iblShadowsRenderPipeline.js.map +1 -1
  282. package/Rendering/depthRenderer.js +0 -11
  283. package/Rendering/depthRenderer.js.map +1 -1
  284. package/Rendering/depthRendererSceneComponent.js +1 -1
  285. package/Rendering/depthRendererSceneComponent.js.map +1 -1
  286. package/Rendering/geometryBufferRenderer.js +0 -1
  287. package/Rendering/geometryBufferRenderer.js.map +1 -1
  288. package/Rendering/objectRenderer.js +7 -5
  289. package/Rendering/objectRenderer.js.map +1 -1
  290. package/Rendering/thinDepthPeelingRenderer.js +1 -1
  291. package/Rendering/thinDepthPeelingRenderer.js.map +1 -1
  292. package/Rendering/utilityLayerRenderer.js +1 -1
  293. package/Rendering/utilityLayerRenderer.js.map +1 -1
  294. package/Shaders/ShadersInclude/screenSpaceRayTrace.js +18 -8
  295. package/Shaders/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  296. package/Shaders/gpuRenderParticles.vertex.js +4 -0
  297. package/Shaders/gpuRenderParticles.vertex.js.map +1 -1
  298. package/Shaders/gpuUpdateParticles.vertex.js +15 -3
  299. package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
  300. package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js +18 -7
  301. package/ShadersWGSL/ShadersInclude/screenSpaceRayTrace.js.map +1 -1
  302. package/ShadersWGSL/gpuUpdateParticles.compute.js +16 -1
  303. package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
  304. package/ShadersWGSL/lightingVolume.compute.js +1 -1
  305. package/ShadersWGSL/lightingVolume.compute.js.map +1 -1
  306. package/Sprites/spriteManager.js +4 -4
  307. package/Sprites/spriteManager.js.map +1 -1
  308. package/XR/features/WebXRAnchorSystem.js +2 -2
  309. package/XR/features/WebXRAnchorSystem.js.map +1 -1
  310. package/XR/features/WebXRHandTracking.js +1 -1
  311. package/XR/features/WebXRHandTracking.js.map +1 -1
  312. package/XR/features/WebXRNearInteraction.js +1 -1
  313. package/XR/features/WebXRNearInteraction.js.map +1 -1
  314. package/XR/motionController/webXRMicrosoftMixedRealityController.js +1 -1
  315. package/XR/motionController/webXRMicrosoftMixedRealityController.js.map +1 -1
  316. package/XR/motionController/webXROculusTouchMotionController.js +1 -1
  317. package/XR/motionController/webXROculusTouchMotionController.js.map +1 -1
  318. package/XR/webXRFeaturesManager.js +1 -1
  319. package/XR/webXRFeaturesManager.js.map +1 -1
  320. package/assetContainer.js +1 -1
  321. package/assetContainer.js.map +1 -1
  322. package/package.json +1 -1
  323. package/scene.d.ts +16 -0
  324. package/scene.js +28 -0
  325. package/scene.js.map +1 -1
  326. package/sceneComponent.js +1 -1
  327. package/sceneComponent.js.map +1 -1
@@ -1 +1 @@
1
- {"version":3,"file":"pointerDragBehavior.js","sourceRoot":"","sources":["../../../../../dev/core/src/Behaviors/Meshes/pointerDragBehavior.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,IAAI,EAAE,MAAM,mBAAmB,CAAC;AAGzC,OAAO,EAAE,KAAK,EAAE,MAAM,aAAa,CAAC;AAGpC,OAAO,EAAE,UAAU,EAAE,MAAM,uBAAuB,CAAC;AACnD,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAE9D,OAAO,EAAE,iBAAiB,EAAE,MAAM,4BAA4B,CAAC;AAC/D,OAAO,EAAE,GAAG,EAAE,MAAM,mBAAmB,CAAC;AACxC,OAAO,EAAE,UAAU,EAAE,MAAM,uBAAuB,CAAC;AAEnD,OAAO,EAAE,WAAW,EAAE,MAAM,oCAAoC,CAAC;AAGjE,OAAO,EAAE,OAAO,EAAE,MAAM,4BAA4B,CAAC;AAGrD;;GAEG;AACH,MAAM,OAAO,mBAAmB;IA0B5B;;;OAGG;IACH,gEAAgE;IAChE,IAAW,wBAAwB;QAC/B,OAAO,IAAI,CAAC,wBAAwB,CAAC;IACzC,CAAC;IACD,gEAAgE;IAChE,IAAW,wBAAwB,CAAC,wBAAgC;QAChE,IAAI,CAAC,wBAAwB,GAAG,wBAAwB,CAAC;IAC7D,CAAC;IAmED;;OAEG;IACH,IAAW,OAAO,CAAC,KAAc;QAC7B,IAAI,KAAK,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YACzB,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,KAAK,CAAC,CAAC;QACpD,CAAC;QACD,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;IAC1B,CAAC;IAED,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IA+BD;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED;;OAEG;IACH,IAAW,OAAO,CAAC,OAA0D;QACzE,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;IAC5B,CAAC;IAED;;;;;OAKG;IACH,YAAY,OAA2D;QA5J/D,uDAAkD,GAAG,CAAC,GAAG,CAAC;QAC1D,sBAAiB,GAAW,CAAC,CAAC,CAAC;QAEvC;;WAEG;QACI,iBAAY,GAAG,CAAC,CAAC;QACxB;;WAEG;QACI,gBAAW,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAC/B;;WAEG;QACI,8CAAyC,GAAG,KAAK,CAAC;QAazD;;WAEG;QACI,6BAAwB,GAAG,CAAC,CAAC,CAAC;QAKrC;;WAEG;QACI,aAAQ,GAAG,KAAK,CAAC;QACxB;;WAEG;QACI,mBAAc,GAAG,GAAG,CAAC;QAC5B;;WAEG;QACI,oBAAe,GAAG,IAAI,CAAC;QAC9B,iEAAiE;QACzD,eAAU,GAAG,KAAK,CAAC;QACnB,YAAO,GAAG,KAAK,CAAC;QACxB,EAAE;QACM,iCAA4B,GAAY,IAAI,OAAO,EAAE,CAAC;QAC9D;;WAEG;QACI,qBAAgB,GAAG,IAAI,UAAU,EAAa,CAAC;QACtD;;WAEG;QACI,0BAAqB,GAAG,IAAI,UAAU,EAAqB,CAAC;QACnE;;WAEG;QACI,wBAAmB,GAAG,IAAI,UAAU,EAAqB,CAAC;QACjE;;WAEG;QACI,wBAAmB,GAAG,IAAI,UAAU,EAAW,CAAC;QACvD;;;WAGG;QACI,2CAAsC,GAAG,IAAI,UAAU,EAAW,CAAC;QAE1E;;WAEG;QACI,iBAAY,GAAG,IAAI,CAAC;QAE3B;;;;;WAKG;QACI,mCAA8B,GAAG,KAAK,CAAC;QAE9C;;;WAGG;QACI,6BAAwB,GAAG,KAAK,CAAC;QAehC,aAAQ,GAAG,IAAI,CAAC;QAExB;;WAEG;QACI,uCAAkC,GAAG,IAAI,CAAC;QACjD;;WAEG;QACI,yBAAoB,GAAG,IAAI,CAAC;QAEnC;;WAEG;QACI,oCAA+B,GAAG,IAAI,CAAC;QAE9C;;;WAGG;QACI,gCAA2B,GAAG,KAAK,CAAC;QA8C3C;;;;;WAKG;QACH,6DAA6D;QACtD,iBAAY,GAAG,CAAC,MAAe,EAAE,EAAE;YACtC,OAAO,IAAI,CAAC;QAChB,CAAC,CAAC;QAcM,eAAU,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAClC,0BAAqB,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAC7C,mBAAc,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACtC,oBAAe,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACvC,uBAAkB,GAAY,KAAK,CAAC;QA0LpC,kBAAa,GAAG,IAAI,GAAG,CAAC,IAAI,OAAO,EAAE,EAAE,IAAI,OAAO,EAAE,CAAC,CAAC;QACtD,oBAAe,GAA2B,EAAE,CAAC;QA8D7C,eAAU,GAAG,IAAI,OAAO,EAAE,CAAC;QAuGnC,uDAAuD;QAC/C,YAAO,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAC/B,YAAO,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAC/B,eAAU,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAClC,YAAO,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QA9YnC,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC;QAEvC,IAAI,WAAW,GAAG,CAAC,CAAC;QACpB,IAAI,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAAC;YACzB,WAAW,EAAE,CAAC;QAClB,CAAC;QACD,IAAI,IAAI,CAAC,QAAQ,CAAC,eAAe,EAAE,CAAC;YAChC,WAAW,EAAE,CAAC;QAClB,CAAC;QACD,IAAI,WAAW,GAAG,CAAC,EAAE,CAAC;YAClB,4CAA4C;YAC5C,MAAM,0EAA0E,CAAC;QACrF,CAAC;IACL,CAAC;IAaD;;OAEG;IACH,IAAW,IAAI;QACX,OAAO,aAAa,CAAC;IACzB,CAAC;IAED;;OAEG;IACI,IAAI,KAAI,CAAC;IAOhB;;;;OAIG;IACI,MAAM,CAAC,SAAwB,EAAE,SAAwC;QAC5E,IAAI,CAAC,MAAM,GAAG,SAAS,CAAC,QAAQ,EAAE,CAAC;QACnC,IAAK,SAAkB,CAAC,OAAO,EAAE,CAAC;YAC7B,SAA0B,CAAC,eAAe,GAAG,IAAI,CAAC;QACvD,CAAC;QACD,IAAI,CAAC,YAAY,GAAG,SAAS,CAAC;QAE9B,6DAA6D;QAC7D,IAAI,CAAC,mBAAmB,CAAC,WAAW,EAAE,CAAC;YACnC,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;gBAClB,mBAAmB,CAAC,WAAW,GAAG,IAAI,CAAC,MAAM,CAAC;YAClD,CAAC;iBAAM,CAAC;gBACJ,mBAAmB,CAAC,WAAW,GAAG,IAAI,KAAK,CAAC,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EAAE,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC,CAAC;gBACxF,mBAAmB,CAAC,WAAW,CAAC,aAAa,EAAE,CAAC;gBAChD,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,OAAO,CAAC,GAAG,EAAE;oBACzC,mBAAmB,CAAC,WAAW,CAAC,OAAO,EAAE,CAAC;oBACpC,mBAAmB,CAAC,WAAY,GAAG,IAAI,CAAC;gBAClD,CAAC,CAAC,CAAC;YACP,CAAC;QACL,CAAC;QACD,IAAI,CAAC,UAAU,GAAG,WAAW,CACzB,kBAAkB,EAClB,EAAE,IAAI,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,KAAK,EAAE,SAAS,EAAE,KAAK,EAAE,eAAe,EAAE,IAAI,CAAC,UAAU,EAAE,EACzF,mBAAmB,CAAC,WAAW,CAClC,CAAC;QAEF,oBAAoB;QACpB,IAAI,CAAC,gBAAgB,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE7C,MAAM,aAAa,GAAG,SAAS;YAC3B,CAAC,CAAC,SAAS;YACX,CAAC,CAAC,CAAC,CAAe,EAAE,EAAE;gBAChB,OAAO,IAAI,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,CAAC,cAAc,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YACzE,CAAC,CAAC;QAER,IAAI,CAAC,IAAI,CAAC,wBAAwB,EAAE,CAAC;YACjC,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,GAAG,CAAC,CAAC,WAAW,EAAE,EAAE;gBACxE,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC;oBAChB,0EAA0E;oBAC1E,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;wBAC1B,IAAI,CAAC,WAAW,EAAE,CAAC;oBACvB,CAAC;oBAED,OAAO;gBACX,CAAC;gBAED,uGAAuG;gBACvG,0DAA0D;gBAC1D,iCAAiC;gBACjC,IACI,IAAI,CAAC,QAAQ;oBACb,IAAI,CAAC,wBAAwB,IAAoB,WAAW,CAAC,KAAM,CAAC,SAAS;oBAC7E,WAAW,CAAC,KAAK,CAAC,MAAM,KAAK,CAAC,CAAC;oBAC/B,WAAW,CAAC,KAAK,CAAC,MAAM,KAAK,IAAI,CAAC,iBAAiB;oBACnD,CAAC,IAAI,CAAC,2BAA2B,EACnC,CAAC;oBACC,IAAI,CAAC,WAAW,EAAE,CAAC;oBACnB,OAAO;gBACX,CAAC;gBAED,IAAI,WAAW,CAAC,IAAI,IAAI,iBAAiB,CAAC,WAAW,EAAE,CAAC;oBACpD,IACI,IAAI,CAAC,kCAAkC;wBACvC,CAAC,IAAI,CAAC,QAAQ;wBACd,WAAW,CAAC,QAAQ;wBACpB,WAAW,CAAC,QAAQ,CAAC,GAAG;wBACxB,WAAW,CAAC,QAAQ,CAAC,UAAU;wBAC/B,WAAW,CAAC,QAAQ,CAAC,WAAW;wBAChC,WAAW,CAAC,QAAQ,CAAC,GAAG;wBACxB,aAAa,CAAC,WAAW,CAAC,QAAQ,CAAC,UAAU,CAAC,EAChD,CAAC;wBACC,IAAI,IAAI,CAAC,iBAAiB,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,WAAW,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;4BAC7F,IAAI,CAAC,iBAAiB,GAAG,WAAW,CAAC,KAAK,CAAC,MAAM,CAAC;4BAClD,IAAI,CAAC,kBAAkB,GAAG,WAAW,CAAC;4BACtC,IAAI,CAAC,UAAU,CAAiB,WAAW,CAAC,KAAM,CAAC,SAAS,EAAE,WAAW,CAAC,QAAQ,CAAC,GAAG,EAAE,WAAW,CAAC,QAAQ,CAAC,WAAW,CAAC,CAAC;wBAC9H,CAAC;oBACL,CAAC;gBACL,CAAC;qBAAM,IAAI,WAAW,CAAC,IAAI,IAAI,iBAAiB,CAAC,SAAS,EAAE,CAAC;oBACzD,IACI,IAAI,CAAC,kCAAkC;wBACvC,IAAI,CAAC,wBAAwB,IAAoB,WAAW,CAAC,KAAM,CAAC,SAAS;wBAC7E,CAAC,IAAI,CAAC,iBAAiB,KAAK,WAAW,CAAC,KAAK,CAAC,MAAM,IAAI,IAAI,CAAC,iBAAiB,KAAK,CAAC,CAAC,CAAC,EACxF,CAAC;wBACC,IAAI,CAAC,WAAW,EAAE,CAAC;oBACvB,CAAC;gBACL,CAAC;qBAAM,IAAI,WAAW,CAAC,IAAI,IAAI,iBAAiB,CAAC,WAAW,EAAE,CAAC;oBAC3D,MAAM,SAAS,GAAmB,WAAW,CAAC,KAAM,CAAC,SAAS,CAAC;oBAE/D,4FAA4F;oBAC5F,IAAI,IAAI,CAAC,wBAAwB,KAAK,mBAAmB,CAAC,WAAW,IAAI,SAAS,KAAK,mBAAmB,CAAC,WAAW,EAAE,CAAC;wBACrH,MAAM,GAAG,GAAkB,WAAW,CAAC,KAAK,CAAC;wBAC7C,MAAM,YAAY,GAAG,GAAG,CAAC,WAAW,KAAK,OAAO,IAAI,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,eAAe,CAAC,QAAQ,IAAI,GAAG,YAAY,UAAU,CAAC,CAAC;wBACrI,IAAI,YAAY,EAAE,CAAC;4BACf,IAAI,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,wBAAwB,CAAC,EAAE,CAAC;gCACtD,IAAI,CAAC,eAAe,CAAC,SAAS,CAAC,GAAG,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;gCACtF,OAAO,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;4BAC/D,CAAC;4BACD,IAAI,CAAC,wBAAwB,GAAG,SAAS,CAAC;wBAC9C,CAAC;oBACL,CAAC;oBAED,6FAA6F;oBAC7F,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,SAAS,CAAC,EAAE,CAAC;wBACnC,IAAI,CAAC,eAAe,CAAC,SAAS,CAAC,GAAG,IAAI,GAAG,CAAC,IAAI,OAAO,EAAE,EAAE,IAAI,OAAO,EAAE,CAAC,CAAC;oBAC5E,CAAC;oBACD,IAAI,WAAW,CAAC,QAAQ,IAAI,WAAW,CAAC,QAAQ,CAAC,GAAG,EAAE,CAAC;wBACnD,IAAI,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC,MAAM,CAAC,QAAQ,CAAC,WAAW,CAAC,QAAQ,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;wBACjF,IAAI,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC,SAAS,CAAC,QAAQ,CAAC,WAAW,CAAC,QAAQ,CAAC,GAAG,CAAC,SAAS,CAAC,CAAC;wBAEvF,IAAI,IAAI,CAAC,wBAAwB,IAAI,SAAS,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;4BAC9D,IAAI,CAAC,SAAS,CAAC,WAAW,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC;wBAC7C,CAAC;oBACL,CAAC;oBACD,IAAI,IAAI,CAAC,8BAA8B,EAAE,CAAC;wBACtC,IAAI,CAAC,wBAAwB,GAAG,SAAS,CAAC;oBAC9C,CAAC;gBACL,CAAC;YACL,CAAC,CAAC,CAAC;QACP,CAAC;QAED,IAAI,CAAC,4BAA4B,CAAC,QAAQ,CAAC,IAAI,CAAC,YAAY,CAAC,gBAAgB,CAAC,CAAC;QAE/E,IAAI,CAAC,qBAAqB,GAAG,IAAI,CAAC,MAAM,CAAC,wBAAwB,CAAC,GAAG,CAAC,GAAG,EAAE;YACvE,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;gBACpC,IAAI,gBAAgB,GAAG,KAAK,CAAC;gBAC7B,UAAU,CAAC,yBAAyB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;gBACxD,mCAAmC;gBACnC,MAAM,WAAW,GAAG,IAAI,CAAC,YAAY,CAAC,gBAAgB,CAAC;gBACvD,IAAI,IAAI,CAAC,eAAe,CAAC,MAAM,CAAC,WAAW,CAAC,EAAE,CAAC;oBAC3C,OAAO;gBACX,CAAC;gBACD,IAAI,CAAC,eAAe,CAAC,aAAa,CAAC,WAAW,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;gBACjE,IAAI,CAAC,UAAU,CAAC,YAAY,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;gBAClD,WAAW,CAAC,QAAQ,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;gBACvD,IAAI,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,UAAU,CAAC,EAAE,CAAC;oBACrC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;oBACvD,gBAAgB,GAAG,IAAI,CAAC;gBAC5B,CAAC;gBACD,UAAU,CAAC,kBAAkB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;gBACjD,IAAI,gBAAgB,EAAE,CAAC;oBACnB,IAAI,CAAC,YAAY,CAAC,kBAAkB,EAAE,CAAC;gBAC3C,CAAC;gBACD,IAAI,CAAC,IAAI,CAAC,4BAA4B,CAAC,MAAM,CAAC,WAAW,CAAC,EAAE,CAAC;oBACzD,IAAI,CAAC,sCAAsC,CAAC,eAAe,CAAC,WAAW,CAAC,CAAC;oBACzE,IAAI,CAAC,4BAA4B,CAAC,QAAQ,CAAC,WAAW,CAAC,CAAC;gBAC5D,CAAC;YACL,CAAC;QACL,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;OAEG;IACI,WAAW;QACd,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;YACtB,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,EAAE,cAAc,EAAE,IAAI,CAAC,gBAAgB,EAAE,SAAS,EAAE,IAAI,CAAC,wBAAwB,EAAE,WAAW,EAAE,IAAI,CAAC,kBAAkB,EAAE,CAAC,CAAC;QACxK,CAAC;QAED,IAAI,CAAC,wBAAwB,GAAG,CAAC,CAAC,CAAC;QACnC,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;QAC5B,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;QAC/B,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;QAErB,2BAA2B;QAC3B,IAAI,IAAI,CAAC,oBAAoB,IAAI,IAAI,CAAC,kBAAkB,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,UAAU,EAAE,CAAC;YAC3H,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,YAAY,EAAE,KAAK,iBAAiB,EAAE,CAAC;gBAChE,MAAM,eAAe,GAAG,IAAI,CAAC,MAAM,CAAC,YAA+B,CAAC;gBACpE,eAAe,CAAC,aAAa,CACzB,eAAe,CAAC,MAAM,CAAC,CAAC,CAAC,eAAe,CAAC,MAAM,CAAC,gBAAgB,CAAC,CAAC,CAAC,IAAI,EACvE,eAAe,CAAC,kBAAkB,EAClC,eAAe,CAAC,mBAAmB,CACtC,CAAC;YACN,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,aAAa,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,MAAM,CAAC,gBAAgB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;YACtI,CAAC;YACD,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;QACpC,CAAC;IACL,CAAC;IAID;;;;;OAKG;IACI,SAAS,CAAC,YAAoB,mBAAmB,CAAC,WAAW,EAAE,OAAa,EAAE,gBAA0B;QAC3G,IAAI,CAAC,UAAU,CAAC,SAAS,EAAE,OAAO,EAAE,gBAAgB,CAAC,CAAC;QAEtD,IAAI,OAAO,GAAG,IAAI,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;QAC9C,IAAI,SAAS,KAAK,mBAAmB,CAAC,WAAW,EAAE,CAAC;YAChD,OAAO,GAAG,IAAI,CAAC,eAAe,CAAM,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAC9E,CAAC;QAED,IAAI,OAAO,EAAE,CAAC;YACV,wDAAwD;YACxD,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC;QAC5B,CAAC;IACL,CAAC;IAES,UAAU,CAAC,SAAiB,EAAE,OAAa,EAAE,gBAA0B;QAC7E,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,IAAI,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC;YACnE,OAAO;QACX,CAAC;QAED,UAAU,CAAC,yBAAyB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QACxD,iDAAiD;QACjD,IAAI,OAAO,EAAE,CAAC;YACV,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,QAAQ,CAAC,OAAO,CAAC,SAAS,CAAC,CAAC;YACzD,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;QACvD,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC;YACtE,IAAI,CAAC,YAAY,CAAC,cAAc,EAAE,CAAC,mBAAmB,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;YACxE,IAAI,CAAC,UAAU,CAAC,aAAa,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,QAAQ,EAAE,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,CAAC;QACnG,CAAC;QAED,IAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,aAAa,EAAE,gBAAgB,CAAC,CAAC,CAAC,gBAAgB,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QAEzG,MAAM,WAAW,GAAG,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACrE,IAAI,WAAW,EAAE,CAAC;YACd,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;YACrB,IAAI,CAAC,wBAAwB,GAAG,SAAS,CAAC;YAC1C,IAAI,CAAC,gBAAgB,CAAC,QAAQ,CAAC,WAAW,CAAC,CAAC;YAC5C,IAAI,CAAC,qBAAqB,CAAC,eAAe,CAAC,EAAE,cAAc,EAAE,WAAW,EAAE,SAAS,EAAE,IAAI,CAAC,wBAAwB,EAAE,WAAW,EAAE,IAAI,CAAC,kBAAkB,EAAE,CAAC,CAAC;YAC5J,IAAI,CAAC,eAAe,CAAC,QAAQ,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,EAAE,CAAC,CAAC;YAEvE,0BAA0B;YAC1B,IAAI,IAAI,CAAC,oBAAoB,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,MAAM,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,UAAU,EAAE,CAAC;gBACnI,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,MAAM,CAAC,iBAAiB,EAAE,CAAC;oBACpD,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,aAAa,EAAE,CAAC;oBACzC,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;gBACnC,CAAC;qBAAM,CAAC;oBACJ,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;gBACpC,CAAC;YACL,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,WAAW,EAAE,CAAC;QACvB,CAAC;QACD,UAAU,CAAC,kBAAkB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;IACrD,CAAC;IAGS,SAAS,CAAC,GAAQ;QACxB,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;QACpB,MAAM,WAAW,GAAG,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,CAAC;QAEtD,IAAI,WAAW,EAAE,CAAC;YACd,UAAU,CAAC,yBAAyB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YAExD,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;gBACvB,IAAI,CAAC,wBAAwB,CAAC,GAAG,EAAE,WAAW,CAAC,CAAC;YACpD,CAAC;YACD,IAAI,UAAU,GAAG,CAAC,CAAC;YACnB,qDAAqD;YACrD,IAAI,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAAC;gBACzB,sEAAsE;gBACtE,IAAI,CAAC,+BAA+B;oBAChC,CAAC,CAAC,OAAO,CAAC,yBAAyB,CAAC,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,YAAY,CAAC,cAAc,EAAE,CAAC,iBAAiB,EAAE,EAAE,IAAI,CAAC,cAAc,CAAC;oBACxI,CAAC,CAAC,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC;gBAC3D,4DAA4D;gBAC5D,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;gBAElE,IAAI,IAAI,CAAC,uBAAuB,EAAE,CAAC;oBAC/B,IAAI,CAAC,uBAAuB,CAAC,cAAc,EAAE,CAAC,WAAW,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;oBAChF,OAAO,CAAC,oBAAoB,CAAC,IAAI,CAAC,cAAc,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;gBACjG,CAAC;gBACD,IAAI,CAAC,cAAc,CAAC,SAAS,EAAE,CAAC;gBAChC,UAAU,GAAG,OAAO,CAAC,GAAG,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;gBAC/D,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,UAAU,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;YAChE,CAAC;iBAAM,CAAC;gBACJ,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC;gBACtC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;YACtE,CAAC;YACD,IAAI,CAAC,eAAe,CAAC,UAAU,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;YACjD,IAAI,CAAC,gBAAgB,CAAC,eAAe,CAAC;gBAClC,YAAY,EAAE,UAAU;gBACxB,KAAK,EAAE,IAAI,CAAC,UAAU;gBACtB,cAAc,EAAE,WAAW;gBAC3B,eAAe,EAAE,IAAI,CAAC,UAAU,CAAC,OAAO;gBACxC,SAAS,EAAE,IAAI,CAAC,wBAAwB;gBACxC,WAAW,EAAE,IAAI,CAAC,kBAAkB;aACvC,CAAC,CAAC;YACH,IAAI,CAAC,gBAAgB,CAAC,QAAQ,CAAC,WAAW,CAAC,CAAC;YAE5C,UAAU,CAAC,kBAAkB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QACrD,CAAC;IACL,CAAC;IAEO,uBAAuB,CAAC,GAAkB;QAC9C,IAAI,CAAC,GAAG,EAAE,CAAC;YACP,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,+CAA+C;QAC/C,IAAI,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,GAAG,CAAC,SAAS,CAAC,CAAC,CAAC;QAC3E,6CAA6C;QAC7C,IAAI,KAAK,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC;YACtB,KAAK,GAAG,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC;QAC5B,CAAC;QAED,qGAAqG;QACrG,IAAI,IAAI,CAAC,YAAY,GAAG,CAAC,IAAI,KAAK,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;YACrD,IAAI,IAAI,CAAC,yCAAyC,EAAE,CAAC;gBACjD,qDAAqD;gBACrD,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,GAAG,CAAC,SAAS,CAAC,CAAC;gBACxC,IAAI,CAAC,YAAY,CAAC,gBAAgB,CAAC,aAAa,CAAC,GAAG,CAAC,MAAM,EAAE,IAAI,CAAC,qBAAqB,CAAC,CAAC;gBACzF,IAAI,CAAC,qBAAqB,CAAC,SAAS,EAAE,CAAC;gBACvC,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,IAAI,CAAC,kDAAkD,GAAG,OAAO,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC;gBAC5J,IAAI,CAAC,UAAU,CAAC,UAAU,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;gBAEvD,wHAAwH;gBACxH,MAAM,GAAG,GAAG,OAAO,CAAC,GAAG,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;gBAClE,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,qBAAqB,CAAC,CAAC;gBACrE,IAAI,CAAC,qBAAqB,CAAC,UAAU,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;gBACvD,IAAI,CAAC,qBAAqB,CAAC,UAAU,CAAC,IAAI,CAAC,YAAY,CAAC,gBAAgB,CAAC,CAAC;gBAC1E,OAAO,IAAI,CAAC,qBAAqB,CAAC;YACtC,CAAC;iBAAM,CAAC;gBACJ,OAAO,IAAI,CAAC;YAChB,CAAC;QACL,CAAC;QAED,uFAAuF;QACvF,MAAM,WAAW,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC;QAC5C,MAAM,aAAa,GAAG,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC;QAC/C,MAAM,UAAU,GAAG,GAAG,CAAC,SAAS,CAAC,GAAG,CAAC,WAAW,CAAC,CAAC;QAClD,IAAI,IAAI,CAAC,GAAG,CAAC,UAAU,CAAC,GAAG,OAAO,EAAE,CAAC;YACjC,8CAA8C;YAC9C,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,aAAa,CAAC,aAAa,CAAC,GAAG,CAAC,MAAM,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;QAC/D,MAAM,CAAC,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,WAAW,CAAC,GAAG,UAAU,CAAC;QAC9D,4EAA4E;QAC5E,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC;YACR,uCAAuC;YACvC,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,yDAAyD;QACzD,GAAG,CAAC,SAAS,CAAC,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;QACnD,MAAM,iBAAiB,GAAG,GAAG,CAAC,MAAM,CAAC,GAAG,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;QAChE,OAAO,iBAAiB,CAAC;IAC7B,CAAC;IAOD,kIAAkI;IAC1H,wBAAwB,CAAC,GAAQ,EAAE,iBAA0B;QACjE,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,iBAAiB,CAAC,CAAC;QACzC,IAAI,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAAC;YACzB,IAAI,CAAC,+BAA+B;gBAChC,CAAC,CAAC,OAAO,CAAC,yBAAyB,CAAC,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,YAAY,CAAC,cAAc,EAAE,CAAC,iBAAiB,EAAE,EAAE,IAAI,CAAC,UAAU,CAAC;gBACpI,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC;YAEvD,6FAA6F;YAC7F,GAAG,CAAC,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;YACrD,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC;YACzB,IAAI,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,GAAG,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC,GAAG,KAAK,EAAE,CAAC;gBAC/D,yGAAyG;gBACzG,wCAAwC;gBACxC,IAAI,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,GAAG,CAAC,OAAO,CAAC,UAAU,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC,GAAG,KAAK,EAAE,CAAC;oBAClE,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAC,KAAK,EAAE,CAAC,CAAC;gBAC3C,CAAC;qBAAM,CAAC;oBACJ,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC;gBAC9C,CAAC;YACL,CAAC;iBAAM,CAAC;gBACJ,OAAO,CAAC,UAAU,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;gBAChE,0GAA0G;gBAC1G,OAAO,CAAC,UAAU,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;gBAChE,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC;YAC7B,CAAC;YAED,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;YAChD,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;YAClD,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QACzC,CAAC;aAAM,IAAI,IAAI,CAAC,QAAQ,CAAC,eAAe,EAAE,CAAC;YACvC,IAAI,CAAC,+BAA+B;gBAChC,CAAC,CAAC,OAAO,CAAC,yBAAyB,CAAC,IAAI,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,YAAY,CAAC,cAAc,EAAE,CAAC,iBAAiB,EAAE,EAAE,IAAI,CAAC,UAAU,CAAC;gBAC3I,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,IAAI,CAAC,QAAQ,CAAC,eAAe,CAAC,CAAC;YAC9D,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;YAChD,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;YACrD,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QACzC,CAAC;aAAM,CAAC;YACJ,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,CAAC;gBAC3B,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,aAAa,EAAE,CAAC,SAAS,CAAC,cAAc,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;YACvF,CAAC;YACD,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;YAChD,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC;QAC9D,CAAC;QACD,6HAA6H;QAC7H,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,EAAE,CAAC,CAAC;QAE3E,IAAI,CAAC,UAAU,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;IAC7C,CAAC;IAED;;OAEG;IACI,MAAM;QACT,IAAI,CAAC,eAAe,GAAG,EAAE,CAAC;QAC1B,IAAI,IAAI,CAAC,YAAY,IAAK,IAAI,CAAC,YAAqB,CAAC,OAAO,EAAE,CAAC;YAC1D,IAAI,CAAC,YAA6B,CAAC,eAAe,GAAG,KAAK,CAAC;QAChE,CAAC;QACD,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,MAAM,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAClE,CAAC;QACD,IAAI,IAAI,CAAC,qBAAqB,EAAE,CAAC;YAC7B,IAAI,CAAC,MAAM,CAAC,wBAAwB,CAAC,MAAM,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;QAC5E,CAAC;QACD,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;YAClB,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,CAAC;QAC9B,CAAC;QACD,IAAI,CAAC,WAAW,EAAE,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,MAAM,EAAE,CAAC;QACd,IAAI,CAAC,gBAAgB,CAAC,KAAK,EAAE,CAAC;QAC9B,IAAI,CAAC,sCAAsC,CAAC,KAAK,EAAE,CAAC;QACpD,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,CAAC;QACjC,IAAI,CAAC,qBAAqB,CAAC,KAAK,EAAE,CAAC;QACnC,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,CAAC;QACjC,IAAI,CAAC,YAAY,GAAG,IAAW,CAAC;IACpC,CAAC;;AAtoBc,+BAAW,GAAG,CAAC,CAAC,AAAL,CAAM","sourcesContent":["import type { Behavior } from \"../../Behaviors/behavior\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PivotTools } from \"../../Misc/pivotTools\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CreatePlane } from \"../../Meshes/Builders/planeBuilder\";\r\n\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\nimport type { DragEvent, DragStartEndEvent } from \"./pointerDragEvents\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events\r\n */\r\nexport class PointerDragBehavior implements Behavior<TransformNode> {\r\n private static _AnyMouseId = -2;\r\n /**\r\n * Abstract mesh the behavior is set on\r\n */\r\n public attachedNode: TransformNode;\r\n protected _dragPlane: Mesh;\r\n private _scene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n private static _PlaneScene: Scene;\r\n private _useAlternatePickedPointAboveMaxDragAngleDragSpeed = -1.1;\r\n private _activeDragButton: number = -1;\r\n private _activePointerInfo: Nullable<PointerInfo>;\r\n /**\r\n * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)\r\n */\r\n public maxDragAngle = 0;\r\n /**\r\n * Butttons that can be used to initiate a drag\r\n */\r\n public dragButtons = [0, 1, 2];\r\n /**\r\n * @internal\r\n */\r\n public _useAlternatePickedPointAboveMaxDragAngle = false;\r\n /**\r\n * Get or set the currentDraggingPointerId\r\n * @deprecated Please use currentDraggingPointerId instead\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get currentDraggingPointerID(): number {\r\n return this.currentDraggingPointerId;\r\n }\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public set currentDraggingPointerID(currentDraggingPointerId: number) {\r\n this.currentDraggingPointerId = currentDraggingPointerId;\r\n }\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public currentDraggingPointerId = -1;\r\n /**\r\n * The last position where the pointer hit the drag plane in world space\r\n */\r\n public lastDragPosition: Vector3;\r\n /**\r\n * If the behavior is currently in a dragging state\r\n */\r\n public dragging = false;\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n public dragDeltaRatio = 0.2;\r\n /**\r\n * If the drag plane orientation should be updated during the dragging (Default: true)\r\n */\r\n public updateDragPlane = true;\r\n // Debug mode will display drag planes to help visualize behavior\r\n private _debugMode = false;\r\n private _moving = false;\r\n //\r\n private _prevAttachedNodeAbsPosition: Vector3 = new Vector3();\r\n /**\r\n * Fires each time the attached mesh is dragged with the pointer\r\n */\r\n public onDragObservable = new Observable<DragEvent>();\r\n /**\r\n * Fires each time a drag begins (eg. mouse down on mesh)\r\n */\r\n public onDragStartObservable = new Observable<DragStartEndEvent>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n */\r\n public onDragEndObservable = new Observable<DragStartEndEvent>();\r\n /**\r\n * Fires each time behavior enabled state changes\r\n */\r\n public onEnabledObservable = new Observable<boolean>();\r\n /**\r\n * An observable that triggers when the position of the attached node changes.\r\n * Observers will be notified with a Vector3 object representing the new position.\r\n */\r\n public onAttachedNodePositionChangeObservable = new Observable<Vector3>();\r\n\r\n /**\r\n * If the attached mesh should be moved when dragged\r\n */\r\n public moveAttached = true;\r\n\r\n /**\r\n * A boolean flag that, when set to true, enables the handling of pointer events at runtime.\r\n * This can be used to dynamically control whether an application should respond to\r\n * touch, mouse, or other pointer input. Setting this to false will disable such interactions,\r\n * effectively ignoring pointer events until re-enabled.\r\n */\r\n public anyRuntimePointerEventsEnabled = false;\r\n\r\n /**\r\n * A boolean flag that, when set to true, disables the automatic handling of pointer events.\r\n * When disabled, manual configuration of pointer events is required.\r\n */\r\n public disableAutoPointerEvents = false;\r\n\r\n /**\r\n * If the drag behavior will react to drag events (Default: true)\r\n */\r\n public set enabled(value: boolean) {\r\n if (value != this._enabled) {\r\n this.onEnabledObservable.notifyObservers(value);\r\n }\r\n this._enabled = value;\r\n }\r\n\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n private _enabled = true;\r\n\r\n /**\r\n * If pointer events should start and release the drag (Default: true)\r\n */\r\n public startAndReleaseDragOnPointerEvents = true;\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)\r\n */\r\n public useObjectOrientationForDragging = true;\r\n\r\n /**\r\n * Normally a drag is canceled when the user presses another button on the same pointer. If this is set to true,\r\n * the drag will continue even if another button is pressed on the same pointer.\r\n */\r\n public allowOtherButtonsDuringDrag = false;\r\n\r\n /**\r\n * If set, the drag axis will be transformed by the inverse of this node's world matrix.\r\n * Useful when the drag behavior is used with a gizmo that has an additionalTransformNode.\r\n */\r\n public additionalTransformNode?: TransformNode;\r\n\r\n private _options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 };\r\n\r\n /**\r\n * Gets the options used by the behavior\r\n */\r\n public get options(): { dragAxis?: Vector3; dragPlaneNormal?: Vector3 } {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * Sets the options used by the behavior\r\n */\r\n public set options(options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options;\r\n }\r\n\r\n /**\r\n * Creates a pointer drag behavior that can be attached to a mesh\r\n * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)\r\n * @param options.dragAxis\r\n * @param options.dragPlaneNormal\r\n */\r\n constructor(options?: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options ? options : {};\r\n\r\n let optionCount = 0;\r\n if (this._options.dragAxis) {\r\n optionCount++;\r\n }\r\n if (this._options.dragPlaneNormal) {\r\n optionCount++;\r\n }\r\n if (optionCount > 1) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Multiple drag modes specified in dragBehavior options. Only one expected\";\r\n }\r\n }\r\n\r\n /**\r\n * Predicate to determine if it is valid to move the object to a new position when it is moved.\r\n * In the case of rotation gizmo, target contains the angle.\r\n * @param target destination position or desired angle delta\r\n * @returns boolean for whether or not it is valid to move\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public validateDrag = (target: Vector3) => {\r\n return true;\r\n };\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"PointerDrag\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n private _tmpVector = new Vector3(0, 0, 0);\r\n private _alternatePickedPoint = new Vector3(0, 0, 0);\r\n private _worldDragAxis = new Vector3(0, 0, 0);\r\n private _targetPosition = new Vector3(0, 0, 0);\r\n private _attachedToElement: boolean = false;\r\n /**\r\n * Attaches the drag behavior the passed in mesh\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n * @param predicate Predicate to use for pick filtering\r\n */\r\n public attach(ownerNode: TransformNode, predicate?: (m: AbstractMesh) => boolean): void {\r\n this._scene = ownerNode.getScene();\r\n if ((ownerNode as Mesh)._isMesh) {\r\n (ownerNode as AbstractMesh).isNearGrabbable = true;\r\n }\r\n this.attachedNode = ownerNode;\r\n\r\n // Initialize drag plane to not interfere with existing scene\r\n if (!PointerDragBehavior._PlaneScene) {\r\n if (this._debugMode) {\r\n PointerDragBehavior._PlaneScene = this._scene;\r\n } else {\r\n PointerDragBehavior._PlaneScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n PointerDragBehavior._PlaneScene.detachControl();\r\n this._scene.onDisposeObservable.addOnce(() => {\r\n PointerDragBehavior._PlaneScene.dispose();\r\n (<any>PointerDragBehavior._PlaneScene) = null;\r\n });\r\n }\r\n }\r\n this._dragPlane = CreatePlane(\r\n \"pointerDragPlane\",\r\n { size: this._debugMode ? 1 : 10000, updatable: false, sideOrientation: Mesh.DOUBLESIDE },\r\n PointerDragBehavior._PlaneScene\r\n );\r\n\r\n // State of the drag\r\n this.lastDragPosition = new Vector3(0, 0, 0);\r\n\r\n const pickPredicate = predicate\r\n ? predicate\r\n : (m: AbstractMesh) => {\r\n return this.attachedNode == m || m.isDescendantOf(this.attachedNode);\r\n };\r\n\r\n if (!this.disableAutoPointerEvents) {\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n if (!this.enabled) {\r\n // If behavior is disabled before releaseDrag is ever called, call it now.\r\n if (this._attachedToElement) {\r\n this.releaseDrag();\r\n }\r\n\r\n return;\r\n }\r\n\r\n // If we are dragging and the user presses another button on the same pointer, end the drag. Otherwise,\r\n // tracking when the drag should end becomes very complex.\r\n // gizmo.ts has similar behavior.\r\n if (\r\n this.dragging &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n pointerInfo.event.button !== -1 &&\r\n pointerInfo.event.button !== this._activeDragButton &&\r\n !this.allowOtherButtonsDuringDrag\r\n ) {\r\n this.releaseDrag();\r\n return;\r\n }\r\n\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n !this.dragging &&\r\n pointerInfo.pickInfo &&\r\n pointerInfo.pickInfo.hit &&\r\n pointerInfo.pickInfo.pickedMesh &&\r\n pointerInfo.pickInfo.pickedPoint &&\r\n pointerInfo.pickInfo.ray &&\r\n pickPredicate(pointerInfo.pickInfo.pickedMesh)\r\n ) {\r\n if (this._activeDragButton === -1 && this.dragButtons.indexOf(pointerInfo.event.button) !== -1) {\r\n this._activeDragButton = pointerInfo.event.button;\r\n this._activePointerInfo = pointerInfo;\r\n this._startDrag((<IPointerEvent>pointerInfo.event).pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);\r\n }\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n (this._activeDragButton === pointerInfo.event.button || this._activeDragButton === -1)\r\n ) {\r\n this.releaseDrag();\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n const pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n\r\n // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved\r\n if (this.currentDraggingPointerId === PointerDragBehavior._AnyMouseId && pointerId !== PointerDragBehavior._AnyMouseId) {\r\n const evt = <IPointerEvent>pointerInfo.event;\r\n const isMouseEvent = evt.pointerType === \"mouse\" || (!this._scene.getEngine().hostInformation.isMobile && evt instanceof MouseEvent);\r\n if (isMouseEvent) {\r\n if (this._lastPointerRay[this.currentDraggingPointerId]) {\r\n this._lastPointerRay[pointerId] = this._lastPointerRay[this.currentDraggingPointerId];\r\n delete this._lastPointerRay[this.currentDraggingPointerId];\r\n }\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n\r\n // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()\r\n if (!this._lastPointerRay[pointerId]) {\r\n this._lastPointerRay[pointerId] = new Ray(new Vector3(), new Vector3());\r\n }\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {\r\n this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);\r\n\r\n if (this.currentDraggingPointerId == pointerId && this.dragging) {\r\n this._moveDrag(pointerInfo.pickInfo.ray);\r\n }\r\n }\r\n if (this.anyRuntimePointerEventsEnabled) {\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n });\r\n }\r\n\r\n this._prevAttachedNodeAbsPosition.copyFrom(this.attachedNode.absolutePosition);\r\n\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (this._moving && this.moveAttached) {\r\n let needMatrixUpdate = false;\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Slowly move mesh to avoid jitter\r\n const absPosition = this.attachedNode.absolutePosition;\r\n if (this._targetPosition.equals(absPosition)) {\r\n return;\r\n }\r\n this._targetPosition.subtractToRef(absPosition, this._tmpVector);\r\n this._tmpVector.scaleInPlace(this.dragDeltaRatio);\r\n absPosition.addToRef(this._tmpVector, this._tmpVector);\r\n if (this.validateDrag(this._tmpVector)) {\r\n this.attachedNode.setAbsolutePosition(this._tmpVector);\r\n needMatrixUpdate = true;\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n if (needMatrixUpdate) {\r\n this.attachedNode.computeWorldMatrix();\r\n }\r\n if (!this._prevAttachedNodeAbsPosition.equals(absPosition)) {\r\n this.onAttachedNodePositionChangeObservable.notifyObservers(absPosition);\r\n this._prevAttachedNodeAbsPosition.copyFrom(absPosition);\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Force release the drag action by code.\r\n */\r\n public releaseDrag() {\r\n if (this.dragging) {\r\n this.dragging = false;\r\n this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n }\r\n\r\n this.currentDraggingPointerId = -1;\r\n this._activeDragButton = -1;\r\n this._activePointerInfo = null;\r\n this._moving = false;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._scene.activeCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(\r\n arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true,\r\n arcRotateCamera._useCtrlForPanning,\r\n arcRotateCamera._panningMouseButton\r\n );\r\n } else {\r\n this._scene.activeCamera.attachControl(this._scene.activeCamera.inputs ? this._scene.activeCamera.inputs.noPreventDefault : true);\r\n }\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n private _startDragRay = new Ray(new Vector3(), new Vector3());\r\n private _lastPointerRay: { [key: number]: Ray } = {};\r\n /**\r\n * Simulates the start of a pointer drag event on the behavior\r\n * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)\r\n * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)\r\n * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)\r\n */\r\n public startDrag(pointerId: number = PointerDragBehavior._AnyMouseId, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n this._startDrag(pointerId, fromRay, startPickedPoint);\r\n\r\n let lastRay = this._lastPointerRay[pointerId];\r\n if (pointerId === PointerDragBehavior._AnyMouseId) {\r\n lastRay = this._lastPointerRay[<any>Object.keys(this._lastPointerRay)[0]];\r\n }\r\n\r\n if (lastRay) {\r\n // if there was a last pointer ray drag the object there\r\n this._moveDrag(lastRay);\r\n }\r\n }\r\n\r\n protected _startDrag(pointerId: number, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n if (!this._scene.activeCamera || this.dragging || !this.attachedNode) {\r\n return;\r\n }\r\n\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Create start ray from the camera to the object\r\n if (fromRay) {\r\n this._startDragRay.direction.copyFrom(fromRay.direction);\r\n this._startDragRay.origin.copyFrom(fromRay.origin);\r\n } else {\r\n this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);\r\n this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);\r\n }\r\n\r\n this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);\r\n\r\n const pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);\r\n if (pickedPoint) {\r\n this.dragging = true;\r\n this.currentDraggingPointerId = pointerId;\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n this._targetPosition.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n // Detatch camera controls\r\n if (this.detachCameraControls && this._scene.activeCamera && this._scene.activeCamera.inputs && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.inputs.attachedToElement) {\r\n this._scene.activeCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n } else {\r\n this.releaseDrag();\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n\r\n private _dragDelta = new Vector3();\r\n protected _moveDrag(ray: Ray) {\r\n this._moving = true;\r\n const pickedPoint = this._pickWithRayOnDragPlane(ray);\r\n\r\n if (pickedPoint) {\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n\r\n if (this.updateDragPlane) {\r\n this._updateDragPlanePosition(ray, pickedPoint);\r\n }\r\n let dragLength = 0;\r\n // depending on the drag mode option drag accordingly\r\n if (this._options.dragAxis) {\r\n // Convert local drag axis to world if useObjectOrientationForDragging\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis)\r\n : this._worldDragAxis.copyFrom(this._options.dragAxis);\r\n // Project delta drag from the drag plane onto the drag axis\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);\r\n\r\n if (this.additionalTransformNode) {\r\n this.additionalTransformNode.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n Vector3.TransformNormalToRef(this._worldDragAxis, TmpVectors.Matrix[0], this._worldDragAxis);\r\n }\r\n this._worldDragAxis.normalize();\r\n dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);\r\n this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);\r\n } else {\r\n dragLength = this._dragDelta.length();\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);\r\n }\r\n this._targetPosition.addInPlace(this._dragDelta);\r\n this.onDragObservable.notifyObservers({\r\n dragDistance: dragLength,\r\n delta: this._dragDelta,\r\n dragPlanePoint: pickedPoint,\r\n dragPlaneNormal: this._dragPlane.forward,\r\n pointerId: this.currentDraggingPointerId,\r\n pointerInfo: this._activePointerInfo,\r\n });\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n }\r\n\r\n private _pickWithRayOnDragPlane(ray: Nullable<Ray>) {\r\n if (!ray) {\r\n return null;\r\n }\r\n\r\n // Calculate angle between plane normal and ray\r\n let angle = Math.acos(Vector3.Dot(this._dragPlane.forward, ray.direction));\r\n // Correct if ray is casted from oposite side\r\n if (angle > Math.PI / 2) {\r\n angle = Math.PI - angle;\r\n }\r\n\r\n // If the angle is too perpendicular to the plane pick another point on the plane where it is looking\r\n if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {\r\n if (this._useAlternatePickedPointAboveMaxDragAngle) {\r\n // Invert ray direction along the towards object axis\r\n this._tmpVector.copyFrom(ray.direction);\r\n this.attachedNode.absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);\r\n this._alternatePickedPoint.normalize();\r\n this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed * Vector3.Dot(this._alternatePickedPoint, this._tmpVector));\r\n this._tmpVector.addInPlace(this._alternatePickedPoint);\r\n\r\n // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point\r\n const dot = Vector3.Dot(this._dragPlane.forward, this._tmpVector);\r\n this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);\r\n this._alternatePickedPoint.addInPlace(this._tmpVector);\r\n this._alternatePickedPoint.addInPlace(this.attachedNode.absolutePosition);\r\n return this._alternatePickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n // use an infinite plane instead of ray picking a mesh that must be updated every frame\r\n const planeNormal = this._dragPlane.forward;\r\n const planePosition = this._dragPlane.position;\r\n const dotProduct = ray.direction.dot(planeNormal);\r\n if (Math.abs(dotProduct) < Epsilon) {\r\n // Ray and plane are parallel, no intersection\r\n return null;\r\n }\r\n\r\n planePosition.subtractToRef(ray.origin, TmpVectors.Vector3[0]);\r\n const t = TmpVectors.Vector3[0].dot(planeNormal) / dotProduct;\r\n // Ensure the intersection point is in front of the ray (t must be positive)\r\n if (t < 0) {\r\n // Intersection point is behind the ray\r\n return null;\r\n }\r\n\r\n // Calculate the intersection point using the parameter t\r\n ray.direction.scaleToRef(t, TmpVectors.Vector3[0]);\r\n const intersectionPoint = ray.origin.add(TmpVectors.Vector3[0]);\r\n return intersectionPoint;\r\n }\r\n\r\n // Variables to avoid instantiation in the below method\r\n private _pointA = new Vector3(0, 0, 0);\r\n private _pointC = new Vector3(0, 0, 0);\r\n private _localAxis = new Vector3(0, 0, 0);\r\n private _lookAt = new Vector3(0, 0, 0);\r\n // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera\r\n private _updateDragPlanePosition(ray: Ray, dragPlanePosition: Vector3) {\r\n this._pointA.copyFrom(dragPlanePosition);\r\n if (this._options.dragAxis) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Calculate plane normal that is the cross product of local axis and (eye-dragPlanePosition)\r\n ray.origin.subtractToRef(this._pointA, this._pointC);\r\n this._pointC.normalize();\r\n if (Math.abs(Vector3.Dot(this._localAxis, this._pointC)) > 0.999) {\r\n // the drag axis is colinear with the (eye to position) ray. The cross product will give jittered values.\r\n // A new axis vector need to be computed\r\n if (Math.abs(Vector3.Dot(Vector3.UpReadOnly, this._pointC)) > 0.999) {\r\n this._lookAt.copyFrom(Vector3.Right());\r\n } else {\r\n this._lookAt.copyFrom(Vector3.UpReadOnly);\r\n }\r\n } else {\r\n Vector3.CrossToRef(this._localAxis, this._pointC, this._lookAt);\r\n // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendicular to camera\r\n Vector3.CrossToRef(this._localAxis, this._lookAt, this._lookAt);\r\n this._lookAt.normalize();\r\n }\r\n\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._lookAt, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else if (this._options.dragPlaneNormal) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragPlaneNormal);\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._localAxis, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else {\r\n if (this._scene.activeCamera) {\r\n this._scene.activeCamera.getForwardRay().direction.normalizeToRef(this._localAxis);\r\n }\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._dragPlane.lookAt(this._pointA.add(this._localAxis));\r\n }\r\n // Update the position of the drag plane so it doesn't get out of sync with the node (eg. when moving back and forth quickly)\r\n this._dragPlane.position.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n this._dragPlane.computeWorldMatrix(true);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._lastPointerRay = {};\r\n if (this.attachedNode && (this.attachedNode as Mesh)._isMesh) {\r\n (this.attachedNode as AbstractMesh).isNearGrabbable = false;\r\n }\r\n if (this._pointerObserver) {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n if (this._dragPlane) {\r\n this._dragPlane.dispose();\r\n }\r\n this.releaseDrag();\r\n }\r\n\r\n /**\r\n * Disposes the current instance, cleaning up all associated observables and detaching any attached nodes.\r\n */\r\n public dispose(): void {\r\n this.detach();\r\n this.onDragObservable.clear();\r\n this.onAttachedNodePositionChangeObservable.clear();\r\n this.onDragEndObservable.clear();\r\n this.onDragStartObservable.clear();\r\n this.onEnabledObservable.clear();\r\n this.attachedNode = null as any;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"pointerDragBehavior.js","sourceRoot":"","sources":["../../../../../dev/core/src/Behaviors/Meshes/pointerDragBehavior.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,IAAI,EAAE,MAAM,mBAAmB,CAAC;AAGzC,OAAO,EAAE,KAAK,EAAE,MAAM,aAAa,CAAC;AAGpC,OAAO,EAAE,UAAU,EAAE,MAAM,uBAAuB,CAAC;AACnD,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAE9D,OAAO,EAAE,iBAAiB,EAAE,MAAM,4BAA4B,CAAC;AAC/D,OAAO,EAAE,GAAG,EAAE,MAAM,mBAAmB,CAAC;AACxC,OAAO,EAAE,UAAU,EAAE,MAAM,uBAAuB,CAAC;AAEnD,OAAO,EAAE,WAAW,EAAE,MAAM,oCAAoC,CAAC;AAGjE,OAAO,EAAE,OAAO,EAAE,MAAM,4BAA4B,CAAC;AAGrD;;GAEG;AACH,MAAM,OAAO,mBAAmB;IA0B5B;;;OAGG;IACH,gEAAgE;IAChE,IAAW,wBAAwB;QAC/B,OAAO,IAAI,CAAC,wBAAwB,CAAC;IACzC,CAAC;IACD,gEAAgE;IAChE,IAAW,wBAAwB,CAAC,wBAAgC;QAChE,IAAI,CAAC,wBAAwB,GAAG,wBAAwB,CAAC;IAC7D,CAAC;IAmED;;OAEG;IACH,IAAW,OAAO,CAAC,KAAc;QAC7B,IAAI,KAAK,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YACzB,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,KAAK,CAAC,CAAC;QACpD,CAAC;QACD,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;IAC1B,CAAC;IAED,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IA+BD;;OAEG;IACH,IAAW,OAAO;QACd,OAAO,IAAI,CAAC,QAAQ,CAAC;IACzB,CAAC;IAED;;OAEG;IACH,IAAW,OAAO,CAAC,OAA0D;QACzE,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC;IAC5B,CAAC;IAED;;;;;OAKG;IACH,YAAY,OAA2D;QA5J/D,uDAAkD,GAAG,CAAC,GAAG,CAAC;QAC1D,sBAAiB,GAAW,CAAC,CAAC,CAAC;QAEvC;;WAEG;QACI,iBAAY,GAAG,CAAC,CAAC;QACxB;;WAEG;QACI,gBAAW,GAAG,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAC/B;;WAEG;QACI,8CAAyC,GAAG,KAAK,CAAC;QAazD;;WAEG;QACI,6BAAwB,GAAG,CAAC,CAAC,CAAC;QAKrC;;WAEG;QACI,aAAQ,GAAG,KAAK,CAAC;QACxB;;WAEG;QACI,mBAAc,GAAG,GAAG,CAAC;QAC5B;;WAEG;QACI,oBAAe,GAAG,IAAI,CAAC;QAC9B,iEAAiE;QACzD,eAAU,GAAG,KAAK,CAAC;QACnB,YAAO,GAAG,KAAK,CAAC;QACxB,EAAE;QACM,iCAA4B,GAAY,IAAI,OAAO,EAAE,CAAC;QAC9D;;WAEG;QACI,qBAAgB,GAAG,IAAI,UAAU,EAAa,CAAC;QACtD;;WAEG;QACI,0BAAqB,GAAG,IAAI,UAAU,EAAqB,CAAC;QACnE;;WAEG;QACI,wBAAmB,GAAG,IAAI,UAAU,EAAqB,CAAC;QACjE;;WAEG;QACI,wBAAmB,GAAG,IAAI,UAAU,EAAW,CAAC;QACvD;;;WAGG;QACI,2CAAsC,GAAG,IAAI,UAAU,EAAW,CAAC;QAE1E;;WAEG;QACI,iBAAY,GAAG,IAAI,CAAC;QAE3B;;;;;WAKG;QACI,mCAA8B,GAAG,KAAK,CAAC;QAE9C;;;WAGG;QACI,6BAAwB,GAAG,KAAK,CAAC;QAehC,aAAQ,GAAG,IAAI,CAAC;QAExB;;WAEG;QACI,uCAAkC,GAAG,IAAI,CAAC;QACjD;;WAEG;QACI,yBAAoB,GAAG,IAAI,CAAC;QAEnC;;WAEG;QACI,oCAA+B,GAAG,IAAI,CAAC;QAE9C;;;WAGG;QACI,gCAA2B,GAAG,KAAK,CAAC;QA8C3C;;;;;WAKG;QACH,6DAA6D;QACtD,iBAAY,GAAG,CAAC,MAAe,EAAE,EAAE;YACtC,OAAO,IAAI,CAAC;QAChB,CAAC,CAAC;QAcM,eAAU,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAClC,0BAAqB,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAC7C,mBAAc,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACtC,oBAAe,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QACvC,uBAAkB,GAAY,KAAK,CAAC;QA0LpC,kBAAa,GAAG,IAAI,GAAG,CAAC,IAAI,OAAO,EAAE,EAAE,IAAI,OAAO,EAAE,CAAC,CAAC;QACtD,oBAAe,GAA2B,EAAE,CAAC;QA8D7C,eAAU,GAAG,IAAI,OAAO,EAAE,CAAC;QAuGnC,uDAAuD;QAC/C,YAAO,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAC/B,YAAO,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAC/B,eAAU,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAClC,YAAO,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QA9YnC,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC;QAEvC,IAAI,WAAW,GAAG,CAAC,CAAC;QACpB,IAAI,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAAC;YACzB,WAAW,EAAE,CAAC;QAClB,CAAC;QACD,IAAI,IAAI,CAAC,QAAQ,CAAC,eAAe,EAAE,CAAC;YAChC,WAAW,EAAE,CAAC;QAClB,CAAC;QACD,IAAI,WAAW,GAAG,CAAC,EAAE,CAAC;YAClB,4CAA4C;YAC5C,MAAM,0EAA0E,CAAC;QACrF,CAAC;IACL,CAAC;IAaD;;OAEG;IACH,IAAW,IAAI;QACX,OAAO,aAAa,CAAC;IACzB,CAAC;IAED;;OAEG;IACI,IAAI,KAAI,CAAC;IAOhB;;;;OAIG;IACI,MAAM,CAAC,SAAwB,EAAE,SAAwC;QAC5E,IAAI,CAAC,MAAM,GAAG,SAAS,CAAC,QAAQ,EAAE,CAAC;QACnC,IAAK,SAAkB,CAAC,OAAO,EAAE,CAAC;YAC7B,SAA0B,CAAC,eAAe,GAAG,IAAI,CAAC;QACvD,CAAC;QACD,IAAI,CAAC,YAAY,GAAG,SAAS,CAAC;QAE9B,6DAA6D;QAC7D,IAAI,CAAC,mBAAmB,CAAC,WAAW,EAAE,CAAC;YACnC,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;gBAClB,mBAAmB,CAAC,WAAW,GAAG,IAAI,CAAC,MAAM,CAAC;YAClD,CAAC;iBAAM,CAAC;gBACJ,mBAAmB,CAAC,WAAW,GAAG,IAAI,KAAK,CAAC,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,EAAE,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC,CAAC;gBACxF,mBAAmB,CAAC,WAAW,CAAC,aAAa,EAAE,CAAC;gBAChD,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,OAAO,CAAC,GAAG,EAAE;oBACzC,mBAAmB,CAAC,WAAW,CAAC,OAAO,EAAE,CAAC;oBACpC,mBAAmB,CAAC,WAAY,GAAG,IAAI,CAAC;gBAClD,CAAC,CAAC,CAAC;YACP,CAAC;QACL,CAAC;QACD,IAAI,CAAC,UAAU,GAAG,WAAW,CACzB,kBAAkB,EAClB,EAAE,IAAI,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,KAAK,EAAE,SAAS,EAAE,KAAK,EAAE,eAAe,EAAE,IAAI,CAAC,UAAU,EAAE,EACzF,mBAAmB,CAAC,WAAW,CAClC,CAAC;QAEF,oBAAoB;QACpB,IAAI,CAAC,gBAAgB,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAE7C,MAAM,aAAa,GAAG,SAAS;YAC3B,CAAC,CAAC,SAAS;YACX,CAAC,CAAC,CAAC,CAAe,EAAE,EAAE;gBAChB,OAAO,IAAI,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,CAAC,cAAc,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YACzE,CAAC,CAAC;QAER,IAAI,CAAC,IAAI,CAAC,wBAAwB,EAAE,CAAC;YACjC,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,GAAG,CAAC,CAAC,WAAW,EAAE,EAAE;gBACxE,IAAI,CAAC,IAAI,CAAC,OAAO,EAAE,CAAC;oBAChB,0EAA0E;oBAC1E,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;wBAC1B,IAAI,CAAC,WAAW,EAAE,CAAC;oBACvB,CAAC;oBAED,OAAO;gBACX,CAAC;gBAED,uGAAuG;gBACvG,0DAA0D;gBAC1D,iCAAiC;gBACjC,IACI,IAAI,CAAC,QAAQ;oBACb,IAAI,CAAC,wBAAwB,IAAoB,WAAW,CAAC,KAAM,CAAC,SAAS;oBAC7E,WAAW,CAAC,KAAK,CAAC,MAAM,KAAK,CAAC,CAAC;oBAC/B,WAAW,CAAC,KAAK,CAAC,MAAM,KAAK,IAAI,CAAC,iBAAiB;oBACnD,CAAC,IAAI,CAAC,2BAA2B,EACnC,CAAC;oBACC,IAAI,CAAC,WAAW,EAAE,CAAC;oBACnB,OAAO;gBACX,CAAC;gBAED,IAAI,WAAW,CAAC,IAAI,IAAI,iBAAiB,CAAC,WAAW,EAAE,CAAC;oBACpD,IACI,IAAI,CAAC,kCAAkC;wBACvC,CAAC,IAAI,CAAC,QAAQ;wBACd,WAAW,CAAC,QAAQ;wBACpB,WAAW,CAAC,QAAQ,CAAC,GAAG;wBACxB,WAAW,CAAC,QAAQ,CAAC,UAAU;wBAC/B,WAAW,CAAC,QAAQ,CAAC,WAAW;wBAChC,WAAW,CAAC,QAAQ,CAAC,GAAG;wBACxB,aAAa,CAAC,WAAW,CAAC,QAAQ,CAAC,UAAU,CAAC,EAChD,CAAC;wBACC,IAAI,IAAI,CAAC,iBAAiB,KAAK,CAAC,CAAC,IAAI,IAAI,CAAC,WAAW,CAAC,OAAO,CAAC,WAAW,CAAC,KAAK,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC,EAAE,CAAC;4BAC7F,IAAI,CAAC,iBAAiB,GAAG,WAAW,CAAC,KAAK,CAAC,MAAM,CAAC;4BAClD,IAAI,CAAC,kBAAkB,GAAG,WAAW,CAAC;4BACtC,IAAI,CAAC,UAAU,CAAiB,WAAW,CAAC,KAAM,CAAC,SAAS,EAAE,WAAW,CAAC,QAAQ,CAAC,GAAG,EAAE,WAAW,CAAC,QAAQ,CAAC,WAAW,CAAC,CAAC;wBAC9H,CAAC;oBACL,CAAC;gBACL,CAAC;qBAAM,IAAI,WAAW,CAAC,IAAI,IAAI,iBAAiB,CAAC,SAAS,EAAE,CAAC;oBACzD,IACI,IAAI,CAAC,kCAAkC;wBACvC,IAAI,CAAC,wBAAwB,IAAoB,WAAW,CAAC,KAAM,CAAC,SAAS;wBAC7E,CAAC,IAAI,CAAC,iBAAiB,KAAK,WAAW,CAAC,KAAK,CAAC,MAAM,IAAI,IAAI,CAAC,iBAAiB,KAAK,CAAC,CAAC,CAAC,EACxF,CAAC;wBACC,IAAI,CAAC,WAAW,EAAE,CAAC;oBACvB,CAAC;gBACL,CAAC;qBAAM,IAAI,WAAW,CAAC,IAAI,IAAI,iBAAiB,CAAC,WAAW,EAAE,CAAC;oBAC3D,MAAM,SAAS,GAAmB,WAAW,CAAC,KAAM,CAAC,SAAS,CAAC;oBAE/D,4FAA4F;oBAC5F,IAAI,IAAI,CAAC,wBAAwB,KAAK,mBAAmB,CAAC,WAAW,IAAI,SAAS,KAAK,mBAAmB,CAAC,WAAW,EAAE,CAAC;wBACrH,MAAM,GAAG,GAAkB,WAAW,CAAC,KAAK,CAAC;wBAC7C,MAAM,YAAY,GAAG,GAAG,CAAC,WAAW,KAAK,OAAO,IAAI,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC,eAAe,CAAC,QAAQ,IAAI,GAAG,YAAY,UAAU,CAAC,CAAC;wBACrI,IAAI,YAAY,EAAE,CAAC;4BACf,IAAI,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,wBAAwB,CAAC,EAAE,CAAC;gCACtD,IAAI,CAAC,eAAe,CAAC,SAAS,CAAC,GAAG,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;gCACtF,OAAO,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,wBAAwB,CAAC,CAAC;4BAC/D,CAAC;4BACD,IAAI,CAAC,wBAAwB,GAAG,SAAS,CAAC;wBAC9C,CAAC;oBACL,CAAC;oBAED,6FAA6F;oBAC7F,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,SAAS,CAAC,EAAE,CAAC;wBACnC,IAAI,CAAC,eAAe,CAAC,SAAS,CAAC,GAAG,IAAI,GAAG,CAAC,IAAI,OAAO,EAAE,EAAE,IAAI,OAAO,EAAE,CAAC,CAAC;oBAC5E,CAAC;oBACD,IAAI,WAAW,CAAC,QAAQ,IAAI,WAAW,CAAC,QAAQ,CAAC,GAAG,EAAE,CAAC;wBACnD,IAAI,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC,MAAM,CAAC,QAAQ,CAAC,WAAW,CAAC,QAAQ,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC;wBACjF,IAAI,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC,SAAS,CAAC,QAAQ,CAAC,WAAW,CAAC,QAAQ,CAAC,GAAG,CAAC,SAAS,CAAC,CAAC;wBAEvF,IAAI,IAAI,CAAC,wBAAwB,IAAI,SAAS,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;4BAC9D,IAAI,CAAC,SAAS,CAAC,WAAW,CAAC,QAAQ,CAAC,GAAG,CAAC,CAAC;wBAC7C,CAAC;oBACL,CAAC;oBACD,IAAI,IAAI,CAAC,8BAA8B,EAAE,CAAC;wBACtC,IAAI,CAAC,wBAAwB,GAAG,SAAS,CAAC;oBAC9C,CAAC;gBACL,CAAC;YACL,CAAC,CAAC,CAAC;QACP,CAAC;QAED,IAAI,CAAC,4BAA4B,CAAC,QAAQ,CAAC,IAAI,CAAC,YAAY,CAAC,gBAAgB,CAAC,CAAC;QAE/E,IAAI,CAAC,qBAAqB,GAAG,IAAI,CAAC,MAAM,CAAC,wBAAwB,CAAC,GAAG,CAAC,GAAG,EAAE;YACvE,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;gBACpC,IAAI,gBAAgB,GAAG,KAAK,CAAC;gBAC7B,UAAU,CAAC,yBAAyB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;gBACxD,mCAAmC;gBACnC,MAAM,WAAW,GAAG,IAAI,CAAC,YAAY,CAAC,gBAAgB,CAAC;gBACvD,IAAI,IAAI,CAAC,eAAe,CAAC,MAAM,CAAC,WAAW,CAAC,EAAE,CAAC;oBAC3C,OAAO;gBACX,CAAC;gBACD,IAAI,CAAC,eAAe,CAAC,aAAa,CAAC,WAAW,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;gBACjE,IAAI,CAAC,UAAU,CAAC,YAAY,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;gBAClD,WAAW,CAAC,QAAQ,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;gBACvD,IAAI,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,UAAU,CAAC,EAAE,CAAC;oBACrC,IAAI,CAAC,YAAY,CAAC,mBAAmB,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;oBACvD,gBAAgB,GAAG,IAAI,CAAC;gBAC5B,CAAC;gBACD,UAAU,CAAC,kBAAkB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;gBACjD,IAAI,gBAAgB,EAAE,CAAC;oBACnB,IAAI,CAAC,YAAY,CAAC,kBAAkB,EAAE,CAAC;gBAC3C,CAAC;gBACD,IAAI,CAAC,IAAI,CAAC,4BAA4B,CAAC,MAAM,CAAC,WAAW,CAAC,EAAE,CAAC;oBACzD,IAAI,CAAC,sCAAsC,CAAC,eAAe,CAAC,WAAW,CAAC,CAAC;oBACzE,IAAI,CAAC,4BAA4B,CAAC,QAAQ,CAAC,WAAW,CAAC,CAAC;gBAC5D,CAAC;YACL,CAAC;QACL,CAAC,CAAC,CAAC;IACP,CAAC;IAED;;OAEG;IACI,WAAW;QACd,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;YACtB,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,EAAE,cAAc,EAAE,IAAI,CAAC,gBAAgB,EAAE,SAAS,EAAE,IAAI,CAAC,wBAAwB,EAAE,WAAW,EAAE,IAAI,CAAC,kBAAkB,EAAE,CAAC,CAAC;QACxK,CAAC;QAED,IAAI,CAAC,wBAAwB,GAAG,CAAC,CAAC,CAAC;QACnC,IAAI,CAAC,iBAAiB,GAAG,CAAC,CAAC,CAAC;QAC5B,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;QAC/B,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;QAErB,2BAA2B;QAC3B,IAAI,IAAI,CAAC,oBAAoB,IAAI,IAAI,CAAC,kBAAkB,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,UAAU,EAAE,CAAC;YAC3H,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,YAAY,EAAE,KAAK,iBAAiB,EAAE,CAAC;gBAChE,MAAM,eAAe,GAAG,IAAI,CAAC,MAAM,CAAC,YAA+B,CAAC;gBACpE,eAAe,CAAC,aAAa,CACzB,eAAe,CAAC,MAAM,CAAC,CAAC,CAAC,eAAe,CAAC,MAAM,CAAC,gBAAgB,CAAC,CAAC,CAAC,IAAI,EACvE,eAAe,CAAC,kBAAkB,EAClC,eAAe,CAAC,mBAAmB,CACtC,CAAC;YACN,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,aAAa,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,MAAM,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,MAAM,CAAC,gBAAgB,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC;YACtI,CAAC;YACD,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;QACpC,CAAC;IACL,CAAC;IAID;;;;;OAKG;IACI,SAAS,CAAC,YAAoB,mBAAmB,CAAC,WAAW,EAAE,OAAa,EAAE,gBAA0B;QAC3G,IAAI,CAAC,UAAU,CAAC,SAAS,EAAE,OAAO,EAAE,gBAAgB,CAAC,CAAC;QAEtD,IAAI,OAAO,GAAG,IAAI,CAAC,eAAe,CAAC,SAAS,CAAC,CAAC;QAC9C,IAAI,SAAS,KAAK,mBAAmB,CAAC,WAAW,EAAE,CAAC;YAChD,OAAO,GAAG,IAAI,CAAC,eAAe,CAAM,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QAC9E,CAAC;QAED,IAAI,OAAO,EAAE,CAAC;YACV,wDAAwD;YACxD,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,CAAC;QAC5B,CAAC;IACL,CAAC;IAES,UAAU,CAAC,SAAiB,EAAE,OAAa,EAAE,gBAA0B;QAC7E,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,IAAI,IAAI,CAAC,QAAQ,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE,CAAC;YACnE,OAAO;QACX,CAAC;QAED,UAAU,CAAC,yBAAyB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QACxD,iDAAiD;QACjD,IAAI,OAAO,EAAE,CAAC;YACV,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,QAAQ,CAAC,OAAO,CAAC,SAAS,CAAC,CAAC;YACzD,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC,QAAQ,CAAC,OAAO,CAAC,MAAM,CAAC,CAAC;QACvD,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC;YACtE,IAAI,CAAC,YAAY,CAAC,cAAc,EAAE,CAAC,mBAAmB,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;YACxE,IAAI,CAAC,UAAU,CAAC,aAAa,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,QAAQ,EAAE,IAAI,CAAC,aAAa,CAAC,SAAS,CAAC,CAAC;QACnG,CAAC;QAED,IAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,aAAa,EAAE,gBAAgB,CAAC,CAAC,CAAC,gBAAgB,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;QAEzG,MAAM,WAAW,GAAG,IAAI,CAAC,uBAAuB,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACrE,IAAI,WAAW,EAAE,CAAC;YACd,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;YACrB,IAAI,CAAC,wBAAwB,GAAG,SAAS,CAAC;YAC1C,IAAI,CAAC,gBAAgB,CAAC,QAAQ,CAAC,WAAW,CAAC,CAAC;YAC5C,IAAI,CAAC,qBAAqB,CAAC,eAAe,CAAC,EAAE,cAAc,EAAE,WAAW,EAAE,SAAS,EAAE,IAAI,CAAC,wBAAwB,EAAE,WAAW,EAAE,IAAI,CAAC,kBAAkB,EAAE,CAAC,CAAC;YAC5J,IAAI,CAAC,eAAe,CAAC,QAAQ,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,EAAE,CAAC,CAAC;YAEvE,0BAA0B;YAC1B,IAAI,IAAI,CAAC,oBAAoB,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,MAAM,IAAI,CAAC,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,UAAU,EAAE,CAAC;gBACnI,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,MAAM,CAAC,iBAAiB,EAAE,CAAC;oBACpD,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,aAAa,EAAE,CAAC;oBACzC,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;gBACnC,CAAC;qBAAM,CAAC;oBACJ,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;gBACpC,CAAC;YACL,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,IAAI,CAAC,WAAW,EAAE,CAAC;QACvB,CAAC;QACD,UAAU,CAAC,kBAAkB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;IACrD,CAAC;IAGS,SAAS,CAAC,GAAQ;QACxB,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC;QACpB,MAAM,WAAW,GAAG,IAAI,CAAC,uBAAuB,CAAC,GAAG,CAAC,CAAC;QAEtD,IAAI,WAAW,EAAE,CAAC;YACd,UAAU,CAAC,yBAAyB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;YAExD,IAAI,IAAI,CAAC,eAAe,EAAE,CAAC;gBACvB,IAAI,CAAC,wBAAwB,CAAC,GAAG,EAAE,WAAW,CAAC,CAAC;YACpD,CAAC;YACD,IAAI,UAAkB,CAAC;YACvB,qDAAqD;YACrD,IAAI,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAAC;gBACzB,sEAAsE;gBACtE,IAAI,CAAC,+BAA+B;oBAChC,CAAC,CAAC,OAAO,CAAC,yBAAyB,CAAC,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,YAAY,CAAC,cAAc,EAAE,CAAC,iBAAiB,EAAE,EAAE,IAAI,CAAC,cAAc,CAAC;oBACxI,CAAC,CAAC,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC;gBAC3D,4DAA4D;gBAC5D,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;gBAElE,IAAI,IAAI,CAAC,uBAAuB,EAAE,CAAC;oBAC/B,IAAI,CAAC,uBAAuB,CAAC,cAAc,EAAE,CAAC,WAAW,CAAC,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;oBAChF,OAAO,CAAC,oBAAoB,CAAC,IAAI,CAAC,cAAc,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;gBACjG,CAAC;gBACD,IAAI,CAAC,cAAc,CAAC,SAAS,EAAE,CAAC;gBAChC,UAAU,GAAG,OAAO,CAAC,GAAG,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;gBAC/D,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,UAAU,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;YAChE,CAAC;iBAAM,CAAC;gBACJ,UAAU,GAAG,IAAI,CAAC,UAAU,CAAC,MAAM,EAAE,CAAC;gBACtC,WAAW,CAAC,aAAa,CAAC,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;YACtE,CAAC;YACD,IAAI,CAAC,eAAe,CAAC,UAAU,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;YACjD,IAAI,CAAC,gBAAgB,CAAC,eAAe,CAAC;gBAClC,YAAY,EAAE,UAAU;gBACxB,KAAK,EAAE,IAAI,CAAC,UAAU;gBACtB,cAAc,EAAE,WAAW;gBAC3B,eAAe,EAAE,IAAI,CAAC,UAAU,CAAC,OAAO;gBACxC,SAAS,EAAE,IAAI,CAAC,wBAAwB;gBACxC,WAAW,EAAE,IAAI,CAAC,kBAAkB;aACvC,CAAC,CAAC;YACH,IAAI,CAAC,gBAAgB,CAAC,QAAQ,CAAC,WAAW,CAAC,CAAC;YAE5C,UAAU,CAAC,kBAAkB,CAAC,IAAI,CAAC,YAAY,CAAC,CAAC;QACrD,CAAC;IACL,CAAC;IAEO,uBAAuB,CAAC,GAAkB;QAC9C,IAAI,CAAC,GAAG,EAAE,CAAC;YACP,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,+CAA+C;QAC/C,IAAI,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,GAAG,CAAC,SAAS,CAAC,CAAC,CAAC;QAC3E,6CAA6C;QAC7C,IAAI,KAAK,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,EAAE,CAAC;YACtB,KAAK,GAAG,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC;QAC5B,CAAC;QAED,qGAAqG;QACrG,IAAI,IAAI,CAAC,YAAY,GAAG,CAAC,IAAI,KAAK,GAAG,IAAI,CAAC,YAAY,EAAE,CAAC;YACrD,IAAI,IAAI,CAAC,yCAAyC,EAAE,CAAC;gBACjD,qDAAqD;gBACrD,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,GAAG,CAAC,SAAS,CAAC,CAAC;gBACxC,IAAI,CAAC,YAAY,CAAC,gBAAgB,CAAC,aAAa,CAAC,GAAG,CAAC,MAAM,EAAE,IAAI,CAAC,qBAAqB,CAAC,CAAC;gBACzF,IAAI,CAAC,qBAAqB,CAAC,SAAS,EAAE,CAAC;gBACvC,IAAI,CAAC,qBAAqB,CAAC,YAAY,CAAC,IAAI,CAAC,kDAAkD,GAAG,OAAO,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC;gBAC5J,IAAI,CAAC,UAAU,CAAC,UAAU,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;gBAEvD,wHAAwH;gBACxH,MAAM,GAAG,GAAG,OAAO,CAAC,GAAG,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,IAAI,CAAC,UAAU,CAAC,CAAC;gBAClE,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC,GAAG,EAAE,IAAI,CAAC,qBAAqB,CAAC,CAAC;gBACrE,IAAI,CAAC,qBAAqB,CAAC,UAAU,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;gBACvD,IAAI,CAAC,qBAAqB,CAAC,UAAU,CAAC,IAAI,CAAC,YAAY,CAAC,gBAAgB,CAAC,CAAC;gBAC1E,OAAO,IAAI,CAAC,qBAAqB,CAAC;YACtC,CAAC;iBAAM,CAAC;gBACJ,OAAO,IAAI,CAAC;YAChB,CAAC;QACL,CAAC;QAED,uFAAuF;QACvF,MAAM,WAAW,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC;QAC5C,MAAM,aAAa,GAAG,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC;QAC/C,MAAM,UAAU,GAAG,GAAG,CAAC,SAAS,CAAC,GAAG,CAAC,WAAW,CAAC,CAAC;QAClD,IAAI,IAAI,CAAC,GAAG,CAAC,UAAU,CAAC,GAAG,OAAO,EAAE,CAAC;YACjC,8CAA8C;YAC9C,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,aAAa,CAAC,aAAa,CAAC,GAAG,CAAC,MAAM,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;QAC/D,MAAM,CAAC,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,WAAW,CAAC,GAAG,UAAU,CAAC;QAC9D,4EAA4E;QAC5E,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC;YACR,uCAAuC;YACvC,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,yDAAyD;QACzD,GAAG,CAAC,SAAS,CAAC,UAAU,CAAC,CAAC,EAAE,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;QACnD,MAAM,iBAAiB,GAAG,GAAG,CAAC,MAAM,CAAC,GAAG,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC,CAAC;QAChE,OAAO,iBAAiB,CAAC;IAC7B,CAAC;IAOD,kIAAkI;IAC1H,wBAAwB,CAAC,GAAQ,EAAE,iBAA0B;QACjE,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,iBAAiB,CAAC,CAAC;QACzC,IAAI,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,CAAC;YACzB,IAAI,CAAC,+BAA+B;gBAChC,CAAC,CAAC,OAAO,CAAC,yBAAyB,CAAC,IAAI,CAAC,QAAQ,CAAC,QAAQ,EAAE,IAAI,CAAC,YAAY,CAAC,cAAc,EAAE,CAAC,iBAAiB,EAAE,EAAE,IAAI,CAAC,UAAU,CAAC;gBACpI,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,IAAI,CAAC,QAAQ,CAAC,QAAQ,CAAC,CAAC;YAEvD,6FAA6F;YAC7F,GAAG,CAAC,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;YACrD,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC;YACzB,IAAI,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,GAAG,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC,GAAG,KAAK,EAAE,CAAC;gBAC/D,yGAAyG;gBACzG,wCAAwC;gBACxC,IAAI,IAAI,CAAC,GAAG,CAAC,OAAO,CAAC,GAAG,CAAC,OAAO,CAAC,UAAU,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC,GAAG,KAAK,EAAE,CAAC;oBAClE,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAC,KAAK,EAAE,CAAC,CAAC;gBAC3C,CAAC;qBAAM,CAAC;oBACJ,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,OAAO,CAAC,UAAU,CAAC,CAAC;gBAC9C,CAAC;YACL,CAAC;iBAAM,CAAC;gBACJ,OAAO,CAAC,UAAU,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;gBAChE,0GAA0G;gBAC1G,OAAO,CAAC,UAAU,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;gBAChE,IAAI,CAAC,OAAO,CAAC,SAAS,EAAE,CAAC;YAC7B,CAAC;YAED,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;YAChD,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;YAClD,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QACzC,CAAC;aAAM,IAAI,IAAI,CAAC,QAAQ,CAAC,eAAe,EAAE,CAAC;YACvC,IAAI,CAAC,+BAA+B;gBAChC,CAAC,CAAC,OAAO,CAAC,yBAAyB,CAAC,IAAI,CAAC,QAAQ,CAAC,eAAe,EAAE,IAAI,CAAC,YAAY,CAAC,cAAc,EAAE,CAAC,iBAAiB,EAAE,EAAE,IAAI,CAAC,UAAU,CAAC;gBAC3I,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,IAAI,CAAC,QAAQ,CAAC,eAAe,CAAC,CAAC;YAC9D,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;YAChD,IAAI,CAAC,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;YACrD,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QACzC,CAAC;aAAM,CAAC;YACJ,IAAI,IAAI,CAAC,MAAM,CAAC,YAAY,EAAE,CAAC;gBAC3B,IAAI,CAAC,MAAM,CAAC,YAAY,CAAC,aAAa,EAAE,CAAC,SAAS,CAAC,cAAc,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;YACvF,CAAC;YACD,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;YAChD,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,IAAI,CAAC,OAAO,CAAC,GAAG,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC;QAC9D,CAAC;QACD,6HAA6H;QAC7H,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,YAAY,CAAC,mBAAmB,EAAE,CAAC,CAAC;QAE3E,IAAI,CAAC,UAAU,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;IAC7C,CAAC;IAED;;OAEG;IACI,MAAM;QACT,IAAI,CAAC,eAAe,GAAG,EAAE,CAAC;QAC1B,IAAI,IAAI,CAAC,YAAY,IAAK,IAAI,CAAC,YAAqB,CAAC,OAAO,EAAE,CAAC;YAC1D,IAAI,CAAC,YAA6B,CAAC,eAAe,GAAG,KAAK,CAAC;QAChE,CAAC;QACD,IAAI,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACxB,IAAI,CAAC,MAAM,CAAC,mBAAmB,CAAC,MAAM,CAAC,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAClE,CAAC;QACD,IAAI,IAAI,CAAC,qBAAqB,EAAE,CAAC;YAC7B,IAAI,CAAC,MAAM,CAAC,wBAAwB,CAAC,MAAM,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;QAC5E,CAAC;QACD,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;YAClB,IAAI,CAAC,UAAU,CAAC,OAAO,EAAE,CAAC;QAC9B,CAAC;QACD,IAAI,CAAC,WAAW,EAAE,CAAC;IACvB,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,CAAC,MAAM,EAAE,CAAC;QACd,IAAI,CAAC,gBAAgB,CAAC,KAAK,EAAE,CAAC;QAC9B,IAAI,CAAC,sCAAsC,CAAC,KAAK,EAAE,CAAC;QACpD,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,CAAC;QACjC,IAAI,CAAC,qBAAqB,CAAC,KAAK,EAAE,CAAC;QACnC,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,CAAC;QACjC,IAAI,CAAC,YAAY,GAAG,IAAW,CAAC;IACpC,CAAC;;AAtoBc,+BAAW,GAAG,CAAC,CAAC,AAAL,CAAM","sourcesContent":["import type { Behavior } from \"../../Behaviors/behavior\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PivotTools } from \"../../Misc/pivotTools\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CreatePlane } from \"../../Meshes/Builders/planeBuilder\";\r\n\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\nimport type { DragEvent, DragStartEndEvent } from \"./pointerDragEvents\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events\r\n */\r\nexport class PointerDragBehavior implements Behavior<TransformNode> {\r\n private static _AnyMouseId = -2;\r\n /**\r\n * Abstract mesh the behavior is set on\r\n */\r\n public attachedNode: TransformNode;\r\n protected _dragPlane: Mesh;\r\n private _scene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n private static _PlaneScene: Scene;\r\n private _useAlternatePickedPointAboveMaxDragAngleDragSpeed = -1.1;\r\n private _activeDragButton: number = -1;\r\n private _activePointerInfo: Nullable<PointerInfo>;\r\n /**\r\n * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)\r\n */\r\n public maxDragAngle = 0;\r\n /**\r\n * Butttons that can be used to initiate a drag\r\n */\r\n public dragButtons = [0, 1, 2];\r\n /**\r\n * @internal\r\n */\r\n public _useAlternatePickedPointAboveMaxDragAngle = false;\r\n /**\r\n * Get or set the currentDraggingPointerId\r\n * @deprecated Please use currentDraggingPointerId instead\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get currentDraggingPointerID(): number {\r\n return this.currentDraggingPointerId;\r\n }\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public set currentDraggingPointerID(currentDraggingPointerId: number) {\r\n this.currentDraggingPointerId = currentDraggingPointerId;\r\n }\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public currentDraggingPointerId = -1;\r\n /**\r\n * The last position where the pointer hit the drag plane in world space\r\n */\r\n public lastDragPosition: Vector3;\r\n /**\r\n * If the behavior is currently in a dragging state\r\n */\r\n public dragging = false;\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n public dragDeltaRatio = 0.2;\r\n /**\r\n * If the drag plane orientation should be updated during the dragging (Default: true)\r\n */\r\n public updateDragPlane = true;\r\n // Debug mode will display drag planes to help visualize behavior\r\n private _debugMode = false;\r\n private _moving = false;\r\n //\r\n private _prevAttachedNodeAbsPosition: Vector3 = new Vector3();\r\n /**\r\n * Fires each time the attached mesh is dragged with the pointer\r\n */\r\n public onDragObservable = new Observable<DragEvent>();\r\n /**\r\n * Fires each time a drag begins (eg. mouse down on mesh)\r\n */\r\n public onDragStartObservable = new Observable<DragStartEndEvent>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n */\r\n public onDragEndObservable = new Observable<DragStartEndEvent>();\r\n /**\r\n * Fires each time behavior enabled state changes\r\n */\r\n public onEnabledObservable = new Observable<boolean>();\r\n /**\r\n * An observable that triggers when the position of the attached node changes.\r\n * Observers will be notified with a Vector3 object representing the new position.\r\n */\r\n public onAttachedNodePositionChangeObservable = new Observable<Vector3>();\r\n\r\n /**\r\n * If the attached mesh should be moved when dragged\r\n */\r\n public moveAttached = true;\r\n\r\n /**\r\n * A boolean flag that, when set to true, enables the handling of pointer events at runtime.\r\n * This can be used to dynamically control whether an application should respond to\r\n * touch, mouse, or other pointer input. Setting this to false will disable such interactions,\r\n * effectively ignoring pointer events until re-enabled.\r\n */\r\n public anyRuntimePointerEventsEnabled = false;\r\n\r\n /**\r\n * A boolean flag that, when set to true, disables the automatic handling of pointer events.\r\n * When disabled, manual configuration of pointer events is required.\r\n */\r\n public disableAutoPointerEvents = false;\r\n\r\n /**\r\n * If the drag behavior will react to drag events (Default: true)\r\n */\r\n public set enabled(value: boolean) {\r\n if (value != this._enabled) {\r\n this.onEnabledObservable.notifyObservers(value);\r\n }\r\n this._enabled = value;\r\n }\r\n\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n private _enabled = true;\r\n\r\n /**\r\n * If pointer events should start and release the drag (Default: true)\r\n */\r\n public startAndReleaseDragOnPointerEvents = true;\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)\r\n */\r\n public useObjectOrientationForDragging = true;\r\n\r\n /**\r\n * Normally a drag is canceled when the user presses another button on the same pointer. If this is set to true,\r\n * the drag will continue even if another button is pressed on the same pointer.\r\n */\r\n public allowOtherButtonsDuringDrag = false;\r\n\r\n /**\r\n * If set, the drag axis will be transformed by the inverse of this node's world matrix.\r\n * Useful when the drag behavior is used with a gizmo that has an additionalTransformNode.\r\n */\r\n public additionalTransformNode?: TransformNode;\r\n\r\n private _options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 };\r\n\r\n /**\r\n * Gets the options used by the behavior\r\n */\r\n public get options(): { dragAxis?: Vector3; dragPlaneNormal?: Vector3 } {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * Sets the options used by the behavior\r\n */\r\n public set options(options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options;\r\n }\r\n\r\n /**\r\n * Creates a pointer drag behavior that can be attached to a mesh\r\n * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)\r\n * @param options.dragAxis\r\n * @param options.dragPlaneNormal\r\n */\r\n constructor(options?: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options ? options : {};\r\n\r\n let optionCount = 0;\r\n if (this._options.dragAxis) {\r\n optionCount++;\r\n }\r\n if (this._options.dragPlaneNormal) {\r\n optionCount++;\r\n }\r\n if (optionCount > 1) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Multiple drag modes specified in dragBehavior options. Only one expected\";\r\n }\r\n }\r\n\r\n /**\r\n * Predicate to determine if it is valid to move the object to a new position when it is moved.\r\n * In the case of rotation gizmo, target contains the angle.\r\n * @param target destination position or desired angle delta\r\n * @returns boolean for whether or not it is valid to move\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public validateDrag = (target: Vector3) => {\r\n return true;\r\n };\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"PointerDrag\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n private _tmpVector = new Vector3(0, 0, 0);\r\n private _alternatePickedPoint = new Vector3(0, 0, 0);\r\n private _worldDragAxis = new Vector3(0, 0, 0);\r\n private _targetPosition = new Vector3(0, 0, 0);\r\n private _attachedToElement: boolean = false;\r\n /**\r\n * Attaches the drag behavior the passed in mesh\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n * @param predicate Predicate to use for pick filtering\r\n */\r\n public attach(ownerNode: TransformNode, predicate?: (m: AbstractMesh) => boolean): void {\r\n this._scene = ownerNode.getScene();\r\n if ((ownerNode as Mesh)._isMesh) {\r\n (ownerNode as AbstractMesh).isNearGrabbable = true;\r\n }\r\n this.attachedNode = ownerNode;\r\n\r\n // Initialize drag plane to not interfere with existing scene\r\n if (!PointerDragBehavior._PlaneScene) {\r\n if (this._debugMode) {\r\n PointerDragBehavior._PlaneScene = this._scene;\r\n } else {\r\n PointerDragBehavior._PlaneScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n PointerDragBehavior._PlaneScene.detachControl();\r\n this._scene.onDisposeObservable.addOnce(() => {\r\n PointerDragBehavior._PlaneScene.dispose();\r\n (<any>PointerDragBehavior._PlaneScene) = null;\r\n });\r\n }\r\n }\r\n this._dragPlane = CreatePlane(\r\n \"pointerDragPlane\",\r\n { size: this._debugMode ? 1 : 10000, updatable: false, sideOrientation: Mesh.DOUBLESIDE },\r\n PointerDragBehavior._PlaneScene\r\n );\r\n\r\n // State of the drag\r\n this.lastDragPosition = new Vector3(0, 0, 0);\r\n\r\n const pickPredicate = predicate\r\n ? predicate\r\n : (m: AbstractMesh) => {\r\n return this.attachedNode == m || m.isDescendantOf(this.attachedNode);\r\n };\r\n\r\n if (!this.disableAutoPointerEvents) {\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n if (!this.enabled) {\r\n // If behavior is disabled before releaseDrag is ever called, call it now.\r\n if (this._attachedToElement) {\r\n this.releaseDrag();\r\n }\r\n\r\n return;\r\n }\r\n\r\n // If we are dragging and the user presses another button on the same pointer, end the drag. Otherwise,\r\n // tracking when the drag should end becomes very complex.\r\n // gizmo.ts has similar behavior.\r\n if (\r\n this.dragging &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n pointerInfo.event.button !== -1 &&\r\n pointerInfo.event.button !== this._activeDragButton &&\r\n !this.allowOtherButtonsDuringDrag\r\n ) {\r\n this.releaseDrag();\r\n return;\r\n }\r\n\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n !this.dragging &&\r\n pointerInfo.pickInfo &&\r\n pointerInfo.pickInfo.hit &&\r\n pointerInfo.pickInfo.pickedMesh &&\r\n pointerInfo.pickInfo.pickedPoint &&\r\n pointerInfo.pickInfo.ray &&\r\n pickPredicate(pointerInfo.pickInfo.pickedMesh)\r\n ) {\r\n if (this._activeDragButton === -1 && this.dragButtons.indexOf(pointerInfo.event.button) !== -1) {\r\n this._activeDragButton = pointerInfo.event.button;\r\n this._activePointerInfo = pointerInfo;\r\n this._startDrag((<IPointerEvent>pointerInfo.event).pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);\r\n }\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n (this._activeDragButton === pointerInfo.event.button || this._activeDragButton === -1)\r\n ) {\r\n this.releaseDrag();\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n const pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n\r\n // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved\r\n if (this.currentDraggingPointerId === PointerDragBehavior._AnyMouseId && pointerId !== PointerDragBehavior._AnyMouseId) {\r\n const evt = <IPointerEvent>pointerInfo.event;\r\n const isMouseEvent = evt.pointerType === \"mouse\" || (!this._scene.getEngine().hostInformation.isMobile && evt instanceof MouseEvent);\r\n if (isMouseEvent) {\r\n if (this._lastPointerRay[this.currentDraggingPointerId]) {\r\n this._lastPointerRay[pointerId] = this._lastPointerRay[this.currentDraggingPointerId];\r\n delete this._lastPointerRay[this.currentDraggingPointerId];\r\n }\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n\r\n // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()\r\n if (!this._lastPointerRay[pointerId]) {\r\n this._lastPointerRay[pointerId] = new Ray(new Vector3(), new Vector3());\r\n }\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {\r\n this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);\r\n\r\n if (this.currentDraggingPointerId == pointerId && this.dragging) {\r\n this._moveDrag(pointerInfo.pickInfo.ray);\r\n }\r\n }\r\n if (this.anyRuntimePointerEventsEnabled) {\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n });\r\n }\r\n\r\n this._prevAttachedNodeAbsPosition.copyFrom(this.attachedNode.absolutePosition);\r\n\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (this._moving && this.moveAttached) {\r\n let needMatrixUpdate = false;\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Slowly move mesh to avoid jitter\r\n const absPosition = this.attachedNode.absolutePosition;\r\n if (this._targetPosition.equals(absPosition)) {\r\n return;\r\n }\r\n this._targetPosition.subtractToRef(absPosition, this._tmpVector);\r\n this._tmpVector.scaleInPlace(this.dragDeltaRatio);\r\n absPosition.addToRef(this._tmpVector, this._tmpVector);\r\n if (this.validateDrag(this._tmpVector)) {\r\n this.attachedNode.setAbsolutePosition(this._tmpVector);\r\n needMatrixUpdate = true;\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n if (needMatrixUpdate) {\r\n this.attachedNode.computeWorldMatrix();\r\n }\r\n if (!this._prevAttachedNodeAbsPosition.equals(absPosition)) {\r\n this.onAttachedNodePositionChangeObservable.notifyObservers(absPosition);\r\n this._prevAttachedNodeAbsPosition.copyFrom(absPosition);\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Force release the drag action by code.\r\n */\r\n public releaseDrag() {\r\n if (this.dragging) {\r\n this.dragging = false;\r\n this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n }\r\n\r\n this.currentDraggingPointerId = -1;\r\n this._activeDragButton = -1;\r\n this._activePointerInfo = null;\r\n this._moving = false;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._scene.activeCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(\r\n arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true,\r\n arcRotateCamera._useCtrlForPanning,\r\n arcRotateCamera._panningMouseButton\r\n );\r\n } else {\r\n this._scene.activeCamera.attachControl(this._scene.activeCamera.inputs ? this._scene.activeCamera.inputs.noPreventDefault : true);\r\n }\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n private _startDragRay = new Ray(new Vector3(), new Vector3());\r\n private _lastPointerRay: { [key: number]: Ray } = {};\r\n /**\r\n * Simulates the start of a pointer drag event on the behavior\r\n * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)\r\n * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)\r\n * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)\r\n */\r\n public startDrag(pointerId: number = PointerDragBehavior._AnyMouseId, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n this._startDrag(pointerId, fromRay, startPickedPoint);\r\n\r\n let lastRay = this._lastPointerRay[pointerId];\r\n if (pointerId === PointerDragBehavior._AnyMouseId) {\r\n lastRay = this._lastPointerRay[<any>Object.keys(this._lastPointerRay)[0]];\r\n }\r\n\r\n if (lastRay) {\r\n // if there was a last pointer ray drag the object there\r\n this._moveDrag(lastRay);\r\n }\r\n }\r\n\r\n protected _startDrag(pointerId: number, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n if (!this._scene.activeCamera || this.dragging || !this.attachedNode) {\r\n return;\r\n }\r\n\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Create start ray from the camera to the object\r\n if (fromRay) {\r\n this._startDragRay.direction.copyFrom(fromRay.direction);\r\n this._startDragRay.origin.copyFrom(fromRay.origin);\r\n } else {\r\n this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);\r\n this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);\r\n }\r\n\r\n this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);\r\n\r\n const pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);\r\n if (pickedPoint) {\r\n this.dragging = true;\r\n this.currentDraggingPointerId = pointerId;\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n this._targetPosition.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n // Detatch camera controls\r\n if (this.detachCameraControls && this._scene.activeCamera && this._scene.activeCamera.inputs && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.inputs.attachedToElement) {\r\n this._scene.activeCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n } else {\r\n this.releaseDrag();\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n\r\n private _dragDelta = new Vector3();\r\n protected _moveDrag(ray: Ray) {\r\n this._moving = true;\r\n const pickedPoint = this._pickWithRayOnDragPlane(ray);\r\n\r\n if (pickedPoint) {\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n\r\n if (this.updateDragPlane) {\r\n this._updateDragPlanePosition(ray, pickedPoint);\r\n }\r\n let dragLength: number;\r\n // depending on the drag mode option drag accordingly\r\n if (this._options.dragAxis) {\r\n // Convert local drag axis to world if useObjectOrientationForDragging\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis)\r\n : this._worldDragAxis.copyFrom(this._options.dragAxis);\r\n // Project delta drag from the drag plane onto the drag axis\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);\r\n\r\n if (this.additionalTransformNode) {\r\n this.additionalTransformNode.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n Vector3.TransformNormalToRef(this._worldDragAxis, TmpVectors.Matrix[0], this._worldDragAxis);\r\n }\r\n this._worldDragAxis.normalize();\r\n dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);\r\n this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);\r\n } else {\r\n dragLength = this._dragDelta.length();\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);\r\n }\r\n this._targetPosition.addInPlace(this._dragDelta);\r\n this.onDragObservable.notifyObservers({\r\n dragDistance: dragLength,\r\n delta: this._dragDelta,\r\n dragPlanePoint: pickedPoint,\r\n dragPlaneNormal: this._dragPlane.forward,\r\n pointerId: this.currentDraggingPointerId,\r\n pointerInfo: this._activePointerInfo,\r\n });\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n }\r\n\r\n private _pickWithRayOnDragPlane(ray: Nullable<Ray>) {\r\n if (!ray) {\r\n return null;\r\n }\r\n\r\n // Calculate angle between plane normal and ray\r\n let angle = Math.acos(Vector3.Dot(this._dragPlane.forward, ray.direction));\r\n // Correct if ray is casted from oposite side\r\n if (angle > Math.PI / 2) {\r\n angle = Math.PI - angle;\r\n }\r\n\r\n // If the angle is too perpendicular to the plane pick another point on the plane where it is looking\r\n if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {\r\n if (this._useAlternatePickedPointAboveMaxDragAngle) {\r\n // Invert ray direction along the towards object axis\r\n this._tmpVector.copyFrom(ray.direction);\r\n this.attachedNode.absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);\r\n this._alternatePickedPoint.normalize();\r\n this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed * Vector3.Dot(this._alternatePickedPoint, this._tmpVector));\r\n this._tmpVector.addInPlace(this._alternatePickedPoint);\r\n\r\n // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point\r\n const dot = Vector3.Dot(this._dragPlane.forward, this._tmpVector);\r\n this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);\r\n this._alternatePickedPoint.addInPlace(this._tmpVector);\r\n this._alternatePickedPoint.addInPlace(this.attachedNode.absolutePosition);\r\n return this._alternatePickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n // use an infinite plane instead of ray picking a mesh that must be updated every frame\r\n const planeNormal = this._dragPlane.forward;\r\n const planePosition = this._dragPlane.position;\r\n const dotProduct = ray.direction.dot(planeNormal);\r\n if (Math.abs(dotProduct) < Epsilon) {\r\n // Ray and plane are parallel, no intersection\r\n return null;\r\n }\r\n\r\n planePosition.subtractToRef(ray.origin, TmpVectors.Vector3[0]);\r\n const t = TmpVectors.Vector3[0].dot(planeNormal) / dotProduct;\r\n // Ensure the intersection point is in front of the ray (t must be positive)\r\n if (t < 0) {\r\n // Intersection point is behind the ray\r\n return null;\r\n }\r\n\r\n // Calculate the intersection point using the parameter t\r\n ray.direction.scaleToRef(t, TmpVectors.Vector3[0]);\r\n const intersectionPoint = ray.origin.add(TmpVectors.Vector3[0]);\r\n return intersectionPoint;\r\n }\r\n\r\n // Variables to avoid instantiation in the below method\r\n private _pointA = new Vector3(0, 0, 0);\r\n private _pointC = new Vector3(0, 0, 0);\r\n private _localAxis = new Vector3(0, 0, 0);\r\n private _lookAt = new Vector3(0, 0, 0);\r\n // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera\r\n private _updateDragPlanePosition(ray: Ray, dragPlanePosition: Vector3) {\r\n this._pointA.copyFrom(dragPlanePosition);\r\n if (this._options.dragAxis) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Calculate plane normal that is the cross product of local axis and (eye-dragPlanePosition)\r\n ray.origin.subtractToRef(this._pointA, this._pointC);\r\n this._pointC.normalize();\r\n if (Math.abs(Vector3.Dot(this._localAxis, this._pointC)) > 0.999) {\r\n // the drag axis is colinear with the (eye to position) ray. The cross product will give jittered values.\r\n // A new axis vector need to be computed\r\n if (Math.abs(Vector3.Dot(Vector3.UpReadOnly, this._pointC)) > 0.999) {\r\n this._lookAt.copyFrom(Vector3.Right());\r\n } else {\r\n this._lookAt.copyFrom(Vector3.UpReadOnly);\r\n }\r\n } else {\r\n Vector3.CrossToRef(this._localAxis, this._pointC, this._lookAt);\r\n // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendicular to camera\r\n Vector3.CrossToRef(this._localAxis, this._lookAt, this._lookAt);\r\n this._lookAt.normalize();\r\n }\r\n\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._lookAt, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else if (this._options.dragPlaneNormal) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragPlaneNormal);\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._localAxis, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else {\r\n if (this._scene.activeCamera) {\r\n this._scene.activeCamera.getForwardRay().direction.normalizeToRef(this._localAxis);\r\n }\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._dragPlane.lookAt(this._pointA.add(this._localAxis));\r\n }\r\n // Update the position of the drag plane so it doesn't get out of sync with the node (eg. when moving back and forth quickly)\r\n this._dragPlane.position.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n this._dragPlane.computeWorldMatrix(true);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._lastPointerRay = {};\r\n if (this.attachedNode && (this.attachedNode as Mesh)._isMesh) {\r\n (this.attachedNode as AbstractMesh).isNearGrabbable = false;\r\n }\r\n if (this._pointerObserver) {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n if (this._dragPlane) {\r\n this._dragPlane.dispose();\r\n }\r\n this.releaseDrag();\r\n }\r\n\r\n /**\r\n * Disposes the current instance, cleaning up all associated observables and detaching any attached nodes.\r\n */\r\n public dispose(): void {\r\n this.detach();\r\n this.onDragObservable.clear();\r\n this.onAttachedNodePositionChangeObservable.clear();\r\n this.onDragEndObservable.clear();\r\n this.onDragStartObservable.clear();\r\n this.onEnabledObservable.clear();\r\n this.attachedNode = null as any;\r\n }\r\n}\r\n"]}
@@ -425,7 +425,7 @@ export class BoneLookController {
425
425
  ang1 = ang1 < 0 ? ang1 + 2 * Math.PI : ang1;
426
426
  ang2 %= 2 * Math.PI;
427
427
  ang2 = ang2 < 0 ? ang2 + 2 * Math.PI : ang2;
428
- let ab = 0;
428
+ let ab;
429
429
  if (ang1 < ang2) {
430
430
  ab = ang2 - ang1;
431
431
  }
@@ -1 +1 @@
1
- {"version":3,"file":"boneLookController.js","sourceRoot":"","sources":["../../../../dev/core/src/Bones/boneLookController.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,OAAO,EAAE,UAAU,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAGnE,OAAO,EAAS,IAAI,EAAE,MAAM,oBAAoB,CAAC;AAEjD;;;GAGG;AACH,MAAM,OAAO,kBAAkB;IAuE3B;;OAEG;IACH,IAAI,MAAM;QACN,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAI,MAAM,CAAC,KAAa;QACpB,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;QACrB,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;QAClC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;QAClC,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,EAAE,CAAC;YACvB,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC;YAC7F,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;QACjD,CAAC;IACL,CAAC;IAED;;OAEG;IACH,IAAI,MAAM;QACN,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAI,MAAM,CAAC,KAAa;QACpB,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;QACrB,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;QAClC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;QAClC,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,EAAE,CAAC;YACvB,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC;YAC7F,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;QACjD,CAAC;IACL,CAAC;IAOD;;OAEG;IACH,IAAI,QAAQ;QACR,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED,IAAI,QAAQ,CAAC,KAAa;QACtB,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;QACvB,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;IACxC,CAAC;IAED;;OAEG;IACH,IAAI,QAAQ;QACR,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED,IAAI,QAAQ,CAAC,KAAa;QACtB,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;QACvB,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;IACxC,CAAC;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;QA8BI;IACJ,YACI,IAAmB,EACnB,IAAU,EACV,MAAe,EACf,OAcC;QAlKL;;WAEG;QACI,WAAM,GAAY,OAAO,CAAC,EAAE,EAAE,CAAC;QAEtC;;WAEG;QACI,gBAAW,uBAAsB;QAExC;;WAEG;QACI,cAAS,GAAG,CAAC,CAAC;QAErB;;WAEG;QACI,gBAAW,GAAG,CAAC,CAAC;QAEvB;;WAEG;QACI,eAAU,GAAG,CAAC,CAAC;QAEtB;;WAEG;QACI,gBAAW,GAAG,CAAC,CAAC;QAcf,cAAS,GAAe,UAAU,CAAC,QAAQ,EAAE,CAAC;QAC9C,cAAS,GAAG,KAAK,CAAC;QAGlB,uBAAkB,GAAG,KAAK,CAAC;QAE3B,gBAAW,GAAY,OAAO,CAAC,OAAO,EAAE,CAAC;QAoCjD;;WAEG;QACI,2BAAsB,GAAG,KAAK,CAAC;QA6ElC,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QAErB,IAAI,OAAO,EAAE,CAAC;YACV,IAAI,OAAO,CAAC,SAAS,EAAE,CAAC;gBACpB,IAAI,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,CAAC;YACvC,CAAC;YAED,IAAI,OAAO,CAAC,WAAW,EAAE,CAAC;gBACtB,IAAI,CAAC,WAAW,GAAG,OAAO,CAAC,WAAW,CAAC;YAC3C,CAAC;YAED,IAAI,OAAO,CAAC,UAAU,EAAE,CAAC;gBACrB,IAAI,CAAC,UAAU,GAAG,OAAO,CAAC,UAAU,CAAC;YACzC,CAAC;YAED,IAAI,OAAO,CAAC,MAAM,IAAI,IAAI,EAAE,CAAC;gBACzB,IAAI,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;YACjC,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,EAAE,CAAC;YAC1B,CAAC;YAED,IAAI,OAAO,CAAC,MAAM,IAAI,IAAI,EAAE,CAAC;gBACzB,IAAI,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;YACjC,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,MAAM,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;YAC3B,CAAC;YAED,IAAI,OAAO,CAAC,QAAQ,IAAI,IAAI,EAAE,CAAC;gBAC3B,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,CAAC;YACrC,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,EAAE,CAAC;YAC5B,CAAC;YAED,IAAI,OAAO,CAAC,QAAQ,IAAI,IAAI,EAAE,CAAC;gBAC3B,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,CAAC;YACrC,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,QAAQ,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;YAC7B,CAAC;YAED,IAAI,OAAO,CAAC,WAAW,IAAI,IAAI,EAAE,CAAC;gBAC9B,IAAI,CAAC,WAAW,GAAG,OAAO,CAAC,WAAW,CAAC;YAC3C,CAAC;YAED,IAAI,OAAO,CAAC,MAAM,IAAI,IAAI,EAAE,CAAC;gBACzB,IAAI,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;YACjC,CAAC;YAED,IAAI,OAAO,CAAC,WAAW,IAAI,IAAI,EAAE,CAAC;gBAC9B,IAAI,CAAC,WAAW,GAAG,OAAO,CAAC,WAAW,CAAC;YAC3C,CAAC;YAED,IAAI,OAAO,CAAC,OAAO,IAAI,IAAI,IAAI,OAAO,CAAC,SAAS,IAAI,IAAI,EAAE,CAAC;gBACvD,IAAI,UAAU,GAAG,IAAI,CAAC,CAAC,CAAC;gBACxB,IAAI,YAAY,GAAG,IAAI,CAAC,CAAC,CAAC;gBAE1B,IAAI,OAAO,CAAC,OAAO,IAAI,IAAI,EAAE,CAAC;oBAC1B,UAAU,GAAG,OAAO,CAAC,OAAO,CAAC,KAAK,EAAE,CAAC;oBACrC,UAAU,CAAC,SAAS,EAAE,CAAC;gBAC3B,CAAC;gBAED,IAAI,OAAO,CAAC,SAAS,IAAI,IAAI,EAAE,CAAC;oBAC5B,YAAY,GAAG,OAAO,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC;oBACzC,YAAY,CAAC,SAAS,EAAE,CAAC;gBAC7B,CAAC;gBAED,MAAM,WAAW,GAAG,OAAO,CAAC,KAAK,CAAC,YAAY,EAAE,UAAU,CAAC,CAAC;gBAE5D,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;gBAC5C,MAAM,CAAC,gBAAgB,CAAC,YAAY,EAAE,UAAU,EAAE,WAAW,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;gBAExF,IAAI,CAAC,qBAAqB,GAAG,IAAI,CAAC,kBAAkB,CAAC,KAAK,EAAE,CAAC;gBAC7D,IAAI,CAAC,kBAAkB,CAAC,MAAM,EAAE,CAAC;YACrC,CAAC;YAED,IAAI,OAAO,CAAC,sBAAsB,KAAK,SAAS,EAAE,CAAC;gBAC/C,IAAI,CAAC,sBAAsB,GAAG,OAAO,CAAC,sBAAsB,CAAC;YACjE,CAAC;QACL,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,IAAI,CAAC,WAAW,sBAAc,EAAE,CAAC;YACtD,IAAI,CAAC,WAAW,sBAAc,CAAC;QACnC,CAAC;IACL,CAAC;IAED;;OAEG;IACI,MAAM;QACT,kFAAkF;QAClF,IAAI,IAAI,CAAC,WAAW,GAAG,CAAC,IAAI,CAAC,IAAI,CAAC,kBAAkB,EAAE,CAAC;YACnD,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;YAC/B,OAAO;QACX,CAAC;QAED,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;QACvB,MAAM,OAAO,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAC/C,IAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;QAElD,IAAI,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QACzB,MAAM,QAAQ,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAChD,MAAM,QAAQ,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAEhD,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;QACvB,MAAM,UAAU,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;QAEpC,MAAM,MAAM,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAC9C,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAE7B,IAAI,IAAI,CAAC,WAAW,sBAAc,IAAI,UAAU,EAAE,CAAC;YAC/C,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;gBAC1B,OAAO,CAAC,yBAAyB,CAAC,MAAM,EAAE,IAAI,CAAC,qBAAqB,EAAE,MAAM,CAAC,CAAC;YAClF,CAAC;YACD,UAAU,CAAC,iBAAiB,CAAC,MAAM,EAAE,IAAI,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;QAC5D,CAAC;aAAM,IAAI,IAAI,CAAC,WAAW,uBAAe,EAAE,CAAC;YACzC,IAAI,CAAC,iBAAiB,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;YACvC,IAAI,IAAI,CAAC,OAAO,CAAC,CAAC,IAAI,CAAC,IAAI,IAAI,CAAC,OAAO,CAAC,CAAC,IAAI,CAAC,IAAI,IAAI,CAAC,OAAO,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC;gBACpE,MAAM,CAAC,SAAS,EAAE,CAAC;YACvB,CAAC;QACL,CAAC;QAED,IAAI,QAAQ,GAAG,KAAK,CAAC;QACrB,IAAI,UAAU,GAAG,KAAK,CAAC;QAEvB,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,EAAE,IAAI,IAAI,CAAC,OAAO,IAAI,CAAC,IAAI,CAAC,EAAE,EAAE,CAAC;YACtD,QAAQ,GAAG,IAAI,CAAC;QACpB,CAAC;QACD,IAAI,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,EAAE,IAAI,IAAI,CAAC,SAAS,IAAI,CAAC,IAAI,CAAC,EAAE,EAAE,CAAC;YAC1D,UAAU,GAAG,IAAI,CAAC;QACtB,CAAC;QAED,IAAI,QAAQ,IAAI,UAAU,EAAE,CAAC;YACzB,MAAM,QAAQ,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;YAChD,MAAM,WAAW,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;YAEnD,IAAI,IAAI,CAAC,WAAW,sBAAc,IAAI,MAAM,CAAC,CAAC,IAAI,CAAC,IAAI,UAAU,EAAE,CAAC;gBAChE,UAAU,CAAC,sBAAsB,sBAAc,IAAI,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;YACxE,CAAC;iBAAM,IAAI,IAAI,CAAC,WAAW,uBAAe,IAAI,MAAM,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC;gBACzE,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC,CAAC;YAC7C,CAAC;iBAAM,CAAC;gBACJ,IAAI,WAAW,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;gBACjD,WAAW,CAAC,QAAQ,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;gBAEvC,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;oBAC1B,OAAO,CAAC,yBAAyB,CAAC,WAAW,EAAE,IAAI,CAAC,qBAAqB,EAAE,WAAW,CAAC,CAAC;gBAC5F,CAAC;gBAED,IAAI,UAAU,EAAE,CAAC;oBACb,UAAU,CAAC,iBAAiB,CAAC,WAAW,EAAE,IAAI,CAAC,IAAI,EAAE,WAAW,CAAC,CAAC;gBACtE,CAAC;qBAAM,CAAC;oBACJ,IAAI,CAAC,iBAAiB,CAAC,WAAW,EAAE,WAAW,CAAC,CAAC;gBACrD,CAAC;gBAED,MAAM,SAAS,GAAG,OAAO,CAAC,KAAK,CAAC,MAAM,EAAE,WAAW,CAAC,CAAC;gBACrD,SAAS,CAAC,SAAS,EAAE,CAAC;gBACtB,WAAW,GAAG,OAAO,CAAC,KAAK,CAAC,SAAS,EAAE,MAAM,CAAC,CAAC;gBAE/C,MAAM,CAAC,gBAAgB,CAAC,SAAS,EAAE,MAAM,EAAE,WAAW,EAAE,QAAQ,CAAC,CAAC;YACtE,CAAC;YAED,QAAQ,CAAC,WAAW,CAAC,WAAW,CAAC,CAAC;YAElC,IAAI,KAAK,GAAqB,IAAI,CAAC;YAEnC,IAAI,UAAU,EAAE,CAAC;gBACb,MAAM,WAAW,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;gBACnD,MAAM,CAAC,aAAa,CAAC,OAAO,EAAE,WAAW,CAAC,CAAC;gBAC3C,OAAO,CAAC,yBAAyB,CAAC,WAAW,EAAE,WAAW,EAAE,WAAW,CAAC,CAAC;gBAEzE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC;gBACjF,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;gBAC/C,IAAI,QAAQ,GAAG,KAAK,CAAC;gBAErB,IAAI,KAAK,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;oBACzB,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;oBAC1C,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC;gBAC9B,CAAC;qBAAM,IAAI,KAAK,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;oBAChC,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;oBAC1C,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC;gBAC9B,CAAC;gBAED,IAAI,KAAK,IAAI,QAAQ,EAAE,CAAC;oBACpB,OAAO,CAAC,yBAAyB,CAAC,WAAW,EAAE,QAAQ,EAAE,WAAW,CAAC,CAAC;oBACtE,WAAW,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC;oBAChC,MAAM,GAAG,WAAW,CAAC;gBACzB,CAAC;YACL,CAAC;YAED,IAAI,QAAQ,EAAE,CAAC;gBACX,MAAM,WAAW,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;gBACnD,MAAM,CAAC,aAAa,CAAC,OAAO,EAAE,WAAW,CAAC,CAAC;gBAC3C,OAAO,CAAC,yBAAyB,CAAC,WAAW,EAAE,WAAW,EAAE,WAAW,CAAC,CAAC;gBAEzE,MAAM,GAAG,GAAG,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,CAAC,EAAE,WAAW,CAAC,CAAC,CAAC,CAAC;gBACrD,MAAM,QAAQ,GAAG,IAAI,CAAC,sBAAsB,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC;gBACnE,IAAI,MAAM,GAAG,GAAG,CAAC;gBAEjB,IAAI,QAAQ,GAAG,IAAI,CAAC,OAAO,IAAI,QAAQ,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;oBACrD,IAAI,KAAK,IAAI,IAAI,EAAE,CAAC;wBAChB,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC;oBACrF,CAAC;oBAED,IAAI,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,EAAE,EAAE,CAAC;wBAC3B,IAAI,IAAI,CAAC,eAAe,CAAC,GAAG,EAAE,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,iBAAiB,CAAC,EAAE,CAAC;4BAClE,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;4BACxC,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;4BACxC,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;wBAC1B,CAAC;6BAAM,IAAI,IAAI,CAAC,eAAe,CAAC,GAAG,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC;4BACzE,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;4BACxC,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;4BACxC,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;wBAC1B,CAAC;oBACL,CAAC;yBAAM,CAAC;wBACJ,IAAI,QAAQ,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;4BAC1B,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;4BACxC,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;4BACxC,IAAI,GAAG,GAAG,CAAC,IAAI,IAAI,CAAC,sBAAsB,EAAE,CAAC;gCACzC,WAAW,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;4BACxB,CAAC;4BACD,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;wBAC1B,CAAC;6BAAM,IAAI,QAAQ,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;4BACjC,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;4BACxC,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;4BACxC,IAAI,GAAG,GAAG,CAAC,IAAI,IAAI,CAAC,sBAAsB,EAAE,CAAC;gCACzC,WAAW,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;4BACxB,CAAC;4BACD,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;wBAC1B,CAAC;oBACL,CAAC;gBACL,CAAC;gBAED,IAAI,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,EAAE,EAAE,CAAC;oBAC7C,sDAAsD;oBACtD,MAAM,OAAO,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;oBAC/C,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;oBACzB,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;wBAC1B,OAAO,CAAC,yBAAyB,CAAC,OAAO,EAAE,IAAI,CAAC,qBAAqB,EAAE,OAAO,CAAC,CAAC;oBACpF,CAAC;oBAED,MAAM,UAAU,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;oBAClD,IAAI,CAAC,SAAS,CAAC,gBAAgB,CAAC,UAAU,CAAC,CAAC;oBAC5C,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC,aAAa,CAAC,UAAU,EAAE,UAAU,CAAC,CAAC;oBACjE,OAAO,CAAC,yBAAyB,CAAC,OAAO,EAAE,UAAU,EAAE,OAAO,CAAC,CAAC;oBAChE,OAAO,CAAC,yBAAyB,CAAC,OAAO,EAAE,WAAW,EAAE,OAAO,CAAC,CAAC;oBAEjE,MAAM,OAAO,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,CAAC;oBACjD,MAAM,SAAS,GAAG,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,GAAG,CAAC,CAAC;oBACtD,MAAM,YAAY,GAAG,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;oBAE5E,IAAI,SAAS,GAAG,YAAY,EAAE,CAAC;wBAC3B,IAAI,KAAK,IAAI,IAAI,EAAE,CAAC;4BAChB,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC;wBACrF,CAAC;wBAED,MAAM,SAAS,GAAG,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;wBAC/D,MAAM,SAAS,GAAG,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;wBAE/D,IAAI,SAAS,GAAG,SAAS,EAAE,CAAC;4BACxB,MAAM,GAAG,OAAO,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC;4BAClC,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,GAAG,KAAK,CAAC;4BACzC,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,GAAG,KAAK,CAAC;wBAC7C,CAAC;6BAAM,CAAC;4BACJ,MAAM,GAAG,OAAO,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC;4BAClC,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,GAAG,KAAK,CAAC;4BACzC,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,GAAG,KAAK,CAAC;wBAC7C,CAAC;oBACL,CAAC;gBACL,CAAC;gBAED,IAAI,GAAG,IAAI,MAAM,EAAE,CAAC;oBAChB,OAAO,CAAC,yBAAyB,CAAC,WAAW,EAAE,QAAQ,EAAE,WAAW,CAAC,CAAC;oBACtE,WAAW,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC;oBAChC,MAAM,GAAG,WAAW,CAAC;gBACzB,CAAC;YACL,CAAC;QACL,CAAC;QAED,MAAM,KAAK,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAC7C,MAAM,KAAK,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAC7C,MAAM,KAAK,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAC7C,MAAM,OAAO,GAAG,kBAAkB,CAAC,QAAQ,CAAC;QAC5C,MAAM,WAAW,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAEnD,MAAM,CAAC,aAAa,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;QACrC,KAAK,CAAC,SAAS,EAAE,CAAC;QAClB,OAAO,CAAC,UAAU,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QACzC,KAAK,CAAC,SAAS,EAAE,CAAC;QAClB,OAAO,CAAC,UAAU,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QACxC,KAAK,CAAC,SAAS,EAAE,CAAC;QAClB,MAAM,CAAC,gBAAgB,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,QAAQ,CAAC,CAAC;QAEvD,IAAI,KAAK,CAAC,CAAC,KAAK,CAAC,IAAI,KAAK,CAAC,CAAC,KAAK,CAAC,IAAI,KAAK,CAAC,CAAC,KAAK,CAAC,EAAE,CAAC;YAClD,OAAO;QACX,CAAC;QAED,IAAI,KAAK,CAAC,CAAC,KAAK,CAAC,IAAI,KAAK,CAAC,CAAC,KAAK,CAAC,IAAI,KAAK,CAAC,CAAC,KAAK,CAAC,EAAE,CAAC;YAClD,OAAO;QACX,CAAC;QAED,IAAI,KAAK,CAAC,CAAC,KAAK,CAAC,IAAI,KAAK,CAAC,CAAC,KAAK,CAAC,IAAI,KAAK,CAAC,CAAC,KAAK,CAAC,EAAE,CAAC;YAClD,OAAO;QACX,CAAC;QAED,IAAI,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;YACxD,MAAM,CAAC,yBAAyB,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,UAAU,EAAE,QAAQ,CAAC,CAAC;YAC9F,QAAQ,CAAC,aAAa,CAAC,QAAQ,EAAE,QAAQ,CAAC,CAAC;QAC/C,CAAC;QAED,WAAW,CAAC,QAAQ,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE,CAAC,CAAC;QAE3C,IAAI,IAAI,CAAC,WAAW,GAAG,CAAC,EAAE,CAAC;YACvB,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,CAAC;gBAClB,IAAI,CAAC,IAAI,CAAC,0BAA0B,sBAAc,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;YACjF,CAAC;YACD,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;gBAC1B,IAAI,CAAC,kBAAkB,CAAC,aAAa,CAAC,QAAQ,EAAE,QAAQ,CAAC,CAAC;YAC9D,CAAC;YACD,UAAU,CAAC,uBAAuB,CAAC,QAAQ,EAAE,OAAO,CAAC,CAAC;YACtD,UAAU,CAAC,UAAU,CAAC,IAAI,CAAC,SAAS,EAAE,OAAO,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;YAEjF,IAAI,CAAC,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,SAAS,uBAAe,IAAI,CAAC,IAAI,CAAC,CAAC;YACxE,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QAC1B,CAAC;aAAM,CAAC;YACJ,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;gBAC1B,IAAI,CAAC,kBAAkB,CAAC,aAAa,CAAC,QAAQ,EAAE,QAAQ,CAAC,CAAC;YAC9D,CAAC;YACD,IAAI,CAAC,IAAI,CAAC,iBAAiB,CAAC,QAAQ,uBAAe,IAAI,CAAC,IAAI,CAAC,CAAC;YAC9D,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;QAC3B,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,WAAW,CAAC,CAAC;QAEhC,IAAI,CAAC,8BAA8B,EAAE,CAAC;IAC1C,CAAC;IAEO,aAAa,CAAC,IAAY,EAAE,IAAY;QAC5C,IAAI,OAAO,GAAG,IAAI,GAAG,IAAI,CAAC;QAC1B,OAAO,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;QAEvB,IAAI,OAAO,GAAG,IAAI,CAAC,EAAE,EAAE,CAAC;YACpB,OAAO,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;QAC3B,CAAC;aAAM,IAAI,OAAO,GAAG,CAAC,IAAI,CAAC,EAAE,EAAE,CAAC;YAC5B,OAAO,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;QAC3B,CAAC;QAED,OAAO,OAAO,CAAC;IACnB,CAAC;IAEO,gBAAgB,CAAC,IAAY,EAAE,IAAY;QAC/C,IAAI,IAAI,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;QACpB,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC;QAE5C,IAAI,IAAI,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;QACpB,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC;QAE5C,IAAI,EAAE,GAAG,CAAC,CAAC;QAEX,IAAI,IAAI,GAAG,IAAI,EAAE,CAAC;YACd,EAAE,GAAG,IAAI,GAAG,IAAI,CAAC;QACrB,CAAC;aAAM,CAAC;YACJ,EAAE,GAAG,IAAI,GAAG,IAAI,CAAC;QACrB,CAAC;QAED,IAAI,EAAE,GAAG,IAAI,CAAC,EAAE,EAAE,CAAC;YACf,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;QAC1B,CAAC;QAED,OAAO,EAAE,CAAC;IACd,CAAC;IAEO,eAAe,CAAC,GAAW,EAAE,IAAY,EAAE,IAAY;QAC3D,GAAG,IAAI,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;QACnB,GAAG,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC;QACxC,IAAI,IAAI,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;QACpB,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC;QAC5C,IAAI,IAAI,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;QACpB,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC;QAE5C,IAAI,IAAI,GAAG,IAAI,EAAE,CAAC;YACd,IAAI,GAAG,GAAG,IAAI,IAAI,GAAG,GAAG,IAAI,EAAE,CAAC;gBAC3B,OAAO,IAAI,CAAC;YAChB,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,IAAI,GAAG,GAAG,IAAI,IAAI,GAAG,GAAG,IAAI,EAAE,CAAC;gBAC3B,OAAO,IAAI,CAAC;YAChB,CAAC;QACL,CAAC;QACD,OAAO,KAAK,CAAC;IACjB,CAAC;IAEO,8BAA8B;QAClC,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;QACvB,IAAI,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC5B,IAAI,CAAC,IAAI,CAAC,oBAAoB,CAAC,kBAAkB,EAAE,CAAC;gBAChD,IAAI,CAAC,oBAAoB,CAAC,kBAAkB,GAAG,IAAI,UAAU,EAAE,CAAC;YACpE,CAAC;YACD,IAAI,CAAC,0BAA0B,sBAAc,IAAI,EAAE,IAAI,CAAC,oBAAoB,CAAC,kBAAkB,CAAC,CAAC;QACrG,CAAC;IACL,CAAC;;AAvkBc,2BAAQ,GAAc,UAAU,CAAC,EAAE,EAAE,OAAO,CAAC,IAAI,CAAC,AAA1C,CAA2C;AACnD,2BAAQ,GAAG,UAAU,CAAC,QAAQ,EAAE,AAAxB,CAAyB;AACjC,2BAAQ,GAAa,UAAU,CAAC,CAAC,EAAE,MAAM,CAAC,QAAQ,CAAC,AAA3C,CAA4C","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport { BuildArray } from \"../Misc/arrayTools\";\r\nimport { Vector3, Quaternion, Matrix } from \"../Maths/math.vector\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { Bone } from \"./bone\";\r\nimport { Space, Axis } from \"../Maths/math.axis\";\r\n\r\n/**\r\n * Class used to make a bone look toward a point in space\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons#bonelookcontroller\r\n */\r\nexport class BoneLookController {\r\n private static _TmpVecs: Vector3[] = BuildArray(10, Vector3.Zero);\r\n private static _TmpQuat = Quaternion.Identity();\r\n private static _TmpMats: Matrix[] = BuildArray(5, Matrix.Identity);\r\n\r\n /**\r\n * The target Vector3 that the bone will look at\r\n */\r\n public target: Vector3;\r\n\r\n /**\r\n * The TransformNode that the bone is attached to\r\n * Name kept as mesh for back compatibility\r\n */\r\n public mesh: TransformNode;\r\n\r\n /**\r\n * The bone that will be looking to the target\r\n */\r\n public bone: Bone;\r\n\r\n /**\r\n * The up axis of the coordinate system that is used when the bone is rotated\r\n */\r\n public upAxis: Vector3 = Vector3.Up();\r\n\r\n /**\r\n * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD\r\n */\r\n public upAxisSpace: Space = Space.LOCAL;\r\n\r\n /**\r\n * Used to make an adjustment to the yaw of the bone\r\n */\r\n public adjustYaw = 0;\r\n\r\n /**\r\n * Used to make an adjustment to the pitch of the bone\r\n */\r\n public adjustPitch = 0;\r\n\r\n /**\r\n * Used to make an adjustment to the roll of the bone\r\n */\r\n public adjustRoll = 0;\r\n\r\n /**\r\n * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)\r\n */\r\n public slerpAmount = 1;\r\n\r\n private _minYaw: number;\r\n private _maxYaw: number;\r\n private _minPitch: number;\r\n private _maxPitch: number;\r\n private _minYawSin: number;\r\n private _minYawCos: number;\r\n private _maxYawSin: number;\r\n private _maxYawCos: number;\r\n private _midYawConstraint: number;\r\n private _minPitchTan: number;\r\n private _maxPitchTan: number;\r\n\r\n private _boneQuat: Quaternion = Quaternion.Identity();\r\n private _slerping = false;\r\n private _transformYawPitch: Matrix;\r\n private _transformYawPitchInv: Matrix;\r\n private _firstFrameSkipped = false;\r\n private _yawRange: number;\r\n private _fowardAxis: Vector3 = Vector3.Forward();\r\n\r\n /**\r\n * Gets or sets the minimum yaw angle that the bone can look to\r\n */\r\n get minYaw(): number {\r\n return this._minYaw;\r\n }\r\n\r\n set minYaw(value: number) {\r\n this._minYaw = value;\r\n this._minYawSin = Math.sin(value);\r\n this._minYawCos = Math.cos(value);\r\n if (this._maxYaw != null) {\r\n this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * 0.5 + this._minYaw;\r\n this._yawRange = this._maxYaw - this._minYaw;\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the maximum yaw angle that the bone can look to\r\n */\r\n get maxYaw(): number {\r\n return this._maxYaw;\r\n }\r\n\r\n set maxYaw(value: number) {\r\n this._maxYaw = value;\r\n this._maxYawSin = Math.sin(value);\r\n this._maxYawCos = Math.cos(value);\r\n if (this._minYaw != null) {\r\n this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * 0.5 + this._minYaw;\r\n this._yawRange = this._maxYaw - this._minYaw;\r\n }\r\n }\r\n\r\n /**\r\n * Use the absolute value for yaw when checking the min/max constraints\r\n */\r\n public useAbsoluteValueForYaw = false;\r\n\r\n /**\r\n * Gets or sets the minimum pitch angle that the bone can look to\r\n */\r\n get minPitch(): number {\r\n return this._minPitch;\r\n }\r\n\r\n set minPitch(value: number) {\r\n this._minPitch = value;\r\n this._minPitchTan = Math.tan(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the maximum pitch angle that the bone can look to\r\n */\r\n get maxPitch(): number {\r\n return this._maxPitch;\r\n }\r\n\r\n set maxPitch(value: number) {\r\n this._maxPitch = value;\r\n this._maxPitchTan = Math.tan(value);\r\n }\r\n\r\n /**\r\n * Create a BoneLookController\r\n * @param mesh the TransformNode that the bone belongs to\r\n * @param bone the bone that will be looking to the target\r\n * @param target the target Vector3 to look at\r\n * @param options optional settings:\r\n * * maxYaw: the maximum angle the bone will yaw to\r\n * * minYaw: the minimum angle the bone will yaw to\r\n * * maxPitch: the maximum angle the bone will pitch to\r\n * * minPitch: the minimum angle the bone will yaw to\r\n * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.\r\n * * upAxis: the up axis of the coordinate system\r\n * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.\r\n * * yawAxis: set yawAxis if the bone does not yaw on the y axis\r\n * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis\r\n * * adjustYaw: used to make an adjustment to the yaw of the bone\r\n * * adjustPitch: used to make an adjustment to the pitch of the bone\r\n * * adjustRoll: used to make an adjustment to the roll of the bone\r\n * @param options.maxYaw\r\n * @param options.minYaw\r\n * @param options.maxPitch\r\n * @param options.minPitch\r\n * @param options.slerpAmount\r\n * @param options.upAxis\r\n * @param options.upAxisSpace\r\n * @param options.yawAxis\r\n * @param options.pitchAxis\r\n * @param options.adjustYaw\r\n * @param options.adjustPitch\r\n * @param options.adjustRoll\r\n **/\r\n constructor(\r\n mesh: TransformNode,\r\n bone: Bone,\r\n target: Vector3,\r\n options?: {\r\n maxYaw?: number;\r\n minYaw?: number;\r\n maxPitch?: number;\r\n minPitch?: number;\r\n slerpAmount?: number;\r\n upAxis?: Vector3;\r\n upAxisSpace?: Space;\r\n yawAxis?: Vector3;\r\n pitchAxis?: Vector3;\r\n adjustYaw?: number;\r\n adjustPitch?: number;\r\n adjustRoll?: number;\r\n useAbsoluteValueForYaw?: boolean;\r\n }\r\n ) {\r\n this.mesh = mesh;\r\n this.bone = bone;\r\n this.target = target;\r\n\r\n if (options) {\r\n if (options.adjustYaw) {\r\n this.adjustYaw = options.adjustYaw;\r\n }\r\n\r\n if (options.adjustPitch) {\r\n this.adjustPitch = options.adjustPitch;\r\n }\r\n\r\n if (options.adjustRoll) {\r\n this.adjustRoll = options.adjustRoll;\r\n }\r\n\r\n if (options.maxYaw != null) {\r\n this.maxYaw = options.maxYaw;\r\n } else {\r\n this.maxYaw = Math.PI;\r\n }\r\n\r\n if (options.minYaw != null) {\r\n this.minYaw = options.minYaw;\r\n } else {\r\n this.minYaw = -Math.PI;\r\n }\r\n\r\n if (options.maxPitch != null) {\r\n this.maxPitch = options.maxPitch;\r\n } else {\r\n this.maxPitch = Math.PI;\r\n }\r\n\r\n if (options.minPitch != null) {\r\n this.minPitch = options.minPitch;\r\n } else {\r\n this.minPitch = -Math.PI;\r\n }\r\n\r\n if (options.slerpAmount != null) {\r\n this.slerpAmount = options.slerpAmount;\r\n }\r\n\r\n if (options.upAxis != null) {\r\n this.upAxis = options.upAxis;\r\n }\r\n\r\n if (options.upAxisSpace != null) {\r\n this.upAxisSpace = options.upAxisSpace;\r\n }\r\n\r\n if (options.yawAxis != null || options.pitchAxis != null) {\r\n let newYawAxis = Axis.Y;\r\n let newPitchAxis = Axis.X;\r\n\r\n if (options.yawAxis != null) {\r\n newYawAxis = options.yawAxis.clone();\r\n newYawAxis.normalize();\r\n }\r\n\r\n if (options.pitchAxis != null) {\r\n newPitchAxis = options.pitchAxis.clone();\r\n newPitchAxis.normalize();\r\n }\r\n\r\n const newRollAxis = Vector3.Cross(newPitchAxis, newYawAxis);\r\n\r\n this._transformYawPitch = Matrix.Identity();\r\n Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);\r\n\r\n this._transformYawPitchInv = this._transformYawPitch.clone();\r\n this._transformYawPitch.invert();\r\n }\r\n\r\n if (options.useAbsoluteValueForYaw !== undefined) {\r\n this.useAbsoluteValueForYaw = options.useAbsoluteValueForYaw;\r\n }\r\n }\r\n\r\n if (!bone.getParent() && this.upAxisSpace == Space.BONE) {\r\n this.upAxisSpace = Space.LOCAL;\r\n }\r\n }\r\n\r\n /**\r\n * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())\r\n */\r\n public update(): void {\r\n //skip the first frame when slerping so that the TransformNode rotation is correct\r\n if (this.slerpAmount < 1 && !this._firstFrameSkipped) {\r\n this._firstFrameSkipped = true;\r\n return;\r\n }\r\n\r\n const bone = this.bone;\r\n const bonePos = BoneLookController._TmpVecs[0];\r\n bone.getAbsolutePositionToRef(this.mesh, bonePos);\r\n\r\n let target = this.target;\r\n const _tmpMat1 = BoneLookController._TmpMats[0];\r\n const _tmpMat2 = BoneLookController._TmpMats[1];\r\n\r\n const mesh = this.mesh;\r\n const parentBone = bone.getParent();\r\n\r\n const upAxis = BoneLookController._TmpVecs[1];\r\n upAxis.copyFrom(this.upAxis);\r\n\r\n if (this.upAxisSpace == Space.BONE && parentBone) {\r\n if (this._transformYawPitch) {\r\n Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);\r\n }\r\n parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);\r\n } else if (this.upAxisSpace == Space.LOCAL) {\r\n mesh.getDirectionToRef(upAxis, upAxis);\r\n if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {\r\n upAxis.normalize();\r\n }\r\n }\r\n\r\n let checkYaw = false;\r\n let checkPitch = false;\r\n\r\n if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {\r\n checkYaw = true;\r\n }\r\n if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {\r\n checkPitch = true;\r\n }\r\n\r\n if (checkYaw || checkPitch) {\r\n const spaceMat = BoneLookController._TmpMats[2];\r\n const spaceMatInv = BoneLookController._TmpMats[3];\r\n\r\n if (this.upAxisSpace == Space.BONE && upAxis.y == 1 && parentBone) {\r\n parentBone.getRotationMatrixToRef(Space.WORLD, this.mesh, spaceMat);\r\n } else if (this.upAxisSpace == Space.LOCAL && upAxis.y == 1 && !parentBone) {\r\n spaceMat.copyFrom(mesh.getWorldMatrix());\r\n } else {\r\n let forwardAxis = BoneLookController._TmpVecs[2];\r\n forwardAxis.copyFrom(this._fowardAxis);\r\n\r\n if (this._transformYawPitch) {\r\n Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);\r\n }\r\n\r\n if (parentBone) {\r\n parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);\r\n } else {\r\n mesh.getDirectionToRef(forwardAxis, forwardAxis);\r\n }\r\n\r\n const rightAxis = Vector3.Cross(upAxis, forwardAxis);\r\n rightAxis.normalize();\r\n forwardAxis = Vector3.Cross(rightAxis, upAxis);\r\n\r\n Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);\r\n }\r\n\r\n spaceMat.invertToRef(spaceMatInv);\r\n\r\n let xzlen: Nullable<number> = null;\r\n\r\n if (checkPitch) {\r\n const localTarget = BoneLookController._TmpVecs[3];\r\n target.subtractToRef(bonePos, localTarget);\r\n Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);\r\n\r\n xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);\r\n const pitch = Math.atan2(localTarget.y, xzlen);\r\n let newPitch = pitch;\r\n\r\n if (pitch > this._maxPitch) {\r\n localTarget.y = this._maxPitchTan * xzlen;\r\n newPitch = this._maxPitch;\r\n } else if (pitch < this._minPitch) {\r\n localTarget.y = this._minPitchTan * xzlen;\r\n newPitch = this._minPitch;\r\n }\r\n\r\n if (pitch != newPitch) {\r\n Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);\r\n localTarget.addInPlace(bonePos);\r\n target = localTarget;\r\n }\r\n }\r\n\r\n if (checkYaw) {\r\n const localTarget = BoneLookController._TmpVecs[4];\r\n target.subtractToRef(bonePos, localTarget);\r\n Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);\r\n\r\n const yaw = Math.atan2(localTarget.x, localTarget.z);\r\n const yawCheck = this.useAbsoluteValueForYaw ? Math.abs(yaw) : yaw;\r\n let newYaw = yaw;\r\n\r\n if (yawCheck > this._maxYaw || yawCheck < this._minYaw) {\r\n if (xzlen == null) {\r\n xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);\r\n }\r\n\r\n if (this._yawRange > Math.PI) {\r\n if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {\r\n localTarget.z = this._maxYawCos * xzlen;\r\n localTarget.x = this._maxYawSin * xzlen;\r\n newYaw = this._maxYaw;\r\n } else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {\r\n localTarget.z = this._minYawCos * xzlen;\r\n localTarget.x = this._minYawSin * xzlen;\r\n newYaw = this._minYaw;\r\n }\r\n } else {\r\n if (yawCheck > this._maxYaw) {\r\n localTarget.z = this._maxYawCos * xzlen;\r\n localTarget.x = this._maxYawSin * xzlen;\r\n if (yaw < 0 && this.useAbsoluteValueForYaw) {\r\n localTarget.x *= -1;\r\n }\r\n newYaw = this._maxYaw;\r\n } else if (yawCheck < this._minYaw) {\r\n localTarget.z = this._minYawCos * xzlen;\r\n localTarget.x = this._minYawSin * xzlen;\r\n if (yaw < 0 && this.useAbsoluteValueForYaw) {\r\n localTarget.x *= -1;\r\n }\r\n newYaw = this._minYaw;\r\n }\r\n }\r\n }\r\n\r\n if (this._slerping && this._yawRange > Math.PI) {\r\n //are we going to be crossing into the min/max region?\r\n const boneFwd = BoneLookController._TmpVecs[8];\r\n boneFwd.copyFrom(Axis.Z);\r\n if (this._transformYawPitch) {\r\n Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);\r\n }\r\n\r\n const boneRotMat = BoneLookController._TmpMats[4];\r\n this._boneQuat.toRotationMatrix(boneRotMat);\r\n this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);\r\n Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);\r\n Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);\r\n\r\n const boneYaw = Math.atan2(boneFwd.x, boneFwd.z);\r\n const angBtwTar = this._getAngleBetween(boneYaw, yaw);\r\n const angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);\r\n\r\n if (angBtwTar > angBtwMidYaw) {\r\n if (xzlen == null) {\r\n xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);\r\n }\r\n\r\n const angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);\r\n const angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);\r\n\r\n if (angBtwMin < angBtwMax) {\r\n newYaw = boneYaw + Math.PI * 0.75;\r\n localTarget.z = Math.cos(newYaw) * xzlen;\r\n localTarget.x = Math.sin(newYaw) * xzlen;\r\n } else {\r\n newYaw = boneYaw - Math.PI * 0.75;\r\n localTarget.z = Math.cos(newYaw) * xzlen;\r\n localTarget.x = Math.sin(newYaw) * xzlen;\r\n }\r\n }\r\n }\r\n\r\n if (yaw != newYaw) {\r\n Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);\r\n localTarget.addInPlace(bonePos);\r\n target = localTarget;\r\n }\r\n }\r\n }\r\n\r\n const zaxis = BoneLookController._TmpVecs[5];\r\n const xaxis = BoneLookController._TmpVecs[6];\r\n const yaxis = BoneLookController._TmpVecs[7];\r\n const tmpQuat = BoneLookController._TmpQuat;\r\n const boneScaling = BoneLookController._TmpVecs[9];\r\n\r\n target.subtractToRef(bonePos, zaxis);\r\n zaxis.normalize();\r\n Vector3.CrossToRef(upAxis, zaxis, xaxis);\r\n xaxis.normalize();\r\n Vector3.CrossToRef(zaxis, xaxis, yaxis);\r\n yaxis.normalize();\r\n Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);\r\n\r\n if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {\r\n return;\r\n }\r\n\r\n if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {\r\n return;\r\n }\r\n\r\n if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {\r\n return;\r\n }\r\n\r\n if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {\r\n Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);\r\n _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);\r\n }\r\n\r\n boneScaling.copyFrom(this.bone.getScale());\r\n\r\n if (this.slerpAmount < 1) {\r\n if (!this._slerping) {\r\n this.bone.getRotationQuaternionToRef(Space.WORLD, this.mesh, this._boneQuat);\r\n }\r\n if (this._transformYawPitch) {\r\n this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);\r\n }\r\n Quaternion.FromRotationMatrixToRef(_tmpMat1, tmpQuat);\r\n Quaternion.SlerpToRef(this._boneQuat, tmpQuat, this.slerpAmount, this._boneQuat);\r\n\r\n this.bone.setRotationQuaternion(this._boneQuat, Space.WORLD, this.mesh);\r\n this._slerping = true;\r\n } else {\r\n if (this._transformYawPitch) {\r\n this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);\r\n }\r\n this.bone.setRotationMatrix(_tmpMat1, Space.WORLD, this.mesh);\r\n this._slerping = false;\r\n }\r\n\r\n this.bone.setScale(boneScaling);\r\n\r\n this._updateLinkedTransformRotation();\r\n }\r\n\r\n private _getAngleDiff(ang1: number, ang2: number): number {\r\n let angDiff = ang2 - ang1;\r\n angDiff %= Math.PI * 2;\r\n\r\n if (angDiff > Math.PI) {\r\n angDiff -= Math.PI * 2;\r\n } else if (angDiff < -Math.PI) {\r\n angDiff += Math.PI * 2;\r\n }\r\n\r\n return angDiff;\r\n }\r\n\r\n private _getAngleBetween(ang1: number, ang2: number): number {\r\n ang1 %= 2 * Math.PI;\r\n ang1 = ang1 < 0 ? ang1 + 2 * Math.PI : ang1;\r\n\r\n ang2 %= 2 * Math.PI;\r\n ang2 = ang2 < 0 ? ang2 + 2 * Math.PI : ang2;\r\n\r\n let ab = 0;\r\n\r\n if (ang1 < ang2) {\r\n ab = ang2 - ang1;\r\n } else {\r\n ab = ang1 - ang2;\r\n }\r\n\r\n if (ab > Math.PI) {\r\n ab = Math.PI * 2 - ab;\r\n }\r\n\r\n return ab;\r\n }\r\n\r\n private _isAngleBetween(ang: number, ang1: number, ang2: number): boolean {\r\n ang %= 2 * Math.PI;\r\n ang = ang < 0 ? ang + 2 * Math.PI : ang;\r\n ang1 %= 2 * Math.PI;\r\n ang1 = ang1 < 0 ? ang1 + 2 * Math.PI : ang1;\r\n ang2 %= 2 * Math.PI;\r\n ang2 = ang2 < 0 ? ang2 + 2 * Math.PI : ang2;\r\n\r\n if (ang1 < ang2) {\r\n if (ang > ang1 && ang < ang2) {\r\n return true;\r\n }\r\n } else {\r\n if (ang > ang2 && ang < ang1) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n private _updateLinkedTransformRotation(): void {\r\n const bone = this.bone;\r\n if (bone._linkedTransformNode) {\r\n if (!bone._linkedTransformNode.rotationQuaternion) {\r\n bone._linkedTransformNode.rotationQuaternion = new Quaternion();\r\n }\r\n bone.getRotationQuaternionToRef(Space.LOCAL, null, bone._linkedTransformNode.rotationQuaternion);\r\n }\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"boneLookController.js","sourceRoot":"","sources":["../../../../dev/core/src/Bones/boneLookController.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,UAAU,EAAE,MAAM,oBAAoB,CAAC;AAChD,OAAO,EAAE,OAAO,EAAE,UAAU,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAGnE,OAAO,EAAS,IAAI,EAAE,MAAM,oBAAoB,CAAC;AAEjD;;;GAGG;AACH,MAAM,OAAO,kBAAkB;IAuE3B;;OAEG;IACH,IAAI,MAAM;QACN,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAI,MAAM,CAAC,KAAa;QACpB,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;QACrB,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;QAClC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;QAClC,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,EAAE,CAAC;YACvB,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC;YAC7F,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;QACjD,CAAC;IACL,CAAC;IAED;;OAEG;IACH,IAAI,MAAM;QACN,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAI,MAAM,CAAC,KAAa;QACpB,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;QACrB,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;QAClC,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;QAClC,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,EAAE,CAAC;YACvB,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,aAAa,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,GAAG,GAAG,GAAG,IAAI,CAAC,OAAO,CAAC;YAC7F,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,OAAO,CAAC;QACjD,CAAC;IACL,CAAC;IAOD;;OAEG;IACH,IAAI,QAAQ;QACR,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED,IAAI,QAAQ,CAAC,KAAa;QACtB,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;QACvB,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;IACxC,CAAC;IAED;;OAEG;IACH,IAAI,QAAQ;QACR,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED,IAAI,QAAQ,CAAC,KAAa;QACtB,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;QACvB,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC;IACxC,CAAC;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;QA8BI;IACJ,YACI,IAAmB,EACnB,IAAU,EACV,MAAe,EACf,OAcC;QAlKL;;WAEG;QACI,WAAM,GAAY,OAAO,CAAC,EAAE,EAAE,CAAC;QAEtC;;WAEG;QACI,gBAAW,uBAAsB;QAExC;;WAEG;QACI,cAAS,GAAG,CAAC,CAAC;QAErB;;WAEG;QACI,gBAAW,GAAG,CAAC,CAAC;QAEvB;;WAEG;QACI,eAAU,GAAG,CAAC,CAAC;QAEtB;;WAEG;QACI,gBAAW,GAAG,CAAC,CAAC;QAcf,cAAS,GAAe,UAAU,CAAC,QAAQ,EAAE,CAAC;QAC9C,cAAS,GAAG,KAAK,CAAC;QAGlB,uBAAkB,GAAG,KAAK,CAAC;QAE3B,gBAAW,GAAY,OAAO,CAAC,OAAO,EAAE,CAAC;QAoCjD;;WAEG;QACI,2BAAsB,GAAG,KAAK,CAAC;QA6ElC,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QAErB,IAAI,OAAO,EAAE,CAAC;YACV,IAAI,OAAO,CAAC,SAAS,EAAE,CAAC;gBACpB,IAAI,CAAC,SAAS,GAAG,OAAO,CAAC,SAAS,CAAC;YACvC,CAAC;YAED,IAAI,OAAO,CAAC,WAAW,EAAE,CAAC;gBACtB,IAAI,CAAC,WAAW,GAAG,OAAO,CAAC,WAAW,CAAC;YAC3C,CAAC;YAED,IAAI,OAAO,CAAC,UAAU,EAAE,CAAC;gBACrB,IAAI,CAAC,UAAU,GAAG,OAAO,CAAC,UAAU,CAAC;YACzC,CAAC;YAED,IAAI,OAAO,CAAC,MAAM,IAAI,IAAI,EAAE,CAAC;gBACzB,IAAI,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;YACjC,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,EAAE,CAAC;YAC1B,CAAC;YAED,IAAI,OAAO,CAAC,MAAM,IAAI,IAAI,EAAE,CAAC;gBACzB,IAAI,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;YACjC,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,MAAM,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;YAC3B,CAAC;YAED,IAAI,OAAO,CAAC,QAAQ,IAAI,IAAI,EAAE,CAAC;gBAC3B,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,CAAC;YACrC,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,EAAE,CAAC;YAC5B,CAAC;YAED,IAAI,OAAO,CAAC,QAAQ,IAAI,IAAI,EAAE,CAAC;gBAC3B,IAAI,CAAC,QAAQ,GAAG,OAAO,CAAC,QAAQ,CAAC;YACrC,CAAC;iBAAM,CAAC;gBACJ,IAAI,CAAC,QAAQ,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;YAC7B,CAAC;YAED,IAAI,OAAO,CAAC,WAAW,IAAI,IAAI,EAAE,CAAC;gBAC9B,IAAI,CAAC,WAAW,GAAG,OAAO,CAAC,WAAW,CAAC;YAC3C,CAAC;YAED,IAAI,OAAO,CAAC,MAAM,IAAI,IAAI,EAAE,CAAC;gBACzB,IAAI,CAAC,MAAM,GAAG,OAAO,CAAC,MAAM,CAAC;YACjC,CAAC;YAED,IAAI,OAAO,CAAC,WAAW,IAAI,IAAI,EAAE,CAAC;gBAC9B,IAAI,CAAC,WAAW,GAAG,OAAO,CAAC,WAAW,CAAC;YAC3C,CAAC;YAED,IAAI,OAAO,CAAC,OAAO,IAAI,IAAI,IAAI,OAAO,CAAC,SAAS,IAAI,IAAI,EAAE,CAAC;gBACvD,IAAI,UAAU,GAAG,IAAI,CAAC,CAAC,CAAC;gBACxB,IAAI,YAAY,GAAG,IAAI,CAAC,CAAC,CAAC;gBAE1B,IAAI,OAAO,CAAC,OAAO,IAAI,IAAI,EAAE,CAAC;oBAC1B,UAAU,GAAG,OAAO,CAAC,OAAO,CAAC,KAAK,EAAE,CAAC;oBACrC,UAAU,CAAC,SAAS,EAAE,CAAC;gBAC3B,CAAC;gBAED,IAAI,OAAO,CAAC,SAAS,IAAI,IAAI,EAAE,CAAC;oBAC5B,YAAY,GAAG,OAAO,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC;oBACzC,YAAY,CAAC,SAAS,EAAE,CAAC;gBAC7B,CAAC;gBAED,MAAM,WAAW,GAAG,OAAO,CAAC,KAAK,CAAC,YAAY,EAAE,UAAU,CAAC,CAAC;gBAE5D,IAAI,CAAC,kBAAkB,GAAG,MAAM,CAAC,QAAQ,EAAE,CAAC;gBAC5C,MAAM,CAAC,gBAAgB,CAAC,YAAY,EAAE,UAAU,EAAE,WAAW,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;gBAExF,IAAI,CAAC,qBAAqB,GAAG,IAAI,CAAC,kBAAkB,CAAC,KAAK,EAAE,CAAC;gBAC7D,IAAI,CAAC,kBAAkB,CAAC,MAAM,EAAE,CAAC;YACrC,CAAC;YAED,IAAI,OAAO,CAAC,sBAAsB,KAAK,SAAS,EAAE,CAAC;gBAC/C,IAAI,CAAC,sBAAsB,GAAG,OAAO,CAAC,sBAAsB,CAAC;YACjE,CAAC;QACL,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,IAAI,CAAC,WAAW,sBAAc,EAAE,CAAC;YACtD,IAAI,CAAC,WAAW,sBAAc,CAAC;QACnC,CAAC;IACL,CAAC;IAED;;OAEG;IACI,MAAM;QACT,kFAAkF;QAClF,IAAI,IAAI,CAAC,WAAW,GAAG,CAAC,IAAI,CAAC,IAAI,CAAC,kBAAkB,EAAE,CAAC;YACnD,IAAI,CAAC,kBAAkB,GAAG,IAAI,CAAC;YAC/B,OAAO;QACX,CAAC;QAED,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;QACvB,MAAM,OAAO,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAC/C,IAAI,CAAC,wBAAwB,CAAC,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC;QAElD,IAAI,MAAM,GAAG,IAAI,CAAC,MAAM,CAAC;QACzB,MAAM,QAAQ,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAChD,MAAM,QAAQ,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAEhD,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;QACvB,MAAM,UAAU,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;QAEpC,MAAM,MAAM,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAC9C,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAE7B,IAAI,IAAI,CAAC,WAAW,sBAAc,IAAI,UAAU,EAAE,CAAC;YAC/C,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;gBAC1B,OAAO,CAAC,yBAAyB,CAAC,MAAM,EAAE,IAAI,CAAC,qBAAqB,EAAE,MAAM,CAAC,CAAC;YAClF,CAAC;YACD,UAAU,CAAC,iBAAiB,CAAC,MAAM,EAAE,IAAI,CAAC,IAAI,EAAE,MAAM,CAAC,CAAC;QAC5D,CAAC;aAAM,IAAI,IAAI,CAAC,WAAW,uBAAe,EAAE,CAAC;YACzC,IAAI,CAAC,iBAAiB,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;YACvC,IAAI,IAAI,CAAC,OAAO,CAAC,CAAC,IAAI,CAAC,IAAI,IAAI,CAAC,OAAO,CAAC,CAAC,IAAI,CAAC,IAAI,IAAI,CAAC,OAAO,CAAC,CAAC,IAAI,CAAC,EAAE,CAAC;gBACpE,MAAM,CAAC,SAAS,EAAE,CAAC;YACvB,CAAC;QACL,CAAC;QAED,IAAI,QAAQ,GAAG,KAAK,CAAC;QACrB,IAAI,UAAU,GAAG,KAAK,CAAC;QAEvB,IAAI,IAAI,CAAC,OAAO,IAAI,IAAI,CAAC,EAAE,IAAI,IAAI,CAAC,OAAO,IAAI,CAAC,IAAI,CAAC,EAAE,EAAE,CAAC;YACtD,QAAQ,GAAG,IAAI,CAAC;QACpB,CAAC;QACD,IAAI,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,EAAE,IAAI,IAAI,CAAC,SAAS,IAAI,CAAC,IAAI,CAAC,EAAE,EAAE,CAAC;YAC1D,UAAU,GAAG,IAAI,CAAC;QACtB,CAAC;QAED,IAAI,QAAQ,IAAI,UAAU,EAAE,CAAC;YACzB,MAAM,QAAQ,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;YAChD,MAAM,WAAW,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;YAEnD,IAAI,IAAI,CAAC,WAAW,sBAAc,IAAI,MAAM,CAAC,CAAC,IAAI,CAAC,IAAI,UAAU,EAAE,CAAC;gBAChE,UAAU,CAAC,sBAAsB,sBAAc,IAAI,CAAC,IAAI,EAAE,QAAQ,CAAC,CAAC;YACxE,CAAC;iBAAM,IAAI,IAAI,CAAC,WAAW,uBAAe,IAAI,MAAM,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,UAAU,EAAE,CAAC;gBACzE,QAAQ,CAAC,QAAQ,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC,CAAC;YAC7C,CAAC;iBAAM,CAAC;gBACJ,IAAI,WAAW,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;gBACjD,WAAW,CAAC,QAAQ,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC;gBAEvC,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;oBAC1B,OAAO,CAAC,yBAAyB,CAAC,WAAW,EAAE,IAAI,CAAC,qBAAqB,EAAE,WAAW,CAAC,CAAC;gBAC5F,CAAC;gBAED,IAAI,UAAU,EAAE,CAAC;oBACb,UAAU,CAAC,iBAAiB,CAAC,WAAW,EAAE,IAAI,CAAC,IAAI,EAAE,WAAW,CAAC,CAAC;gBACtE,CAAC;qBAAM,CAAC;oBACJ,IAAI,CAAC,iBAAiB,CAAC,WAAW,EAAE,WAAW,CAAC,CAAC;gBACrD,CAAC;gBAED,MAAM,SAAS,GAAG,OAAO,CAAC,KAAK,CAAC,MAAM,EAAE,WAAW,CAAC,CAAC;gBACrD,SAAS,CAAC,SAAS,EAAE,CAAC;gBACtB,WAAW,GAAG,OAAO,CAAC,KAAK,CAAC,SAAS,EAAE,MAAM,CAAC,CAAC;gBAE/C,MAAM,CAAC,gBAAgB,CAAC,SAAS,EAAE,MAAM,EAAE,WAAW,EAAE,QAAQ,CAAC,CAAC;YACtE,CAAC;YAED,QAAQ,CAAC,WAAW,CAAC,WAAW,CAAC,CAAC;YAElC,IAAI,KAAK,GAAqB,IAAI,CAAC;YAEnC,IAAI,UAAU,EAAE,CAAC;gBACb,MAAM,WAAW,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;gBACnD,MAAM,CAAC,aAAa,CAAC,OAAO,EAAE,WAAW,CAAC,CAAC;gBAC3C,OAAO,CAAC,yBAAyB,CAAC,WAAW,EAAE,WAAW,EAAE,WAAW,CAAC,CAAC;gBAEzE,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC;gBACjF,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,CAAC,EAAE,KAAK,CAAC,CAAC;gBAC/C,IAAI,QAAQ,GAAG,KAAK,CAAC;gBAErB,IAAI,KAAK,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;oBACzB,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;oBAC1C,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC;gBAC9B,CAAC;qBAAM,IAAI,KAAK,GAAG,IAAI,CAAC,SAAS,EAAE,CAAC;oBAChC,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;oBAC1C,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC;gBAC9B,CAAC;gBAED,IAAI,KAAK,IAAI,QAAQ,EAAE,CAAC;oBACpB,OAAO,CAAC,yBAAyB,CAAC,WAAW,EAAE,QAAQ,EAAE,WAAW,CAAC,CAAC;oBACtE,WAAW,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC;oBAChC,MAAM,GAAG,WAAW,CAAC;gBACzB,CAAC;YACL,CAAC;YAED,IAAI,QAAQ,EAAE,CAAC;gBACX,MAAM,WAAW,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;gBACnD,MAAM,CAAC,aAAa,CAAC,OAAO,EAAE,WAAW,CAAC,CAAC;gBAC3C,OAAO,CAAC,yBAAyB,CAAC,WAAW,EAAE,WAAW,EAAE,WAAW,CAAC,CAAC;gBAEzE,MAAM,GAAG,GAAG,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,CAAC,EAAE,WAAW,CAAC,CAAC,CAAC,CAAC;gBACrD,MAAM,QAAQ,GAAG,IAAI,CAAC,sBAAsB,CAAC,CAAC,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC;gBACnE,IAAI,MAAM,GAAG,GAAG,CAAC;gBAEjB,IAAI,QAAQ,GAAG,IAAI,CAAC,OAAO,IAAI,QAAQ,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;oBACrD,IAAI,KAAK,IAAI,IAAI,EAAE,CAAC;wBAChB,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC;oBACrF,CAAC;oBAED,IAAI,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,EAAE,EAAE,CAAC;wBAC3B,IAAI,IAAI,CAAC,eAAe,CAAC,GAAG,EAAE,IAAI,CAAC,OAAO,EAAE,IAAI,CAAC,iBAAiB,CAAC,EAAE,CAAC;4BAClE,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;4BACxC,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;4BACxC,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;wBAC1B,CAAC;6BAAM,IAAI,IAAI,CAAC,eAAe,CAAC,GAAG,EAAE,IAAI,CAAC,iBAAiB,EAAE,IAAI,CAAC,OAAO,CAAC,EAAE,CAAC;4BACzE,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;4BACxC,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;4BACxC,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;wBAC1B,CAAC;oBACL,CAAC;yBAAM,CAAC;wBACJ,IAAI,QAAQ,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;4BAC1B,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;4BACxC,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;4BACxC,IAAI,GAAG,GAAG,CAAC,IAAI,IAAI,CAAC,sBAAsB,EAAE,CAAC;gCACzC,WAAW,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;4BACxB,CAAC;4BACD,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;wBAC1B,CAAC;6BAAM,IAAI,QAAQ,GAAG,IAAI,CAAC,OAAO,EAAE,CAAC;4BACjC,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;4BACxC,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;4BACxC,IAAI,GAAG,GAAG,CAAC,IAAI,IAAI,CAAC,sBAAsB,EAAE,CAAC;gCACzC,WAAW,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC;4BACxB,CAAC;4BACD,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;wBAC1B,CAAC;oBACL,CAAC;gBACL,CAAC;gBAED,IAAI,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,EAAE,EAAE,CAAC;oBAC7C,sDAAsD;oBACtD,MAAM,OAAO,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;oBAC/C,OAAO,CAAC,QAAQ,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC;oBACzB,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;wBAC1B,OAAO,CAAC,yBAAyB,CAAC,OAAO,EAAE,IAAI,CAAC,qBAAqB,EAAE,OAAO,CAAC,CAAC;oBACpF,CAAC;oBAED,MAAM,UAAU,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;oBAClD,IAAI,CAAC,SAAS,CAAC,gBAAgB,CAAC,UAAU,CAAC,CAAC;oBAC5C,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC,aAAa,CAAC,UAAU,EAAE,UAAU,CAAC,CAAC;oBACjE,OAAO,CAAC,yBAAyB,CAAC,OAAO,EAAE,UAAU,EAAE,OAAO,CAAC,CAAC;oBAChE,OAAO,CAAC,yBAAyB,CAAC,OAAO,EAAE,WAAW,EAAE,OAAO,CAAC,CAAC;oBAEjE,MAAM,OAAO,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,EAAE,OAAO,CAAC,CAAC,CAAC,CAAC;oBACjD,MAAM,SAAS,GAAG,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,GAAG,CAAC,CAAC;oBACtD,MAAM,YAAY,GAAG,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;oBAE5E,IAAI,SAAS,GAAG,YAAY,EAAE,CAAC;wBAC3B,IAAI,KAAK,IAAI,IAAI,EAAE,CAAC;4BAChB,KAAK,GAAG,IAAI,CAAC,IAAI,CAAC,WAAW,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,GAAG,WAAW,CAAC,CAAC,CAAC,CAAC;wBACrF,CAAC;wBAED,MAAM,SAAS,GAAG,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;wBAC/D,MAAM,SAAS,GAAG,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;wBAE/D,IAAI,SAAS,GAAG,SAAS,EAAE,CAAC;4BACxB,MAAM,GAAG,OAAO,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC;4BAClC,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,GAAG,KAAK,CAAC;4BACzC,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,GAAG,KAAK,CAAC;wBAC7C,CAAC;6BAAM,CAAC;4BACJ,MAAM,GAAG,OAAO,GAAG,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC;4BAClC,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,GAAG,KAAK,CAAC;4BACzC,WAAW,CAAC,CAAC,GAAG,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,GAAG,KAAK,CAAC;wBAC7C,CAAC;oBACL,CAAC;gBACL,CAAC;gBAED,IAAI,GAAG,IAAI,MAAM,EAAE,CAAC;oBAChB,OAAO,CAAC,yBAAyB,CAAC,WAAW,EAAE,QAAQ,EAAE,WAAW,CAAC,CAAC;oBACtE,WAAW,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC;oBAChC,MAAM,GAAG,WAAW,CAAC;gBACzB,CAAC;YACL,CAAC;QACL,CAAC;QAED,MAAM,KAAK,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAC7C,MAAM,KAAK,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAC7C,MAAM,KAAK,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAC7C,MAAM,OAAO,GAAG,kBAAkB,CAAC,QAAQ,CAAC;QAC5C,MAAM,WAAW,GAAG,kBAAkB,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC;QAEnD,MAAM,CAAC,aAAa,CAAC,OAAO,EAAE,KAAK,CAAC,CAAC;QACrC,KAAK,CAAC,SAAS,EAAE,CAAC;QAClB,OAAO,CAAC,UAAU,CAAC,MAAM,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QACzC,KAAK,CAAC,SAAS,EAAE,CAAC;QAClB,OAAO,CAAC,UAAU,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,CAAC,CAAC;QACxC,KAAK,CAAC,SAAS,EAAE,CAAC;QAClB,MAAM,CAAC,gBAAgB,CAAC,KAAK,EAAE,KAAK,EAAE,KAAK,EAAE,QAAQ,CAAC,CAAC;QAEvD,IAAI,KAAK,CAAC,CAAC,KAAK,CAAC,IAAI,KAAK,CAAC,CAAC,KAAK,CAAC,IAAI,KAAK,CAAC,CAAC,KAAK,CAAC,EAAE,CAAC;YAClD,OAAO;QACX,CAAC;QAED,IAAI,KAAK,CAAC,CAAC,KAAK,CAAC,IAAI,KAAK,CAAC,CAAC,KAAK,CAAC,IAAI,KAAK,CAAC,CAAC,KAAK,CAAC,EAAE,CAAC;YAClD,OAAO;QACX,CAAC;QAED,IAAI,KAAK,CAAC,CAAC,KAAK,CAAC,IAAI,KAAK,CAAC,CAAC,KAAK,CAAC,IAAI,KAAK,CAAC,CAAC,KAAK,CAAC,EAAE,CAAC;YAClD,OAAO;QACX,CAAC;QAED,IAAI,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,WAAW,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;YACxD,MAAM,CAAC,yBAAyB,CAAC,IAAI,CAAC,SAAS,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,UAAU,EAAE,QAAQ,CAAC,CAAC;YAC9F,QAAQ,CAAC,aAAa,CAAC,QAAQ,EAAE,QAAQ,CAAC,CAAC;QAC/C,CAAC;QAED,WAAW,CAAC,QAAQ,CAAC,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE,CAAC,CAAC;QAE3C,IAAI,IAAI,CAAC,WAAW,GAAG,CAAC,EAAE,CAAC;YACvB,IAAI,CAAC,IAAI,CAAC,SAAS,EAAE,CAAC;gBAClB,IAAI,CAAC,IAAI,CAAC,0BAA0B,sBAAc,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;YACjF,CAAC;YACD,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;gBAC1B,IAAI,CAAC,kBAAkB,CAAC,aAAa,CAAC,QAAQ,EAAE,QAAQ,CAAC,CAAC;YAC9D,CAAC;YACD,UAAU,CAAC,uBAAuB,CAAC,QAAQ,EAAE,OAAO,CAAC,CAAC;YACtD,UAAU,CAAC,UAAU,CAAC,IAAI,CAAC,SAAS,EAAE,OAAO,EAAE,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,SAAS,CAAC,CAAC;YAEjF,IAAI,CAAC,IAAI,CAAC,qBAAqB,CAAC,IAAI,CAAC,SAAS,uBAAe,IAAI,CAAC,IAAI,CAAC,CAAC;YACxE,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QAC1B,CAAC;aAAM,CAAC;YACJ,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;gBAC1B,IAAI,CAAC,kBAAkB,CAAC,aAAa,CAAC,QAAQ,EAAE,QAAQ,CAAC,CAAC;YAC9D,CAAC;YACD,IAAI,CAAC,IAAI,CAAC,iBAAiB,CAAC,QAAQ,uBAAe,IAAI,CAAC,IAAI,CAAC,CAAC;YAC9D,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;QAC3B,CAAC;QAED,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,WAAW,CAAC,CAAC;QAEhC,IAAI,CAAC,8BAA8B,EAAE,CAAC;IAC1C,CAAC;IAEO,aAAa,CAAC,IAAY,EAAE,IAAY;QAC5C,IAAI,OAAO,GAAG,IAAI,GAAG,IAAI,CAAC;QAC1B,OAAO,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;QAEvB,IAAI,OAAO,GAAG,IAAI,CAAC,EAAE,EAAE,CAAC;YACpB,OAAO,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;QAC3B,CAAC;aAAM,IAAI,OAAO,GAAG,CAAC,IAAI,CAAC,EAAE,EAAE,CAAC;YAC5B,OAAO,IAAI,IAAI,CAAC,EAAE,GAAG,CAAC,CAAC;QAC3B,CAAC;QAED,OAAO,OAAO,CAAC;IACnB,CAAC;IAEO,gBAAgB,CAAC,IAAY,EAAE,IAAY;QAC/C,IAAI,IAAI,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;QACpB,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC;QAE5C,IAAI,IAAI,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;QACpB,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC;QAE5C,IAAI,EAAU,CAAC;QAEf,IAAI,IAAI,GAAG,IAAI,EAAE,CAAC;YACd,EAAE,GAAG,IAAI,GAAG,IAAI,CAAC;QACrB,CAAC;aAAM,CAAC;YACJ,EAAE,GAAG,IAAI,GAAG,IAAI,CAAC;QACrB,CAAC;QAED,IAAI,EAAE,GAAG,IAAI,CAAC,EAAE,EAAE,CAAC;YACf,EAAE,GAAG,IAAI,CAAC,EAAE,GAAG,CAAC,GAAG,EAAE,CAAC;QAC1B,CAAC;QAED,OAAO,EAAE,CAAC;IACd,CAAC;IAEO,eAAe,CAAC,GAAW,EAAE,IAAY,EAAE,IAAY;QAC3D,GAAG,IAAI,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;QACnB,GAAG,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,GAAG,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC,GAAG,CAAC;QACxC,IAAI,IAAI,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;QACpB,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC;QAC5C,IAAI,IAAI,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC;QACpB,IAAI,GAAG,IAAI,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,GAAG,CAAC,GAAG,IAAI,CAAC,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC;QAE5C,IAAI,IAAI,GAAG,IAAI,EAAE,CAAC;YACd,IAAI,GAAG,GAAG,IAAI,IAAI,GAAG,GAAG,IAAI,EAAE,CAAC;gBAC3B,OAAO,IAAI,CAAC;YAChB,CAAC;QACL,CAAC;aAAM,CAAC;YACJ,IAAI,GAAG,GAAG,IAAI,IAAI,GAAG,GAAG,IAAI,EAAE,CAAC;gBAC3B,OAAO,IAAI,CAAC;YAChB,CAAC;QACL,CAAC;QACD,OAAO,KAAK,CAAC;IACjB,CAAC;IAEO,8BAA8B;QAClC,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;QACvB,IAAI,IAAI,CAAC,oBAAoB,EAAE,CAAC;YAC5B,IAAI,CAAC,IAAI,CAAC,oBAAoB,CAAC,kBAAkB,EAAE,CAAC;gBAChD,IAAI,CAAC,oBAAoB,CAAC,kBAAkB,GAAG,IAAI,UAAU,EAAE,CAAC;YACpE,CAAC;YACD,IAAI,CAAC,0BAA0B,sBAAc,IAAI,EAAE,IAAI,CAAC,oBAAoB,CAAC,kBAAkB,CAAC,CAAC;QACrG,CAAC;IACL,CAAC;;AAvkBc,2BAAQ,GAAc,UAAU,CAAC,EAAE,EAAE,OAAO,CAAC,IAAI,CAAC,AAA1C,CAA2C;AACnD,2BAAQ,GAAG,UAAU,CAAC,QAAQ,EAAE,AAAxB,CAAyB;AACjC,2BAAQ,GAAa,UAAU,CAAC,CAAC,EAAE,MAAM,CAAC,QAAQ,CAAC,AAA3C,CAA4C","sourcesContent":["import type { Nullable } from \"../types\";\r\nimport { BuildArray } from \"../Misc/arrayTools\";\r\nimport { Vector3, Quaternion, Matrix } from \"../Maths/math.vector\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { Bone } from \"./bone\";\r\nimport { Space, Axis } from \"../Maths/math.axis\";\r\n\r\n/**\r\n * Class used to make a bone look toward a point in space\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons#bonelookcontroller\r\n */\r\nexport class BoneLookController {\r\n private static _TmpVecs: Vector3[] = BuildArray(10, Vector3.Zero);\r\n private static _TmpQuat = Quaternion.Identity();\r\n private static _TmpMats: Matrix[] = BuildArray(5, Matrix.Identity);\r\n\r\n /**\r\n * The target Vector3 that the bone will look at\r\n */\r\n public target: Vector3;\r\n\r\n /**\r\n * The TransformNode that the bone is attached to\r\n * Name kept as mesh for back compatibility\r\n */\r\n public mesh: TransformNode;\r\n\r\n /**\r\n * The bone that will be looking to the target\r\n */\r\n public bone: Bone;\r\n\r\n /**\r\n * The up axis of the coordinate system that is used when the bone is rotated\r\n */\r\n public upAxis: Vector3 = Vector3.Up();\r\n\r\n /**\r\n * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD\r\n */\r\n public upAxisSpace: Space = Space.LOCAL;\r\n\r\n /**\r\n * Used to make an adjustment to the yaw of the bone\r\n */\r\n public adjustYaw = 0;\r\n\r\n /**\r\n * Used to make an adjustment to the pitch of the bone\r\n */\r\n public adjustPitch = 0;\r\n\r\n /**\r\n * Used to make an adjustment to the roll of the bone\r\n */\r\n public adjustRoll = 0;\r\n\r\n /**\r\n * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp)\r\n */\r\n public slerpAmount = 1;\r\n\r\n private _minYaw: number;\r\n private _maxYaw: number;\r\n private _minPitch: number;\r\n private _maxPitch: number;\r\n private _minYawSin: number;\r\n private _minYawCos: number;\r\n private _maxYawSin: number;\r\n private _maxYawCos: number;\r\n private _midYawConstraint: number;\r\n private _minPitchTan: number;\r\n private _maxPitchTan: number;\r\n\r\n private _boneQuat: Quaternion = Quaternion.Identity();\r\n private _slerping = false;\r\n private _transformYawPitch: Matrix;\r\n private _transformYawPitchInv: Matrix;\r\n private _firstFrameSkipped = false;\r\n private _yawRange: number;\r\n private _fowardAxis: Vector3 = Vector3.Forward();\r\n\r\n /**\r\n * Gets or sets the minimum yaw angle that the bone can look to\r\n */\r\n get minYaw(): number {\r\n return this._minYaw;\r\n }\r\n\r\n set minYaw(value: number) {\r\n this._minYaw = value;\r\n this._minYawSin = Math.sin(value);\r\n this._minYawCos = Math.cos(value);\r\n if (this._maxYaw != null) {\r\n this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * 0.5 + this._minYaw;\r\n this._yawRange = this._maxYaw - this._minYaw;\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the maximum yaw angle that the bone can look to\r\n */\r\n get maxYaw(): number {\r\n return this._maxYaw;\r\n }\r\n\r\n set maxYaw(value: number) {\r\n this._maxYaw = value;\r\n this._maxYawSin = Math.sin(value);\r\n this._maxYawCos = Math.cos(value);\r\n if (this._minYaw != null) {\r\n this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * 0.5 + this._minYaw;\r\n this._yawRange = this._maxYaw - this._minYaw;\r\n }\r\n }\r\n\r\n /**\r\n * Use the absolute value for yaw when checking the min/max constraints\r\n */\r\n public useAbsoluteValueForYaw = false;\r\n\r\n /**\r\n * Gets or sets the minimum pitch angle that the bone can look to\r\n */\r\n get minPitch(): number {\r\n return this._minPitch;\r\n }\r\n\r\n set minPitch(value: number) {\r\n this._minPitch = value;\r\n this._minPitchTan = Math.tan(value);\r\n }\r\n\r\n /**\r\n * Gets or sets the maximum pitch angle that the bone can look to\r\n */\r\n get maxPitch(): number {\r\n return this._maxPitch;\r\n }\r\n\r\n set maxPitch(value: number) {\r\n this._maxPitch = value;\r\n this._maxPitchTan = Math.tan(value);\r\n }\r\n\r\n /**\r\n * Create a BoneLookController\r\n * @param mesh the TransformNode that the bone belongs to\r\n * @param bone the bone that will be looking to the target\r\n * @param target the target Vector3 to look at\r\n * @param options optional settings:\r\n * * maxYaw: the maximum angle the bone will yaw to\r\n * * minYaw: the minimum angle the bone will yaw to\r\n * * maxPitch: the maximum angle the bone will pitch to\r\n * * minPitch: the minimum angle the bone will yaw to\r\n * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.\r\n * * upAxis: the up axis of the coordinate system\r\n * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.\r\n * * yawAxis: set yawAxis if the bone does not yaw on the y axis\r\n * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis\r\n * * adjustYaw: used to make an adjustment to the yaw of the bone\r\n * * adjustPitch: used to make an adjustment to the pitch of the bone\r\n * * adjustRoll: used to make an adjustment to the roll of the bone\r\n * @param options.maxYaw\r\n * @param options.minYaw\r\n * @param options.maxPitch\r\n * @param options.minPitch\r\n * @param options.slerpAmount\r\n * @param options.upAxis\r\n * @param options.upAxisSpace\r\n * @param options.yawAxis\r\n * @param options.pitchAxis\r\n * @param options.adjustYaw\r\n * @param options.adjustPitch\r\n * @param options.adjustRoll\r\n **/\r\n constructor(\r\n mesh: TransformNode,\r\n bone: Bone,\r\n target: Vector3,\r\n options?: {\r\n maxYaw?: number;\r\n minYaw?: number;\r\n maxPitch?: number;\r\n minPitch?: number;\r\n slerpAmount?: number;\r\n upAxis?: Vector3;\r\n upAxisSpace?: Space;\r\n yawAxis?: Vector3;\r\n pitchAxis?: Vector3;\r\n adjustYaw?: number;\r\n adjustPitch?: number;\r\n adjustRoll?: number;\r\n useAbsoluteValueForYaw?: boolean;\r\n }\r\n ) {\r\n this.mesh = mesh;\r\n this.bone = bone;\r\n this.target = target;\r\n\r\n if (options) {\r\n if (options.adjustYaw) {\r\n this.adjustYaw = options.adjustYaw;\r\n }\r\n\r\n if (options.adjustPitch) {\r\n this.adjustPitch = options.adjustPitch;\r\n }\r\n\r\n if (options.adjustRoll) {\r\n this.adjustRoll = options.adjustRoll;\r\n }\r\n\r\n if (options.maxYaw != null) {\r\n this.maxYaw = options.maxYaw;\r\n } else {\r\n this.maxYaw = Math.PI;\r\n }\r\n\r\n if (options.minYaw != null) {\r\n this.minYaw = options.minYaw;\r\n } else {\r\n this.minYaw = -Math.PI;\r\n }\r\n\r\n if (options.maxPitch != null) {\r\n this.maxPitch = options.maxPitch;\r\n } else {\r\n this.maxPitch = Math.PI;\r\n }\r\n\r\n if (options.minPitch != null) {\r\n this.minPitch = options.minPitch;\r\n } else {\r\n this.minPitch = -Math.PI;\r\n }\r\n\r\n if (options.slerpAmount != null) {\r\n this.slerpAmount = options.slerpAmount;\r\n }\r\n\r\n if (options.upAxis != null) {\r\n this.upAxis = options.upAxis;\r\n }\r\n\r\n if (options.upAxisSpace != null) {\r\n this.upAxisSpace = options.upAxisSpace;\r\n }\r\n\r\n if (options.yawAxis != null || options.pitchAxis != null) {\r\n let newYawAxis = Axis.Y;\r\n let newPitchAxis = Axis.X;\r\n\r\n if (options.yawAxis != null) {\r\n newYawAxis = options.yawAxis.clone();\r\n newYawAxis.normalize();\r\n }\r\n\r\n if (options.pitchAxis != null) {\r\n newPitchAxis = options.pitchAxis.clone();\r\n newPitchAxis.normalize();\r\n }\r\n\r\n const newRollAxis = Vector3.Cross(newPitchAxis, newYawAxis);\r\n\r\n this._transformYawPitch = Matrix.Identity();\r\n Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);\r\n\r\n this._transformYawPitchInv = this._transformYawPitch.clone();\r\n this._transformYawPitch.invert();\r\n }\r\n\r\n if (options.useAbsoluteValueForYaw !== undefined) {\r\n this.useAbsoluteValueForYaw = options.useAbsoluteValueForYaw;\r\n }\r\n }\r\n\r\n if (!bone.getParent() && this.upAxisSpace == Space.BONE) {\r\n this.upAxisSpace = Space.LOCAL;\r\n }\r\n }\r\n\r\n /**\r\n * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())\r\n */\r\n public update(): void {\r\n //skip the first frame when slerping so that the TransformNode rotation is correct\r\n if (this.slerpAmount < 1 && !this._firstFrameSkipped) {\r\n this._firstFrameSkipped = true;\r\n return;\r\n }\r\n\r\n const bone = this.bone;\r\n const bonePos = BoneLookController._TmpVecs[0];\r\n bone.getAbsolutePositionToRef(this.mesh, bonePos);\r\n\r\n let target = this.target;\r\n const _tmpMat1 = BoneLookController._TmpMats[0];\r\n const _tmpMat2 = BoneLookController._TmpMats[1];\r\n\r\n const mesh = this.mesh;\r\n const parentBone = bone.getParent();\r\n\r\n const upAxis = BoneLookController._TmpVecs[1];\r\n upAxis.copyFrom(this.upAxis);\r\n\r\n if (this.upAxisSpace == Space.BONE && parentBone) {\r\n if (this._transformYawPitch) {\r\n Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);\r\n }\r\n parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);\r\n } else if (this.upAxisSpace == Space.LOCAL) {\r\n mesh.getDirectionToRef(upAxis, upAxis);\r\n if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {\r\n upAxis.normalize();\r\n }\r\n }\r\n\r\n let checkYaw = false;\r\n let checkPitch = false;\r\n\r\n if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {\r\n checkYaw = true;\r\n }\r\n if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {\r\n checkPitch = true;\r\n }\r\n\r\n if (checkYaw || checkPitch) {\r\n const spaceMat = BoneLookController._TmpMats[2];\r\n const spaceMatInv = BoneLookController._TmpMats[3];\r\n\r\n if (this.upAxisSpace == Space.BONE && upAxis.y == 1 && parentBone) {\r\n parentBone.getRotationMatrixToRef(Space.WORLD, this.mesh, spaceMat);\r\n } else if (this.upAxisSpace == Space.LOCAL && upAxis.y == 1 && !parentBone) {\r\n spaceMat.copyFrom(mesh.getWorldMatrix());\r\n } else {\r\n let forwardAxis = BoneLookController._TmpVecs[2];\r\n forwardAxis.copyFrom(this._fowardAxis);\r\n\r\n if (this._transformYawPitch) {\r\n Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);\r\n }\r\n\r\n if (parentBone) {\r\n parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);\r\n } else {\r\n mesh.getDirectionToRef(forwardAxis, forwardAxis);\r\n }\r\n\r\n const rightAxis = Vector3.Cross(upAxis, forwardAxis);\r\n rightAxis.normalize();\r\n forwardAxis = Vector3.Cross(rightAxis, upAxis);\r\n\r\n Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);\r\n }\r\n\r\n spaceMat.invertToRef(spaceMatInv);\r\n\r\n let xzlen: Nullable<number> = null;\r\n\r\n if (checkPitch) {\r\n const localTarget = BoneLookController._TmpVecs[3];\r\n target.subtractToRef(bonePos, localTarget);\r\n Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);\r\n\r\n xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);\r\n const pitch = Math.atan2(localTarget.y, xzlen);\r\n let newPitch = pitch;\r\n\r\n if (pitch > this._maxPitch) {\r\n localTarget.y = this._maxPitchTan * xzlen;\r\n newPitch = this._maxPitch;\r\n } else if (pitch < this._minPitch) {\r\n localTarget.y = this._minPitchTan * xzlen;\r\n newPitch = this._minPitch;\r\n }\r\n\r\n if (pitch != newPitch) {\r\n Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);\r\n localTarget.addInPlace(bonePos);\r\n target = localTarget;\r\n }\r\n }\r\n\r\n if (checkYaw) {\r\n const localTarget = BoneLookController._TmpVecs[4];\r\n target.subtractToRef(bonePos, localTarget);\r\n Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);\r\n\r\n const yaw = Math.atan2(localTarget.x, localTarget.z);\r\n const yawCheck = this.useAbsoluteValueForYaw ? Math.abs(yaw) : yaw;\r\n let newYaw = yaw;\r\n\r\n if (yawCheck > this._maxYaw || yawCheck < this._minYaw) {\r\n if (xzlen == null) {\r\n xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);\r\n }\r\n\r\n if (this._yawRange > Math.PI) {\r\n if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {\r\n localTarget.z = this._maxYawCos * xzlen;\r\n localTarget.x = this._maxYawSin * xzlen;\r\n newYaw = this._maxYaw;\r\n } else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {\r\n localTarget.z = this._minYawCos * xzlen;\r\n localTarget.x = this._minYawSin * xzlen;\r\n newYaw = this._minYaw;\r\n }\r\n } else {\r\n if (yawCheck > this._maxYaw) {\r\n localTarget.z = this._maxYawCos * xzlen;\r\n localTarget.x = this._maxYawSin * xzlen;\r\n if (yaw < 0 && this.useAbsoluteValueForYaw) {\r\n localTarget.x *= -1;\r\n }\r\n newYaw = this._maxYaw;\r\n } else if (yawCheck < this._minYaw) {\r\n localTarget.z = this._minYawCos * xzlen;\r\n localTarget.x = this._minYawSin * xzlen;\r\n if (yaw < 0 && this.useAbsoluteValueForYaw) {\r\n localTarget.x *= -1;\r\n }\r\n newYaw = this._minYaw;\r\n }\r\n }\r\n }\r\n\r\n if (this._slerping && this._yawRange > Math.PI) {\r\n //are we going to be crossing into the min/max region?\r\n const boneFwd = BoneLookController._TmpVecs[8];\r\n boneFwd.copyFrom(Axis.Z);\r\n if (this._transformYawPitch) {\r\n Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);\r\n }\r\n\r\n const boneRotMat = BoneLookController._TmpMats[4];\r\n this._boneQuat.toRotationMatrix(boneRotMat);\r\n this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);\r\n Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);\r\n Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);\r\n\r\n const boneYaw = Math.atan2(boneFwd.x, boneFwd.z);\r\n const angBtwTar = this._getAngleBetween(boneYaw, yaw);\r\n const angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);\r\n\r\n if (angBtwTar > angBtwMidYaw) {\r\n if (xzlen == null) {\r\n xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);\r\n }\r\n\r\n const angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);\r\n const angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);\r\n\r\n if (angBtwMin < angBtwMax) {\r\n newYaw = boneYaw + Math.PI * 0.75;\r\n localTarget.z = Math.cos(newYaw) * xzlen;\r\n localTarget.x = Math.sin(newYaw) * xzlen;\r\n } else {\r\n newYaw = boneYaw - Math.PI * 0.75;\r\n localTarget.z = Math.cos(newYaw) * xzlen;\r\n localTarget.x = Math.sin(newYaw) * xzlen;\r\n }\r\n }\r\n }\r\n\r\n if (yaw != newYaw) {\r\n Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);\r\n localTarget.addInPlace(bonePos);\r\n target = localTarget;\r\n }\r\n }\r\n }\r\n\r\n const zaxis = BoneLookController._TmpVecs[5];\r\n const xaxis = BoneLookController._TmpVecs[6];\r\n const yaxis = BoneLookController._TmpVecs[7];\r\n const tmpQuat = BoneLookController._TmpQuat;\r\n const boneScaling = BoneLookController._TmpVecs[9];\r\n\r\n target.subtractToRef(bonePos, zaxis);\r\n zaxis.normalize();\r\n Vector3.CrossToRef(upAxis, zaxis, xaxis);\r\n xaxis.normalize();\r\n Vector3.CrossToRef(zaxis, xaxis, yaxis);\r\n yaxis.normalize();\r\n Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);\r\n\r\n if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {\r\n return;\r\n }\r\n\r\n if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {\r\n return;\r\n }\r\n\r\n if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {\r\n return;\r\n }\r\n\r\n if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {\r\n Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);\r\n _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);\r\n }\r\n\r\n boneScaling.copyFrom(this.bone.getScale());\r\n\r\n if (this.slerpAmount < 1) {\r\n if (!this._slerping) {\r\n this.bone.getRotationQuaternionToRef(Space.WORLD, this.mesh, this._boneQuat);\r\n }\r\n if (this._transformYawPitch) {\r\n this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);\r\n }\r\n Quaternion.FromRotationMatrixToRef(_tmpMat1, tmpQuat);\r\n Quaternion.SlerpToRef(this._boneQuat, tmpQuat, this.slerpAmount, this._boneQuat);\r\n\r\n this.bone.setRotationQuaternion(this._boneQuat, Space.WORLD, this.mesh);\r\n this._slerping = true;\r\n } else {\r\n if (this._transformYawPitch) {\r\n this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);\r\n }\r\n this.bone.setRotationMatrix(_tmpMat1, Space.WORLD, this.mesh);\r\n this._slerping = false;\r\n }\r\n\r\n this.bone.setScale(boneScaling);\r\n\r\n this._updateLinkedTransformRotation();\r\n }\r\n\r\n private _getAngleDiff(ang1: number, ang2: number): number {\r\n let angDiff = ang2 - ang1;\r\n angDiff %= Math.PI * 2;\r\n\r\n if (angDiff > Math.PI) {\r\n angDiff -= Math.PI * 2;\r\n } else if (angDiff < -Math.PI) {\r\n angDiff += Math.PI * 2;\r\n }\r\n\r\n return angDiff;\r\n }\r\n\r\n private _getAngleBetween(ang1: number, ang2: number): number {\r\n ang1 %= 2 * Math.PI;\r\n ang1 = ang1 < 0 ? ang1 + 2 * Math.PI : ang1;\r\n\r\n ang2 %= 2 * Math.PI;\r\n ang2 = ang2 < 0 ? ang2 + 2 * Math.PI : ang2;\r\n\r\n let ab: number;\r\n\r\n if (ang1 < ang2) {\r\n ab = ang2 - ang1;\r\n } else {\r\n ab = ang1 - ang2;\r\n }\r\n\r\n if (ab > Math.PI) {\r\n ab = Math.PI * 2 - ab;\r\n }\r\n\r\n return ab;\r\n }\r\n\r\n private _isAngleBetween(ang: number, ang1: number, ang2: number): boolean {\r\n ang %= 2 * Math.PI;\r\n ang = ang < 0 ? ang + 2 * Math.PI : ang;\r\n ang1 %= 2 * Math.PI;\r\n ang1 = ang1 < 0 ? ang1 + 2 * Math.PI : ang1;\r\n ang2 %= 2 * Math.PI;\r\n ang2 = ang2 < 0 ? ang2 + 2 * Math.PI : ang2;\r\n\r\n if (ang1 < ang2) {\r\n if (ang > ang1 && ang < ang2) {\r\n return true;\r\n }\r\n } else {\r\n if (ang > ang2 && ang < ang1) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n\r\n private _updateLinkedTransformRotation(): void {\r\n const bone = this.bone;\r\n if (bone._linkedTransformNode) {\r\n if (!bone._linkedTransformNode.rotationQuaternion) {\r\n bone._linkedTransformNode.rotationQuaternion = new Quaternion();\r\n }\r\n bone.getRotationQuaternionToRef(Space.LOCAL, null, bone._linkedTransformNode.rotationQuaternion);\r\n }\r\n }\r\n}\r\n"]}
package/Buffers/buffer.js CHANGED
@@ -256,7 +256,7 @@ export class VertexBuffer {
256
256
  constructor(engine, data, kind, updatableOrOptions, postponeInternalCreation, stride, instanced, offset, size, type, normalized = false, useBytes = false, divisor = 1, takeBufferOwnership = false) {
257
257
  /** @internal */
258
258
  this._isDisposed = false;
259
- let updatable = false;
259
+ let updatable;
260
260
  this.engine = engine;
261
261
  if (typeof updatableOrOptions === "object" && updatableOrOptions !== null) {
262
262
  updatable = updatableOrOptions.updatable ?? false;