@onerjs/core 8.52.6 → 8.52.8
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Cameras/arcRotateCamera.pure.d.ts +3 -1
- package/Cameras/arcRotateCamera.pure.js +21 -1
- package/Cameras/arcRotateCamera.pure.js.map +1 -1
- package/Cameras/targetCamera.pure.js +3 -0
- package/Cameras/targetCamera.pure.js.map +1 -1
- package/DeviceInput/webDeviceInputSystem.js +7 -1
- package/DeviceInput/webDeviceInputSystem.js.map +1 -1
- package/Engines/Native/nativeInterfaces.d.ts +10 -1
- package/Engines/Native/nativeInterfaces.js.map +1 -1
- package/Engines/abstractEngine.pure.d.ts +1 -1
- package/Engines/abstractEngine.pure.js +2 -2
- package/Engines/abstractEngine.pure.js.map +1 -1
- package/Engines/engine.common.js +61 -1
- package/Engines/engine.common.js.map +1 -1
- package/Engines/thinNativeEngine.pure.js +13 -6
- package/Engines/thinNativeEngine.pure.js.map +1 -1
- package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.d.ts +8 -0
- package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js +26 -0
- package/Materials/GaussianSplatting/gaussianSplattingDebugMaterialPlugin.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingDebugger.pure.d.ts +2 -0
- package/Meshes/GaussianSplatting/gaussianSplattingDebugger.pure.js +17 -0
- package/Meshes/GaussianSplatting/gaussianSplattingDebugger.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js +4 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMesh.pure.js.map +1 -1
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.d.ts +6 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js +8 -0
- package/Meshes/GaussianSplatting/gaussianSplattingMeshBase.pure.js.map +1 -1
- package/Misc/tools.pure.js +1 -1
- package/Misc/tools.pure.js.map +1 -1
- package/SmartAssets/index.d.ts +1 -1
- package/SmartAssets/index.js +1 -1
- package/SmartAssets/index.js.map +1 -1
- package/SmartAssets/pure.d.ts +1 -0
- package/SmartAssets/pure.js +1 -0
- package/SmartAssets/pure.js.map +1 -1
- package/SmartAssets/{smartAssetManager.js → smartAssetManager.pure.js} +30 -17
- package/SmartAssets/smartAssetManager.pure.js.map +1 -0
- package/package.json +1 -1
- package/SmartAssets/smartAssetManager.js.map +0 -1
- /package/SmartAssets/{smartAssetManager.d.ts → smartAssetManager.pure.d.ts} +0 -0
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@@ -207,6 +207,9 @@ export class TargetCamera extends Camera {
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if (this.position.z === target.z) {
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this.position.z += Epsilon;
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}
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+
if (this._initialFocalDistance < Epsilon) {
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+
this._initialFocalDistance = 1;
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+
}
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this._referencePoint.normalize().scaleInPlace(this._initialFocalDistance);
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if (this.getScene().useRightHandedSystem) {
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Matrix.LookAtRHToRef(this.position, target, Vector3.UpReadOnly, TmpMatrix);
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@@ -1 +1 @@
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1
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-
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This file must only contain pure code and pure imports */\r\n\r\nimport { serialize, serializeAsVector3, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport { type Nullable } from \"../types\";\r\nimport { Camera } from \"./camera.pure\";\r\nimport { type Scene } from \"../scene.pure\";\r\nimport { Quaternion, Matrix, Vector3, Vector2, TmpVectors } from \"../Maths/math.vector.pure\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport { Axis } from \"../Maths/math.axis\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\nimport { Node } from \"../node\";\r\n\r\n// Temporary cache variables to avoid allocations.\r\nconst TmpMatrix = /*#__PURE__*/ Matrix.Zero();\r\nconst TmpQuaternion = /*#__PURE__*/ Quaternion.Identity();\r\n\r\n/**\r\n * A target camera takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\nexport class TargetCamera extends Camera {\r\n private static _RigCamTransformMatrix = /*#__PURE__*/ new Matrix();\r\n private static _TargetTransformMatrix = /*#__PURE__*/ new Matrix();\r\n private static _TargetFocalPoint = /*#__PURE__*/ new Vector3();\r\n\r\n /**\r\n * Define the current direction the camera is moving to\r\n */\r\n public cameraDirection = new Vector3(0, 0, 0);\r\n /**\r\n * Define the current rotation the camera is rotating to\r\n */\r\n public cameraRotation = new Vector2(0, 0);\r\n\r\n /**\r\n * When set, the up vector of the camera will be updated by the rotation of the camera\r\n */\r\n @serialize()\r\n public updateUpVectorFromRotation = false;\r\n\r\n /**\r\n * Define the current rotation of the camera\r\n */\r\n @serializeAsVector3()\r\n public rotation: Vector3;\r\n\r\n /**\r\n * Define the current rotation of the camera as a quaternion to prevent Gimbal lock\r\n */\r\n public rotationQuaternion: Nullable<Quaternion>;\r\n\r\n /**\r\n * Define the current speed of the camera\r\n */\r\n @serialize()\r\n public speed = 2.0;\r\n\r\n /**\r\n * Add constraint to the camera to prevent it to move freely in all directions and\r\n * around all axis.\r\n */\r\n public noRotationConstraint = false;\r\n\r\n /**\r\n * Reverses mouselook direction to 'natural' panning as opposed to traditional direct\r\n * panning\r\n */\r\n public invertRotation = false;\r\n\r\n /**\r\n * Speed multiplier for inverse camera panning\r\n */\r\n public inverseRotationSpeed = 0.2;\r\n\r\n /**\r\n * @internal\r\n * @experimental\r\n * Can be used to change clamping behavior for inertia. Hook into onBeforeRenderObservable to change the value per-frame\r\n */\r\n public _panningEpsilon = Epsilon;\r\n /**\r\n * @internal\r\n * @experimental\r\n * Can be used to change clamping behavior for inertia. Hook into onBeforeRenderObservable to change the value per-frame\r\n */\r\n public _rotationEpsilon = Epsilon;\r\n\r\n /**\r\n * Define the current target of the camera as an object or a position.\r\n * Please note that locking a target will disable panning.\r\n */\r\n @serializeAsMeshReference(\"lockedTargetId\")\r\n public lockedTarget: any = null;\r\n\r\n protected readonly _currentTarget = Vector3.Zero();\r\n protected _initialFocalDistance = 1;\r\n protected readonly _viewMatrix = Matrix.Zero();\r\n\r\n /** @internal */\r\n public readonly _cameraTransformMatrix = Matrix.Zero();\r\n /** @internal */\r\n public readonly _cameraRotationMatrix = Matrix.Zero();\r\n\r\n protected readonly _referencePoint: Vector3;\r\n protected readonly _transformedReferencePoint = Vector3.Zero();\r\n\r\n protected readonly _deferredPositionUpdate = new Vector3();\r\n protected readonly _deferredRotationQuaternionUpdate = new Quaternion();\r\n protected readonly _deferredRotationUpdate = new Vector3();\r\n protected _deferredUpdated = false;\r\n protected _deferOnly: boolean = false;\r\n\r\n /** @internal */\r\n public _reset: () => void;\r\n\r\n /**\r\n * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n * @param name Defines the name of the camera in the scene\r\n * @param position Defines the start position of the camera in the scene\r\n * @param scene Defines the scene the camera belongs to\r\n * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active if not other active cameras have been defined\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, setActiveOnSceneIfNoneActive = true) {\r\n super(name, position, scene, setActiveOnSceneIfNoneActive);\r\n\r\n this._referencePoint = Vector3.Forward(this.getScene().useRightHandedSystem);\r\n\r\n // Set the y component of the rotation to Math.PI in right-handed system for backwards compatibility.\r\n this.rotation = new Vector3(0, this.getScene().useRightHandedSystem ? Math.PI : 0, 0);\r\n }\r\n\r\n /**\r\n * Gets the position in front of the camera at a given distance.\r\n * @param distance The distance from the camera we want the position to be\r\n * @returns the position\r\n */\r\n public getFrontPosition(distance: number): Vector3 {\r\n this.getWorldMatrix();\r\n const worldForward = TmpVectors.Vector3[0];\r\n const localForward = TmpVectors.Vector3[1];\r\n localForward.set(0, 0, this._scene.useRightHandedSystem ? -1.0 : 1.0);\r\n this.getDirectionToRef(localForward, worldForward);\r\n worldForward.scaleInPlace(distance);\r\n return this.globalPosition.add(worldForward);\r\n }\r\n\r\n /** @internal */\r\n public _getLockedTargetPosition(): Nullable<Vector3> {\r\n if (!this.lockedTarget) {\r\n return null;\r\n }\r\n\r\n if (this.lockedTarget.absolutePosition) {\r\n const lockedTarget = this.lockedTarget as AbstractMesh;\r\n const m = lockedTarget.computeWorldMatrix();\r\n // in some cases the absolute position resets externally, but doesn't update since the matrix is cached.\r\n m.getTranslationToRef(lockedTarget.absolutePosition);\r\n }\r\n\r\n return this.lockedTarget.absolutePosition || this.lockedTarget;\r\n }\r\n\r\n private _storedPosition: Vector3;\r\n private _storedRotation: Vector3;\r\n private _storedRotationQuaternion: Nullable<Quaternion>;\r\n\r\n /**\r\n * Store current camera state of the camera (fov, position, rotation, etc..)\r\n * @returns the camera\r\n */\r\n public override storeState(): Camera {\r\n this._storedPosition = this.position.clone();\r\n this._storedRotation = this.rotation.clone();\r\n if (this.rotationQuaternion) {\r\n this._storedRotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n\r\n return super.storeState();\r\n }\r\n\r\n /**\r\n * Restored camera state. You must call storeState() first\r\n * @returns whether it was successful or not\r\n * @internal\r\n */\r\n public override _restoreStateValues(): boolean {\r\n if (!super._restoreStateValues()) {\r\n return false;\r\n }\r\n\r\n this.position = this._storedPosition.clone();\r\n this.rotation = this._storedRotation.clone();\r\n\r\n if (this.rotationQuaternion && this._storedRotationQuaternion) {\r\n this.rotationQuaternion = this._storedRotationQuaternion.clone();\r\n }\r\n\r\n this.cameraDirection.copyFromFloats(0, 0, 0);\r\n this.cameraRotation.copyFromFloats(0, 0);\r\n\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n public override _initCache() {\r\n super._initCache();\r\n this._cache.lockedTarget = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotation = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotationQuaternion = new Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _updateCache(ignoreParentClass?: boolean): void {\r\n if (!ignoreParentClass) {\r\n super._updateCache();\r\n }\r\n\r\n const lockedTargetPosition = this._getLockedTargetPosition();\r\n if (!lockedTargetPosition) {\r\n this._cache.lockedTarget = null;\r\n } else {\r\n if (!this._cache.lockedTarget) {\r\n this._cache.lockedTarget = lockedTargetPosition.clone();\r\n } else {\r\n this._cache.lockedTarget.copyFrom(lockedTargetPosition);\r\n }\r\n }\r\n\r\n this._cache.rotation.copyFrom(this.rotation);\r\n if (this.rotationQuaternion) {\r\n this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n }\r\n }\r\n\r\n // Synchronized\r\n /** @internal */\r\n public override _isSynchronizedViewMatrix(): boolean {\r\n if (!super._isSynchronizedViewMatrix()) {\r\n return false;\r\n }\r\n\r\n const lockedTargetPosition = this._getLockedTargetPosition();\r\n\r\n return (\r\n (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition) &&\r\n (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation))\r\n );\r\n }\r\n\r\n // Methods\r\n /** @internal */\r\n public _computeLocalCameraSpeed(): number {\r\n const engine = this.getEngine();\r\n return this.speed * Math.sqrt(engine.getDeltaTime() / (engine.getFps() * 100.0));\r\n }\r\n\r\n // Target\r\n\r\n /**\r\n * Defines the target the camera should look at.\r\n * @param target Defines the new target as a Vector\r\n */\r\n public setTarget(target: Vector3): void {\r\n this.upVector.normalize();\r\n\r\n this._initialFocalDistance = target.subtract(this.position).length();\r\n\r\n if (this.position.z === target.z) {\r\n this.position.z += Epsilon;\r\n }\r\n\r\n this._referencePoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(this.position, target, Vector3.UpReadOnly, TmpMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(this.position, target, Vector3.UpReadOnly, TmpMatrix);\r\n }\r\n TmpMatrix.invert();\r\n\r\n const rotationQuaternion = this.rotationQuaternion || TmpQuaternion;\r\n Quaternion.FromRotationMatrixToRef(TmpMatrix, rotationQuaternion);\r\n\r\n rotationQuaternion.toEulerAnglesToRef(this.rotation);\r\n\r\n // Explicitly set z to 0 to match previous behavior.\r\n this.rotation.z = 0;\r\n }\r\n\r\n /**\r\n * Defines the target point of the camera.\r\n * The camera looks towards it form the radius distance.\r\n */\r\n public get target(): Vector3 {\r\n return this.getTarget();\r\n }\r\n public set target(value: Vector3) {\r\n this.setTarget(value);\r\n }\r\n\r\n /**\r\n * Return the current target position of the camera. This value is expressed in local space.\r\n * @returns the target position\r\n */\r\n public getTarget(): Vector3 {\r\n return this._currentTarget;\r\n }\r\n\r\n /** @internal */\r\n public _decideIfNeedsToMove(): boolean {\r\n return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n }\r\n\r\n /** @internal */\r\n public _updatePosition(): void {\r\n if (this.parent) {\r\n this.parent.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n Vector3.TransformNormalToRef(this.cameraDirection, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this._deferredPositionUpdate.addInPlace(TmpVectors.Vector3[0]);\r\n if (!this._deferOnly) {\r\n this.position.copyFrom(this._deferredPositionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n return;\r\n }\r\n this._deferredPositionUpdate.addInPlace(this.cameraDirection);\r\n if (!this._deferOnly) {\r\n this.position.copyFrom(this._deferredPositionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _checkInputs(): void {\r\n const directionMultiplier = this.invertRotation ? -this.inverseRotationSpeed : 1.0;\r\n const needToMove = this._decideIfNeedsToMove();\r\n const needToRotate = this.cameraRotation.x || this.cameraRotation.y;\r\n\r\n this._deferredUpdated = false;\r\n this._deferredRotationUpdate.copyFrom(this.rotation);\r\n this._deferredPositionUpdate.copyFrom(this.position);\r\n if (this.rotationQuaternion) {\r\n this._deferredRotationQuaternionUpdate.copyFrom(this.rotationQuaternion);\r\n }\r\n\r\n // Move\r\n if (needToMove) {\r\n this._updatePosition();\r\n }\r\n\r\n // Rotate\r\n if (needToRotate) {\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toEulerAnglesToRef(this._deferredRotationUpdate);\r\n }\r\n\r\n this._deferredRotationUpdate.x += this.cameraRotation.x * directionMultiplier;\r\n this._deferredRotationUpdate.y += this.cameraRotation.y * directionMultiplier;\r\n\r\n // Apply constraints\r\n if (!this.noRotationConstraint) {\r\n const limit = 1.570796;\r\n\r\n if (this._deferredRotationUpdate.x > limit) {\r\n this._deferredRotationUpdate.x = limit;\r\n }\r\n if (this._deferredRotationUpdate.x < -limit) {\r\n this._deferredRotationUpdate.x = -limit;\r\n }\r\n }\r\n\r\n if (!this._deferOnly) {\r\n this.rotation.copyFrom(this._deferredRotationUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n const len = this._deferredRotationUpdate.lengthSquared();\r\n if (len) {\r\n Quaternion.RotationYawPitchRollToRef(\r\n this._deferredRotationUpdate.y,\r\n this._deferredRotationUpdate.x,\r\n this._deferredRotationUpdate.z,\r\n this._deferredRotationQuaternionUpdate\r\n );\r\n if (!this._deferOnly) {\r\n this.rotationQuaternion.copyFrom(this._deferredRotationQuaternionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n const inertialPanningLimit = this.speed * this._panningEpsilon;\r\n const inertialRotationLimit = this.speed * this._rotationEpsilon;\r\n // Inertia\r\n if (needToMove) {\r\n if (Math.abs(this.cameraDirection.x) < inertialPanningLimit) {\r\n this.cameraDirection.x = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraDirection.y) < inertialPanningLimit) {\r\n this.cameraDirection.y = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraDirection.z) < inertialPanningLimit) {\r\n this.cameraDirection.z = 0;\r\n }\r\n\r\n this.cameraDirection.scaleInPlace(this.inertia);\r\n }\r\n if (needToRotate) {\r\n if (Math.abs(this.cameraRotation.x) < inertialRotationLimit) {\r\n this.cameraRotation.x = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraRotation.y) < inertialRotationLimit) {\r\n this.cameraRotation.y = 0;\r\n }\r\n this.cameraRotation.scaleInPlace(this.inertia);\r\n }\r\n\r\n super._checkInputs();\r\n }\r\n\r\n protected _updateCameraRotationMatrix() {\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);\r\n } else {\r\n Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);\r\n }\r\n }\r\n\r\n /**\r\n * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)\r\n * @returns the current camera\r\n */\r\n private _rotateUpVectorWithCameraRotationMatrix(): TargetCamera {\r\n Vector3.TransformNormalToRef(Vector3.UpReadOnly, this._cameraRotationMatrix, this.upVector);\r\n return this;\r\n }\r\n\r\n private _cachedRotationZ = 0;\r\n private _cachedQuaternionRotationZ = 0;\r\n /** @internal */\r\n public override _getViewMatrix(): Matrix {\r\n if (this.lockedTarget) {\r\n this.setTarget(this._getLockedTargetPosition()!);\r\n }\r\n\r\n // Compute\r\n this._updateCameraRotationMatrix();\r\n\r\n // Apply the changed rotation to the upVector\r\n if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedQuaternionRotationZ = this.rotationQuaternion.z;\r\n } else if (this._cachedRotationZ !== this.rotation.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedRotationZ = this.rotation.z;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);\r\n\r\n // Computing target and final matrix\r\n this.position.addToRef(this._transformedReferencePoint, this._currentTarget);\r\n if (this.updateUpVectorFromRotation) {\r\n if (this.rotationQuaternion) {\r\n Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);\r\n } else {\r\n Quaternion.FromEulerVectorToRef(this.rotation, TmpQuaternion);\r\n Axis.Y.rotateByQuaternionToRef(TmpQuaternion, this.upVector);\r\n }\r\n }\r\n this._computeViewMatrix(this.position, this._currentTarget, this.upVector);\r\n return this._viewMatrix;\r\n }\r\n\r\n protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void {\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(position, target, up, this._viewMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(position, target, up, this._viewMatrix);\r\n }\r\n\r\n if (this.parent) {\r\n const parentWorldMatrix = this.parent.getWorldMatrix();\r\n this._viewMatrix.invert();\r\n this._viewMatrix.multiplyToRef(parentWorldMatrix, this._viewMatrix);\r\n this._viewMatrix.invert();\r\n\r\n this._markSyncedWithParent();\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public override createRigCamera(name: string, cameraIndex: number): Nullable<Camera> {\r\n if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n const rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());\r\n rigCamera.isRigCamera = true;\r\n rigCamera.rigParent = this;\r\n if (this.cameraRigMode === Camera.RIG_MODE_VR) {\r\n if (!this.rotationQuaternion) {\r\n this.rotationQuaternion = new Quaternion();\r\n }\r\n rigCamera._cameraRigParams = {};\r\n rigCamera.rotationQuaternion = new Quaternion();\r\n }\r\n\r\n rigCamera.mode = this.mode;\r\n rigCamera.orthoLeft = this.orthoLeft;\r\n rigCamera.orthoRight = this.orthoRight;\r\n rigCamera.orthoTop = this.orthoTop;\r\n rigCamera.orthoBottom = this.orthoBottom;\r\n\r\n return rigCamera;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _updateRigCameras() {\r\n const camLeft = <TargetCamera>this._rigCameras[0];\r\n const camRight = <TargetCamera>this._rigCameras[1];\r\n\r\n this.computeWorldMatrix();\r\n\r\n switch (this.cameraRigMode) {\r\n case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:\r\n case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:\r\n case Camera.RIG_MODE_STEREOSCOPIC_INTERLACED: {\r\n //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:\r\n const leftSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? 1 : -1;\r\n const rightSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? -1 : 1;\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft);\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * rightSign, camRight);\r\n break;\r\n }\r\n case Camera.RIG_MODE_VR:\r\n if (camLeft.rotationQuaternion && camRight.rotationQuaternion && this.rotationQuaternion) {\r\n camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n } else {\r\n camLeft.rotation.copyFrom(this.rotation);\r\n camRight.rotation.copyFrom(this.rotation);\r\n }\r\n camLeft.position.copyFrom(this.position);\r\n camRight.position.copyFrom(this.position);\r\n\r\n break;\r\n }\r\n super._updateRigCameras();\r\n }\r\n\r\n private _getRigCamPositionAndTarget(halfSpace: number, rigCamera: TargetCamera) {\r\n const target = this.getTarget();\r\n target.subtractToRef(this.position, TargetCamera._TargetFocalPoint);\r\n\r\n TargetCamera._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n const newFocalTarget = TargetCamera._TargetFocalPoint.addInPlace(this.position);\r\n\r\n Matrix.TranslationToRef(-newFocalTarget.x, -newFocalTarget.y, -newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n TargetCamera._TargetTransformMatrix.multiplyToRef(Matrix.RotationAxis(rigCamera.upVector, halfSpace), TargetCamera._RigCamTransformMatrix);\r\n Matrix.TranslationToRef(newFocalTarget.x, newFocalTarget.y, newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n\r\n TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);\r\n\r\n Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, rigCamera.position);\r\n rigCamera.setTarget(newFocalTarget);\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"TargetCamera\";\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for targetCamera.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterTargetCamera(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n Node.AddNodeConstructor(\"TargetCamera\", (name, scene) => {\r\n return () => new TargetCamera(name, Vector3.Zero(), scene);\r\n });\r\n}\r\n"]}
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+
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This file must only contain pure code and pure imports */\r\n\r\nimport { serialize, serializeAsVector3, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport { type Nullable } from \"../types\";\r\nimport { Camera } from \"./camera.pure\";\r\nimport { type Scene } from \"../scene.pure\";\r\nimport { Quaternion, Matrix, Vector3, Vector2, TmpVectors } from \"../Maths/math.vector.pure\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport { Axis } from \"../Maths/math.axis\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\nimport { Node } from \"../node\";\r\n\r\n// Temporary cache variables to avoid allocations.\r\nconst TmpMatrix = /*#__PURE__*/ Matrix.Zero();\r\nconst TmpQuaternion = /*#__PURE__*/ Quaternion.Identity();\r\n\r\n/**\r\n * A target camera takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\nexport class TargetCamera extends Camera {\r\n private static _RigCamTransformMatrix = /*#__PURE__*/ new Matrix();\r\n private static _TargetTransformMatrix = /*#__PURE__*/ new Matrix();\r\n private static _TargetFocalPoint = /*#__PURE__*/ new Vector3();\r\n\r\n /**\r\n * Define the current direction the camera is moving to\r\n */\r\n public cameraDirection = new Vector3(0, 0, 0);\r\n /**\r\n * Define the current rotation the camera is rotating to\r\n */\r\n public cameraRotation = new Vector2(0, 0);\r\n\r\n /**\r\n * When set, the up vector of the camera will be updated by the rotation of the camera\r\n */\r\n @serialize()\r\n public updateUpVectorFromRotation = false;\r\n\r\n /**\r\n * Define the current rotation of the camera\r\n */\r\n @serializeAsVector3()\r\n public rotation: Vector3;\r\n\r\n /**\r\n * Define the current rotation of the camera as a quaternion to prevent Gimbal lock\r\n */\r\n public rotationQuaternion: Nullable<Quaternion>;\r\n\r\n /**\r\n * Define the current speed of the camera\r\n */\r\n @serialize()\r\n public speed = 2.0;\r\n\r\n /**\r\n * Add constraint to the camera to prevent it to move freely in all directions and\r\n * around all axis.\r\n */\r\n public noRotationConstraint = false;\r\n\r\n /**\r\n * Reverses mouselook direction to 'natural' panning as opposed to traditional direct\r\n * panning\r\n */\r\n public invertRotation = false;\r\n\r\n /**\r\n * Speed multiplier for inverse camera panning\r\n */\r\n public inverseRotationSpeed = 0.2;\r\n\r\n /**\r\n * @internal\r\n * @experimental\r\n * Can be used to change clamping behavior for inertia. Hook into onBeforeRenderObservable to change the value per-frame\r\n */\r\n public _panningEpsilon = Epsilon;\r\n /**\r\n * @internal\r\n * @experimental\r\n * Can be used to change clamping behavior for inertia. Hook into onBeforeRenderObservable to change the value per-frame\r\n */\r\n public _rotationEpsilon = Epsilon;\r\n\r\n /**\r\n * Define the current target of the camera as an object or a position.\r\n * Please note that locking a target will disable panning.\r\n */\r\n @serializeAsMeshReference(\"lockedTargetId\")\r\n public lockedTarget: any = null;\r\n\r\n protected readonly _currentTarget = Vector3.Zero();\r\n protected _initialFocalDistance = 1;\r\n protected readonly _viewMatrix = Matrix.Zero();\r\n\r\n /** @internal */\r\n public readonly _cameraTransformMatrix = Matrix.Zero();\r\n /** @internal */\r\n public readonly _cameraRotationMatrix = Matrix.Zero();\r\n\r\n protected readonly _referencePoint: Vector3;\r\n protected readonly _transformedReferencePoint = Vector3.Zero();\r\n\r\n protected readonly _deferredPositionUpdate = new Vector3();\r\n protected readonly _deferredRotationQuaternionUpdate = new Quaternion();\r\n protected readonly _deferredRotationUpdate = new Vector3();\r\n protected _deferredUpdated = false;\r\n protected _deferOnly: boolean = false;\r\n\r\n /** @internal */\r\n public _reset: () => void;\r\n\r\n /**\r\n * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n * @param name Defines the name of the camera in the scene\r\n * @param position Defines the start position of the camera in the scene\r\n * @param scene Defines the scene the camera belongs to\r\n * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active if not other active cameras have been defined\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, setActiveOnSceneIfNoneActive = true) {\r\n super(name, position, scene, setActiveOnSceneIfNoneActive);\r\n\r\n this._referencePoint = Vector3.Forward(this.getScene().useRightHandedSystem);\r\n\r\n // Set the y component of the rotation to Math.PI in right-handed system for backwards compatibility.\r\n this.rotation = new Vector3(0, this.getScene().useRightHandedSystem ? Math.PI : 0, 0);\r\n }\r\n\r\n /**\r\n * Gets the position in front of the camera at a given distance.\r\n * @param distance The distance from the camera we want the position to be\r\n * @returns the position\r\n */\r\n public getFrontPosition(distance: number): Vector3 {\r\n this.getWorldMatrix();\r\n const worldForward = TmpVectors.Vector3[0];\r\n const localForward = TmpVectors.Vector3[1];\r\n localForward.set(0, 0, this._scene.useRightHandedSystem ? -1.0 : 1.0);\r\n this.getDirectionToRef(localForward, worldForward);\r\n worldForward.scaleInPlace(distance);\r\n return this.globalPosition.add(worldForward);\r\n }\r\n\r\n /** @internal */\r\n public _getLockedTargetPosition(): Nullable<Vector3> {\r\n if (!this.lockedTarget) {\r\n return null;\r\n }\r\n\r\n if (this.lockedTarget.absolutePosition) {\r\n const lockedTarget = this.lockedTarget as AbstractMesh;\r\n const m = lockedTarget.computeWorldMatrix();\r\n // in some cases the absolute position resets externally, but doesn't update since the matrix is cached.\r\n m.getTranslationToRef(lockedTarget.absolutePosition);\r\n }\r\n\r\n return this.lockedTarget.absolutePosition || this.lockedTarget;\r\n }\r\n\r\n private _storedPosition: Vector3;\r\n private _storedRotation: Vector3;\r\n private _storedRotationQuaternion: Nullable<Quaternion>;\r\n\r\n /**\r\n * Store current camera state of the camera (fov, position, rotation, etc..)\r\n * @returns the camera\r\n */\r\n public override storeState(): Camera {\r\n this._storedPosition = this.position.clone();\r\n this._storedRotation = this.rotation.clone();\r\n if (this.rotationQuaternion) {\r\n this._storedRotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n\r\n return super.storeState();\r\n }\r\n\r\n /**\r\n * Restored camera state. You must call storeState() first\r\n * @returns whether it was successful or not\r\n * @internal\r\n */\r\n public override _restoreStateValues(): boolean {\r\n if (!super._restoreStateValues()) {\r\n return false;\r\n }\r\n\r\n this.position = this._storedPosition.clone();\r\n this.rotation = this._storedRotation.clone();\r\n\r\n if (this.rotationQuaternion && this._storedRotationQuaternion) {\r\n this.rotationQuaternion = this._storedRotationQuaternion.clone();\r\n }\r\n\r\n this.cameraDirection.copyFromFloats(0, 0, 0);\r\n this.cameraRotation.copyFromFloats(0, 0);\r\n\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n public override _initCache() {\r\n super._initCache();\r\n this._cache.lockedTarget = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotation = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotationQuaternion = new Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _updateCache(ignoreParentClass?: boolean): void {\r\n if (!ignoreParentClass) {\r\n super._updateCache();\r\n }\r\n\r\n const lockedTargetPosition = this._getLockedTargetPosition();\r\n if (!lockedTargetPosition) {\r\n this._cache.lockedTarget = null;\r\n } else {\r\n if (!this._cache.lockedTarget) {\r\n this._cache.lockedTarget = lockedTargetPosition.clone();\r\n } else {\r\n this._cache.lockedTarget.copyFrom(lockedTargetPosition);\r\n }\r\n }\r\n\r\n this._cache.rotation.copyFrom(this.rotation);\r\n if (this.rotationQuaternion) {\r\n this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n }\r\n }\r\n\r\n // Synchronized\r\n /** @internal */\r\n public override _isSynchronizedViewMatrix(): boolean {\r\n if (!super._isSynchronizedViewMatrix()) {\r\n return false;\r\n }\r\n\r\n const lockedTargetPosition = this._getLockedTargetPosition();\r\n\r\n return (\r\n (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition) &&\r\n (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation))\r\n );\r\n }\r\n\r\n // Methods\r\n /** @internal */\r\n public _computeLocalCameraSpeed(): number {\r\n const engine = this.getEngine();\r\n return this.speed * Math.sqrt(engine.getDeltaTime() / (engine.getFps() * 100.0));\r\n }\r\n\r\n // Target\r\n\r\n /**\r\n * Defines the target the camera should look at.\r\n * @param target Defines the new target as a Vector\r\n */\r\n public setTarget(target: Vector3): void {\r\n this.upVector.normalize();\r\n\r\n this._initialFocalDistance = target.subtract(this.position).length();\r\n\r\n if (this.position.z === target.z) {\r\n this.position.z += Epsilon;\r\n }\r\n\r\n if (this._initialFocalDistance < Epsilon) {\r\n this._initialFocalDistance = 1;\r\n }\r\n\r\n this._referencePoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(this.position, target, Vector3.UpReadOnly, TmpMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(this.position, target, Vector3.UpReadOnly, TmpMatrix);\r\n }\r\n TmpMatrix.invert();\r\n\r\n const rotationQuaternion = this.rotationQuaternion || TmpQuaternion;\r\n Quaternion.FromRotationMatrixToRef(TmpMatrix, rotationQuaternion);\r\n\r\n rotationQuaternion.toEulerAnglesToRef(this.rotation);\r\n\r\n // Explicitly set z to 0 to match previous behavior.\r\n this.rotation.z = 0;\r\n }\r\n\r\n /**\r\n * Defines the target point of the camera.\r\n * The camera looks towards it form the radius distance.\r\n */\r\n public get target(): Vector3 {\r\n return this.getTarget();\r\n }\r\n public set target(value: Vector3) {\r\n this.setTarget(value);\r\n }\r\n\r\n /**\r\n * Return the current target position of the camera. This value is expressed in local space.\r\n * @returns the target position\r\n */\r\n public getTarget(): Vector3 {\r\n return this._currentTarget;\r\n }\r\n\r\n /** @internal */\r\n public _decideIfNeedsToMove(): boolean {\r\n return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n }\r\n\r\n /** @internal */\r\n public _updatePosition(): void {\r\n if (this.parent) {\r\n this.parent.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n Vector3.TransformNormalToRef(this.cameraDirection, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this._deferredPositionUpdate.addInPlace(TmpVectors.Vector3[0]);\r\n if (!this._deferOnly) {\r\n this.position.copyFrom(this._deferredPositionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n return;\r\n }\r\n this._deferredPositionUpdate.addInPlace(this.cameraDirection);\r\n if (!this._deferOnly) {\r\n this.position.copyFrom(this._deferredPositionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _checkInputs(): void {\r\n const directionMultiplier = this.invertRotation ? -this.inverseRotationSpeed : 1.0;\r\n const needToMove = this._decideIfNeedsToMove();\r\n const needToRotate = this.cameraRotation.x || this.cameraRotation.y;\r\n\r\n this._deferredUpdated = false;\r\n this._deferredRotationUpdate.copyFrom(this.rotation);\r\n this._deferredPositionUpdate.copyFrom(this.position);\r\n if (this.rotationQuaternion) {\r\n this._deferredRotationQuaternionUpdate.copyFrom(this.rotationQuaternion);\r\n }\r\n\r\n // Move\r\n if (needToMove) {\r\n this._updatePosition();\r\n }\r\n\r\n // Rotate\r\n if (needToRotate) {\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toEulerAnglesToRef(this._deferredRotationUpdate);\r\n }\r\n\r\n this._deferredRotationUpdate.x += this.cameraRotation.x * directionMultiplier;\r\n this._deferredRotationUpdate.y += this.cameraRotation.y * directionMultiplier;\r\n\r\n // Apply constraints\r\n if (!this.noRotationConstraint) {\r\n const limit = 1.570796;\r\n\r\n if (this._deferredRotationUpdate.x > limit) {\r\n this._deferredRotationUpdate.x = limit;\r\n }\r\n if (this._deferredRotationUpdate.x < -limit) {\r\n this._deferredRotationUpdate.x = -limit;\r\n }\r\n }\r\n\r\n if (!this._deferOnly) {\r\n this.rotation.copyFrom(this._deferredRotationUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n const len = this._deferredRotationUpdate.lengthSquared();\r\n if (len) {\r\n Quaternion.RotationYawPitchRollToRef(\r\n this._deferredRotationUpdate.y,\r\n this._deferredRotationUpdate.x,\r\n this._deferredRotationUpdate.z,\r\n this._deferredRotationQuaternionUpdate\r\n );\r\n if (!this._deferOnly) {\r\n this.rotationQuaternion.copyFrom(this._deferredRotationQuaternionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n const inertialPanningLimit = this.speed * this._panningEpsilon;\r\n const inertialRotationLimit = this.speed * this._rotationEpsilon;\r\n // Inertia\r\n if (needToMove) {\r\n if (Math.abs(this.cameraDirection.x) < inertialPanningLimit) {\r\n this.cameraDirection.x = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraDirection.y) < inertialPanningLimit) {\r\n this.cameraDirection.y = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraDirection.z) < inertialPanningLimit) {\r\n this.cameraDirection.z = 0;\r\n }\r\n\r\n this.cameraDirection.scaleInPlace(this.inertia);\r\n }\r\n if (needToRotate) {\r\n if (Math.abs(this.cameraRotation.x) < inertialRotationLimit) {\r\n this.cameraRotation.x = 0;\r\n }\r\n\r\n if (Math.abs(this.cameraRotation.y) < inertialRotationLimit) {\r\n this.cameraRotation.y = 0;\r\n }\r\n this.cameraRotation.scaleInPlace(this.inertia);\r\n }\r\n\r\n super._checkInputs();\r\n }\r\n\r\n protected _updateCameraRotationMatrix() {\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);\r\n } else {\r\n Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);\r\n }\r\n }\r\n\r\n /**\r\n * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)\r\n * @returns the current camera\r\n */\r\n private _rotateUpVectorWithCameraRotationMatrix(): TargetCamera {\r\n Vector3.TransformNormalToRef(Vector3.UpReadOnly, this._cameraRotationMatrix, this.upVector);\r\n return this;\r\n }\r\n\r\n private _cachedRotationZ = 0;\r\n private _cachedQuaternionRotationZ = 0;\r\n /** @internal */\r\n public override _getViewMatrix(): Matrix {\r\n if (this.lockedTarget) {\r\n this.setTarget(this._getLockedTargetPosition()!);\r\n }\r\n\r\n // Compute\r\n this._updateCameraRotationMatrix();\r\n\r\n // Apply the changed rotation to the upVector\r\n if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedQuaternionRotationZ = this.rotationQuaternion.z;\r\n } else if (this._cachedRotationZ !== this.rotation.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedRotationZ = this.rotation.z;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);\r\n\r\n // Computing target and final matrix\r\n this.position.addToRef(this._transformedReferencePoint, this._currentTarget);\r\n if (this.updateUpVectorFromRotation) {\r\n if (this.rotationQuaternion) {\r\n Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);\r\n } else {\r\n Quaternion.FromEulerVectorToRef(this.rotation, TmpQuaternion);\r\n Axis.Y.rotateByQuaternionToRef(TmpQuaternion, this.upVector);\r\n }\r\n }\r\n this._computeViewMatrix(this.position, this._currentTarget, this.upVector);\r\n return this._viewMatrix;\r\n }\r\n\r\n protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void {\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(position, target, up, this._viewMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(position, target, up, this._viewMatrix);\r\n }\r\n\r\n if (this.parent) {\r\n const parentWorldMatrix = this.parent.getWorldMatrix();\r\n this._viewMatrix.invert();\r\n this._viewMatrix.multiplyToRef(parentWorldMatrix, this._viewMatrix);\r\n this._viewMatrix.invert();\r\n\r\n this._markSyncedWithParent();\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public override createRigCamera(name: string, cameraIndex: number): Nullable<Camera> {\r\n if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n const rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());\r\n rigCamera.isRigCamera = true;\r\n rigCamera.rigParent = this;\r\n if (this.cameraRigMode === Camera.RIG_MODE_VR) {\r\n if (!this.rotationQuaternion) {\r\n this.rotationQuaternion = new Quaternion();\r\n }\r\n rigCamera._cameraRigParams = {};\r\n rigCamera.rotationQuaternion = new Quaternion();\r\n }\r\n\r\n rigCamera.mode = this.mode;\r\n rigCamera.orthoLeft = this.orthoLeft;\r\n rigCamera.orthoRight = this.orthoRight;\r\n rigCamera.orthoTop = this.orthoTop;\r\n rigCamera.orthoBottom = this.orthoBottom;\r\n\r\n return rigCamera;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _updateRigCameras() {\r\n const camLeft = <TargetCamera>this._rigCameras[0];\r\n const camRight = <TargetCamera>this._rigCameras[1];\r\n\r\n this.computeWorldMatrix();\r\n\r\n switch (this.cameraRigMode) {\r\n case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:\r\n case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:\r\n case Camera.RIG_MODE_STEREOSCOPIC_INTERLACED: {\r\n //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:\r\n const leftSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? 1 : -1;\r\n const rightSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? -1 : 1;\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft);\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * rightSign, camRight);\r\n break;\r\n }\r\n case Camera.RIG_MODE_VR:\r\n if (camLeft.rotationQuaternion && camRight.rotationQuaternion && this.rotationQuaternion) {\r\n camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n } else {\r\n camLeft.rotation.copyFrom(this.rotation);\r\n camRight.rotation.copyFrom(this.rotation);\r\n }\r\n camLeft.position.copyFrom(this.position);\r\n camRight.position.copyFrom(this.position);\r\n\r\n break;\r\n }\r\n super._updateRigCameras();\r\n }\r\n\r\n private _getRigCamPositionAndTarget(halfSpace: number, rigCamera: TargetCamera) {\r\n const target = this.getTarget();\r\n target.subtractToRef(this.position, TargetCamera._TargetFocalPoint);\r\n\r\n TargetCamera._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n const newFocalTarget = TargetCamera._TargetFocalPoint.addInPlace(this.position);\r\n\r\n Matrix.TranslationToRef(-newFocalTarget.x, -newFocalTarget.y, -newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n TargetCamera._TargetTransformMatrix.multiplyToRef(Matrix.RotationAxis(rigCamera.upVector, halfSpace), TargetCamera._RigCamTransformMatrix);\r\n Matrix.TranslationToRef(newFocalTarget.x, newFocalTarget.y, newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n\r\n TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);\r\n\r\n Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, rigCamera.position);\r\n rigCamera.setTarget(newFocalTarget);\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"TargetCamera\";\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for targetCamera.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterTargetCamera(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n Node.AddNodeConstructor(\"TargetCamera\", (name, scene) => {\r\n return () => new TargetCamera(name, Vector3.Zero(), scene);\r\n });\r\n}\r\n"]}
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@@ -732,7 +732,13 @@ export class WebDeviceInputSystem {
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732
732
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// DualShock 4 Gamepad
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733
733
|
return deviceName.indexOf("0ce6") !== -1 ? DeviceType.DualSense : DeviceType.DualShock;
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734
734
|
}
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735
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-
else if (deviceName.indexOf("Xbox One") !== -1 ||
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735
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+
else if (deviceName.indexOf("Xbox One") !== -1 ||
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736
|
+
deviceName.search("Xbox 360") !== -1 ||
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737
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+
deviceName.search("xinput") !== -1 ||
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738
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+
// Microsoft vendor id covers Xbox Series/One/Elite controllers reported with various names
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739
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+
// (e.g. "Xbox Wireless Controller (... Vendor: 045e Product: 0b13)"). Excludes the
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740
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+
// Surface Dock Extender, which also reports vendor 045e. Mirrors GamepadManager.
|
|
741
|
+
(deviceName.indexOf("045e") !== -1 && deviceName.indexOf("Surface Dock") === -1)) {
|
|
736
742
|
// Xbox Gamepad
|
|
737
743
|
return DeviceType.Xbox;
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|
738
744
|
}
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@@ -1 +1 @@
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1
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-
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{ type AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { type IPointerEvent, type IUIEvent } from \"../Events/deviceInputEvents\";\r\nimport { IsNavigatorAvailable } from \"../Misc/domManagement\";\r\nimport { type Observer } from \"../Misc/observable\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { type Nullable } from \"../types\";\r\nimport { DeviceEventFactory } from \"./eventFactory\";\r\nimport { DeviceType, PointerInput } from \"./InputDevices/deviceEnums\";\r\nimport { type IDeviceInputSystem } from \"./inputInterfaces\";\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nconst MAX_KEYCODES = 255;\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nconst MAX_POINTER_INPUTS = Object.keys(PointerInput).length / 2;\r\n\r\n/** @internal */\r\nexport class WebDeviceInputSystem implements IDeviceInputSystem {\r\n // Private Members\r\n private _inputs: Array<{ [deviceSlot: number]: Array<number> }> = [];\r\n private _gamepads: Array<DeviceType>;\r\n private _keyboardActive: boolean = false;\r\n private _pointerActive: boolean = false;\r\n private _elementToAttachTo: HTMLElement;\r\n private _metaKeys: Array<number>;\r\n private readonly _engine: AbstractEngine;\r\n private readonly _usingSafari: boolean = Tools.IsSafari();\r\n // Found solution for determining if MacOS is being used here:\r\n // https://stackoverflow.com/questions/10527983/best-way-to-detect-mac-os-x-or-windows-computers-with-javascript-or-jquery\r\n private readonly _usingMacOs: boolean = IsNavigatorAvailable() && /(Mac|iPhone|iPod|iPad)/i.test(navigator.platform);\r\n\r\n private _onDeviceConnected: (deviceType: DeviceType, deviceSlot: number) => void;\r\n private _onDeviceDisconnected: (deviceType: DeviceType, deviceSlot: number) => void;\r\n private _onInputChanged: (deviceType: DeviceType, deviceSlot: number, eventData: IUIEvent) => void;\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _keyboardDownEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _keyboardUpEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _keyboardBlurEvent = (evt: any) => {};\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerMoveEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerDownEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerUpEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerCancelEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerCancelTouch = (pointerId: number) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerLeaveEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerWheelEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerBlurEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerMacOsChromeOutEvent = (evt: any) => {};\r\n private _wheelEventName: string;\r\n private _eventsAttached: boolean = false;\r\n\r\n private _mouseId = -1;\r\n private readonly _isUsingFirefox = IsNavigatorAvailable() && navigator.userAgent && navigator.userAgent.indexOf(\"Firefox\") !== -1;\r\n private readonly _isUsingChromium = IsNavigatorAvailable() && navigator.userAgent && navigator.userAgent.indexOf(\"Chrome\") !== -1;\r\n\r\n // Array to store active Pointer ID values; prevents issues with negative pointerIds\r\n private _activeTouchIds: Array<number>;\r\n private _maxTouchPoints: number = 0;\r\n\r\n private _pointerInputClearObserver: Nullable<Observer<AbstractEngine>> = null;\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _gamepadConnectedEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _gamepadDisconnectedEvent = (evt: any) => {};\r\n\r\n private _eventPrefix: string;\r\n\r\n /**\r\n * Constructor for the WebDeviceInputSystem\r\n * @param engine Engine to reference\r\n * @param onDeviceConnected Callback to execute when device is connected\r\n * @param onDeviceDisconnected Callback to execute when device is disconnected\r\n * @param onInputChanged Callback to execute when input changes on device\r\n */\r\n constructor(\r\n engine: AbstractEngine,\r\n onDeviceConnected: (deviceType: DeviceType, deviceSlot: number) => void,\r\n onDeviceDisconnected: (deviceType: DeviceType, deviceSlot: number) => void,\r\n onInputChanged: (deviceType: DeviceType, deviceSlot: number, eventData: IUIEvent) => void\r\n ) {\r\n this._eventPrefix = Tools.GetPointerPrefix(engine);\r\n this._engine = engine;\r\n\r\n this._onDeviceConnected = onDeviceConnected;\r\n this._onDeviceDisconnected = onDeviceDisconnected;\r\n this._onInputChanged = onInputChanged;\r\n\r\n // If we need a pointerId, set one for future use\r\n this._mouseId = this._isUsingFirefox ? 0 : 1;\r\n\r\n this._enableEvents();\r\n\r\n if (this._usingMacOs) {\r\n this._metaKeys = [];\r\n }\r\n\r\n // Set callback to enable event handler switching when inputElement changes\r\n if (!this._engine._onEngineViewChanged) {\r\n this._engine._onEngineViewChanged = () => {\r\n this._enableEvents();\r\n };\r\n }\r\n }\r\n\r\n // Public functions\r\n /**\r\n * Checks for current device input value, given an id and input index. Throws exception if requested device not initialized.\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n * @returns Current value of input\r\n */\r\n public pollInput(deviceType: DeviceType, deviceSlot: number, inputIndex: number): number {\r\n const device = this._inputs[deviceType][deviceSlot];\r\n\r\n if (!device) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `Unable to find device ${DeviceType[deviceType]}`;\r\n }\r\n\r\n if (deviceType >= DeviceType.DualShock && deviceType <= DeviceType.DualSense) {\r\n this._updateDevice(deviceType, deviceSlot, inputIndex);\r\n }\r\n\r\n const currentValue = device[inputIndex];\r\n if (currentValue === undefined) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `Unable to find input ${inputIndex} for device ${DeviceType[deviceType]} in slot ${deviceSlot}`;\r\n }\r\n\r\n if (inputIndex === PointerInput.Move) {\r\n Tools.Warn(`Unable to provide information for PointerInput.Move. Try using PointerInput.Horizontal or PointerInput.Vertical for move data.`);\r\n }\r\n\r\n return currentValue;\r\n }\r\n\r\n /**\r\n * Check for a specific device in the DeviceInputSystem\r\n * @param deviceType Type of device to check for\r\n * @returns bool with status of device's existence\r\n */\r\n public isDeviceAvailable(deviceType: DeviceType): boolean {\r\n return this._inputs[deviceType] !== undefined;\r\n }\r\n\r\n /**\r\n * Dispose of all the eventlisteners\r\n */\r\n public dispose(): void {\r\n // Callbacks\r\n this._onDeviceConnected = () => {};\r\n this._onDeviceDisconnected = () => {};\r\n this._onInputChanged = () => {};\r\n delete this._engine._onEngineViewChanged;\r\n\r\n if (this._elementToAttachTo) {\r\n this._disableEvents();\r\n }\r\n }\r\n\r\n /**\r\n * Enable listening for user input events\r\n */\r\n private _enableEvents(): void {\r\n const inputElement = this?._engine.getInputElement();\r\n if (inputElement && (!this._eventsAttached || this._elementToAttachTo !== inputElement)) {\r\n // Remove events before adding to avoid double events or simultaneous events on multiple canvases\r\n this._disableEvents();\r\n\r\n // If the inputs array has already been created, zero it out to before setting up events\r\n if (this._inputs) {\r\n for (const inputs of this._inputs) {\r\n if (inputs) {\r\n for (const deviceSlotKey in inputs) {\r\n const deviceSlot = +deviceSlotKey;\r\n const device = inputs[deviceSlot];\r\n if (device) {\r\n for (let inputIndex = 0; inputIndex < device.length; inputIndex++) {\r\n device[inputIndex] = 0;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._elementToAttachTo = inputElement;\r\n // Set tab index for the inputElement to the engine's canvasTabIndex, if and only if the element's tab index is -1\r\n this._elementToAttachTo.tabIndex = this._elementToAttachTo.tabIndex !== -1 ? this._elementToAttachTo.tabIndex : this._engine.canvasTabIndex;\r\n this._handleKeyActions();\r\n this._handlePointerActions();\r\n this._handleGamepadActions();\r\n this._eventsAttached = true;\r\n\r\n // Check for devices that are already connected but aren't registered. Currently, only checks for gamepads and mouse\r\n this._checkForConnectedDevices();\r\n }\r\n }\r\n\r\n /**\r\n * Disable listening for user input events\r\n */\r\n private _disableEvents(): void {\r\n if (this._elementToAttachTo) {\r\n // Blur Events\r\n this._elementToAttachTo.removeEventListener(\"blur\", this._keyboardBlurEvent);\r\n this._elementToAttachTo.removeEventListener(\"blur\", this._pointerBlurEvent);\r\n\r\n // Keyboard Events\r\n this._elementToAttachTo.removeEventListener(\"keydown\", this._keyboardDownEvent);\r\n this._elementToAttachTo.removeEventListener(\"keyup\", this._keyboardUpEvent);\r\n\r\n // Pointer Events\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"move\", this._pointerMoveEvent);\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"down\", this._pointerDownEvent);\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"up\", this._pointerUpEvent);\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"cancel\", this._pointerCancelEvent);\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"leave\", this._pointerLeaveEvent);\r\n this._elementToAttachTo.removeEventListener(this._wheelEventName, this._pointerWheelEvent);\r\n if (this._usingMacOs && this._isUsingChromium) {\r\n this._elementToAttachTo.removeEventListener(\"lostpointercapture\", this._pointerMacOsChromeOutEvent);\r\n }\r\n\r\n // Gamepad Events\r\n window.removeEventListener(\"gamepadconnected\", this._gamepadConnectedEvent);\r\n window.removeEventListener(\"gamepaddisconnected\", this._gamepadDisconnectedEvent);\r\n }\r\n\r\n if (this._pointerInputClearObserver) {\r\n this._engine.onEndFrameObservable.remove(this._pointerInputClearObserver);\r\n }\r\n\r\n this._eventsAttached = false;\r\n }\r\n\r\n /**\r\n * Checks for existing connections to devices and register them, if necessary\r\n * Currently handles gamepads and mouse\r\n */\r\n private _checkForConnectedDevices(): void {\r\n if (navigator.getGamepads) {\r\n const gamepads = navigator.getGamepads();\r\n\r\n for (const gamepad of gamepads) {\r\n if (gamepad) {\r\n this._addGamePad(gamepad);\r\n }\r\n }\r\n }\r\n\r\n // If the device in use has mouse capabilities, pre-register mouse\r\n if (typeof matchMedia === \"function\" && matchMedia(\"(pointer:fine)\").matches) {\r\n // This will provide a dummy value for the cursor position and is expected to be overridden when the first mouse event happens.\r\n // There isn't any good way to get the current position outside of a pointer event so that's why this was done.\r\n this._addPointerDevice(DeviceType.Mouse, 0, 0, 0);\r\n }\r\n }\r\n\r\n // Private functions\r\n /**\r\n * Add a gamepad to the DeviceInputSystem\r\n * @param gamepad A single DOM Gamepad object\r\n */\r\n private _addGamePad(gamepad: any): void {\r\n const deviceType = this._getGamepadDeviceType(gamepad.id);\r\n const deviceSlot = gamepad.index;\r\n\r\n this._gamepads = this._gamepads || new Array<DeviceType>(gamepad.index + 1);\r\n this._registerDevice(deviceType, deviceSlot, gamepad.buttons.length + gamepad.axes.length);\r\n\r\n this._gamepads[deviceSlot] = deviceType;\r\n }\r\n\r\n /**\r\n * Add pointer device to DeviceInputSystem\r\n * @param deviceType Type of Pointer to add\r\n * @param deviceSlot Pointer ID (0 for mouse, pointerId for Touch)\r\n * @param currentX Current X at point of adding\r\n * @param currentY Current Y at point of adding\r\n */\r\n private _addPointerDevice(deviceType: DeviceType, deviceSlot: number, currentX: number, currentY: number): void {\r\n if (!this._pointerActive) {\r\n this._pointerActive = true;\r\n }\r\n this._registerDevice(deviceType, deviceSlot, MAX_POINTER_INPUTS);\r\n const pointer = this._inputs[deviceType][deviceSlot]; /* initialize our pointer position immediately after registration */\r\n pointer[0] = currentX;\r\n pointer[1] = currentY;\r\n }\r\n\r\n /**\r\n * Add device and inputs to device array\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param numberOfInputs Number of input entries to create for given device\r\n */\r\n private _registerDevice(deviceType: DeviceType, deviceSlot: number, numberOfInputs: number): void {\r\n if (deviceSlot === undefined) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `Unable to register device ${DeviceType[deviceType]} to undefined slot.`;\r\n }\r\n\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = {};\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n const device = new Array<number>(numberOfInputs);\r\n\r\n device.fill(0);\r\n\r\n this._inputs[deviceType][deviceSlot] = device;\r\n this._onDeviceConnected(deviceType, deviceSlot);\r\n }\r\n }\r\n\r\n /**\r\n * Given a specific device name, remove that device from the device map\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n */\r\n private _unregisterDevice(deviceType: DeviceType, deviceSlot: number): void {\r\n if (this._inputs[deviceType][deviceSlot]) {\r\n delete this._inputs[deviceType][deviceSlot];\r\n this._onDeviceDisconnected(deviceType, deviceSlot);\r\n }\r\n }\r\n\r\n /**\r\n * Handle all actions that come from keyboard interaction\r\n */\r\n private _handleKeyActions(): void {\r\n this._keyboardDownEvent = (evt) => {\r\n if (!this._keyboardActive) {\r\n this._keyboardActive = true;\r\n this._registerDevice(DeviceType.Keyboard, 0, MAX_KEYCODES);\r\n }\r\n\r\n const kbKey = this._inputs[DeviceType.Keyboard][0];\r\n if (kbKey) {\r\n kbKey[evt.keyCode] = 1;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n deviceEvent.inputIndex = evt.keyCode;\r\n\r\n if (this._usingMacOs && evt.metaKey && evt.key !== \"Meta\") {\r\n if (!this._metaKeys.includes(evt.keyCode)) {\r\n this._metaKeys.push(evt.keyCode);\r\n }\r\n }\r\n\r\n this._onInputChanged(DeviceType.Keyboard, 0, deviceEvent);\r\n }\r\n };\r\n\r\n this._keyboardUpEvent = (evt) => {\r\n if (!this._keyboardActive) {\r\n this._keyboardActive = true;\r\n this._registerDevice(DeviceType.Keyboard, 0, MAX_KEYCODES);\r\n }\r\n\r\n const kbKey = this._inputs[DeviceType.Keyboard][0];\r\n if (kbKey) {\r\n kbKey[evt.keyCode] = 0;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n deviceEvent.inputIndex = evt.keyCode;\r\n\r\n if (this._usingMacOs && evt.key === \"Meta\" && this._metaKeys.length > 0) {\r\n for (const keyCode of this._metaKeys) {\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Keyboard, 0, keyCode, 0, this, this._elementToAttachTo);\r\n kbKey[keyCode] = 0;\r\n this._onInputChanged(DeviceType.Keyboard, 0, deviceEvent);\r\n }\r\n this._metaKeys.splice(0, this._metaKeys.length);\r\n }\r\n\r\n this._onInputChanged(DeviceType.Keyboard, 0, deviceEvent);\r\n }\r\n };\r\n\r\n this._keyboardBlurEvent = () => {\r\n if (this._keyboardActive) {\r\n const kbKey = this._inputs[DeviceType.Keyboard][0];\r\n\r\n for (let i = 0; i < kbKey.length; i++) {\r\n if (kbKey[i] !== 0) {\r\n kbKey[i] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Keyboard, 0, i, 0, this, this._elementToAttachTo);\r\n\r\n this._onInputChanged(DeviceType.Keyboard, 0, deviceEvent);\r\n }\r\n }\r\n if (this._usingMacOs) {\r\n this._metaKeys.splice(0, this._metaKeys.length);\r\n }\r\n }\r\n };\r\n\r\n this._elementToAttachTo.addEventListener(\"keydown\", this._keyboardDownEvent);\r\n this._elementToAttachTo.addEventListener(\"keyup\", this._keyboardUpEvent);\r\n this._elementToAttachTo.addEventListener(\"blur\", this._keyboardBlurEvent);\r\n }\r\n\r\n /**\r\n * Handle all actions that come from pointer interaction\r\n */\r\n private _handlePointerActions(): void {\r\n // If maxTouchPoints is defined, use that value. Otherwise, allow for a minimum for supported gestures like pinch\r\n this._maxTouchPoints = (IsNavigatorAvailable() && navigator.maxTouchPoints) || 2;\r\n if (!this._activeTouchIds) {\r\n this._activeTouchIds = new Array<number>(this._maxTouchPoints);\r\n }\r\n\r\n for (let i = 0; i < this._maxTouchPoints; i++) {\r\n this._activeTouchIds[i] = -1;\r\n }\r\n\r\n this._pointerMoveEvent = (evt) => {\r\n const deviceType = this._getPointerType(evt);\r\n let deviceSlot = deviceType === DeviceType.Mouse ? 0 : this._activeTouchIds.indexOf(evt.pointerId);\r\n\r\n // In the event that we're getting pointermove events from touch inputs that we aren't tracking,\r\n // look for an available slot and retroactively connect it.\r\n if (deviceType === DeviceType.Touch && deviceSlot === -1) {\r\n const idx = this._activeTouchIds.indexOf(-1);\r\n\r\n if (idx >= 0) {\r\n deviceSlot = idx;\r\n this._activeTouchIds[idx] = evt.pointerId;\r\n // Because this is a \"new\" input, inform the connected callback\r\n this._onDeviceConnected(deviceType, deviceSlot);\r\n } else {\r\n // We can't find an open slot to store new pointer so just return (can only support max number of touches)\r\n Tools.Warn(`Max number of touches exceeded. Ignoring touches in excess of ${this._maxTouchPoints}`);\r\n return;\r\n }\r\n }\r\n\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = {};\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n this._addPointerDevice(deviceType, deviceSlot, evt.clientX, evt.clientY);\r\n }\r\n\r\n const pointer = this._inputs[deviceType][deviceSlot];\r\n if (pointer) {\r\n const deviceEvent = evt as IPointerEvent;\r\n deviceEvent.inputIndex = PointerInput.Move;\r\n\r\n pointer[PointerInput.Horizontal] = evt.clientX;\r\n pointer[PointerInput.Vertical] = evt.clientY;\r\n\r\n // For touches that aren't started with a down, we need to set the button state to 1\r\n if (deviceType === DeviceType.Touch && pointer[PointerInput.LeftClick] === 0) {\r\n pointer[PointerInput.LeftClick] = 1;\r\n }\r\n\r\n if (evt.pointerId === undefined) {\r\n evt.pointerId = this._mouseId;\r\n }\r\n\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n\r\n // Lets Propagate the event for move with same position.\r\n if (!this._usingSafari && evt.button !== -1) {\r\n deviceEvent.inputIndex = evt.button + 2;\r\n pointer[evt.button + 2] = pointer[evt.button + 2] ? 0 : 1; // Reverse state of button if evt.button has value\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n }\r\n };\r\n\r\n this._pointerDownEvent = (evt) => {\r\n const deviceType = this._getPointerType(evt);\r\n let deviceSlot = deviceType === DeviceType.Mouse ? 0 : evt.pointerId;\r\n\r\n if (deviceType === DeviceType.Touch) {\r\n // See if this pointerId is already using an existing slot\r\n // (possible on some devices which raise the pointerMove event before the pointerDown event, e.g. when using a pen)\r\n let idx = this._activeTouchIds.indexOf(evt.pointerId);\r\n if (idx === -1) {\r\n // If the pointerId wasn't already using a slot, find an open one\r\n idx = this._activeTouchIds.indexOf(-1);\r\n }\r\n\r\n if (idx >= 0) {\r\n deviceSlot = idx;\r\n this._activeTouchIds[idx] = evt.pointerId;\r\n } else {\r\n // We can't find an open slot to store new pointer so just return (can only support max number of touches)\r\n Tools.Warn(`Max number of touches exceeded. Ignoring touches in excess of ${this._maxTouchPoints}`);\r\n return;\r\n }\r\n }\r\n\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = {};\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n this._addPointerDevice(deviceType, deviceSlot, evt.clientX, evt.clientY);\r\n } else if (deviceType === DeviceType.Touch) {\r\n this._onDeviceConnected(deviceType, deviceSlot);\r\n }\r\n\r\n const pointer = this._inputs[deviceType][deviceSlot];\r\n if (pointer) {\r\n const previousHorizontal = pointer[PointerInput.Horizontal];\r\n const previousVertical = pointer[PointerInput.Vertical];\r\n\r\n if (deviceType === DeviceType.Mouse) {\r\n // Mouse; Set pointerId if undefined\r\n if (evt.pointerId === undefined) {\r\n evt.pointerId = this._mouseId;\r\n }\r\n\r\n if (!document.pointerLockElement) {\r\n try {\r\n this._elementToAttachTo.setPointerCapture(this._mouseId);\r\n } catch (e) {\r\n // DO NOTHING\r\n }\r\n }\r\n } else {\r\n // Touch; Since touches are dynamically assigned, only set capture if we have an id\r\n if (evt.pointerId && !document.pointerLockElement) {\r\n try {\r\n this._elementToAttachTo.setPointerCapture(evt.pointerId);\r\n } catch (e) {\r\n // DO NOTHING\r\n }\r\n }\r\n }\r\n\r\n pointer[PointerInput.Horizontal] = evt.clientX;\r\n pointer[PointerInput.Vertical] = evt.clientY;\r\n pointer[evt.button + 2] = 1;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n\r\n // NOTE: The +2 used here to is because PointerInput has the same value progression for its mouse buttons as PointerEvent.button\r\n // However, we have our X and Y values front-loaded to group together the touch inputs but not break this progression\r\n // EG. ([X, Y, Left-click], Middle-click, etc...)\r\n deviceEvent.inputIndex = evt.button + 2;\r\n\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n\r\n if (previousHorizontal !== evt.clientX || previousVertical !== evt.clientY) {\r\n deviceEvent.inputIndex = PointerInput.Move;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n }\r\n };\r\n\r\n this._pointerUpEvent = (evt) => {\r\n const deviceType = this._getPointerType(evt);\r\n const deviceSlot = deviceType === DeviceType.Mouse ? 0 : this._activeTouchIds.indexOf(evt.pointerId);\r\n\r\n if (deviceType === DeviceType.Touch) {\r\n // If we're getting a pointerup event for a touch that isn't active, just return.\r\n if (deviceSlot === -1) {\r\n return;\r\n } else {\r\n this._activeTouchIds[deviceSlot] = -1;\r\n }\r\n }\r\n\r\n const pointer = this._inputs[deviceType]?.[deviceSlot];\r\n let button = evt.button;\r\n let shouldProcessPointerUp = pointer && pointer[button + 2] !== 0;\r\n\r\n // Workaround for an issue in Firefox on MacOS only where the browser allows the user to change left button\r\n // actions into right button actions by holding down control. If the user starts a drag with the control button\r\n // down, then lifts control, then releases the mouse, we'll get mismatched up and down events (the down will be\r\n // the right button, and the up will be the left button). In that specific case, where we get an up from a button\r\n // which didn't have a corresponding down, and we are in Firefox on MacOS, we should process the up event as if it\r\n // was from the other button.\r\n // Ideally this would be fixed in Firefox so that if you start a drag with the control button down, then the button\r\n // passed along to both pointer down and up would be the right button regardless of the order in which control and the\r\n // mouse button were released.\r\n // If Firefox makes a fix to ensure this is the case, this workaround can be removed.\r\n // Relevant forum thread: https://forum.babylonjs.com/t/camera-pan-getting-stuck-in-firefox/57158\r\n if (!shouldProcessPointerUp && this._isUsingFirefox && this._usingMacOs && pointer) {\r\n // Try the other button (left or right button)\r\n button = button === 2 ? 0 : 2;\r\n\r\n shouldProcessPointerUp = pointer[button + 2] !== 0;\r\n }\r\n\r\n if (shouldProcessPointerUp) {\r\n const previousHorizontal = pointer[PointerInput.Horizontal];\r\n const previousVertical = pointer[PointerInput.Vertical];\r\n\r\n pointer[PointerInput.Horizontal] = evt.clientX;\r\n pointer[PointerInput.Vertical] = evt.clientY;\r\n pointer[button + 2] = 0;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n\r\n if (evt.pointerId === undefined) {\r\n evt.pointerId = this._mouseId;\r\n }\r\n\r\n if (previousHorizontal !== evt.clientX || previousVertical !== evt.clientY) {\r\n deviceEvent.inputIndex = PointerInput.Move;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n\r\n // NOTE: The +2 used here to is because PointerInput has the same value progression for its mouse buttons as PointerEvent.button\r\n // However, we have our X and Y values front-loaded to group together the touch inputs but not break this progression\r\n // EG. ([X, Y, Left-click], Middle-click, etc...)\r\n deviceEvent.inputIndex = button + 2;\r\n\r\n if (deviceType === DeviceType.Mouse && this._mouseId >= 0 && this._elementToAttachTo.hasPointerCapture?.(this._mouseId)) {\r\n this._elementToAttachTo.releasePointerCapture(this._mouseId);\r\n } else if (evt.pointerId && this._elementToAttachTo.hasPointerCapture?.(evt.pointerId)) {\r\n this._elementToAttachTo.releasePointerCapture(evt.pointerId);\r\n }\r\n\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n\r\n if (deviceType === DeviceType.Touch) {\r\n this._onDeviceDisconnected(deviceType, deviceSlot);\r\n }\r\n }\r\n };\r\n\r\n this._pointerCancelTouch = (pointerId: number) => {\r\n const deviceSlot = this._activeTouchIds.indexOf(pointerId);\r\n\r\n // If we're getting a pointercancel event for a touch that isn't active, just return\r\n if (deviceSlot === -1) {\r\n return;\r\n }\r\n\r\n if (this._elementToAttachTo.hasPointerCapture?.(pointerId)) {\r\n this._elementToAttachTo.releasePointerCapture(pointerId);\r\n }\r\n\r\n this._inputs[DeviceType.Touch][deviceSlot][PointerInput.LeftClick] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Touch, deviceSlot, PointerInput.LeftClick, 0, this, this._elementToAttachTo, pointerId);\r\n\r\n this._onInputChanged(DeviceType.Touch, deviceSlot, deviceEvent);\r\n\r\n this._activeTouchIds[deviceSlot] = -1;\r\n this._onDeviceDisconnected(DeviceType.Touch, deviceSlot);\r\n };\r\n\r\n this._pointerCancelEvent = (evt) => {\r\n if (evt.pointerType === \"mouse\") {\r\n const pointer = this._inputs[DeviceType.Mouse][0];\r\n\r\n if (this._mouseId >= 0 && this._elementToAttachTo.hasPointerCapture?.(this._mouseId)) {\r\n this._elementToAttachTo.releasePointerCapture(this._mouseId);\r\n }\r\n\r\n for (let inputIndex = PointerInput.LeftClick; inputIndex <= PointerInput.BrowserForward; inputIndex++) {\r\n if (pointer[inputIndex] === 1) {\r\n pointer[inputIndex] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Mouse, 0, inputIndex, 0, this, this._elementToAttachTo);\r\n\r\n this._onInputChanged(DeviceType.Mouse, 0, deviceEvent);\r\n }\r\n }\r\n } else {\r\n this._pointerCancelTouch(evt.pointerId);\r\n }\r\n };\r\n\r\n this._pointerLeaveEvent = (evt) => {\r\n if (evt.pointerType === \"pen\") {\r\n // If a pen leaves the hover range detectible by the hardware this event is raised and we need to cancel the operation\r\n // Note that pen operations are treated as touch operations\r\n this._pointerCancelTouch(evt.pointerId);\r\n }\r\n };\r\n\r\n // Set Wheel Event Name, code originally from scene.inputManager\r\n this._wheelEventName =\r\n \"onwheel\" in document.createElement(\"div\")\r\n ? \"wheel\" // Modern browsers support \"wheel\"\r\n : (<any>document).onmousewheel !== undefined\r\n ? \"mousewheel\" // Webkit and IE support at least \"mousewheel\"\r\n : \"DOMMouseScroll\"; // let's assume that remaining browsers are older Firefox\r\n\r\n // Code originally in scene.inputManager.ts\r\n // Chrome reports warning in console if wheel listener doesn't set an explicit passive option.\r\n // IE11 only supports captureEvent:boolean, not options:object, and it defaults to false.\r\n // Feature detection technique copied from: https://github.com/github/eventlistener-polyfill (MIT license)\r\n let passiveSupported = false;\r\n const noop = function () {};\r\n\r\n try {\r\n const options = Object.defineProperty({}, \"passive\", {\r\n get: function () {\r\n passiveSupported = true;\r\n },\r\n });\r\n\r\n this._elementToAttachTo.addEventListener(\"test\", noop, options);\r\n this._elementToAttachTo.removeEventListener(\"test\", noop, options);\r\n } catch (e) {\r\n /* */\r\n }\r\n\r\n this._pointerBlurEvent = () => {\r\n // Handle mouse buttons\r\n if (this.isDeviceAvailable(DeviceType.Mouse)) {\r\n const pointer = this._inputs[DeviceType.Mouse][0];\r\n\r\n if (this._mouseId >= 0 && this._elementToAttachTo.hasPointerCapture?.(this._mouseId)) {\r\n this._elementToAttachTo.releasePointerCapture(this._mouseId);\r\n }\r\n\r\n for (let inputIndex = PointerInput.LeftClick; inputIndex <= PointerInput.BrowserForward; inputIndex++) {\r\n if (pointer[inputIndex] === 1) {\r\n pointer[inputIndex] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Mouse, 0, inputIndex, 0, this, this._elementToAttachTo);\r\n\r\n this._onInputChanged(DeviceType.Mouse, 0, deviceEvent);\r\n }\r\n }\r\n }\r\n\r\n // Handle Active Touches\r\n if (this.isDeviceAvailable(DeviceType.Touch)) {\r\n const pointer = this._inputs[DeviceType.Touch];\r\n\r\n for (let deviceSlot = 0; deviceSlot < this._activeTouchIds.length; deviceSlot++) {\r\n const pointerId = this._activeTouchIds[deviceSlot];\r\n\r\n if (this._elementToAttachTo.hasPointerCapture?.(pointerId)) {\r\n this._elementToAttachTo.releasePointerCapture(pointerId);\r\n }\r\n\r\n if (pointerId !== -1 && pointer[deviceSlot]?.[PointerInput.LeftClick] === 1) {\r\n pointer[deviceSlot][PointerInput.LeftClick] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(\r\n DeviceType.Touch,\r\n deviceSlot,\r\n PointerInput.LeftClick,\r\n 0,\r\n this,\r\n this._elementToAttachTo,\r\n pointerId\r\n );\r\n\r\n this._onInputChanged(DeviceType.Touch, deviceSlot, deviceEvent);\r\n\r\n this._activeTouchIds[deviceSlot] = -1;\r\n this._onDeviceDisconnected(DeviceType.Touch, deviceSlot);\r\n }\r\n }\r\n }\r\n };\r\n\r\n this._pointerWheelEvent = (evt) => {\r\n const deviceType = DeviceType.Mouse;\r\n const deviceSlot = 0;\r\n\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = [];\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n this._pointerActive = true;\r\n this._registerDevice(deviceType, deviceSlot, MAX_POINTER_INPUTS);\r\n }\r\n\r\n const pointer = this._inputs[deviceType][deviceSlot];\r\n if (pointer) {\r\n pointer[PointerInput.MouseWheelX] = evt.deltaX || 0;\r\n pointer[PointerInput.MouseWheelY] = evt.deltaY || evt.wheelDelta || 0;\r\n pointer[PointerInput.MouseWheelZ] = evt.deltaZ || 0;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n // By default, there is no pointerId for mouse wheel events so we'll add one here\r\n // This logic was originally in the InputManager but was added here to make the\r\n // InputManager more platform-agnostic\r\n if (evt.pointerId === undefined) {\r\n evt.pointerId = this._mouseId;\r\n }\r\n\r\n if (pointer[PointerInput.MouseWheelX] !== 0) {\r\n deviceEvent.inputIndex = PointerInput.MouseWheelX;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n if (pointer[PointerInput.MouseWheelY] !== 0) {\r\n deviceEvent.inputIndex = PointerInput.MouseWheelY;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n if (pointer[PointerInput.MouseWheelZ] !== 0) {\r\n deviceEvent.inputIndex = PointerInput.MouseWheelZ;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n }\r\n };\r\n\r\n // Workaround for MacOS Chromium Browsers for lost pointer capture bug\r\n if (this._usingMacOs && this._isUsingChromium) {\r\n this._pointerMacOsChromeOutEvent = (evt) => {\r\n if (evt.buttons > 1) {\r\n this._pointerCancelEvent(evt);\r\n }\r\n };\r\n this._elementToAttachTo.addEventListener(\"lostpointercapture\", this._pointerMacOsChromeOutEvent);\r\n }\r\n\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"move\", this._pointerMoveEvent);\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"down\", this._pointerDownEvent);\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"up\", this._pointerUpEvent);\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"cancel\", this._pointerCancelEvent);\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"leave\", this._pointerLeaveEvent);\r\n this._elementToAttachTo.addEventListener(\"blur\", this._pointerBlurEvent);\r\n this._elementToAttachTo.addEventListener(this._wheelEventName, this._pointerWheelEvent, passiveSupported ? { passive: false } : false);\r\n\r\n // Since there's no up or down event for mouse wheel or delta x/y, clear mouse values at end of frame\r\n this._pointerInputClearObserver = this._engine.onEndFrameObservable.add(() => {\r\n if (this.isDeviceAvailable(DeviceType.Mouse)) {\r\n const pointer = this._inputs[DeviceType.Mouse][0];\r\n pointer[PointerInput.MouseWheelX] = 0;\r\n pointer[PointerInput.MouseWheelY] = 0;\r\n pointer[PointerInput.MouseWheelZ] = 0;\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Handle all actions that come from gamepad interaction\r\n */\r\n private _handleGamepadActions(): void {\r\n this._gamepadConnectedEvent = (evt: any) => {\r\n this._addGamePad(evt.gamepad);\r\n };\r\n\r\n this._gamepadDisconnectedEvent = (evt: any) => {\r\n if (this._gamepads) {\r\n const deviceType = this._getGamepadDeviceType(evt.gamepad.id);\r\n const deviceSlot = evt.gamepad.index;\r\n\r\n this._unregisterDevice(deviceType, deviceSlot);\r\n delete this._gamepads[deviceSlot];\r\n }\r\n };\r\n\r\n window.addEventListener(\"gamepadconnected\", this._gamepadConnectedEvent);\r\n window.addEventListener(\"gamepaddisconnected\", this._gamepadDisconnectedEvent);\r\n }\r\n\r\n /**\r\n * Update all non-event based devices with each frame\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n */\r\n private _updateDevice(deviceType: DeviceType, deviceSlot: number, inputIndex: number): void {\r\n // Gamepads\r\n const gp = navigator.getGamepads()[deviceSlot];\r\n\r\n if (gp && deviceType === this._gamepads[deviceSlot]) {\r\n const device = this._inputs[deviceType][deviceSlot];\r\n\r\n if (inputIndex >= gp.buttons.length) {\r\n device[inputIndex] = gp.axes[inputIndex - gp.buttons.length].valueOf();\r\n } else {\r\n device[inputIndex] = gp.buttons[inputIndex].value;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets DeviceType from the device name\r\n * @param deviceName Name of Device from DeviceInputSystem\r\n * @returns DeviceType enum value\r\n */\r\n private _getGamepadDeviceType(deviceName: string): DeviceType {\r\n if (deviceName.indexOf(\"054c\") !== -1) {\r\n // DualShock 4 Gamepad\r\n return deviceName.indexOf(\"0ce6\") !== -1 ? DeviceType.DualSense : DeviceType.DualShock;\r\n } else if (deviceName.indexOf(\"Xbox One\") !== -1 || deviceName.search(\"Xbox 360\") !== -1 || deviceName.search(\"xinput\") !== -1) {\r\n // Xbox Gamepad\r\n return DeviceType.Xbox;\r\n } else if (deviceName.indexOf(\"057e\") !== -1) {\r\n // Switch Gamepad\r\n return DeviceType.Switch;\r\n }\r\n\r\n return DeviceType.Generic;\r\n }\r\n\r\n /**\r\n * Get DeviceType from a given pointer/mouse/touch event.\r\n * @param evt PointerEvent to evaluate\r\n * @returns DeviceType interpreted from event\r\n */\r\n private _getPointerType(evt: any): DeviceType {\r\n let deviceType = DeviceType.Mouse;\r\n\r\n if (evt.pointerType === \"touch\" || evt.pointerType === \"pen\" || evt.touches) {\r\n deviceType = DeviceType.Touch;\r\n }\r\n\r\n return deviceType;\r\n }\r\n}\r\n"]}
|
|
1
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+
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{ type AbstractEngine } from \"../Engines/abstractEngine\";\r\nimport { type IPointerEvent, type IUIEvent } from \"../Events/deviceInputEvents\";\r\nimport { IsNavigatorAvailable } from \"../Misc/domManagement\";\r\nimport { type Observer } from \"../Misc/observable\";\r\nimport { Tools } from \"../Misc/tools\";\r\nimport { type Nullable } from \"../types\";\r\nimport { DeviceEventFactory } from \"./eventFactory\";\r\nimport { DeviceType, PointerInput } from \"./InputDevices/deviceEnums\";\r\nimport { type IDeviceInputSystem } from \"./inputInterfaces\";\r\n\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nconst MAX_KEYCODES = 255;\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nconst MAX_POINTER_INPUTS = Object.keys(PointerInput).length / 2;\r\n\r\n/** @internal */\r\nexport class WebDeviceInputSystem implements IDeviceInputSystem {\r\n // Private Members\r\n private _inputs: Array<{ [deviceSlot: number]: Array<number> }> = [];\r\n private _gamepads: Array<DeviceType>;\r\n private _keyboardActive: boolean = false;\r\n private _pointerActive: boolean = false;\r\n private _elementToAttachTo: HTMLElement;\r\n private _metaKeys: Array<number>;\r\n private readonly _engine: AbstractEngine;\r\n private readonly _usingSafari: boolean = Tools.IsSafari();\r\n // Found solution for determining if MacOS is being used here:\r\n // https://stackoverflow.com/questions/10527983/best-way-to-detect-mac-os-x-or-windows-computers-with-javascript-or-jquery\r\n private readonly _usingMacOs: boolean = IsNavigatorAvailable() && /(Mac|iPhone|iPod|iPad)/i.test(navigator.platform);\r\n\r\n private _onDeviceConnected: (deviceType: DeviceType, deviceSlot: number) => void;\r\n private _onDeviceDisconnected: (deviceType: DeviceType, deviceSlot: number) => void;\r\n private _onInputChanged: (deviceType: DeviceType, deviceSlot: number, eventData: IUIEvent) => void;\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _keyboardDownEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _keyboardUpEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _keyboardBlurEvent = (evt: any) => {};\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerMoveEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerDownEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerUpEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerCancelEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerCancelTouch = (pointerId: number) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerLeaveEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerWheelEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerBlurEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _pointerMacOsChromeOutEvent = (evt: any) => {};\r\n private _wheelEventName: string;\r\n private _eventsAttached: boolean = false;\r\n\r\n private _mouseId = -1;\r\n private readonly _isUsingFirefox = IsNavigatorAvailable() && navigator.userAgent && navigator.userAgent.indexOf(\"Firefox\") !== -1;\r\n private readonly _isUsingChromium = IsNavigatorAvailable() && navigator.userAgent && navigator.userAgent.indexOf(\"Chrome\") !== -1;\r\n\r\n // Array to store active Pointer ID values; prevents issues with negative pointerIds\r\n private _activeTouchIds: Array<number>;\r\n private _maxTouchPoints: number = 0;\r\n\r\n private _pointerInputClearObserver: Nullable<Observer<AbstractEngine>> = null;\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _gamepadConnectedEvent = (evt: any) => {};\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n private _gamepadDisconnectedEvent = (evt: any) => {};\r\n\r\n private _eventPrefix: string;\r\n\r\n /**\r\n * Constructor for the WebDeviceInputSystem\r\n * @param engine Engine to reference\r\n * @param onDeviceConnected Callback to execute when device is connected\r\n * @param onDeviceDisconnected Callback to execute when device is disconnected\r\n * @param onInputChanged Callback to execute when input changes on device\r\n */\r\n constructor(\r\n engine: AbstractEngine,\r\n onDeviceConnected: (deviceType: DeviceType, deviceSlot: number) => void,\r\n onDeviceDisconnected: (deviceType: DeviceType, deviceSlot: number) => void,\r\n onInputChanged: (deviceType: DeviceType, deviceSlot: number, eventData: IUIEvent) => void\r\n ) {\r\n this._eventPrefix = Tools.GetPointerPrefix(engine);\r\n this._engine = engine;\r\n\r\n this._onDeviceConnected = onDeviceConnected;\r\n this._onDeviceDisconnected = onDeviceDisconnected;\r\n this._onInputChanged = onInputChanged;\r\n\r\n // If we need a pointerId, set one for future use\r\n this._mouseId = this._isUsingFirefox ? 0 : 1;\r\n\r\n this._enableEvents();\r\n\r\n if (this._usingMacOs) {\r\n this._metaKeys = [];\r\n }\r\n\r\n // Set callback to enable event handler switching when inputElement changes\r\n if (!this._engine._onEngineViewChanged) {\r\n this._engine._onEngineViewChanged = () => {\r\n this._enableEvents();\r\n };\r\n }\r\n }\r\n\r\n // Public functions\r\n /**\r\n * Checks for current device input value, given an id and input index. Throws exception if requested device not initialized.\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n * @returns Current value of input\r\n */\r\n public pollInput(deviceType: DeviceType, deviceSlot: number, inputIndex: number): number {\r\n const device = this._inputs[deviceType][deviceSlot];\r\n\r\n if (!device) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `Unable to find device ${DeviceType[deviceType]}`;\r\n }\r\n\r\n if (deviceType >= DeviceType.DualShock && deviceType <= DeviceType.DualSense) {\r\n this._updateDevice(deviceType, deviceSlot, inputIndex);\r\n }\r\n\r\n const currentValue = device[inputIndex];\r\n if (currentValue === undefined) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `Unable to find input ${inputIndex} for device ${DeviceType[deviceType]} in slot ${deviceSlot}`;\r\n }\r\n\r\n if (inputIndex === PointerInput.Move) {\r\n Tools.Warn(`Unable to provide information for PointerInput.Move. Try using PointerInput.Horizontal or PointerInput.Vertical for move data.`);\r\n }\r\n\r\n return currentValue;\r\n }\r\n\r\n /**\r\n * Check for a specific device in the DeviceInputSystem\r\n * @param deviceType Type of device to check for\r\n * @returns bool with status of device's existence\r\n */\r\n public isDeviceAvailable(deviceType: DeviceType): boolean {\r\n return this._inputs[deviceType] !== undefined;\r\n }\r\n\r\n /**\r\n * Dispose of all the eventlisteners\r\n */\r\n public dispose(): void {\r\n // Callbacks\r\n this._onDeviceConnected = () => {};\r\n this._onDeviceDisconnected = () => {};\r\n this._onInputChanged = () => {};\r\n delete this._engine._onEngineViewChanged;\r\n\r\n if (this._elementToAttachTo) {\r\n this._disableEvents();\r\n }\r\n }\r\n\r\n /**\r\n * Enable listening for user input events\r\n */\r\n private _enableEvents(): void {\r\n const inputElement = this?._engine.getInputElement();\r\n if (inputElement && (!this._eventsAttached || this._elementToAttachTo !== inputElement)) {\r\n // Remove events before adding to avoid double events or simultaneous events on multiple canvases\r\n this._disableEvents();\r\n\r\n // If the inputs array has already been created, zero it out to before setting up events\r\n if (this._inputs) {\r\n for (const inputs of this._inputs) {\r\n if (inputs) {\r\n for (const deviceSlotKey in inputs) {\r\n const deviceSlot = +deviceSlotKey;\r\n const device = inputs[deviceSlot];\r\n if (device) {\r\n for (let inputIndex = 0; inputIndex < device.length; inputIndex++) {\r\n device[inputIndex] = 0;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._elementToAttachTo = inputElement;\r\n // Set tab index for the inputElement to the engine's canvasTabIndex, if and only if the element's tab index is -1\r\n this._elementToAttachTo.tabIndex = this._elementToAttachTo.tabIndex !== -1 ? this._elementToAttachTo.tabIndex : this._engine.canvasTabIndex;\r\n this._handleKeyActions();\r\n this._handlePointerActions();\r\n this._handleGamepadActions();\r\n this._eventsAttached = true;\r\n\r\n // Check for devices that are already connected but aren't registered. Currently, only checks for gamepads and mouse\r\n this._checkForConnectedDevices();\r\n }\r\n }\r\n\r\n /**\r\n * Disable listening for user input events\r\n */\r\n private _disableEvents(): void {\r\n if (this._elementToAttachTo) {\r\n // Blur Events\r\n this._elementToAttachTo.removeEventListener(\"blur\", this._keyboardBlurEvent);\r\n this._elementToAttachTo.removeEventListener(\"blur\", this._pointerBlurEvent);\r\n\r\n // Keyboard Events\r\n this._elementToAttachTo.removeEventListener(\"keydown\", this._keyboardDownEvent);\r\n this._elementToAttachTo.removeEventListener(\"keyup\", this._keyboardUpEvent);\r\n\r\n // Pointer Events\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"move\", this._pointerMoveEvent);\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"down\", this._pointerDownEvent);\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"up\", this._pointerUpEvent);\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"cancel\", this._pointerCancelEvent);\r\n this._elementToAttachTo.removeEventListener(this._eventPrefix + \"leave\", this._pointerLeaveEvent);\r\n this._elementToAttachTo.removeEventListener(this._wheelEventName, this._pointerWheelEvent);\r\n if (this._usingMacOs && this._isUsingChromium) {\r\n this._elementToAttachTo.removeEventListener(\"lostpointercapture\", this._pointerMacOsChromeOutEvent);\r\n }\r\n\r\n // Gamepad Events\r\n window.removeEventListener(\"gamepadconnected\", this._gamepadConnectedEvent);\r\n window.removeEventListener(\"gamepaddisconnected\", this._gamepadDisconnectedEvent);\r\n }\r\n\r\n if (this._pointerInputClearObserver) {\r\n this._engine.onEndFrameObservable.remove(this._pointerInputClearObserver);\r\n }\r\n\r\n this._eventsAttached = false;\r\n }\r\n\r\n /**\r\n * Checks for existing connections to devices and register them, if necessary\r\n * Currently handles gamepads and mouse\r\n */\r\n private _checkForConnectedDevices(): void {\r\n if (navigator.getGamepads) {\r\n const gamepads = navigator.getGamepads();\r\n\r\n for (const gamepad of gamepads) {\r\n if (gamepad) {\r\n this._addGamePad(gamepad);\r\n }\r\n }\r\n }\r\n\r\n // If the device in use has mouse capabilities, pre-register mouse\r\n if (typeof matchMedia === \"function\" && matchMedia(\"(pointer:fine)\").matches) {\r\n // This will provide a dummy value for the cursor position and is expected to be overridden when the first mouse event happens.\r\n // There isn't any good way to get the current position outside of a pointer event so that's why this was done.\r\n this._addPointerDevice(DeviceType.Mouse, 0, 0, 0);\r\n }\r\n }\r\n\r\n // Private functions\r\n /**\r\n * Add a gamepad to the DeviceInputSystem\r\n * @param gamepad A single DOM Gamepad object\r\n */\r\n private _addGamePad(gamepad: any): void {\r\n const deviceType = this._getGamepadDeviceType(gamepad.id);\r\n const deviceSlot = gamepad.index;\r\n\r\n this._gamepads = this._gamepads || new Array<DeviceType>(gamepad.index + 1);\r\n this._registerDevice(deviceType, deviceSlot, gamepad.buttons.length + gamepad.axes.length);\r\n\r\n this._gamepads[deviceSlot] = deviceType;\r\n }\r\n\r\n /**\r\n * Add pointer device to DeviceInputSystem\r\n * @param deviceType Type of Pointer to add\r\n * @param deviceSlot Pointer ID (0 for mouse, pointerId for Touch)\r\n * @param currentX Current X at point of adding\r\n * @param currentY Current Y at point of adding\r\n */\r\n private _addPointerDevice(deviceType: DeviceType, deviceSlot: number, currentX: number, currentY: number): void {\r\n if (!this._pointerActive) {\r\n this._pointerActive = true;\r\n }\r\n this._registerDevice(deviceType, deviceSlot, MAX_POINTER_INPUTS);\r\n const pointer = this._inputs[deviceType][deviceSlot]; /* initialize our pointer position immediately after registration */\r\n pointer[0] = currentX;\r\n pointer[1] = currentY;\r\n }\r\n\r\n /**\r\n * Add device and inputs to device array\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param numberOfInputs Number of input entries to create for given device\r\n */\r\n private _registerDevice(deviceType: DeviceType, deviceSlot: number, numberOfInputs: number): void {\r\n if (deviceSlot === undefined) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw `Unable to register device ${DeviceType[deviceType]} to undefined slot.`;\r\n }\r\n\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = {};\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n const device = new Array<number>(numberOfInputs);\r\n\r\n device.fill(0);\r\n\r\n this._inputs[deviceType][deviceSlot] = device;\r\n this._onDeviceConnected(deviceType, deviceSlot);\r\n }\r\n }\r\n\r\n /**\r\n * Given a specific device name, remove that device from the device map\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n */\r\n private _unregisterDevice(deviceType: DeviceType, deviceSlot: number): void {\r\n if (this._inputs[deviceType][deviceSlot]) {\r\n delete this._inputs[deviceType][deviceSlot];\r\n this._onDeviceDisconnected(deviceType, deviceSlot);\r\n }\r\n }\r\n\r\n /**\r\n * Handle all actions that come from keyboard interaction\r\n */\r\n private _handleKeyActions(): void {\r\n this._keyboardDownEvent = (evt) => {\r\n if (!this._keyboardActive) {\r\n this._keyboardActive = true;\r\n this._registerDevice(DeviceType.Keyboard, 0, MAX_KEYCODES);\r\n }\r\n\r\n const kbKey = this._inputs[DeviceType.Keyboard][0];\r\n if (kbKey) {\r\n kbKey[evt.keyCode] = 1;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n deviceEvent.inputIndex = evt.keyCode;\r\n\r\n if (this._usingMacOs && evt.metaKey && evt.key !== \"Meta\") {\r\n if (!this._metaKeys.includes(evt.keyCode)) {\r\n this._metaKeys.push(evt.keyCode);\r\n }\r\n }\r\n\r\n this._onInputChanged(DeviceType.Keyboard, 0, deviceEvent);\r\n }\r\n };\r\n\r\n this._keyboardUpEvent = (evt) => {\r\n if (!this._keyboardActive) {\r\n this._keyboardActive = true;\r\n this._registerDevice(DeviceType.Keyboard, 0, MAX_KEYCODES);\r\n }\r\n\r\n const kbKey = this._inputs[DeviceType.Keyboard][0];\r\n if (kbKey) {\r\n kbKey[evt.keyCode] = 0;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n deviceEvent.inputIndex = evt.keyCode;\r\n\r\n if (this._usingMacOs && evt.key === \"Meta\" && this._metaKeys.length > 0) {\r\n for (const keyCode of this._metaKeys) {\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Keyboard, 0, keyCode, 0, this, this._elementToAttachTo);\r\n kbKey[keyCode] = 0;\r\n this._onInputChanged(DeviceType.Keyboard, 0, deviceEvent);\r\n }\r\n this._metaKeys.splice(0, this._metaKeys.length);\r\n }\r\n\r\n this._onInputChanged(DeviceType.Keyboard, 0, deviceEvent);\r\n }\r\n };\r\n\r\n this._keyboardBlurEvent = () => {\r\n if (this._keyboardActive) {\r\n const kbKey = this._inputs[DeviceType.Keyboard][0];\r\n\r\n for (let i = 0; i < kbKey.length; i++) {\r\n if (kbKey[i] !== 0) {\r\n kbKey[i] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Keyboard, 0, i, 0, this, this._elementToAttachTo);\r\n\r\n this._onInputChanged(DeviceType.Keyboard, 0, deviceEvent);\r\n }\r\n }\r\n if (this._usingMacOs) {\r\n this._metaKeys.splice(0, this._metaKeys.length);\r\n }\r\n }\r\n };\r\n\r\n this._elementToAttachTo.addEventListener(\"keydown\", this._keyboardDownEvent);\r\n this._elementToAttachTo.addEventListener(\"keyup\", this._keyboardUpEvent);\r\n this._elementToAttachTo.addEventListener(\"blur\", this._keyboardBlurEvent);\r\n }\r\n\r\n /**\r\n * Handle all actions that come from pointer interaction\r\n */\r\n private _handlePointerActions(): void {\r\n // If maxTouchPoints is defined, use that value. Otherwise, allow for a minimum for supported gestures like pinch\r\n this._maxTouchPoints = (IsNavigatorAvailable() && navigator.maxTouchPoints) || 2;\r\n if (!this._activeTouchIds) {\r\n this._activeTouchIds = new Array<number>(this._maxTouchPoints);\r\n }\r\n\r\n for (let i = 0; i < this._maxTouchPoints; i++) {\r\n this._activeTouchIds[i] = -1;\r\n }\r\n\r\n this._pointerMoveEvent = (evt) => {\r\n const deviceType = this._getPointerType(evt);\r\n let deviceSlot = deviceType === DeviceType.Mouse ? 0 : this._activeTouchIds.indexOf(evt.pointerId);\r\n\r\n // In the event that we're getting pointermove events from touch inputs that we aren't tracking,\r\n // look for an available slot and retroactively connect it.\r\n if (deviceType === DeviceType.Touch && deviceSlot === -1) {\r\n const idx = this._activeTouchIds.indexOf(-1);\r\n\r\n if (idx >= 0) {\r\n deviceSlot = idx;\r\n this._activeTouchIds[idx] = evt.pointerId;\r\n // Because this is a \"new\" input, inform the connected callback\r\n this._onDeviceConnected(deviceType, deviceSlot);\r\n } else {\r\n // We can't find an open slot to store new pointer so just return (can only support max number of touches)\r\n Tools.Warn(`Max number of touches exceeded. Ignoring touches in excess of ${this._maxTouchPoints}`);\r\n return;\r\n }\r\n }\r\n\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = {};\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n this._addPointerDevice(deviceType, deviceSlot, evt.clientX, evt.clientY);\r\n }\r\n\r\n const pointer = this._inputs[deviceType][deviceSlot];\r\n if (pointer) {\r\n const deviceEvent = evt as IPointerEvent;\r\n deviceEvent.inputIndex = PointerInput.Move;\r\n\r\n pointer[PointerInput.Horizontal] = evt.clientX;\r\n pointer[PointerInput.Vertical] = evt.clientY;\r\n\r\n // For touches that aren't started with a down, we need to set the button state to 1\r\n if (deviceType === DeviceType.Touch && pointer[PointerInput.LeftClick] === 0) {\r\n pointer[PointerInput.LeftClick] = 1;\r\n }\r\n\r\n if (evt.pointerId === undefined) {\r\n evt.pointerId = this._mouseId;\r\n }\r\n\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n\r\n // Lets Propagate the event for move with same position.\r\n if (!this._usingSafari && evt.button !== -1) {\r\n deviceEvent.inputIndex = evt.button + 2;\r\n pointer[evt.button + 2] = pointer[evt.button + 2] ? 0 : 1; // Reverse state of button if evt.button has value\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n }\r\n };\r\n\r\n this._pointerDownEvent = (evt) => {\r\n const deviceType = this._getPointerType(evt);\r\n let deviceSlot = deviceType === DeviceType.Mouse ? 0 : evt.pointerId;\r\n\r\n if (deviceType === DeviceType.Touch) {\r\n // See if this pointerId is already using an existing slot\r\n // (possible on some devices which raise the pointerMove event before the pointerDown event, e.g. when using a pen)\r\n let idx = this._activeTouchIds.indexOf(evt.pointerId);\r\n if (idx === -1) {\r\n // If the pointerId wasn't already using a slot, find an open one\r\n idx = this._activeTouchIds.indexOf(-1);\r\n }\r\n\r\n if (idx >= 0) {\r\n deviceSlot = idx;\r\n this._activeTouchIds[idx] = evt.pointerId;\r\n } else {\r\n // We can't find an open slot to store new pointer so just return (can only support max number of touches)\r\n Tools.Warn(`Max number of touches exceeded. Ignoring touches in excess of ${this._maxTouchPoints}`);\r\n return;\r\n }\r\n }\r\n\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = {};\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n this._addPointerDevice(deviceType, deviceSlot, evt.clientX, evt.clientY);\r\n } else if (deviceType === DeviceType.Touch) {\r\n this._onDeviceConnected(deviceType, deviceSlot);\r\n }\r\n\r\n const pointer = this._inputs[deviceType][deviceSlot];\r\n if (pointer) {\r\n const previousHorizontal = pointer[PointerInput.Horizontal];\r\n const previousVertical = pointer[PointerInput.Vertical];\r\n\r\n if (deviceType === DeviceType.Mouse) {\r\n // Mouse; Set pointerId if undefined\r\n if (evt.pointerId === undefined) {\r\n evt.pointerId = this._mouseId;\r\n }\r\n\r\n if (!document.pointerLockElement) {\r\n try {\r\n this._elementToAttachTo.setPointerCapture(this._mouseId);\r\n } catch (e) {\r\n // DO NOTHING\r\n }\r\n }\r\n } else {\r\n // Touch; Since touches are dynamically assigned, only set capture if we have an id\r\n if (evt.pointerId && !document.pointerLockElement) {\r\n try {\r\n this._elementToAttachTo.setPointerCapture(evt.pointerId);\r\n } catch (e) {\r\n // DO NOTHING\r\n }\r\n }\r\n }\r\n\r\n pointer[PointerInput.Horizontal] = evt.clientX;\r\n pointer[PointerInput.Vertical] = evt.clientY;\r\n pointer[evt.button + 2] = 1;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n\r\n // NOTE: The +2 used here to is because PointerInput has the same value progression for its mouse buttons as PointerEvent.button\r\n // However, we have our X and Y values front-loaded to group together the touch inputs but not break this progression\r\n // EG. ([X, Y, Left-click], Middle-click, etc...)\r\n deviceEvent.inputIndex = evt.button + 2;\r\n\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n\r\n if (previousHorizontal !== evt.clientX || previousVertical !== evt.clientY) {\r\n deviceEvent.inputIndex = PointerInput.Move;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n }\r\n };\r\n\r\n this._pointerUpEvent = (evt) => {\r\n const deviceType = this._getPointerType(evt);\r\n const deviceSlot = deviceType === DeviceType.Mouse ? 0 : this._activeTouchIds.indexOf(evt.pointerId);\r\n\r\n if (deviceType === DeviceType.Touch) {\r\n // If we're getting a pointerup event for a touch that isn't active, just return.\r\n if (deviceSlot === -1) {\r\n return;\r\n } else {\r\n this._activeTouchIds[deviceSlot] = -1;\r\n }\r\n }\r\n\r\n const pointer = this._inputs[deviceType]?.[deviceSlot];\r\n let button = evt.button;\r\n let shouldProcessPointerUp = pointer && pointer[button + 2] !== 0;\r\n\r\n // Workaround for an issue in Firefox on MacOS only where the browser allows the user to change left button\r\n // actions into right button actions by holding down control. If the user starts a drag with the control button\r\n // down, then lifts control, then releases the mouse, we'll get mismatched up and down events (the down will be\r\n // the right button, and the up will be the left button). In that specific case, where we get an up from a button\r\n // which didn't have a corresponding down, and we are in Firefox on MacOS, we should process the up event as if it\r\n // was from the other button.\r\n // Ideally this would be fixed in Firefox so that if you start a drag with the control button down, then the button\r\n // passed along to both pointer down and up would be the right button regardless of the order in which control and the\r\n // mouse button were released.\r\n // If Firefox makes a fix to ensure this is the case, this workaround can be removed.\r\n // Relevant forum thread: https://forum.babylonjs.com/t/camera-pan-getting-stuck-in-firefox/57158\r\n if (!shouldProcessPointerUp && this._isUsingFirefox && this._usingMacOs && pointer) {\r\n // Try the other button (left or right button)\r\n button = button === 2 ? 0 : 2;\r\n\r\n shouldProcessPointerUp = pointer[button + 2] !== 0;\r\n }\r\n\r\n if (shouldProcessPointerUp) {\r\n const previousHorizontal = pointer[PointerInput.Horizontal];\r\n const previousVertical = pointer[PointerInput.Vertical];\r\n\r\n pointer[PointerInput.Horizontal] = evt.clientX;\r\n pointer[PointerInput.Vertical] = evt.clientY;\r\n pointer[button + 2] = 0;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n\r\n if (evt.pointerId === undefined) {\r\n evt.pointerId = this._mouseId;\r\n }\r\n\r\n if (previousHorizontal !== evt.clientX || previousVertical !== evt.clientY) {\r\n deviceEvent.inputIndex = PointerInput.Move;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n\r\n // NOTE: The +2 used here to is because PointerInput has the same value progression for its mouse buttons as PointerEvent.button\r\n // However, we have our X and Y values front-loaded to group together the touch inputs but not break this progression\r\n // EG. ([X, Y, Left-click], Middle-click, etc...)\r\n deviceEvent.inputIndex = button + 2;\r\n\r\n if (deviceType === DeviceType.Mouse && this._mouseId >= 0 && this._elementToAttachTo.hasPointerCapture?.(this._mouseId)) {\r\n this._elementToAttachTo.releasePointerCapture(this._mouseId);\r\n } else if (evt.pointerId && this._elementToAttachTo.hasPointerCapture?.(evt.pointerId)) {\r\n this._elementToAttachTo.releasePointerCapture(evt.pointerId);\r\n }\r\n\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n\r\n if (deviceType === DeviceType.Touch) {\r\n this._onDeviceDisconnected(deviceType, deviceSlot);\r\n }\r\n }\r\n };\r\n\r\n this._pointerCancelTouch = (pointerId: number) => {\r\n const deviceSlot = this._activeTouchIds.indexOf(pointerId);\r\n\r\n // If we're getting a pointercancel event for a touch that isn't active, just return\r\n if (deviceSlot === -1) {\r\n return;\r\n }\r\n\r\n if (this._elementToAttachTo.hasPointerCapture?.(pointerId)) {\r\n this._elementToAttachTo.releasePointerCapture(pointerId);\r\n }\r\n\r\n this._inputs[DeviceType.Touch][deviceSlot][PointerInput.LeftClick] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Touch, deviceSlot, PointerInput.LeftClick, 0, this, this._elementToAttachTo, pointerId);\r\n\r\n this._onInputChanged(DeviceType.Touch, deviceSlot, deviceEvent);\r\n\r\n this._activeTouchIds[deviceSlot] = -1;\r\n this._onDeviceDisconnected(DeviceType.Touch, deviceSlot);\r\n };\r\n\r\n this._pointerCancelEvent = (evt) => {\r\n if (evt.pointerType === \"mouse\") {\r\n const pointer = this._inputs[DeviceType.Mouse][0];\r\n\r\n if (this._mouseId >= 0 && this._elementToAttachTo.hasPointerCapture?.(this._mouseId)) {\r\n this._elementToAttachTo.releasePointerCapture(this._mouseId);\r\n }\r\n\r\n for (let inputIndex = PointerInput.LeftClick; inputIndex <= PointerInput.BrowserForward; inputIndex++) {\r\n if (pointer[inputIndex] === 1) {\r\n pointer[inputIndex] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Mouse, 0, inputIndex, 0, this, this._elementToAttachTo);\r\n\r\n this._onInputChanged(DeviceType.Mouse, 0, deviceEvent);\r\n }\r\n }\r\n } else {\r\n this._pointerCancelTouch(evt.pointerId);\r\n }\r\n };\r\n\r\n this._pointerLeaveEvent = (evt) => {\r\n if (evt.pointerType === \"pen\") {\r\n // If a pen leaves the hover range detectible by the hardware this event is raised and we need to cancel the operation\r\n // Note that pen operations are treated as touch operations\r\n this._pointerCancelTouch(evt.pointerId);\r\n }\r\n };\r\n\r\n // Set Wheel Event Name, code originally from scene.inputManager\r\n this._wheelEventName =\r\n \"onwheel\" in document.createElement(\"div\")\r\n ? \"wheel\" // Modern browsers support \"wheel\"\r\n : (<any>document).onmousewheel !== undefined\r\n ? \"mousewheel\" // Webkit and IE support at least \"mousewheel\"\r\n : \"DOMMouseScroll\"; // let's assume that remaining browsers are older Firefox\r\n\r\n // Code originally in scene.inputManager.ts\r\n // Chrome reports warning in console if wheel listener doesn't set an explicit passive option.\r\n // IE11 only supports captureEvent:boolean, not options:object, and it defaults to false.\r\n // Feature detection technique copied from: https://github.com/github/eventlistener-polyfill (MIT license)\r\n let passiveSupported = false;\r\n const noop = function () {};\r\n\r\n try {\r\n const options = Object.defineProperty({}, \"passive\", {\r\n get: function () {\r\n passiveSupported = true;\r\n },\r\n });\r\n\r\n this._elementToAttachTo.addEventListener(\"test\", noop, options);\r\n this._elementToAttachTo.removeEventListener(\"test\", noop, options);\r\n } catch (e) {\r\n /* */\r\n }\r\n\r\n this._pointerBlurEvent = () => {\r\n // Handle mouse buttons\r\n if (this.isDeviceAvailable(DeviceType.Mouse)) {\r\n const pointer = this._inputs[DeviceType.Mouse][0];\r\n\r\n if (this._mouseId >= 0 && this._elementToAttachTo.hasPointerCapture?.(this._mouseId)) {\r\n this._elementToAttachTo.releasePointerCapture(this._mouseId);\r\n }\r\n\r\n for (let inputIndex = PointerInput.LeftClick; inputIndex <= PointerInput.BrowserForward; inputIndex++) {\r\n if (pointer[inputIndex] === 1) {\r\n pointer[inputIndex] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(DeviceType.Mouse, 0, inputIndex, 0, this, this._elementToAttachTo);\r\n\r\n this._onInputChanged(DeviceType.Mouse, 0, deviceEvent);\r\n }\r\n }\r\n }\r\n\r\n // Handle Active Touches\r\n if (this.isDeviceAvailable(DeviceType.Touch)) {\r\n const pointer = this._inputs[DeviceType.Touch];\r\n\r\n for (let deviceSlot = 0; deviceSlot < this._activeTouchIds.length; deviceSlot++) {\r\n const pointerId = this._activeTouchIds[deviceSlot];\r\n\r\n if (this._elementToAttachTo.hasPointerCapture?.(pointerId)) {\r\n this._elementToAttachTo.releasePointerCapture(pointerId);\r\n }\r\n\r\n if (pointerId !== -1 && pointer[deviceSlot]?.[PointerInput.LeftClick] === 1) {\r\n pointer[deviceSlot][PointerInput.LeftClick] = 0;\r\n\r\n const deviceEvent: IUIEvent = DeviceEventFactory.CreateDeviceEvent(\r\n DeviceType.Touch,\r\n deviceSlot,\r\n PointerInput.LeftClick,\r\n 0,\r\n this,\r\n this._elementToAttachTo,\r\n pointerId\r\n );\r\n\r\n this._onInputChanged(DeviceType.Touch, deviceSlot, deviceEvent);\r\n\r\n this._activeTouchIds[deviceSlot] = -1;\r\n this._onDeviceDisconnected(DeviceType.Touch, deviceSlot);\r\n }\r\n }\r\n }\r\n };\r\n\r\n this._pointerWheelEvent = (evt) => {\r\n const deviceType = DeviceType.Mouse;\r\n const deviceSlot = 0;\r\n\r\n if (!this._inputs[deviceType]) {\r\n this._inputs[deviceType] = [];\r\n }\r\n\r\n if (!this._inputs[deviceType][deviceSlot]) {\r\n this._pointerActive = true;\r\n this._registerDevice(deviceType, deviceSlot, MAX_POINTER_INPUTS);\r\n }\r\n\r\n const pointer = this._inputs[deviceType][deviceSlot];\r\n if (pointer) {\r\n pointer[PointerInput.MouseWheelX] = evt.deltaX || 0;\r\n pointer[PointerInput.MouseWheelY] = evt.deltaY || evt.wheelDelta || 0;\r\n pointer[PointerInput.MouseWheelZ] = evt.deltaZ || 0;\r\n\r\n const deviceEvent = evt as IUIEvent;\r\n // By default, there is no pointerId for mouse wheel events so we'll add one here\r\n // This logic was originally in the InputManager but was added here to make the\r\n // InputManager more platform-agnostic\r\n if (evt.pointerId === undefined) {\r\n evt.pointerId = this._mouseId;\r\n }\r\n\r\n if (pointer[PointerInput.MouseWheelX] !== 0) {\r\n deviceEvent.inputIndex = PointerInput.MouseWheelX;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n if (pointer[PointerInput.MouseWheelY] !== 0) {\r\n deviceEvent.inputIndex = PointerInput.MouseWheelY;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n if (pointer[PointerInput.MouseWheelZ] !== 0) {\r\n deviceEvent.inputIndex = PointerInput.MouseWheelZ;\r\n this._onInputChanged(deviceType, deviceSlot, deviceEvent);\r\n }\r\n }\r\n };\r\n\r\n // Workaround for MacOS Chromium Browsers for lost pointer capture bug\r\n if (this._usingMacOs && this._isUsingChromium) {\r\n this._pointerMacOsChromeOutEvent = (evt) => {\r\n if (evt.buttons > 1) {\r\n this._pointerCancelEvent(evt);\r\n }\r\n };\r\n this._elementToAttachTo.addEventListener(\"lostpointercapture\", this._pointerMacOsChromeOutEvent);\r\n }\r\n\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"move\", this._pointerMoveEvent);\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"down\", this._pointerDownEvent);\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"up\", this._pointerUpEvent);\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"cancel\", this._pointerCancelEvent);\r\n this._elementToAttachTo.addEventListener(this._eventPrefix + \"leave\", this._pointerLeaveEvent);\r\n this._elementToAttachTo.addEventListener(\"blur\", this._pointerBlurEvent);\r\n this._elementToAttachTo.addEventListener(this._wheelEventName, this._pointerWheelEvent, passiveSupported ? { passive: false } : false);\r\n\r\n // Since there's no up or down event for mouse wheel or delta x/y, clear mouse values at end of frame\r\n this._pointerInputClearObserver = this._engine.onEndFrameObservable.add(() => {\r\n if (this.isDeviceAvailable(DeviceType.Mouse)) {\r\n const pointer = this._inputs[DeviceType.Mouse][0];\r\n pointer[PointerInput.MouseWheelX] = 0;\r\n pointer[PointerInput.MouseWheelY] = 0;\r\n pointer[PointerInput.MouseWheelZ] = 0;\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Handle all actions that come from gamepad interaction\r\n */\r\n private _handleGamepadActions(): void {\r\n this._gamepadConnectedEvent = (evt: any) => {\r\n this._addGamePad(evt.gamepad);\r\n };\r\n\r\n this._gamepadDisconnectedEvent = (evt: any) => {\r\n if (this._gamepads) {\r\n const deviceType = this._getGamepadDeviceType(evt.gamepad.id);\r\n const deviceSlot = evt.gamepad.index;\r\n\r\n this._unregisterDevice(deviceType, deviceSlot);\r\n delete this._gamepads[deviceSlot];\r\n }\r\n };\r\n\r\n window.addEventListener(\"gamepadconnected\", this._gamepadConnectedEvent);\r\n window.addEventListener(\"gamepaddisconnected\", this._gamepadDisconnectedEvent);\r\n }\r\n\r\n /**\r\n * Update all non-event based devices with each frame\r\n * @param deviceType Enum specifying device type\r\n * @param deviceSlot \"Slot\" or index that device is referenced in\r\n * @param inputIndex Id of input to be checked\r\n */\r\n private _updateDevice(deviceType: DeviceType, deviceSlot: number, inputIndex: number): void {\r\n // Gamepads\r\n const gp = navigator.getGamepads()[deviceSlot];\r\n\r\n if (gp && deviceType === this._gamepads[deviceSlot]) {\r\n const device = this._inputs[deviceType][deviceSlot];\r\n\r\n if (inputIndex >= gp.buttons.length) {\r\n device[inputIndex] = gp.axes[inputIndex - gp.buttons.length].valueOf();\r\n } else {\r\n device[inputIndex] = gp.buttons[inputIndex].value;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets DeviceType from the device name\r\n * @param deviceName Name of Device from DeviceInputSystem\r\n * @returns DeviceType enum value\r\n */\r\n private _getGamepadDeviceType(deviceName: string): DeviceType {\r\n if (deviceName.indexOf(\"054c\") !== -1) {\r\n // DualShock 4 Gamepad\r\n return deviceName.indexOf(\"0ce6\") !== -1 ? DeviceType.DualSense : DeviceType.DualShock;\r\n } else if (\r\n deviceName.indexOf(\"Xbox One\") !== -1 ||\r\n deviceName.search(\"Xbox 360\") !== -1 ||\r\n deviceName.search(\"xinput\") !== -1 ||\r\n // Microsoft vendor id covers Xbox Series/One/Elite controllers reported with various names\r\n // (e.g. \"Xbox Wireless Controller (... Vendor: 045e Product: 0b13)\"). Excludes the\r\n // Surface Dock Extender, which also reports vendor 045e. Mirrors GamepadManager.\r\n (deviceName.indexOf(\"045e\") !== -1 && deviceName.indexOf(\"Surface Dock\") === -1)\r\n ) {\r\n // Xbox Gamepad\r\n return DeviceType.Xbox;\r\n } else if (deviceName.indexOf(\"057e\") !== -1) {\r\n // Switch Gamepad\r\n return DeviceType.Switch;\r\n }\r\n\r\n return DeviceType.Generic;\r\n }\r\n\r\n /**\r\n * Get DeviceType from a given pointer/mouse/touch event.\r\n * @param evt PointerEvent to evaluate\r\n * @returns DeviceType interpreted from event\r\n */\r\n private _getPointerType(evt: any): DeviceType {\r\n let deviceType = DeviceType.Mouse;\r\n\r\n if (evt.pointerType === \"touch\" || evt.pointerType === \"pen\" || evt.touches) {\r\n deviceType = DeviceType.Touch;\r\n }\r\n\r\n return deviceType;\r\n }\r\n}\r\n"]}
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@@ -19,7 +19,16 @@ export type NativeFrameStats = {
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export interface INativeEngine {
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dispose(): void;
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requestAnimationFrame(callback: () => void): void;
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-
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/**
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* Registers a callback fired after bgfx is (re)initialized on the graphics device, i.e. the
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* device-restored edge. Preferred name; see BabylonNative #1722.
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*/
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setRenderResetCallback?(callback: () => void): void;
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/**
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* @deprecated Use {@link setRenderResetCallback}. Kept for compatibility with older
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* BabylonNative builds; despite the name, this fires on device restore, not loss.
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*/
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setDeviceLostCallback?(callback: () => void): void;
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createVertexArray(): NativeData;
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createIndexBuffer(dataBuffer: ArrayBufferLike, dataByteOffset: number, dataByteLength: number, is32Bits: boolean, dynamic: boolean): NativeData;
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recordIndexBuffer(vertexArray: NativeData, indexBuffer: NativeData): void;
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