@onerjs/core 8.53.1 → 8.53.3

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Files changed (65) hide show
  1. package/Animations/animationGroup.pure.d.ts +2 -1
  2. package/Animations/animationGroup.pure.js +5 -1
  3. package/Animations/animationGroup.pure.js.map +1 -1
  4. package/Cameras/Inputs/flyCameraKeyboardInput.js +9 -1
  5. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  6. package/Cameras/Inputs/flyCameraMouseInput.d.ts +2 -0
  7. package/Cameras/Inputs/flyCameraMouseInput.js +14 -2
  8. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  9. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +25 -5
  10. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  11. package/Cameras/Inputs/freeCameraMouseInput.d.ts +14 -0
  12. package/Cameras/Inputs/freeCameraMouseInput.js +26 -4
  13. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  14. package/Cameras/Inputs/freeCameraTouchInput.js +16 -5
  15. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  16. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +8 -1
  17. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
  18. package/Cameras/arcRotateCamera.pure.js.map +1 -1
  19. package/Cameras/flyCamera.pure.d.ts +8 -0
  20. package/Cameras/flyCamera.pure.js.map +1 -1
  21. package/Cameras/freeCamera.pure.d.ts +8 -0
  22. package/Cameras/freeCamera.pure.js.map +1 -1
  23. package/Cameras/index.d.ts +1 -0
  24. package/Cameras/index.js +1 -0
  25. package/Cameras/index.js.map +1 -1
  26. package/Cameras/pure.d.ts +1 -0
  27. package/Cameras/pure.js +1 -0
  28. package/Cameras/pure.js.map +1 -1
  29. package/Cameras/targetCamera.pure.d.ts +18 -0
  30. package/Cameras/targetCamera.pure.js +68 -25
  31. package/Cameras/targetCamera.pure.js.map +1 -1
  32. package/Cameras/targetCameraMovement.d.ts +56 -0
  33. package/Cameras/targetCameraMovement.js +63 -0
  34. package/Cameras/targetCameraMovement.js.map +1 -0
  35. package/Engines/AbstractEngine/abstractEngine.scissor.d.ts +18 -0
  36. package/Engines/AbstractEngine/abstractEngine.scissor.js +2 -0
  37. package/Engines/AbstractEngine/abstractEngine.scissor.js.map +1 -0
  38. package/Engines/abstractEngine.pure.js +2 -2
  39. package/Engines/abstractEngine.pure.js.map +1 -1
  40. package/Engines/engine.d.ts +1 -0
  41. package/Engines/engine.js +1 -0
  42. package/Engines/engine.js.map +1 -1
  43. package/Engines/engine.pure.d.ts +0 -12
  44. package/Engines/engine.pure.js +0 -20
  45. package/Engines/engine.pure.js.map +1 -1
  46. package/Engines/pure.d.ts +1 -0
  47. package/Engines/pure.js +1 -0
  48. package/Engines/pure.js.map +1 -1
  49. package/Engines/thinEngine.scissor.d.ts +6 -0
  50. package/Engines/thinEngine.scissor.js +9 -0
  51. package/Engines/thinEngine.scissor.js.map +1 -0
  52. package/Engines/thinEngine.scissor.pure.d.ts +6 -0
  53. package/Engines/thinEngine.scissor.pure.js +24 -0
  54. package/Engines/thinEngine.scissor.pure.js.map +1 -0
  55. package/Engines/thinNativeEngine.pure.js.map +1 -1
  56. package/Engines/webgpuEngine.pure.js.map +1 -1
  57. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js +10 -3
  58. package/Materials/GreasedLine/greasedLinePluginMaterialShadersGLSL.js.map +1 -1
  59. package/Misc/tools.pure.js +1 -1
  60. package/Misc/tools.pure.js.map +1 -1
  61. package/Shaders/greasedLine.vertex.js +19 -3
  62. package/Shaders/greasedLine.vertex.js.map +1 -1
  63. package/package.json +1 -1
  64. package/scene.pure.js +3 -0
  65. package/scene.pure.js.map +1 -1
@@ -1 +1 @@
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{ type Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { type GeospatialCamera } from \"../geospatialCamera\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../cameraInputsManager\";\r\nimport { type KeyboardInfo, KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { type KeyboardConditions } from \"../inputMapper\";\r\n\r\n/**\r\n * Manage the keyboard inputs to control the movement of a geospatial camera.\r\n * Arrow keys + Modifier key (ctrl/alt/option on mac): rotate\r\n * Arrow keys alone: pan\r\n * + / - keys: zoom in/out\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class GeospatialCameraKeyboardInput implements ICameraInput<GeospatialCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: GeospatialCamera;\r\n\r\n /**\r\n * Defines the list of key codes associated with the up action (pan up)\r\n */\r\n @serialize()\r\n public keysUp = [38];\r\n\r\n /**\r\n * Defines the list of key codes associated with the down action (pan down)\r\n */\r\n @serialize()\r\n public keysDown = [40];\r\n\r\n /**\r\n * Defines the list of key codes associated with the left action (pan left)\r\n */\r\n @serialize()\r\n public keysLeft = [37];\r\n\r\n /**\r\n * Defines the list of key codes associated with the right action (pan right)\r\n */\r\n @serialize()\r\n public keysRight = [39];\r\n\r\n /**\r\n * Defines the list of key codes associated with zoom in (+ or =)\r\n */\r\n @serialize()\r\n public keysZoomIn = [187, 107]; // 187 = + key, 107 = numpad +\r\n\r\n /**\r\n * Defines the list of key codes associated with zoom out (-)\r\n */\r\n @serialize()\r\n public keysZoomOut = [189, 109]; // 189 = - key, 109 = numpad -\r\n\r\n /**\r\n * Defines the rotation sensitivity of the inputs.\r\n * (How many pixels of pointer input to apply per keypress, before rotation speed factor is applied by movement class)\r\n * @deprecated Use the `sensitivity` field on the keyboard rotate entry in `camera.movement.input.inputMap` instead.\r\n */\r\n @serialize()\r\n public get rotationSensitivity(): number {\r\n const entry = this.camera?.movement.input.getEntry(\"keyboard\", \"rotate\");\r\n return entry?.sensitivity ?? 1;\r\n }\r\n\r\n public set rotationSensitivity(value: number) {\r\n for (const entry of this.camera?.movement.input.getEntries(\"keyboard\", \"rotate\") ?? []) {\r\n entry.sensitivity = value;\r\n }\r\n }\r\n\r\n /**\r\n * Defines the panning sensitivity of the inputs.\r\n * (How many pixels of pointer input to apply per keypress, before pan speed factor is applied by movement class)\r\n * @deprecated Use the `sensitivity` field on the keyboard pan entry in `camera.movement.input.inputMap` instead.\r\n */\r\n @serialize()\r\n public get panSensitivity(): number {\r\n const entry = this.camera?.movement.input.getEntry(\"keyboard\", \"pan\");\r\n return entry?.sensitivity ?? 1;\r\n }\r\n\r\n public set panSensitivity(value: number) {\r\n for (const entry of this.camera?.movement.input.getEntries(\"keyboard\", \"pan\") ?? []) {\r\n entry.sensitivity = value;\r\n }\r\n }\r\n\r\n /**\r\n * Defines the zooming sensitivity of the inputs.\r\n * (How many pixels of pointer input to apply per keypress, before zoom speed factor is applied by movement class)\r\n * @deprecated Use the `sensitivity` field on the keyboard zoom entry in `camera.movement.input.inputMap` instead.\r\n */\r\n @serialize()\r\n public get zoomSensitivity(): number {\r\n const entry = this.camera?.movement.input.getEntry(\"keyboard\", \"zoom\");\r\n return entry?.sensitivity ?? 1;\r\n }\r\n\r\n public set zoomSensitivity(value: number) {\r\n for (const entry of this.camera?.movement.input.getEntries(\"keyboard\", \"zoom\") ?? []) {\r\n entry.sensitivity = value;\r\n }\r\n }\r\n\r\n private _keys = new Array<number>();\r\n private _ctrlPressed: boolean;\r\n private _altPressed: boolean;\r\n private _shiftPressed: boolean;\r\n private _onCanvasBlurObserver: Nullable<Observer<AbstractEngine>>;\r\n private _onKeyboardObserver: Nullable<Observer<KeyboardInfo>>;\r\n private _engine: AbstractEngine;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Modifier state stored separately from `_keyboardConditions` so it can be typed as a\r\n * concrete (non-optional) object. This avoids non-null assertions when updating modifier\r\n * fields each frame, and the conditions object holds the same reference so\r\n * resolveInteraction sees the live state.\r\n */\r\n private _keyboardModifiers: { ctrl: boolean; alt: boolean; shift: boolean } = { ctrl: false, alt: false, shift: false };\r\n\r\n /** Cached conditions object to avoid per-frame allocations in checkInputs */\r\n private _keyboardConditions: KeyboardConditions = { modifiers: this._keyboardModifiers };\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n // was there a second variable defined?\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n\r\n if (this._onCanvasBlurObserver) {\r\n return;\r\n }\r\n\r\n this._scene = this.camera.getScene();\r\n this._engine = this._scene.getEngine();\r\n\r\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(() => {\r\n this._keys.length = 0;\r\n });\r\n\r\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add((info) => {\r\n const evt = info.event;\r\n if (!evt.metaKey) {\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n this._ctrlPressed = evt.ctrlKey;\r\n this._altPressed = evt.altKey;\r\n this._shiftPressed = evt.shiftKey;\r\n\r\n if (\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysZoomIn.indexOf(evt.keyCode) !== -1 ||\r\n this.keysZoomOut.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index === -1) {\r\n this._keys.push(evt.keyCode);\r\n }\r\n\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n } else {\r\n if (\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysZoomIn.indexOf(evt.keyCode) !== -1 ||\r\n this.keysZoomOut.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index >= 0) {\r\n this._keys.splice(index, 1);\r\n }\r\n\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._scene) {\r\n this._onKeyboardObserver?.remove();\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver?.remove();\r\n this._onCanvasBlurObserver = null;\r\n }\r\n\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._onKeyboardObserver) {\r\n const camera = this.camera;\r\n const input = camera.movement.input;\r\n\r\n // Update cached modifier state\r\n this._keyboardModifiers.ctrl = this._ctrlPressed;\r\n this._keyboardModifiers.alt = this._altPressed;\r\n this._keyboardModifiers.shift = this._shiftPressed;\r\n\r\n for (let index = 0; index < this._keys.length; index++) {\r\n const keyCode = this._keys[index];\r\n\r\n // Resolve per key — allows different keys to map to different interactions\r\n this._keyboardConditions.key = keyCode;\r\n const resolved = input.resolveInteraction(\"keyboard\", this._keyboardConditions);\r\n\r\n if (resolved) {\r\n const sens = resolved.sensitivity ?? 1;\r\n if (resolved.interaction === \"zoom\") {\r\n if (this.keysZoomIn.indexOf(keyCode) !== -1 || this.keysUp.indexOf(keyCode) !== -1) {\r\n input.handlers.zoom(sens, false);\r\n } else if (this.keysZoomOut.indexOf(keyCode) !== -1 || this.keysDown.indexOf(keyCode) !== -1) {\r\n input.handlers.zoom(-sens, false);\r\n }\r\n } else if (resolved.interaction === \"rotate\") {\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n input.handlers.rotate(-sens, 0);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n input.handlers.rotate(sens, 0);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n input.handlers.rotate(0, -sens);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n input.handlers.rotate(0, sens);\r\n }\r\n } else if (resolved.interaction === \"pan\") {\r\n // Call into movement class handleDrag so that behavior matches that of pointer input, simulating drag from center of screen.\r\n // getRenderWidth/Height return render buffer pixels (scaled by hardwareScalingLevel relative to CSS pixels),\r\n // but the picking logic (scene.pick via CreatePickingRayToRef) expects CSS pixels (it divides by hardwareScalingLevel internally).\r\n const hardwareScaling = this._engine.getHardwareScalingLevel();\r\n const centerX = (this._engine.getRenderWidth() / 2) * hardwareScaling;\r\n const centerY = (this._engine.getRenderHeight() / 2) * hardwareScaling;\r\n input.handlers.pan.start(centerX, centerY);\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n input.handlers.pan.update(centerX + sens, centerY);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n input.handlers.pan.update(centerX - sens, centerY);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n input.handlers.pan.update(centerX, centerY + sens);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n input.handlers.pan.update(centerX, centerY - sens);\r\n }\r\n input.handlers.pan.stop();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"GeospatialCameraKeyboardInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"keyboard\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"GeospatialCameraKeyboardInput\"] = GeospatialCameraKeyboardInput;\r\n"]}
1
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{ type Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { type GeospatialCamera } from \"../geospatialCamera\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../cameraInputsManager\";\r\nimport { type KeyboardInfo, KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\nimport { type KeyboardConditions } from \"../inputMapper\";\r\n\r\n/**\r\n * Manage the keyboard inputs to control the movement of a geospatial camera.\r\n * Arrow keys + Modifier key (ctrl/alt/option on mac): rotate\r\n * Arrow keys alone: pan\r\n * + / - keys: zoom in/out\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class GeospatialCameraKeyboardInput implements ICameraInput<GeospatialCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: GeospatialCamera;\r\n\r\n /**\r\n * Defines the list of key codes associated with the up action (pan up)\r\n */\r\n @serialize()\r\n public keysUp = [38];\r\n\r\n /**\r\n * Defines the list of key codes associated with the down action (pan down)\r\n */\r\n @serialize()\r\n public keysDown = [40];\r\n\r\n /**\r\n * Defines the list of key codes associated with the left action (pan left)\r\n */\r\n @serialize()\r\n public keysLeft = [37];\r\n\r\n /**\r\n * Defines the list of key codes associated with the right action (pan right)\r\n */\r\n @serialize()\r\n public keysRight = [39];\r\n\r\n /**\r\n * Defines the list of key codes associated with zoom in (+ or =)\r\n */\r\n @serialize()\r\n public keysZoomIn = [187, 107]; // 187 = + key, 107 = numpad +\r\n\r\n /**\r\n * Defines the list of key codes associated with zoom out (-)\r\n */\r\n @serialize()\r\n public keysZoomOut = [189, 109]; // 189 = - key, 109 = numpad -\r\n\r\n /**\r\n * Defines the rotation sensitivity of the inputs.\r\n * (How many pixels of pointer input to apply per keypress, before rotation speed factor is applied by movement class)\r\n * @deprecated Use the `sensitivity` field on the keyboard rotate entry in `camera.movement.input.inputMap` instead.\r\n */\r\n @serialize()\r\n public get rotationSensitivity(): number {\r\n const entry = this.camera?.movement.input.getEntry(\"keyboard\", \"rotate\");\r\n return entry?.sensitivity ?? 1;\r\n }\r\n\r\n public set rotationSensitivity(value: number) {\r\n for (const entry of this.camera?.movement.input.getEntries(\"keyboard\", \"rotate\") ?? []) {\r\n entry.sensitivity = value;\r\n }\r\n }\r\n\r\n /**\r\n * Defines the panning sensitivity of the inputs.\r\n * (How many pixels of pointer input to apply per keypress, before pan speed factor is applied by movement class)\r\n * @deprecated Use the `sensitivity` field on the keyboard pan entry in `camera.movement.input.inputMap` instead.\r\n */\r\n @serialize()\r\n public get panSensitivity(): number {\r\n const entry = this.camera?.movement.input.getEntry(\"keyboard\", \"pan\");\r\n return entry?.sensitivity ?? 1;\r\n }\r\n\r\n public set panSensitivity(value: number) {\r\n for (const entry of this.camera?.movement.input.getEntries(\"keyboard\", \"pan\") ?? []) {\r\n entry.sensitivity = value;\r\n }\r\n }\r\n\r\n /**\r\n * Defines the zooming sensitivity of the inputs.\r\n * (How many pixels of pointer input to apply per keypress, before zoom speed factor is applied by movement class)\r\n * @deprecated Use the `sensitivity` field on the keyboard zoom entry in `camera.movement.input.inputMap` instead.\r\n */\r\n @serialize()\r\n public get zoomSensitivity(): number {\r\n const entry = this.camera?.movement.input.getEntry(\"keyboard\", \"zoom\");\r\n return entry?.sensitivity ?? 1;\r\n }\r\n\r\n public set zoomSensitivity(value: number) {\r\n for (const entry of this.camera?.movement.input.getEntries(\"keyboard\", \"zoom\") ?? []) {\r\n entry.sensitivity = value;\r\n }\r\n }\r\n\r\n private _keys = new Array<number>();\r\n private _ctrlPressed: boolean;\r\n private _altPressed: boolean;\r\n private _shiftPressed: boolean;\r\n private _onCanvasBlurObserver: Nullable<Observer<AbstractEngine>>;\r\n private _onKeyboardObserver: Nullable<Observer<KeyboardInfo>>;\r\n private _engine: AbstractEngine;\r\n private _scene: Scene;\r\n\r\n /**\r\n * Modifier state stored separately from `_keyboardConditions` so it can be typed as a\r\n * concrete (non-optional) object. This avoids non-null assertions when updating modifier\r\n * fields each frame, and the conditions object holds the same reference so\r\n * resolveInteraction sees the live state.\r\n */\r\n private _keyboardModifiers: { ctrl: boolean; alt: boolean; shift: boolean } = { ctrl: false, alt: false, shift: false };\r\n\r\n /** Cached conditions object to avoid per-frame allocations in checkInputs */\r\n private _keyboardConditions: KeyboardConditions = { modifiers: this._keyboardModifiers };\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n // was there a second variable defined?\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n\r\n if (this._onCanvasBlurObserver) {\r\n return;\r\n }\r\n\r\n this._scene = this.camera.getScene();\r\n this._engine = this._scene.getEngine();\r\n\r\n this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(() => {\r\n this._keys.length = 0;\r\n });\r\n\r\n this._onKeyboardObserver = this._scene.onKeyboardObservable.add((info) => {\r\n const evt = info.event;\r\n const isArrowKey =\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1;\r\n // Allow metaKey (Cmd on Mac) through for arrow keys so Cmd+Arrow\r\n // works as the Mac equivalent of Ctrl+Arrow for rotation.\r\n // Block metaKey for other keys to avoid capturing browser shortcuts (e.g., Cmd+=/Cmd+-).\r\n if (!evt.metaKey || isArrowKey) {\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n this._ctrlPressed = evt.ctrlKey;\r\n this._altPressed = evt.altKey;\r\n this._shiftPressed = evt.shiftKey;\r\n\r\n if (\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysZoomIn.indexOf(evt.keyCode) !== -1 ||\r\n this.keysZoomOut.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index === -1) {\r\n this._keys.push(evt.keyCode);\r\n }\r\n\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n } else {\r\n if (\r\n this.keysUp.indexOf(evt.keyCode) !== -1 ||\r\n this.keysDown.indexOf(evt.keyCode) !== -1 ||\r\n this.keysLeft.indexOf(evt.keyCode) !== -1 ||\r\n this.keysRight.indexOf(evt.keyCode) !== -1 ||\r\n this.keysZoomIn.indexOf(evt.keyCode) !== -1 ||\r\n this.keysZoomOut.indexOf(evt.keyCode) !== -1\r\n ) {\r\n const index = this._keys.indexOf(evt.keyCode);\r\n\r\n if (index >= 0) {\r\n this._keys.splice(index, 1);\r\n }\r\n\r\n if (evt.preventDefault) {\r\n if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._scene) {\r\n this._onKeyboardObserver?.remove();\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver?.remove();\r\n this._onCanvasBlurObserver = null;\r\n }\r\n\r\n this._keys.length = 0;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this._onKeyboardObserver) {\r\n const camera = this.camera;\r\n const input = camera.movement.input;\r\n\r\n // Update cached modifier state\r\n this._keyboardModifiers.ctrl = this._ctrlPressed;\r\n this._keyboardModifiers.alt = this._altPressed;\r\n this._keyboardModifiers.shift = this._shiftPressed;\r\n\r\n for (let index = 0; index < this._keys.length; index++) {\r\n const keyCode = this._keys[index];\r\n\r\n // Resolve per key — allows different keys to map to different interactions\r\n this._keyboardConditions.key = keyCode;\r\n const resolved = input.resolveInteraction(\"keyboard\", this._keyboardConditions);\r\n\r\n if (resolved) {\r\n const sens = resolved.sensitivity ?? 1;\r\n if (resolved.interaction === \"zoom\") {\r\n if (this.keysZoomIn.indexOf(keyCode) !== -1 || this.keysUp.indexOf(keyCode) !== -1) {\r\n input.handlers.zoom(sens, false);\r\n } else if (this.keysZoomOut.indexOf(keyCode) !== -1 || this.keysDown.indexOf(keyCode) !== -1) {\r\n input.handlers.zoom(-sens, false);\r\n }\r\n } else if (resolved.interaction === \"rotate\") {\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n input.handlers.rotate(-sens, 0);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n input.handlers.rotate(sens, 0);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n input.handlers.rotate(0, -sens);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n input.handlers.rotate(0, sens);\r\n }\r\n } else if (resolved.interaction === \"pan\") {\r\n // Call into movement class handleDrag so that behavior matches that of pointer input, simulating drag from center of screen.\r\n // getRenderWidth/Height return render buffer pixels (scaled by hardwareScalingLevel relative to CSS pixels),\r\n // but the picking logic (scene.pick via CreatePickingRayToRef) expects CSS pixels (it divides by hardwareScalingLevel internally).\r\n const hardwareScaling = this._engine.getHardwareScalingLevel();\r\n const centerX = (this._engine.getRenderWidth() / 2) * hardwareScaling;\r\n const centerY = (this._engine.getRenderHeight() / 2) * hardwareScaling;\r\n input.handlers.pan.start(centerX, centerY);\r\n if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n input.handlers.pan.update(centerX + sens, centerY);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n input.handlers.pan.update(centerX - sens, centerY);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n input.handlers.pan.update(centerX, centerY + sens);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n input.handlers.pan.update(centerX, centerY - sens);\r\n }\r\n input.handlers.pan.stop();\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name\r\n */\r\n public getClassName(): string {\r\n return \"GeospatialCameraKeyboardInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"keyboard\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"GeospatialCameraKeyboardInput\"] = GeospatialCameraKeyboardInput;\r\n"]}