@onerjs/core 8.53.4 → 8.53.6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (841) hide show
  1. package/Animations/animationGroup.d.ts +0 -1
  2. package/Animations/animationGroup.js +0 -1
  3. package/Animations/animationGroup.js.map +1 -1
  4. package/Animations/animationGroup.pure.js +2 -0
  5. package/Animations/animationGroup.pure.js.map +1 -1
  6. package/Animations/runtimeAnimation.js +11 -0
  7. package/Animations/runtimeAnimation.js.map +1 -1
  8. package/Audio/audioSceneComponent.pure.js +1 -1
  9. package/AudioV2/abstractAudio/abstractSound.d.ts +2 -1
  10. package/AudioV2/abstractAudio/abstractSound.js +7 -2
  11. package/AudioV2/abstractAudio/abstractSound.js.map +1 -1
  12. package/AudioV2/abstractAudio/abstractSoundInstance.d.ts +3 -1
  13. package/AudioV2/abstractAudio/abstractSoundInstance.js.map +1 -1
  14. package/AudioV2/abstractAudio/staticSound.d.ts +6 -0
  15. package/AudioV2/abstractAudio/staticSound.js +17 -1
  16. package/AudioV2/abstractAudio/staticSound.js.map +1 -1
  17. package/AudioV2/abstractAudio/staticSoundInstance.d.ts +4 -2
  18. package/AudioV2/abstractAudio/staticSoundInstance.js.map +1 -1
  19. package/AudioV2/abstractAudio/streamingSound.d.ts +6 -0
  20. package/AudioV2/abstractAudio/streamingSound.js +9 -1
  21. package/AudioV2/abstractAudio/streamingSound.js.map +1 -1
  22. package/AudioV2/webAudio/webAudioStaticSound.d.ts +7 -1
  23. package/AudioV2/webAudio/webAudioStaticSound.js +56 -8
  24. package/AudioV2/webAudio/webAudioStaticSound.js.map +1 -1
  25. package/AudioV2/webAudio/webAudioStreamingSound.d.ts +3 -1
  26. package/AudioV2/webAudio/webAudioStreamingSound.js +16 -4
  27. package/AudioV2/webAudio/webAudioStreamingSound.js.map +1 -1
  28. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +2 -2
  29. package/BakedVertexAnimation/bakedVertexAnimationManager.js +151 -121
  30. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  31. package/Behaviors/Cameras/interpolatingBehavior.d.ts +17 -2
  32. package/Behaviors/Cameras/interpolatingBehavior.js +53 -23
  33. package/Behaviors/Cameras/interpolatingBehavior.js.map +1 -1
  34. package/Bones/bone.pure.js +3 -3
  35. package/Buffers/buffer.pure.js +0 -12
  36. package/Buffers/buffer.pure.js.map +1 -1
  37. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +141 -126
  38. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  39. package/Cameras/Inputs/BaseCameraPointersInput.d.ts +2 -1
  40. package/Cameras/Inputs/BaseCameraPointersInput.js +290 -277
  41. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  42. package/Cameras/Inputs/arcRotateCameraGamepadInput.js +115 -102
  43. package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
  44. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +3 -0
  45. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +334 -273
  46. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  47. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +273 -258
  48. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  49. package/Cameras/Inputs/arcRotateCameraPointersInput.js +237 -213
  50. package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
  51. package/Cameras/Inputs/flyCameraKeyboardInput.js +199 -168
  52. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  53. package/Cameras/Inputs/flyCameraMouseInput.js +243 -229
  54. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  55. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +311 -266
  56. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  57. package/Cameras/Inputs/followCameraMouseWheelInput.js +139 -119
  58. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  59. package/Cameras/Inputs/followCameraPointersInput.js +239 -203
  60. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  61. package/Cameras/Inputs/freeCameraGamepadInput.js +127 -114
  62. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  63. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +278 -244
  64. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  65. package/Cameras/Inputs/freeCameraMouseInput.js +216 -202
  66. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  67. package/Cameras/Inputs/freeCameraMouseWheelInput.js +368 -353
  68. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  69. package/Cameras/Inputs/freeCameraTouchInput.js +185 -172
  70. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  71. package/Cameras/Inputs/geospatialCameraKeyboardInput.d.ts +2 -0
  72. package/Cameras/Inputs/geospatialCameraKeyboardInput.js +291 -246
  73. package/Cameras/Inputs/geospatialCameraKeyboardInput.js.map +1 -1
  74. package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +11 -1
  75. package/Cameras/Inputs/geospatialCameraPointersInput.js +18 -2
  76. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  77. package/Cameras/Inputs/orbitCameraPointersInput.js +112 -96
  78. package/Cameras/Inputs/orbitCameraPointersInput.js.map +1 -1
  79. package/Cameras/VR/vrExperienceHelper.d.ts +0 -2
  80. package/Cameras/VR/vrExperienceHelper.js +0 -2
  81. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  82. package/Cameras/VR/vrExperienceHelper.pure.js +5 -0
  83. package/Cameras/VR/vrExperienceHelper.pure.js.map +1 -1
  84. package/Cameras/arcRotateCamera.pure.js +1559 -1479
  85. package/Cameras/arcRotateCamera.pure.js.map +1 -1
  86. package/Cameras/camera.pure.js +1225 -1178
  87. package/Cameras/camera.pure.js.map +1 -1
  88. package/Cameras/flyCamera.pure.js +369 -351
  89. package/Cameras/flyCamera.pure.js.map +1 -1
  90. package/Cameras/followCamera.pure.js +229 -192
  91. package/Cameras/followCamera.pure.js.map +1 -1
  92. package/Cameras/freeCamera.pure.js +373 -351
  93. package/Cameras/freeCamera.pure.js.map +1 -1
  94. package/Cameras/geospatialCamera.pure.d.ts +30 -7
  95. package/Cameras/geospatialCamera.pure.js +502 -457
  96. package/Cameras/geospatialCamera.pure.js.map +1 -1
  97. package/Cameras/geospatialCameraMovement.js +2 -2
  98. package/Cameras/geospatialCameraMovement.js.map +1 -1
  99. package/Cameras/targetCamera.pure.d.ts +7 -0
  100. package/Cameras/targetCamera.pure.js +550 -509
  101. package/Cameras/targetCamera.pure.js.map +1 -1
  102. package/Cameras/universalCamera.pure.js +98 -85
  103. package/Cameras/universalCamera.pure.js.map +1 -1
  104. package/Collisions/gpuPicker.d.ts +111 -4
  105. package/Collisions/gpuPicker.js +696 -119
  106. package/Collisions/gpuPicker.js.map +1 -1
  107. package/Compute/computeShader.pure.js +372 -355
  108. package/Compute/computeShader.pure.js.map +1 -1
  109. package/Culling/Helper/transformFeedbackBoundingHelper.pure.js +2 -2
  110. package/Decorators/nodeDecorator.d.ts +11 -1
  111. package/Decorators/nodeDecorator.js +43 -6
  112. package/Decorators/nodeDecorator.js.map +1 -1
  113. package/Engines/AbstractEngine/abstractEngine.loadFile.pure.js +8 -0
  114. package/Engines/AbstractEngine/abstractEngine.loadFile.pure.js.map +1 -1
  115. package/Engines/Native/nativeHelpers.js +15 -0
  116. package/Engines/Native/nativeHelpers.js.map +1 -1
  117. package/Engines/Native/nativeInterfaces.d.ts +7 -2
  118. package/Engines/Native/nativeInterfaces.js.map +1 -1
  119. package/Engines/Native/nativeRenderTargetWrapper.d.ts +5 -0
  120. package/Engines/Native/nativeRenderTargetWrapper.js +35 -1
  121. package/Engines/Native/nativeRenderTargetWrapper.js.map +1 -1
  122. package/Engines/Processors/shaderProcessor.js +5 -3
  123. package/Engines/Processors/shaderProcessor.js.map +1 -1
  124. package/Engines/WebGPU/Extensions/engine.videoTexture.pure.js +16 -3
  125. package/Engines/WebGPU/Extensions/engine.videoTexture.pure.js.map +1 -1
  126. package/Engines/WebGPU/webgpuClearQuad.pure.js +7 -1
  127. package/Engines/WebGPU/webgpuClearQuad.pure.js.map +1 -1
  128. package/Engines/abstractEngine.functions.d.ts +8 -2
  129. package/Engines/abstractEngine.functions.js +12 -4
  130. package/Engines/abstractEngine.functions.js.map +1 -1
  131. package/Engines/abstractEngine.pure.d.ts +20 -1
  132. package/Engines/abstractEngine.pure.js +21 -134
  133. package/Engines/abstractEngine.pure.js.map +1 -1
  134. package/Engines/engine.d.ts +208 -0
  135. package/Engines/engine.pure.js +0 -15
  136. package/Engines/engine.pure.js.map +1 -1
  137. package/Engines/nullEngine.pure.d.ts +66 -0
  138. package/Engines/nullEngine.pure.js +97 -0
  139. package/Engines/nullEngine.pure.js.map +1 -1
  140. package/Engines/thinEngine.pure.d.ts +0 -13
  141. package/Engines/thinEngine.pure.js +4 -23
  142. package/Engines/thinEngine.pure.js.map +1 -1
  143. package/Engines/thinNativeEngine.d.ts +0 -1
  144. package/Engines/thinNativeEngine.js +0 -1
  145. package/Engines/thinNativeEngine.js.map +1 -1
  146. package/Engines/thinNativeEngine.pure.d.ts +27 -0
  147. package/Engines/thinNativeEngine.pure.js +383 -17
  148. package/Engines/thinNativeEngine.pure.js.map +1 -1
  149. package/Engines/webgpuEngine.d.ts +1 -0
  150. package/Engines/webgpuEngine.js +1 -0
  151. package/Engines/webgpuEngine.js.map +1 -1
  152. package/Engines/webgpuEngine.pure.d.ts +9 -0
  153. package/Engines/webgpuEngine.pure.js +7 -0
  154. package/Engines/webgpuEngine.pure.js.map +1 -1
  155. package/FlowGraph/flowGraph.js +9 -0
  156. package/FlowGraph/flowGraph.js.map +1 -1
  157. package/FlowGraph/flowGraphContext.js +597 -584
  158. package/FlowGraph/flowGraphContext.js.map +1 -1
  159. package/FlowGraph/flowGraphDataConnection.pure.d.ts +14 -0
  160. package/FlowGraph/flowGraphDataConnection.pure.js +38 -1
  161. package/FlowGraph/flowGraphDataConnection.pure.js.map +1 -1
  162. package/FlowGraph/serialization.d.ts +11 -0
  163. package/FlowGraph/serialization.js +11 -1
  164. package/FlowGraph/serialization.js.map +1 -1
  165. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.pure.js +182 -170
  166. package/FrameGraph/Node/Blocks/Layers/glowLayerBlock.pure.js.map +1 -1
  167. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.pure.js +196 -184
  168. package/FrameGraph/Node/Blocks/Layers/highlightLayerBlock.pure.js.map +1 -1
  169. package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.pure.js +222 -210
  170. package/FrameGraph/Node/Blocks/Layers/selectionOutlineLayerBlock.pure.js.map +1 -1
  171. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js +123 -111
  172. package/FrameGraph/Node/Blocks/PostProcesses/basePostProcessBlock.js.map +1 -1
  173. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js +158 -146
  174. package/FrameGraph/Node/Blocks/PostProcesses/baseWithPropertiesPostProcessBlock.js.map +1 -1
  175. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.pure.js +63 -51
  176. package/FrameGraph/Node/Blocks/PostProcesses/blackAndWhitePostProcessBlock.pure.js.map +1 -1
  177. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.pure.js +122 -110
  178. package/FrameGraph/Node/Blocks/PostProcesses/bloomPostProcessBlock.pure.js.map +1 -1
  179. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.pure.js +76 -64
  180. package/FrameGraph/Node/Blocks/PostProcesses/blurPostProcessBlock.pure.js.map +1 -1
  181. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.pure.js +89 -77
  182. package/FrameGraph/Node/Blocks/PostProcesses/chromaticAberrationPostProcessBlock.pure.js.map +1 -1
  183. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.pure.js +134 -122
  184. package/FrameGraph/Node/Blocks/PostProcesses/circleOfConfusionPostProcessBlock.pure.js.map +1 -1
  185. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.pure.js +58 -46
  186. package/FrameGraph/Node/Blocks/PostProcesses/colorCorrectionPostProcessBlock.pure.js.map +1 -1
  187. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.pure.js +107 -95
  188. package/FrameGraph/Node/Blocks/PostProcesses/convolutionPostProcessBlock.pure.js.map +1 -1
  189. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.pure.js +181 -169
  190. package/FrameGraph/Node/Blocks/PostProcesses/depthOfFieldPostProcessBlock.pure.js.map +1 -1
  191. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.pure.js +63 -51
  192. package/FrameGraph/Node/Blocks/PostProcesses/extractHighlightsPostProcessBlock.pure.js.map +1 -1
  193. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.pure.js +63 -51
  194. package/FrameGraph/Node/Blocks/PostProcesses/filterPostProcessBlock.pure.js.map +1 -1
  195. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.pure.js +76 -64
  196. package/FrameGraph/Node/Blocks/PostProcesses/grainPostProcessBlock.pure.js.map +1 -1
  197. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.pure.js +246 -234
  198. package/FrameGraph/Node/Blocks/PostProcesses/imageProcessingPostProcessBlock.pure.js.map +1 -1
  199. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.pure.js +108 -96
  200. package/FrameGraph/Node/Blocks/PostProcesses/motionBlurPostProcessBlock.pure.js.map +1 -1
  201. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.pure.js +87 -75
  202. package/FrameGraph/Node/Blocks/PostProcesses/screenSpaceCurvaturePostProcessBlock.pure.js.map +1 -1
  203. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.pure.js +76 -64
  204. package/FrameGraph/Node/Blocks/PostProcesses/sharpenPostProcessBlock.pure.js.map +1 -1
  205. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.pure.js +313 -301
  206. package/FrameGraph/Node/Blocks/PostProcesses/ssao2PostProcessBlock.pure.js.map +1 -1
  207. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.pure.js +502 -490
  208. package/FrameGraph/Node/Blocks/PostProcesses/ssrPostProcessBlock.pure.js.map +1 -1
  209. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.pure.js +147 -135
  210. package/FrameGraph/Node/Blocks/PostProcesses/taaPostProcessBlock.pure.js.map +1 -1
  211. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.pure.js +90 -78
  212. package/FrameGraph/Node/Blocks/PostProcesses/tonemapPostProcessBlock.pure.js.map +1 -1
  213. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.pure.js +179 -167
  214. package/FrameGraph/Node/Blocks/PostProcesses/volumetricLightingBlock.pure.js.map +1 -1
  215. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js +462 -451
  216. package/FrameGraph/Node/Blocks/Rendering/baseObjectRendererBlock.js.map +1 -1
  217. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js +265 -253
  218. package/FrameGraph/Node/Blocks/Rendering/baseShadowGeneratorBlock.js.map +1 -1
  219. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.pure.js +204 -192
  220. package/FrameGraph/Node/Blocks/Rendering/csmShadowGeneratorBlock.pure.js.map +1 -1
  221. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js +611 -550
  222. package/FrameGraph/Node/Blocks/Rendering/geometryRendererBlock.pure.js.map +1 -1
  223. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.pure.js +320 -308
  224. package/FrameGraph/Node/Blocks/Rendering/iblShadowsRendererBlock.pure.js.map +1 -1
  225. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.pure.js +87 -75
  226. package/FrameGraph/Node/Blocks/Rendering/utilityLayerRendererBlock.pure.js.map +1 -1
  227. package/FrameGraph/Node/Blocks/Textures/clearBlock.pure.js +154 -142
  228. package/FrameGraph/Node/Blocks/Textures/clearBlock.pure.js.map +1 -1
  229. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.pure.js +150 -138
  230. package/FrameGraph/Node/Blocks/Textures/copyTextureBlock.pure.js.map +1 -1
  231. package/FrameGraph/Node/Blocks/inputBlock.pure.js +270 -256
  232. package/FrameGraph/Node/Blocks/inputBlock.pure.js.map +1 -1
  233. package/FrameGraph/Node/Blocks/lightingVolumeBlock.pure.js +95 -83
  234. package/FrameGraph/Node/Blocks/lightingVolumeBlock.pure.js.map +1 -1
  235. package/FrameGraph/Node/nodeRenderGraph.js +715 -693
  236. package/FrameGraph/Node/nodeRenderGraph.js.map +1 -1
  237. package/FrameGraph/Node/nodeRenderGraphBlock.js +548 -533
  238. package/FrameGraph/Node/nodeRenderGraphBlock.js.map +1 -1
  239. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.d.ts +2 -2
  240. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js +43 -51
  241. package/FrameGraph/Tasks/Rendering/iblShadows/iblShadowsAccumulationTask.js.map +1 -1
  242. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.d.ts +0 -1
  243. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js +0 -1
  244. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.js.map +1 -1
  245. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.d.ts +0 -1
  246. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js +66 -35
  247. package/FrameGraph/Tasks/Rendering/iblShadowsRendererTask.pure.js.map +1 -1
  248. package/Helpers/environmentHelper.js +2 -2
  249. package/Helpers/environmentHelper.js.map +1 -1
  250. package/Layers/effectLayer.js +529 -519
  251. package/Layers/effectLayer.js.map +1 -1
  252. package/Layers/glowLayer.pure.js +428 -413
  253. package/Layers/glowLayer.pure.js.map +1 -1
  254. package/Layers/highlightLayer.pure.js +473 -458
  255. package/Layers/highlightLayer.pure.js.map +1 -1
  256. package/Layers/selectionOutlineLayer.pure.js +360 -345
  257. package/Layers/selectionOutlineLayer.pure.js.map +1 -1
  258. package/Lights/Clustered/clusteredLightContainer.pure.d.ts +1 -1
  259. package/Lights/Clustered/clusteredLightContainer.pure.js +583 -558
  260. package/Lights/Clustered/clusteredLightContainer.pure.js.map +1 -1
  261. package/Lights/Shadows/shadowGenerator.js +6 -1
  262. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  263. package/Lights/areaLight.pure.js +61 -39
  264. package/Lights/areaLight.pure.js.map +1 -1
  265. package/Lights/directionalLight.pure.js +308 -284
  266. package/Lights/directionalLight.pure.js.map +1 -1
  267. package/Lights/hemisphericLight.pure.js +123 -104
  268. package/Lights/hemisphericLight.pure.js.map +1 -1
  269. package/Lights/light.d.ts +5 -3
  270. package/Lights/light.js +869 -827
  271. package/Lights/light.js.map +1 -1
  272. package/Lights/pointLight.pure.js +185 -174
  273. package/Lights/pointLight.pure.js.map +1 -1
  274. package/Lights/rectAreaLight.pure.d.ts +17 -0
  275. package/Lights/rectAreaLight.pure.js +238 -159
  276. package/Lights/rectAreaLight.pure.js.map +1 -1
  277. package/Lights/shadowLight.js +280 -268
  278. package/Lights/shadowLight.js.map +1 -1
  279. package/Lights/spotLight.pure.js +460 -427
  280. package/Lights/spotLight.pure.js.map +1 -1
  281. package/Loading/Plugins/babylonFileLoader.pure.js +17 -5
  282. package/Loading/Plugins/babylonFileLoader.pure.js.map +1 -1
  283. package/Loading/sceneLoader.d.ts +5 -1
  284. package/Loading/sceneLoader.js +299 -402
  285. package/Loading/sceneLoader.js.map +1 -1
  286. package/Materials/Background/backgroundMaterial.pure.d.ts +18 -18
  287. package/Materials/Background/backgroundMaterial.pure.js +949 -794
  288. package/Materials/Background/backgroundMaterial.pure.js.map +1 -1
  289. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.d.ts +15 -0
  290. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js +34 -1
  291. package/Materials/GaussianSplatting/gaussianSplattingGpuPickingMaterialPlugin.pure.js.map +1 -1
  292. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.d.ts +9 -0
  293. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js +26 -2
  294. package/Materials/GaussianSplatting/gaussianSplattingMaterial.pure.js.map +1 -1
  295. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.d.ts +2 -1
  296. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js +169 -149
  297. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.pure.js.map +1 -1
  298. package/Materials/Node/Blocks/Dual/imageSourceBlock.pure.js +1 -1
  299. package/Materials/Node/Blocks/Dual/lightBlock.pure.js +442 -429
  300. package/Materials/Node/Blocks/Dual/lightBlock.pure.js.map +1 -1
  301. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.pure.js +396 -383
  302. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.pure.js.map +1 -1
  303. package/Materials/Node/Blocks/Dual/sceneDepthBlock.pure.js +237 -220
  304. package/Materials/Node/Blocks/Dual/sceneDepthBlock.pure.js.map +1 -1
  305. package/Materials/Node/Blocks/Dual/textureBlock.pure.js +1 -1
  306. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.pure.js +150 -133
  307. package/Materials/Node/Blocks/Fragment/ambientOcclusionBlock.pure.js.map +1 -1
  308. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js +265 -250
  309. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.pure.js.map +1 -1
  310. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.pure.js +159 -142
  311. package/Materials/Node/Blocks/Fragment/heightToNormalBlock.pure.js.map +1 -1
  312. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js +214 -201
  313. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.pure.js.map +1 -1
  314. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.pure.js +419 -400
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{ type Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { OrbitCameraPointersInput } from \"../../Cameras/Inputs/orbitCameraPointersInput\";\r\nimport { type PointerTouch } from \"../../Events/pointerEvents\";\r\nimport { type IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport { type PointerConditions, type PointerInputMapEntry } from \"../inputMapper\";\r\n\r\n/**\r\n * Manage the pointers inputs to control an arc rotate camera.\r\n * Uses the inputMap on the movement class to determine which button maps to which interaction.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class ArcRotateCameraPointersInput extends OrbitCameraPointersInput {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: ArcRotateCamera;\r\n\r\n /**\r\n * The minimum radius used for pinch, to avoid radius lock at 0\r\n */\r\n public static MinimumRadiusForPinch: number = 0.001;\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 override getClassName(): string {\r\n return \"ArcRotateCameraPointersInput\";\r\n }\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n @serialize()\r\n public override buttons = [0, 1, 2];\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X axis or how fast is\r\n * the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibilityX = 1000.0;\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the Y axis or how fast is\r\n * the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibilityY = 1000.0;\r\n\r\n /**\r\n * Defines the pointer pinch precision or how fast is the camera zooming.\r\n */\r\n @serialize()\r\n public pinchPrecision = 12.0;\r\n\r\n /**\r\n * pinchDeltaPercentage will be used instead of pinchPrecision if different\r\n * from 0.\r\n * It defines the percentage of current camera.radius to use as delta when\r\n * pinch zoom is used.\r\n */\r\n @serialize()\r\n public pinchDeltaPercentage = 0;\r\n\r\n /**\r\n * When useNaturalPinchZoom is true, multi touch zoom will zoom in such\r\n * that any object in the plane at the camera's target point will scale\r\n * perfectly with finger motion.\r\n * Overrides pinchDeltaPercentage and pinchPrecision.\r\n */\r\n @serialize()\r\n public useNaturalPinchZoom: boolean = false;\r\n\r\n /**\r\n * Defines the pointer panning sensibility or how fast is the camera moving.\r\n */\r\n @serialize()\r\n public panningSensibility: number = 1000.0;\r\n\r\n /**\r\n * Revers pinch action direction.\r\n */\r\n public pinchInwards = true;\r\n\r\n /** Cached resolved inputMap entry for the current pointer gesture */\r\n private _activeEntry: Nullable<PointerInputMapEntry> = null;\r\n\r\n /** Cached conditions object for pointer-lock fallback resolution to avoid per-event allocations */\r\n private _pointerLockConditions: PointerConditions = { button: 0, modifiers: {} };\r\n\r\n /**\r\n * Modifier state stored separately from `_pointerConditions` so it can be typed as a\r\n * concrete (non-optional) object. This avoids non-null assertions when updating modifier\r\n * fields on every pointer-down, and the conditions object holds the same reference so\r\n * resolveInteraction sees the live state.\r\n */\r\n private _pointerModifiers: { ctrl: boolean; alt: boolean; shift: boolean } = { ctrl: false, alt: false, shift: false };\r\n\r\n /** Cached conditions object for pointer-down resolution */\r\n private _pointerConditions: PointerConditions = { modifiers: this._pointerModifiers };\r\n\r\n /**\r\n * Move camera from multi touch panning positions.\r\n * @param previousMultiTouchPanPosition\r\n * @param multiTouchPanPosition\r\n */\r\n protected override _computeMultiTouchPanning(previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void {\r\n if (previousMultiTouchPanPosition && multiTouchPanPosition) {\r\n const moveDeltaX = multiTouchPanPosition.x - previousMultiTouchPanPosition.x;\r\n const moveDeltaY = multiTouchPanPosition.y - previousMultiTouchPanPosition.y;\r\n // Multi-touch pan is a gesture (no button), so consult the default pointer→pan entry for an\r\n // explicit `sensitivity` override. When unset, fall back to the legacy `panningSensibility`\r\n // (treating panningSensibility=0 as \"panning disabled\" for backward compatibility).\r\n const panEntry = this.camera.movement.input.getEntry(\"pointer\", \"pan\");\r\n const panScale = panEntry?.sensitivity ?? (this.panningSensibility !== 0 ? 1 / this.panningSensibility : 0);\r\n if (panScale !== 0) {\r\n this.camera.movement.activeInput = true;\r\n this.camera.movement.panAccumulatedPixels.x += -moveDeltaX * panScale;\r\n this.camera.movement.panAccumulatedPixels.y += moveDeltaY * panScale;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Move camera from multitouch (pinch) zoom distances.\r\n * @param previousPinchSquaredDistance\r\n * @param pinchSquaredDistance\r\n */\r\n protected override _computePinchZoom(previousPinchSquaredDistance: number, pinchSquaredDistance: number): void {\r\n const radius = this.camera.radius || ArcRotateCameraPointersInput.MinimumRadiusForPinch;\r\n if (this.useNaturalPinchZoom) {\r\n this.camera.radius = (radius * Math.sqrt(previousPinchSquaredDistance)) / Math.sqrt(pinchSquaredDistance);\r\n } else if (this.pinchDeltaPercentage) {\r\n const delta = (pinchSquaredDistance - previousPinchSquaredDistance) * 0.001 * radius * this.pinchDeltaPercentage;\r\n this.camera.movement.activeInput = true;\r\n this.camera.movement.zoomAccumulatedPixels += delta;\r\n } else {\r\n const delta =\r\n (pinchSquaredDistance - previousPinchSquaredDistance) /\r\n ((this.pinchPrecision * (this.pinchInwards ? 1 : -1) * (this.angularSensibilityX + this.angularSensibilityY)) / 2);\r\n this.camera.movement.activeInput = true;\r\n this.camera.movement.zoomAccumulatedPixels += delta;\r\n }\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if only a single touch is active.\r\n * @param point current touch point\r\n * @param offsetX offset on X\r\n * @param offsetY offset on Y\r\n */\r\n public override onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {\r\n // In pointer-lock mode, mouse movement rotates the camera even without a button held.\r\n // This matches legacy behavior where pointer-lock mouse deltas always drove rotation.\r\n const entry = this._activeEntry ?? (this.camera.getEngine().isPointerLock ? this.camera.movement.input.resolveInteraction(\"pointer\", this._pointerLockConditions) : null);\r\n if (entry) {\r\n // Per-pixel scale. The inputMap entry's `sensitivity` takes precedence so consumers can\r\n // tune feel declaratively (and so we can phase out the legacy sensibility properties).\r\n // When `sensitivity` is unset, fall back to the legacy properties for backward compat.\r\n // For rotate, a single `sensitivity` value applies to both axes; the legacy fallback\r\n // preserves separate X/Y tuning via `angularSensibilityX/Y`.\r\n if (entry.interaction === \"pan\") {\r\n const panScale = entry.sensitivity ?? (this.panningSensibility !== 0 ? 1 / this.panningSensibility : 0);\r\n if (panScale !== 0) {\r\n this.camera.movement.activeInput = true;\r\n this.camera.movement.panAccumulatedPixels.x += -offsetX * panScale;\r\n this.camera.movement.panAccumulatedPixels.y += offsetY * panScale;\r\n }\r\n } else if (entry.interaction === \"rotate\") {\r\n const rotateScaleX = entry.sensitivityX ?? entry.sensitivity ?? 1 / this.angularSensibilityX;\r\n const rotateScaleY = entry.sensitivityY ?? entry.sensitivity ?? 1 / this.angularSensibilityY;\r\n this.camera.movement.activeInput = true;\r\n this.camera.movement.rotationAccumulatedPixels.x += -offsetX * rotateScaleX;\r\n this.camera.movement.rotationAccumulatedPixels.y += -offsetY * rotateScaleY;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERDOUBLETAP event.\r\n */\r\n public override onDoubleTap() {\r\n if (this.camera.useInputToRestoreState) {\r\n this.camera.restoreState();\r\n }\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if multiple touches are active.\r\n * @param pointA point A\r\n * @param pointB point B\r\n * @param previousPinchSquaredDistance distance between points in previous pinch\r\n * @param pinchSquaredDistance distance between points in current pinch\r\n * @param previousMultiTouchPanPosition multi-touch position in previous step\r\n * @param multiTouchPanPosition multi-touch position in current step\r\n */\r\n public override onMultiTouch(\r\n pointA: Nullable<PointerTouch>,\r\n pointB: Nullable<PointerTouch>,\r\n previousPinchSquaredDistance: number,\r\n pinchSquaredDistance: number,\r\n previousMultiTouchPanPosition: Nullable<PointerTouch>,\r\n multiTouchPanPosition: Nullable<PointerTouch>\r\n ): void {\r\n this._shouldStartPinchZoom =\r\n this._twoFingerActivityCount < 20 && Math.abs(Math.sqrt(pinchSquaredDistance) - Math.sqrt(previousPinchSquaredDistance)) > this.camera.pinchToPanMaxDistance;\r\n super.onMultiTouch(pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERDOWN event occurs. Ie, for each button\r\n * press.\r\n * @param evt Defines the event to track\r\n */\r\n public override onButtonDown(evt: IPointerEvent): void {\r\n this._pointerConditions.button = evt.button;\r\n this._pointerModifiers.ctrl = evt.ctrlKey;\r\n this._pointerModifiers.alt = evt.altKey;\r\n this._pointerModifiers.shift = evt.shiftKey;\r\n this._activeEntry = this.camera.movement.input.resolveInteraction(\"pointer\", this._pointerConditions);\r\n super.onButtonDown(evt);\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERUP event occurs. Ie, for each button\r\n * release.\r\n * @param _evt Defines the event to track\r\n */\r\n public override onButtonUp(_evt: IPointerEvent): void {\r\n this._activeEntry = null;\r\n super.onButtonUp(_evt);\r\n }\r\n\r\n /**\r\n * Called when window becomes inactive.\r\n */\r\n public override onLostFocus(): void {\r\n this._activeEntry = null;\r\n super.onLostFocus();\r\n }\r\n}\r\n(<any>CameraInputTypes)[\"ArcRotateCameraPointersInput\"] = ArcRotateCameraPointersInput;\r\n"]}
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{ type Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { OrbitCameraPointersInput } from \"../../Cameras/Inputs/orbitCameraPointersInput\";\r\nimport { type PointerTouch } from \"../../Events/pointerEvents\";\r\nimport { type IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport { type PointerConditions, type PointerInputMapEntry } from \"../inputMapper\";\r\n\r\n/**\r\n * Manage the pointers inputs to control an arc rotate camera.\r\n * Uses the inputMap on the movement class to determine which button maps to which interaction.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class ArcRotateCameraPointersInput extends OrbitCameraPointersInput {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: ArcRotateCamera;\r\n\r\n /**\r\n * The minimum radius used for pinch, to avoid radius lock at 0\r\n */\r\n public static MinimumRadiusForPinch: number = 0.001;\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 override getClassName(): string {\r\n return \"ArcRotateCameraPointersInput\";\r\n }\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera move.\r\n */\r\n @serialize()\r\n public override buttons = [0, 1, 2];\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the X axis or how fast is\r\n * the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibilityX = 1000.0;\r\n\r\n /**\r\n * Defines the pointer angular sensibility along the Y axis or how fast is\r\n * the camera rotating.\r\n */\r\n @serialize()\r\n public angularSensibilityY = 1000.0;\r\n\r\n /**\r\n * Defines the pointer pinch precision or how fast is the camera zooming.\r\n */\r\n @serialize()\r\n public pinchPrecision = 12.0;\r\n\r\n /**\r\n * pinchDeltaPercentage will be used instead of pinchPrecision if different\r\n * from 0.\r\n * It defines the percentage of current camera.radius to use as delta when\r\n * pinch zoom is used.\r\n */\r\n @serialize()\r\n public pinchDeltaPercentage = 0;\r\n\r\n /**\r\n * When useNaturalPinchZoom is true, multi touch zoom will zoom in such\r\n * that any object in the plane at the camera's target point will scale\r\n * perfectly with finger motion.\r\n * Overrides pinchDeltaPercentage and pinchPrecision.\r\n */\r\n @serialize()\r\n public useNaturalPinchZoom: boolean = false;\r\n\r\n /**\r\n * Defines the pointer panning sensibility or how fast is the camera moving.\r\n */\r\n @serialize()\r\n public panningSensibility: number = 1000.0;\r\n\r\n /**\r\n * Revers pinch action direction.\r\n */\r\n public pinchInwards = true;\r\n\r\n /** Cached resolved inputMap entry for the current pointer gesture */\r\n private _activeEntry: Nullable<PointerInputMapEntry> = null;\r\n\r\n /** Cached conditions object for pointer-lock fallback resolution to avoid per-event allocations */\r\n private _pointerLockConditions: PointerConditions = { button: 0, modifiers: {} };\r\n\r\n /**\r\n * Modifier state stored separately from `_pointerConditions` so it can be typed as a\r\n * concrete (non-optional) object. This avoids non-null assertions when updating modifier\r\n * fields on every pointer-down, and the conditions object holds the same reference so\r\n * resolveInteraction sees the live state.\r\n */\r\n private _pointerModifiers: { ctrl: boolean; alt: boolean; shift: boolean } = { ctrl: false, alt: false, shift: false };\r\n\r\n /** Cached conditions object for pointer-down resolution */\r\n private _pointerConditions: PointerConditions = { modifiers: this._pointerModifiers };\r\n\r\n /**\r\n * Move camera from multi touch panning positions.\r\n * @param previousMultiTouchPanPosition\r\n * @param multiTouchPanPosition\r\n */\r\n protected override _computeMultiTouchPanning(previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void {\r\n if (previousMultiTouchPanPosition && multiTouchPanPosition) {\r\n const moveDeltaX = multiTouchPanPosition.x - previousMultiTouchPanPosition.x;\r\n const moveDeltaY = multiTouchPanPosition.y - previousMultiTouchPanPosition.y;\r\n // Multi-touch pan is a gesture (no button), so consult the default pointer→pan entry for an\r\n // explicit `sensitivity` override. When unset, fall back to the legacy `panningSensibility`\r\n // (treating panningSensibility=0 as \"panning disabled\" for backward compatibility).\r\n const panEntry = this.camera.movement.input.getEntry(\"pointer\", \"pan\");\r\n const panScale = panEntry?.sensitivity ?? (this.panningSensibility !== 0 ? 1 / this.panningSensibility : 0);\r\n if (panScale !== 0) {\r\n this.camera.movement.activeInput = true;\r\n this.camera.movement.panAccumulatedPixels.x += -moveDeltaX * panScale;\r\n this.camera.movement.panAccumulatedPixels.y += moveDeltaY * panScale;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Move camera from multitouch (pinch) zoom distances.\r\n * @param previousPinchSquaredDistance\r\n * @param pinchSquaredDistance\r\n */\r\n protected override _computePinchZoom(previousPinchSquaredDistance: number, pinchSquaredDistance: number): void {\r\n const radius = this.camera.radius || ArcRotateCameraPointersInput.MinimumRadiusForPinch;\r\n if (this.useNaturalPinchZoom) {\r\n this.camera.radius = (radius * Math.sqrt(previousPinchSquaredDistance)) / Math.sqrt(pinchSquaredDistance);\r\n } else if (this.pinchDeltaPercentage) {\r\n const delta = (pinchSquaredDistance - previousPinchSquaredDistance) * 0.001 * radius * this.pinchDeltaPercentage;\r\n this.camera.movement.activeInput = true;\r\n this.camera.movement.zoomAccumulatedPixels += delta;\r\n } else {\r\n const delta =\r\n (pinchSquaredDistance - previousPinchSquaredDistance) /\r\n ((this.pinchPrecision * (this.pinchInwards ? 1 : -1) * (this.angularSensibilityX + this.angularSensibilityY)) / 2);\r\n this.camera.movement.activeInput = true;\r\n this.camera.movement.zoomAccumulatedPixels += delta;\r\n }\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if only a single touch is active.\r\n * @param point current touch point\r\n * @param offsetX offset on X\r\n * @param offsetY offset on Y\r\n */\r\n public override onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void {\r\n // In pointer-lock mode, mouse movement rotates the camera even without a button held.\r\n // This matches legacy behavior where pointer-lock mouse deltas always drove rotation.\r\n const entry = this._activeEntry ?? (this.camera.getEngine().isPointerLock ? this.camera.movement.input.resolveInteraction(\"pointer\", this._pointerLockConditions) : null);\r\n if (entry) {\r\n // Per-pixel scale. The inputMap entry's `sensitivity` takes precedence so consumers can\r\n // tune feel declaratively (and so we can phase out the legacy sensibility properties).\r\n // When `sensitivity` is unset, fall back to the legacy properties for backward compat.\r\n // For rotate, a single `sensitivity` value applies to both axes; the legacy fallback\r\n // preserves separate X/Y tuning via `angularSensibilityX/Y`.\r\n if (entry.interaction === \"pan\") {\r\n const panScale = entry.sensitivity ?? (this.panningSensibility !== 0 ? 1 / this.panningSensibility : 0);\r\n if (panScale !== 0) {\r\n this.camera.movement.activeInput = true;\r\n this.camera.movement.panAccumulatedPixels.x += -offsetX * panScale;\r\n this.camera.movement.panAccumulatedPixels.y += offsetY * panScale;\r\n }\r\n } else if (entry.interaction === \"rotate\") {\r\n const rotateScaleX = entry.sensitivityX ?? entry.sensitivity ?? 1 / this.angularSensibilityX;\r\n const rotateScaleY = entry.sensitivityY ?? entry.sensitivity ?? 1 / this.angularSensibilityY;\r\n this.camera.movement.activeInput = true;\r\n this.camera.movement.rotationAccumulatedPixels.x += -offsetX * rotateScaleX;\r\n this.camera.movement.rotationAccumulatedPixels.y += -offsetY * rotateScaleY;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERDOUBLETAP event.\r\n */\r\n public override onDoubleTap() {\r\n if (this.camera.useInputToRestoreState) {\r\n this.camera.restoreState();\r\n }\r\n }\r\n\r\n /**\r\n * Called on pointer POINTERMOVE event if multiple touches are active.\r\n * @param pointA point A\r\n * @param pointB point B\r\n * @param previousPinchSquaredDistance distance between points in previous pinch\r\n * @param pinchSquaredDistance distance between points in current pinch\r\n * @param previousMultiTouchPanPosition multi-touch position in previous step\r\n * @param multiTouchPanPosition multi-touch position in current step\r\n */\r\n public override onMultiTouch(\r\n pointA: Nullable<PointerTouch>,\r\n pointB: Nullable<PointerTouch>,\r\n previousPinchSquaredDistance: number,\r\n pinchSquaredDistance: number,\r\n previousMultiTouchPanPosition: Nullable<PointerTouch>,\r\n multiTouchPanPosition: Nullable<PointerTouch>\r\n ): void {\r\n this._shouldStartPinchZoom =\r\n this._twoFingerActivityCount < 20 && Math.abs(Math.sqrt(pinchSquaredDistance) - Math.sqrt(previousPinchSquaredDistance)) > this.camera.pinchToPanMaxDistance;\r\n super.onMultiTouch(pointA, pointB, previousPinchSquaredDistance, pinchSquaredDistance, previousMultiTouchPanPosition, multiTouchPanPosition);\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERDOWN event occurs. Ie, for each button\r\n * press.\r\n * @param evt Defines the event to track\r\n */\r\n public override onButtonDown(evt: IPointerEvent): void {\r\n this._pointerConditions.button = evt.button;\r\n this._pointerModifiers.ctrl = evt.ctrlKey;\r\n this._pointerModifiers.alt = evt.altKey;\r\n this._pointerModifiers.shift = evt.shiftKey;\r\n this._activeEntry = this.camera.movement.input.resolveInteraction(\"pointer\", this._pointerConditions);\r\n super.onButtonDown(evt);\r\n }\r\n\r\n /**\r\n * Called each time a new POINTERUP event occurs. Ie, for each button\r\n * release.\r\n * @param _evt Defines the event to track\r\n */\r\n public override onButtonUp(_evt: IPointerEvent): void {\r\n this._activeEntry = null;\r\n super.onButtonUp(_evt);\r\n }\r\n\r\n /**\r\n * Called when window becomes inactive.\r\n */\r\n public override onLostFocus(): void {\r\n this._activeEntry = null;\r\n super.onLostFocus();\r\n }\r\n}\r\n(<any>CameraInputTypes)[\"ArcRotateCameraPointersInput\"] = ArcRotateCameraPointersInput;\r\n"]}
@@ -1,4 +1,4 @@
1
- import { __decorate } from "../../tslib.es6.js";
1
+ import { __esDecorate, __runInitializers } from "../../tslib.es6.js";
2
2
  import { serialize } from "../../Misc/decorators.js";
3
3
  import { CameraInputTypes } from "../../Cameras/cameraInputsManager.js";
4
4
  import { KeyboardEventTypes } from "../../Events/keyboardEvents.js";
@@ -8,184 +8,215 @@ import { Tools } from "../../Misc/tools.pure.js";
8
8
  * Listen to keyboard events to control the camera.
9
9
  * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
10
10
  */
11
- export class FlyCameraKeyboardInput {
12
- constructor() {
13
- /**
14
- * The list of keyboard keys used to control the forward move of the camera.
15
- */
16
- this.keysForward = [87];
17
- /**
18
- * The list of keyboard keys used to control the backward move of the camera.
19
- */
20
- this.keysBackward = [83];
21
- /**
22
- * The list of keyboard keys used to control the forward move of the camera.
23
- */
24
- this.keysUp = [69];
25
- /**
26
- * The list of keyboard keys used to control the backward move of the camera.
27
- */
28
- this.keysDown = [81];
29
- /**
30
- * The list of keyboard keys used to control the right strafe move of the camera.
31
- */
32
- this.keysRight = [68];
33
- /**
34
- * The list of keyboard keys used to control the left strafe move of the camera.
35
- */
36
- this.keysLeft = [65];
37
- this._keys = new Array();
38
- }
39
- /**
40
- * Attach the input controls to a specific dom element to get the input from.
41
- * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
42
- */
43
- attachControl(noPreventDefault) {
44
- noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);
45
- if (this._onCanvasBlurObserver) {
46
- return;
47
- }
48
- this._scene = this.camera.getScene();
49
- this._engine = this._scene.getEngine();
50
- this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(() => {
51
- this._keys.length = 0;
52
- });
53
- this._onKeyboardObserver = this._scene.onKeyboardObservable.add((info) => {
54
- const evt = info.event;
55
- if (info.type === KeyboardEventTypes.KEYDOWN) {
56
- if (this.keysForward.indexOf(evt.keyCode) !== -1 ||
57
- this.keysBackward.indexOf(evt.keyCode) !== -1 ||
58
- this.keysUp.indexOf(evt.keyCode) !== -1 ||
59
- this.keysDown.indexOf(evt.keyCode) !== -1 ||
60
- this.keysLeft.indexOf(evt.keyCode) !== -1 ||
61
- this.keysRight.indexOf(evt.keyCode) !== -1) {
62
- const index = this._keys.indexOf(evt.keyCode);
63
- if (index === -1) {
64
- this._keys.push(evt.keyCode);
11
+ let FlyCameraKeyboardInput = (() => {
12
+ var _a;
13
+ let _keysForward_decorators;
14
+ let _keysForward_initializers = [];
15
+ let _keysForward_extraInitializers = [];
16
+ let _keysBackward_decorators;
17
+ let _keysBackward_initializers = [];
18
+ let _keysBackward_extraInitializers = [];
19
+ let _keysUp_decorators;
20
+ let _keysUp_initializers = [];
21
+ let _keysUp_extraInitializers = [];
22
+ let _keysDown_decorators;
23
+ let _keysDown_initializers = [];
24
+ let _keysDown_extraInitializers = [];
25
+ let _keysRight_decorators;
26
+ let _keysRight_initializers = [];
27
+ let _keysRight_extraInitializers = [];
28
+ let _keysLeft_decorators;
29
+ let _keysLeft_initializers = [];
30
+ let _keysLeft_extraInitializers = [];
31
+ return _a = class FlyCameraKeyboardInput {
32
+ constructor() {
33
+ /**
34
+ * The list of keyboard keys used to control the forward move of the camera.
35
+ */
36
+ this.keysForward = __runInitializers(this, _keysForward_initializers, [87]);
37
+ /**
38
+ * The list of keyboard keys used to control the backward move of the camera.
39
+ */
40
+ this.keysBackward = (__runInitializers(this, _keysForward_extraInitializers), __runInitializers(this, _keysBackward_initializers, [83]));
41
+ /**
42
+ * The list of keyboard keys used to control the forward move of the camera.
43
+ */
44
+ this.keysUp = (__runInitializers(this, _keysBackward_extraInitializers), __runInitializers(this, _keysUp_initializers, [69]));
45
+ /**
46
+ * The list of keyboard keys used to control the backward move of the camera.
47
+ */
48
+ this.keysDown = (__runInitializers(this, _keysUp_extraInitializers), __runInitializers(this, _keysDown_initializers, [81]));
49
+ /**
50
+ * The list of keyboard keys used to control the right strafe move of the camera.
51
+ */
52
+ this.keysRight = (__runInitializers(this, _keysDown_extraInitializers), __runInitializers(this, _keysRight_initializers, [68]));
53
+ /**
54
+ * The list of keyboard keys used to control the left strafe move of the camera.
55
+ */
56
+ this.keysLeft = (__runInitializers(this, _keysRight_extraInitializers), __runInitializers(this, _keysLeft_initializers, [65]));
57
+ this._keys = (__runInitializers(this, _keysLeft_extraInitializers), new Array());
58
+ }
59
+ /**
60
+ * Attach the input controls to a specific dom element to get the input from.
61
+ * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
62
+ */
63
+ attachControl(noPreventDefault) {
64
+ noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);
65
+ if (this._onCanvasBlurObserver) {
66
+ return;
67
+ }
68
+ this._scene = this.camera.getScene();
69
+ this._engine = this._scene.getEngine();
70
+ this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(() => {
71
+ this._keys.length = 0;
72
+ });
73
+ this._onKeyboardObserver = this._scene.onKeyboardObservable.add((info) => {
74
+ const evt = info.event;
75
+ if (info.type === KeyboardEventTypes.KEYDOWN) {
76
+ if (this.keysForward.indexOf(evt.keyCode) !== -1 ||
77
+ this.keysBackward.indexOf(evt.keyCode) !== -1 ||
78
+ this.keysUp.indexOf(evt.keyCode) !== -1 ||
79
+ this.keysDown.indexOf(evt.keyCode) !== -1 ||
80
+ this.keysLeft.indexOf(evt.keyCode) !== -1 ||
81
+ this.keysRight.indexOf(evt.keyCode) !== -1) {
82
+ const index = this._keys.indexOf(evt.keyCode);
83
+ if (index === -1) {
84
+ this._keys.push(evt.keyCode);
85
+ }
86
+ if (!noPreventDefault) {
87
+ evt.preventDefault();
88
+ }
89
+ }
65
90
  }
66
- if (!noPreventDefault) {
67
- evt.preventDefault();
91
+ else {
92
+ if (this.keysForward.indexOf(evt.keyCode) !== -1 ||
93
+ this.keysBackward.indexOf(evt.keyCode) !== -1 ||
94
+ this.keysUp.indexOf(evt.keyCode) !== -1 ||
95
+ this.keysDown.indexOf(evt.keyCode) !== -1 ||
96
+ this.keysLeft.indexOf(evt.keyCode) !== -1 ||
97
+ this.keysRight.indexOf(evt.keyCode) !== -1) {
98
+ const index = this._keys.indexOf(evt.keyCode);
99
+ if (index >= 0) {
100
+ this._keys.splice(index, 1);
101
+ }
102
+ if (!noPreventDefault) {
103
+ evt.preventDefault();
104
+ }
105
+ }
68
106
  }
69
- }
107
+ });
70
108
  }
71
- else {
72
- if (this.keysForward.indexOf(evt.keyCode) !== -1 ||
73
- this.keysBackward.indexOf(evt.keyCode) !== -1 ||
74
- this.keysUp.indexOf(evt.keyCode) !== -1 ||
75
- this.keysDown.indexOf(evt.keyCode) !== -1 ||
76
- this.keysLeft.indexOf(evt.keyCode) !== -1 ||
77
- this.keysRight.indexOf(evt.keyCode) !== -1) {
78
- const index = this._keys.indexOf(evt.keyCode);
79
- if (index >= 0) {
80
- this._keys.splice(index, 1);
109
+ /**
110
+ * Detach the current controls from the specified dom element.
111
+ */
112
+ detachControl() {
113
+ if (this._scene) {
114
+ if (this._onKeyboardObserver) {
115
+ this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
81
116
  }
82
- if (!noPreventDefault) {
83
- evt.preventDefault();
117
+ if (this._onCanvasBlurObserver) {
118
+ this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
84
119
  }
120
+ this._onKeyboardObserver = null;
121
+ this._onCanvasBlurObserver = null;
85
122
  }
123
+ this._keys.length = 0;
86
124
  }
87
- });
88
- }
89
- /**
90
- * Detach the current controls from the specified dom element.
91
- */
92
- detachControl() {
93
- if (this._scene) {
94
- if (this._onKeyboardObserver) {
95
- this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
125
+ /**
126
+ * Gets the class name of the current input.
127
+ * @returns the class name
128
+ */
129
+ getClassName() {
130
+ return "FlyCameraKeyboardInput";
96
131
  }
97
- if (this._onCanvasBlurObserver) {
98
- this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
132
+ /**
133
+ * @internal
134
+ */
135
+ _onLostFocus() {
136
+ this._keys.length = 0;
99
137
  }
100
- this._onKeyboardObserver = null;
101
- this._onCanvasBlurObserver = null;
102
- }
103
- this._keys.length = 0;
104
- }
105
- /**
106
- * Gets the class name of the current input.
107
- * @returns the class name
108
- */
109
- getClassName() {
110
- return "FlyCameraKeyboardInput";
111
- }
112
- /**
113
- * @internal
114
- */
115
- _onLostFocus() {
116
- this._keys.length = 0;
117
- }
118
- /**
119
- * Get the friendly name associated with the input class.
120
- * @returns the input friendly name
121
- */
122
- getSimpleName() {
123
- return "keyboard";
124
- }
125
- /**
126
- * Update the current camera state depending on the inputs that have been used this frame.
127
- * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
128
- */
129
- checkInputs() {
130
- if (this._onKeyboardObserver) {
131
- const camera = this.camera;
132
- // All fly-keyboard keys move the camera, so they are gated on the keyboard→translate
133
- // mapping. Removing that entry disables keyboard movement; an entry `sensitivity`
134
- // acts as a gain (default 1) over the legacy local-camera speed.
135
- const translateEntry = camera.movement.input.getEntry("keyboard", "translate");
136
- if (!translateEntry) {
137
- return;
138
+ /**
139
+ * Get the friendly name associated with the input class.
140
+ * @returns the input friendly name
141
+ */
142
+ getSimpleName() {
143
+ return "keyboard";
138
144
  }
139
- const translateGain = translateEntry.sensitivity ?? 1;
140
- // Keyboard
141
- for (let index = 0; index < this._keys.length; index++) {
142
- const keyCode = this._keys[index];
143
- const speed = camera._computeLocalCameraSpeed() * translateGain;
144
- if (this.keysForward.indexOf(keyCode) !== -1) {
145
- camera._localDirection.copyFromFloats(0, 0, speed);
146
- }
147
- else if (this.keysBackward.indexOf(keyCode) !== -1) {
148
- camera._localDirection.copyFromFloats(0, 0, -speed);
149
- }
150
- else if (this.keysUp.indexOf(keyCode) !== -1) {
151
- camera._localDirection.copyFromFloats(0, speed, 0);
152
- }
153
- else if (this.keysDown.indexOf(keyCode) !== -1) {
154
- camera._localDirection.copyFromFloats(0, -speed, 0);
155
- }
156
- else if (this.keysRight.indexOf(keyCode) !== -1) {
157
- camera._localDirection.copyFromFloats(speed, 0, 0);
158
- }
159
- else if (this.keysLeft.indexOf(keyCode) !== -1) {
160
- camera._localDirection.copyFromFloats(-speed, 0, 0);
161
- }
162
- if (camera.getScene().useRightHandedSystem) {
163
- camera._localDirection.z *= -1;
145
+ /**
146
+ * Update the current camera state depending on the inputs that have been used this frame.
147
+ * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
148
+ */
149
+ checkInputs() {
150
+ if (this._onKeyboardObserver) {
151
+ const camera = this.camera;
152
+ // All fly-keyboard keys move the camera, so they are gated on the keyboard→translate
153
+ // mapping. Removing that entry disables keyboard movement; an entry `sensitivity`
154
+ // acts as a gain (default 1) over the legacy local-camera speed.
155
+ const translateEntry = camera.movement.input.getEntry("keyboard", "translate");
156
+ if (!translateEntry) {
157
+ return;
158
+ }
159
+ const translateGain = translateEntry.sensitivity ?? 1;
160
+ // Movement keys are accumulated into a single local direction and applied once below, so that
161
+ // holding two directions at once (e.g. forward + left) moves along a normalized diagonal at the
162
+ // same speed as a single direction, instead of the ~1.41x boost (sqrt(2)) that results from
163
+ // applying each movement key independently.
164
+ const localDirection = camera._localDirection.copyFromFloats(0, 0, 0);
165
+ // Keyboard
166
+ for (let index = 0; index < this._keys.length; index++) {
167
+ const keyCode = this._keys[index];
168
+ if (this.keysForward.indexOf(keyCode) !== -1) {
169
+ localDirection.z += 1;
170
+ }
171
+ else if (this.keysBackward.indexOf(keyCode) !== -1) {
172
+ localDirection.z -= 1;
173
+ }
174
+ else if (this.keysUp.indexOf(keyCode) !== -1) {
175
+ localDirection.y += 1;
176
+ }
177
+ else if (this.keysDown.indexOf(keyCode) !== -1) {
178
+ localDirection.y -= 1;
179
+ }
180
+ else if (this.keysRight.indexOf(keyCode) !== -1) {
181
+ localDirection.x += 1;
182
+ }
183
+ else if (this.keysLeft.indexOf(keyCode) !== -1) {
184
+ localDirection.x -= 1;
185
+ }
186
+ }
187
+ // Apply a single, normalized movement once all keys for this frame have been accumulated.
188
+ if (localDirection.x !== 0 || localDirection.y !== 0 || localDirection.z !== 0) {
189
+ const speed = camera._computeLocalCameraSpeed() * translateGain;
190
+ // Normalize so a diagonal isn't faster than an axis-aligned move, then scale to the per-frame speed.
191
+ localDirection.normalize().scaleInPlace(speed);
192
+ if (camera.getScene().useRightHandedSystem) {
193
+ localDirection.z *= -1;
194
+ }
195
+ camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
196
+ Vector3.TransformNormalToRef(localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
197
+ camera.cameraDirection.addInPlace(camera._transformedDirection);
198
+ }
164
199
  }
165
- camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
166
- Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
167
- camera.cameraDirection.addInPlace(camera._transformedDirection);
168
200
  }
169
- }
170
- }
171
- }
172
- __decorate([
173
- serialize()
174
- ], FlyCameraKeyboardInput.prototype, "keysForward", void 0);
175
- __decorate([
176
- serialize()
177
- ], FlyCameraKeyboardInput.prototype, "keysBackward", void 0);
178
- __decorate([
179
- serialize()
180
- ], FlyCameraKeyboardInput.prototype, "keysUp", void 0);
181
- __decorate([
182
- serialize()
183
- ], FlyCameraKeyboardInput.prototype, "keysDown", void 0);
184
- __decorate([
185
- serialize()
186
- ], FlyCameraKeyboardInput.prototype, "keysRight", void 0);
187
- __decorate([
188
- serialize()
189
- ], FlyCameraKeyboardInput.prototype, "keysLeft", void 0);
201
+ },
202
+ (() => {
203
+ const _metadata = typeof Symbol === "function" && Symbol.metadata ? Object.create(null) : void 0;
204
+ _keysForward_decorators = [serialize()];
205
+ _keysBackward_decorators = [serialize()];
206
+ _keysUp_decorators = [serialize()];
207
+ _keysDown_decorators = [serialize()];
208
+ _keysRight_decorators = [serialize()];
209
+ _keysLeft_decorators = [serialize()];
210
+ __esDecorate(null, null, _keysForward_decorators, { kind: "field", name: "keysForward", static: false, private: false, access: { has: obj => "keysForward" in obj, get: obj => obj.keysForward, set: (obj, value) => { obj.keysForward = value; } }, metadata: _metadata }, _keysForward_initializers, _keysForward_extraInitializers);
211
+ __esDecorate(null, null, _keysBackward_decorators, { kind: "field", name: "keysBackward", static: false, private: false, access: { has: obj => "keysBackward" in obj, get: obj => obj.keysBackward, set: (obj, value) => { obj.keysBackward = value; } }, metadata: _metadata }, _keysBackward_initializers, _keysBackward_extraInitializers);
212
+ __esDecorate(null, null, _keysUp_decorators, { kind: "field", name: "keysUp", static: false, private: false, access: { has: obj => "keysUp" in obj, get: obj => obj.keysUp, set: (obj, value) => { obj.keysUp = value; } }, metadata: _metadata }, _keysUp_initializers, _keysUp_extraInitializers);
213
+ __esDecorate(null, null, _keysDown_decorators, { kind: "field", name: "keysDown", static: false, private: false, access: { has: obj => "keysDown" in obj, get: obj => obj.keysDown, set: (obj, value) => { obj.keysDown = value; } }, metadata: _metadata }, _keysDown_initializers, _keysDown_extraInitializers);
214
+ __esDecorate(null, null, _keysRight_decorators, { kind: "field", name: "keysRight", static: false, private: false, access: { has: obj => "keysRight" in obj, get: obj => obj.keysRight, set: (obj, value) => { obj.keysRight = value; } }, metadata: _metadata }, _keysRight_initializers, _keysRight_extraInitializers);
215
+ __esDecorate(null, null, _keysLeft_decorators, { kind: "field", name: "keysLeft", static: false, private: false, access: { has: obj => "keysLeft" in obj, get: obj => obj.keysLeft, set: (obj, value) => { obj.keysLeft = value; } }, metadata: _metadata }, _keysLeft_initializers, _keysLeft_extraInitializers);
216
+ if (_metadata) Object.defineProperty(_a, Symbol.metadata, { enumerable: true, configurable: true, writable: true, value: _metadata });
217
+ })(),
218
+ _a;
219
+ })();
220
+ export { FlyCameraKeyboardInput };
190
221
  CameraInputTypes["FlyCameraKeyboardInput"] = FlyCameraKeyboardInput;
191
222
  //# sourceMappingURL=flyCameraKeyboardInput.js.map
@@ -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 ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type FlyCamera } from \"../../Cameras/flyCamera\";\r\nimport { type KeyboardInfo, KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector.pure\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\n\r\n/**\r\n * Listen to keyboard events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FlyCamera;\r\n\r\n /**\r\n * The list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysForward = [87];\r\n\r\n /**\r\n * The list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysBackward = [83];\r\n\r\n /**\r\n * The list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysUp = [69];\r\n\r\n /**\r\n * The list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysDown = [81];\r\n\r\n /**\r\n * The list of keyboard keys used to control the right strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysRight = [68];\r\n\r\n /**\r\n * The list of keyboard keys used to control the left strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysLeft = [65];\r\n\r\n private _keys = new Array<number>();\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 * 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 noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\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\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n if (\r\n this.keysForward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysBackward.indexOf(evt.keyCode) !== -1 ||\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 ) {\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 if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n } else {\r\n if (\r\n this.keysForward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysBackward.indexOf(evt.keyCode) !== -1 ||\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 ) {\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 if (!noPreventDefault) {\r\n evt.preventDefault();\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 if (this._onKeyboardObserver) {\r\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\r\n }\r\n\r\n if (this._onCanvasBlurObserver) {\r\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver = null;\r\n }\r\n this._keys.length = 0;\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 \"FlyCameraKeyboardInput\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onLostFocus(): void {\r\n this._keys.length = 0;\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 * 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 // All fly-keyboard keys move the camera, so they are gated on the keyboard→translate\r\n // mapping. Removing that entry disables keyboard movement; an entry `sensitivity`\r\n // acts as a gain (default 1) over the legacy local-camera speed.\r\n const translateEntry = camera.movement.input.getEntry(\"keyboard\", \"translate\");\r\n if (!translateEntry) {\r\n return;\r\n }\r\n const translateGain = translateEntry.sensitivity ?? 1;\r\n // Keyboard\r\n for (let index = 0; index < this._keys.length; index++) {\r\n const keyCode = this._keys[index];\r\n const speed = camera._computeLocalCameraSpeed() * translateGain;\r\n\r\n if (this.keysForward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, speed);\r\n } else if (this.keysBackward.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, 0, -speed);\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, speed, 0);\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(0, -speed, 0);\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(speed, 0, 0);\r\n } else if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n camera._localDirection.copyFromFloats(-speed, 0, 0);\r\n }\r\n\r\n if (camera.getScene().useRightHandedSystem) {\r\n camera._localDirection.z *= -1;\r\n }\r\n\r\n camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);\r\n Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);\r\n camera.cameraDirection.addInPlace(camera._transformedDirection);\r\n }\r\n }\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FlyCameraKeyboardInput\"] = FlyCameraKeyboardInput;\r\n"]}
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{ type Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type FlyCamera } from \"../../Cameras/flyCamera\";\r\nimport { type KeyboardInfo, KeyboardEventTypes } from \"../../Events/keyboardEvents\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector.pure\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\nimport { type AbstractEngine } from \"../../Engines/abstractEngine\";\r\n\r\n/**\r\n * Listen to keyboard events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FlyCamera;\r\n\r\n /**\r\n * The list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysForward = [87];\r\n\r\n /**\r\n * The list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysBackward = [83];\r\n\r\n /**\r\n * The list of keyboard keys used to control the forward move of the camera.\r\n */\r\n @serialize()\r\n public keysUp = [69];\r\n\r\n /**\r\n * The list of keyboard keys used to control the backward move of the camera.\r\n */\r\n @serialize()\r\n public keysDown = [81];\r\n\r\n /**\r\n * The list of keyboard keys used to control the right strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysRight = [68];\r\n\r\n /**\r\n * The list of keyboard keys used to control the left strafe move of the camera.\r\n */\r\n @serialize()\r\n public keysLeft = [65];\r\n\r\n private _keys = new Array<number>();\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 * 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 noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\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\r\n if (info.type === KeyboardEventTypes.KEYDOWN) {\r\n if (\r\n this.keysForward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysBackward.indexOf(evt.keyCode) !== -1 ||\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 ) {\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 if (!noPreventDefault) {\r\n evt.preventDefault();\r\n }\r\n }\r\n } else {\r\n if (\r\n this.keysForward.indexOf(evt.keyCode) !== -1 ||\r\n this.keysBackward.indexOf(evt.keyCode) !== -1 ||\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 ) {\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 if (!noPreventDefault) {\r\n evt.preventDefault();\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 if (this._onKeyboardObserver) {\r\n this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);\r\n }\r\n\r\n if (this._onCanvasBlurObserver) {\r\n this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);\r\n }\r\n this._onKeyboardObserver = null;\r\n this._onCanvasBlurObserver = null;\r\n }\r\n this._keys.length = 0;\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 \"FlyCameraKeyboardInput\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onLostFocus(): void {\r\n this._keys.length = 0;\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 * 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 // All fly-keyboard keys move the camera, so they are gated on the keyboard→translate\r\n // mapping. Removing that entry disables keyboard movement; an entry `sensitivity`\r\n // acts as a gain (default 1) over the legacy local-camera speed.\r\n const translateEntry = camera.movement.input.getEntry(\"keyboard\", \"translate\");\r\n if (!translateEntry) {\r\n return;\r\n }\r\n const translateGain = translateEntry.sensitivity ?? 1;\r\n\r\n // Movement keys are accumulated into a single local direction and applied once below, so that\r\n // holding two directions at once (e.g. forward + left) moves along a normalized diagonal at the\r\n // same speed as a single direction, instead of the ~1.41x boost (sqrt(2)) that results from\r\n // applying each movement key independently.\r\n const localDirection = camera._localDirection.copyFromFloats(0, 0, 0);\r\n\r\n // Keyboard\r\n for (let index = 0; index < this._keys.length; index++) {\r\n const keyCode = this._keys[index];\r\n\r\n if (this.keysForward.indexOf(keyCode) !== -1) {\r\n localDirection.z += 1;\r\n } else if (this.keysBackward.indexOf(keyCode) !== -1) {\r\n localDirection.z -= 1;\r\n } else if (this.keysUp.indexOf(keyCode) !== -1) {\r\n localDirection.y += 1;\r\n } else if (this.keysDown.indexOf(keyCode) !== -1) {\r\n localDirection.y -= 1;\r\n } else if (this.keysRight.indexOf(keyCode) !== -1) {\r\n localDirection.x += 1;\r\n } else if (this.keysLeft.indexOf(keyCode) !== -1) {\r\n localDirection.x -= 1;\r\n }\r\n }\r\n\r\n // Apply a single, normalized movement once all keys for this frame have been accumulated.\r\n if (localDirection.x !== 0 || localDirection.y !== 0 || localDirection.z !== 0) {\r\n const speed = camera._computeLocalCameraSpeed() * translateGain;\r\n // Normalize so a diagonal isn't faster than an axis-aligned move, then scale to the per-frame speed.\r\n localDirection.normalize().scaleInPlace(speed);\r\n\r\n if (camera.getScene().useRightHandedSystem) {\r\n localDirection.z *= -1;\r\n }\r\n\r\n camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);\r\n Vector3.TransformNormalToRef(localDirection, camera._cameraTransformMatrix, camera._transformedDirection);\r\n camera.cameraDirection.addInPlace(camera._transformedDirection);\r\n }\r\n }\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FlyCameraKeyboardInput\"] = FlyCameraKeyboardInput;\r\n"]}