@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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This file must only contain pure code and pure imports */\r\n\r\nimport { serialize, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport { type Nullable } from \"../types\";\r\nimport { type Scene } from \"../scene.pure\";\r\nimport { type Quaternion, Vector3 } from \"../Maths/math.vector.pure\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\nimport { TargetCamera } from \"./targetCamera.pure\";\r\nimport { type TargetCameraMovement } from \"./targetCameraMovement\";\r\nimport { FlyCameraInputsManager } from \"./flyCameraInputsManager\";\r\nimport { type FlyCameraMouseInput } from \"../Cameras/Inputs/flyCameraMouseInput\";\r\nimport { type FlyCameraKeyboardInput } from \"../Cameras/Inputs/flyCameraKeyboardInput\";\r\nimport { Tools } from \"../Misc/tools.pure\";\r\n\r\nimport { type Collider } from \"../Collisions/collider\";\r\nimport { AbstractEngine } from \"core/Engines/abstractEngine.pure\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\n/**\r\n * This is a flying camera, designed for 3D movement and rotation in all directions,\r\n * such as in a 3D Space Shooter or a Flight Simulator.\r\n */\r\nexport class FlyCamera extends TargetCamera {\r\n /**\r\n * Define the collision ellipsoid of the camera.\r\n * This is helpful for simulating a camera body, like a player's body.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_collisions#arcrotatecamera\r\n */\r\n @serializeAsVector3()\r\n public ellipsoid = new Vector3(1, 1, 1);\r\n\r\n /**\r\n * Define an offset for the position of the ellipsoid around the camera.\r\n * This can be helpful if the camera is attached away from the player's body center,\r\n * such as at its head.\r\n */\r\n @serializeAsVector3()\r\n public ellipsoidOffset = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Enable or disable collisions of the camera with the rest of the scene objects.\r\n */\r\n @serialize()\r\n public checkCollisions = false;\r\n\r\n /**\r\n * Enable or disable gravity on the camera.\r\n */\r\n @serialize()\r\n public applyGravity = false;\r\n\r\n /**\r\n * Define the current direction the camera is moving to.\r\n */\r\n public override cameraDirection = Vector3.Zero();\r\n\r\n /**\r\n * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.\r\n * This overrides and empties cameraRotation.\r\n */\r\n public override rotationQuaternion: Nullable<Quaternion>;\r\n\r\n /**\r\n * Track Roll to maintain the wanted Rolling when looking around.\r\n */\r\n public _trackRoll: number = 0;\r\n\r\n /**\r\n * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.\r\n */\r\n public rollCorrect: number = 100;\r\n\r\n /**\r\n * Mimic a banked turn, Rolling the camera when Yawing.\r\n * It's recommended to use rollCorrect = 10 for faster banking correction.\r\n */\r\n public bankedTurn: boolean = false;\r\n\r\n /**\r\n * Limit in radians for how much Roll banking will add. (Default: 90°)\r\n */\r\n public bankedTurnLimit: number = Math.PI / 2;\r\n\r\n /**\r\n * Value of 0 disables the banked Roll.\r\n * Value of 1 is equal to the Yaw angle in radians.\r\n */\r\n public bankedTurnMultiplier: number = 1;\r\n\r\n /**\r\n * The inputs manager loads all the input sources, such as keyboard and mouse.\r\n */\r\n public override inputs: FlyCameraInputsManager;\r\n\r\n /**\r\n * Framerate-independent movement controller for the fly camera, exposing the configurable\r\n * {@link InputMapper} (`movement.input`) consulted by {@link FlyCameraMouseInput}. Narrows the\r\n * inherited {@link TargetCamera.movement} to {@link TargetCameraMovement}; the instance is\r\n * created by the {@link TargetCamera} constructor.\r\n */\r\n public override movement: TargetCameraMovement;\r\n\r\n /**\r\n * Gets the input sensibility for mouse input.\r\n * Higher values reduce sensitivity.\r\n */\r\n public get angularSensibility(): number {\r\n const mouse = <FlyCameraMouseInput>this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n return mouse.angularSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Sets the input sensibility for a mouse input.\r\n * Higher values reduce sensitivity.\r\n */\r\n public set angularSensibility(value: number) {\r\n const mouse = <FlyCameraMouseInput>this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n mouse.angularSensibility = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement forward.\r\n */\r\n public get keysForward(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysForward;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement forward.\r\n */\r\n public set keysForward(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysForward = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement backward.\r\n */\r\n public get keysBackward(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysBackward;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysBackward(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysBackward = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement up.\r\n */\r\n public get keysUp(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysUp;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement up.\r\n */\r\n public set keysUp(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysUp = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement down.\r\n */\r\n public get keysDown(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysDown;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement down.\r\n */\r\n public set keysDown(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysDown = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement left.\r\n */\r\n public get keysLeft(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysLeft;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement left.\r\n */\r\n public set keysLeft(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysLeft = value;\r\n }\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement right.\r\n */\r\n public get keysRight(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRight;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement right.\r\n */\r\n public set keysRight(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRight = value;\r\n }\r\n }\r\n\r\n /**\r\n * Event raised when the camera collides with a mesh in the scene.\r\n */\r\n public onCollide: (collidedMesh: AbstractMesh) => void;\r\n\r\n private _collider: Collider;\r\n private _needMoveForGravity = false;\r\n private _oldPosition = Vector3.Zero();\r\n private _diffPosition = Vector3.Zero();\r\n private _newPosition = Vector3.Zero();\r\n\r\n /** @internal */\r\n public _localDirection: Vector3;\r\n /** @internal */\r\n public _transformedDirection: Vector3;\r\n\r\n /**\r\n * Instantiates a FlyCamera.\r\n * This is a flying camera, designed for 3D movement and rotation in all directions,\r\n * such as in a 3D Space Shooter or a Flight Simulator.\r\n * @param name Define the name of the camera in the scene.\r\n * @param position Define the starting position of the camera in the scene.\r\n * @param scene Define the scene the camera belongs to.\r\n * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active, if no other camera has been defined as active.\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, setActiveOnSceneIfNoneActive = true) {\r\n super(name, position, scene, setActiveOnSceneIfNoneActive);\r\n this.inputs = new FlyCameraInputsManager(this);\r\n this.inputs.addKeyboard().addMouse();\r\n }\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 override attachControl(noPreventDefault?: boolean): void;\r\n /**\r\n * Attached controls to the current camera.\r\n * @param ignored defines an ignored parameter kept for backward compatibility.\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 override attachControl(ignored: any, noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this.inputs.attachElement(noPreventDefault);\r\n }\r\n\r\n /**\r\n * Detach a control from the HTML DOM element.\r\n * The camera will stop reacting to that input.\r\n */\r\n public override detachControl(): void {\r\n this.inputs.detachElement();\r\n\r\n this.cameraDirection = new Vector3(0, 0, 0);\r\n }\r\n\r\n // Collisions.\r\n private _collisionMask = -1;\r\n\r\n /**\r\n * Get the mask that the camera ignores in collision events.\r\n */\r\n public get collisionMask(): number {\r\n return this._collisionMask;\r\n }\r\n\r\n /**\r\n * Set the mask that the camera ignores in collision events.\r\n */\r\n public set collisionMask(mask: number) {\r\n this._collisionMask = !isNaN(mask) ? mask : -1;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _collideWithWorld(displacement: Vector3): void {\r\n let globalPosition: Vector3;\r\n\r\n if (this.parent) {\r\n globalPosition = Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());\r\n } else {\r\n globalPosition = this.position;\r\n }\r\n\r\n globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);\r\n this._oldPosition.addInPlace(this.ellipsoidOffset);\r\n const coordinator = this.getScene().collisionCoordinator;\r\n\r\n if (!this._collider) {\r\n this._collider = coordinator.createCollider();\r\n }\r\n\r\n this._collider._radius = this.ellipsoid;\r\n this._collider.collisionMask = this._collisionMask;\r\n\r\n // No need for clone, as long as gravity is not on.\r\n let actualDisplacement = displacement;\r\n\r\n // Add gravity to direction to prevent dual-collision checking.\r\n if (this.applyGravity) {\r\n // This prevents mending with cameraDirection, a global variable of the fly camera class.\r\n actualDisplacement = displacement.add(this.getScene().gravity);\r\n }\r\n\r\n coordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _onCollisionPositionChange = (collisionId: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh> = null) => {\r\n const updatePosition = (newPos: Vector3) => {\r\n this._newPosition.copyFrom(newPos);\r\n\r\n this._newPosition.subtractToRef(this._oldPosition, this._diffPosition);\r\n\r\n if (this._diffPosition.length() > AbstractEngine.CollisionsEpsilon) {\r\n this.position.addInPlace(this._diffPosition);\r\n if (this.onCollide && collidedMesh) {\r\n this.onCollide(collidedMesh);\r\n }\r\n }\r\n };\r\n\r\n updatePosition(newPosition);\r\n };\r\n\r\n /** @internal */\r\n public override _checkInputs(): void {\r\n if (!this._localDirection) {\r\n this._localDirection = Vector3.Zero();\r\n this._transformedDirection = Vector3.Zero();\r\n }\r\n\r\n this.inputs.checkInputs();\r\n\r\n super._checkInputs();\r\n }\r\n\r\n /**\r\n * Enable movement without a user input. This allows gravity to always be applied.\r\n */\r\n public set needMoveForGravity(value: boolean) {\r\n this._needMoveForGravity = value;\r\n }\r\n\r\n /**\r\n * When true, gravity is applied whether there is user input or not.\r\n */\r\n public get needMoveForGravity(): boolean {\r\n return this._needMoveForGravity;\r\n }\r\n\r\n /** @internal */\r\n public override _decideIfNeedsToMove(): boolean {\r\n return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n }\r\n\r\n /** @internal */\r\n public override _updatePosition(): void {\r\n if (this.checkCollisions && this.getScene().collisionsEnabled) {\r\n this._collideWithWorld(this.cameraDirection);\r\n } else {\r\n super._updatePosition();\r\n }\r\n }\r\n\r\n /**\r\n * Restore the Roll to its target value at the rate specified.\r\n * @param rate - Higher means slower restoring.\r\n * @internal\r\n */\r\n public restoreRoll(rate: number): void {\r\n const limit = this._trackRoll; // Target Roll.\r\n const z = this.rotation.z; // Current Roll.\r\n const delta = limit - z; // Difference in Roll.\r\n\r\n const minRad = 0.001; // Tenth of a radian is a barely noticable difference.\r\n\r\n // If the difference is noticable, restore the Roll.\r\n if (Math.abs(delta) >= minRad) {\r\n // Change Z rotation towards the target Roll.\r\n this.rotation.z += delta / rate;\r\n\r\n // Match when near enough.\r\n if (Math.abs(limit - this.rotation.z) <= minRad) {\r\n this.rotation.z = limit;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Destroy the camera and release the current resources held by it.\r\n */\r\n public override dispose(): void {\r\n this.inputs.clear();\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Get the current object class name.\r\n * @returns the class name.\r\n */\r\n public override getClassName(): string {\r\n return \"FlyCamera\";\r\n }\r\n}\r\n\r\n// Register Class Name\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for flyCamera.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterFlyCamera(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.FlyCamera\", FlyCamera);\r\n}\r\n"]}
1
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This file must only contain pure code and pure imports */\r\n\r\nimport { serialize, serializeAsVector3 } from \"../Misc/decorators\";\r\nimport { type Nullable } from \"../types\";\r\nimport { type Scene } from \"../scene.pure\";\r\nimport { type Quaternion, Vector3 } from \"../Maths/math.vector.pure\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\nimport { TargetCamera } from \"./targetCamera.pure\";\r\nimport { type TargetCameraMovement } from \"./targetCameraMovement\";\r\nimport { FlyCameraInputsManager } from \"./flyCameraInputsManager\";\r\nimport { type FlyCameraMouseInput } from \"../Cameras/Inputs/flyCameraMouseInput\";\r\nimport { type FlyCameraKeyboardInput } from \"../Cameras/Inputs/flyCameraKeyboardInput\";\r\nimport { Tools } from \"../Misc/tools.pure\";\r\n\r\nimport { type Collider } from \"../Collisions/collider\";\r\nimport { AbstractEngine } from \"core/Engines/abstractEngine.pure\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\n/**\r\n * This is a flying camera, designed for 3D movement and rotation in all directions,\r\n * such as in a 3D Space Shooter or a Flight Simulator.\r\n */\r\nexport class FlyCamera extends TargetCamera {\r\n /**\r\n * Define the collision ellipsoid of the camera.\r\n * This is helpful for simulating a camera body, like a player's body.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_collisions#arcrotatecamera\r\n */\r\n @serializeAsVector3()\r\n public ellipsoid = new Vector3(1, 1, 1);\r\n\r\n /**\r\n * Define an offset for the position of the ellipsoid around the camera.\r\n * This can be helpful if the camera is attached away from the player's body center,\r\n * such as at its head.\r\n */\r\n @serializeAsVector3()\r\n public ellipsoidOffset = new Vector3(0, 0, 0);\r\n\r\n /**\r\n * Enable or disable collisions of the camera with the rest of the scene objects.\r\n */\r\n @serialize()\r\n public checkCollisions = false;\r\n\r\n /**\r\n * Enable or disable gravity on the camera.\r\n */\r\n @serialize()\r\n public applyGravity = false;\r\n\r\n /**\r\n * Define the current direction the camera is moving to.\r\n */\r\n public override cameraDirection = Vector3.Zero();\r\n\r\n /**\r\n * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.\r\n * This overrides and empties cameraRotation.\r\n */\r\n public override rotationQuaternion: Nullable<Quaternion>;\r\n\r\n /**\r\n * Track Roll to maintain the wanted Rolling when looking around.\r\n */\r\n public _trackRoll: number = 0;\r\n\r\n /**\r\n * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.\r\n */\r\n public rollCorrect: number = 100;\r\n\r\n /**\r\n * Mimic a banked turn, Rolling the camera when Yawing.\r\n * It's recommended to use rollCorrect = 10 for faster banking correction.\r\n */\r\n public bankedTurn: boolean = false;\r\n\r\n /**\r\n * Limit in radians for how much Roll banking will add. (Default: 90°)\r\n */\r\n public bankedTurnLimit: number = Math.PI / 2;\r\n\r\n /**\r\n * Value of 0 disables the banked Roll.\r\n * Value of 1 is equal to the Yaw angle in radians.\r\n */\r\n public bankedTurnMultiplier: number = 1;\r\n\r\n /**\r\n * The inputs manager loads all the input sources, such as keyboard and mouse.\r\n */\r\n public override inputs: FlyCameraInputsManager;\r\n\r\n /**\r\n * Framerate-independent movement controller for the fly camera, exposing the configurable\r\n * {@link InputMapper} (`movement.input`) consulted by {@link FlyCameraMouseInput}. Narrows the\r\n * inherited {@link TargetCamera.movement} to {@link TargetCameraMovement}; the instance is\r\n * created by the {@link TargetCamera} constructor.\r\n */\r\n // `declare`, not `override`: the value is created by the base TargetCamera constructor. Under TC39\r\n // decorators a plain field redeclaration is materialized as a constructor field-init that runs after\r\n // super() and would clobber that value back to undefined; `declare` keeps this a type-only narrowing.\r\n declare public movement: TargetCameraMovement;\r\n\r\n /**\r\n * Gets the input sensibility for mouse input.\r\n * Higher values reduce sensitivity.\r\n */\r\n public get angularSensibility(): number {\r\n const mouse = <FlyCameraMouseInput>this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n return mouse.angularSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n /**\r\n * Sets the input sensibility for a mouse input.\r\n * Higher values reduce sensitivity.\r\n */\r\n public set angularSensibility(value: number) {\r\n const mouse = <FlyCameraMouseInput>this.inputs.attached[\"mouse\"];\r\n if (mouse) {\r\n mouse.angularSensibility = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement forward.\r\n */\r\n public get keysForward(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysForward;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement forward.\r\n */\r\n public set keysForward(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysForward = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement backward.\r\n */\r\n public get keysBackward(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysBackward;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n public set keysBackward(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysBackward = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement up.\r\n */\r\n public get keysUp(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysUp;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement up.\r\n */\r\n public set keysUp(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysUp = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement down.\r\n */\r\n public get keysDown(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysDown;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement down.\r\n */\r\n public set keysDown(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysDown = value;\r\n }\r\n }\r\n\r\n /**\r\n * Get the keys for camera movement left.\r\n */\r\n public get keysLeft(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysLeft;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement left.\r\n */\r\n public set keysLeft(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysLeft = value;\r\n }\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement right.\r\n */\r\n public get keysRight(): number[] {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n return keyboard.keysRight;\r\n }\r\n\r\n return [];\r\n }\r\n\r\n /**\r\n * Set the keys for camera movement right.\r\n */\r\n public set keysRight(value: number[]) {\r\n const keyboard = <FlyCameraKeyboardInput>this.inputs.attached[\"keyboard\"];\r\n if (keyboard) {\r\n keyboard.keysRight = value;\r\n }\r\n }\r\n\r\n /**\r\n * Event raised when the camera collides with a mesh in the scene.\r\n */\r\n public onCollide: (collidedMesh: AbstractMesh) => void;\r\n\r\n private _collider: Collider;\r\n private _needMoveForGravity = false;\r\n private _oldPosition = Vector3.Zero();\r\n private _diffPosition = Vector3.Zero();\r\n private _newPosition = Vector3.Zero();\r\n\r\n /** @internal */\r\n public _localDirection: Vector3;\r\n /** @internal */\r\n public _transformedDirection: Vector3;\r\n\r\n /**\r\n * Instantiates a FlyCamera.\r\n * This is a flying camera, designed for 3D movement and rotation in all directions,\r\n * such as in a 3D Space Shooter or a Flight Simulator.\r\n * @param name Define the name of the camera in the scene.\r\n * @param position Define the starting position of the camera in the scene.\r\n * @param scene Define the scene the camera belongs to.\r\n * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active, if no other camera has been defined as active.\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, setActiveOnSceneIfNoneActive = true) {\r\n super(name, position, scene, setActiveOnSceneIfNoneActive);\r\n this.inputs = new FlyCameraInputsManager(this);\r\n this.inputs.addKeyboard().addMouse();\r\n }\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 override attachControl(noPreventDefault?: boolean): void;\r\n /**\r\n * Attached controls to the current camera.\r\n * @param ignored defines an ignored parameter kept for backward compatibility.\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 override attachControl(ignored: any, noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this.inputs.attachElement(noPreventDefault);\r\n }\r\n\r\n /**\r\n * Detach a control from the HTML DOM element.\r\n * The camera will stop reacting to that input.\r\n */\r\n public override detachControl(): void {\r\n this.inputs.detachElement();\r\n\r\n this.cameraDirection = new Vector3(0, 0, 0);\r\n }\r\n\r\n // Collisions.\r\n private _collisionMask = -1;\r\n\r\n /**\r\n * Get the mask that the camera ignores in collision events.\r\n */\r\n public get collisionMask(): number {\r\n return this._collisionMask;\r\n }\r\n\r\n /**\r\n * Set the mask that the camera ignores in collision events.\r\n */\r\n public set collisionMask(mask: number) {\r\n this._collisionMask = !isNaN(mask) ? mask : -1;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _collideWithWorld(displacement: Vector3): void {\r\n let globalPosition: Vector3;\r\n\r\n if (this.parent) {\r\n globalPosition = Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());\r\n } else {\r\n globalPosition = this.position;\r\n }\r\n\r\n globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);\r\n this._oldPosition.addInPlace(this.ellipsoidOffset);\r\n const coordinator = this.getScene().collisionCoordinator;\r\n\r\n if (!this._collider) {\r\n this._collider = coordinator.createCollider();\r\n }\r\n\r\n this._collider._radius = this.ellipsoid;\r\n this._collider.collisionMask = this._collisionMask;\r\n\r\n // No need for clone, as long as gravity is not on.\r\n let actualDisplacement = displacement;\r\n\r\n // Add gravity to direction to prevent dual-collision checking.\r\n if (this.applyGravity) {\r\n // This prevents mending with cameraDirection, a global variable of the fly camera class.\r\n actualDisplacement = displacement.add(this.getScene().gravity);\r\n }\r\n\r\n coordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n private _onCollisionPositionChange = (collisionId: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh> = null) => {\r\n const updatePosition = (newPos: Vector3) => {\r\n this._newPosition.copyFrom(newPos);\r\n\r\n this._newPosition.subtractToRef(this._oldPosition, this._diffPosition);\r\n\r\n if (this._diffPosition.length() > AbstractEngine.CollisionsEpsilon) {\r\n this.position.addInPlace(this._diffPosition);\r\n if (this.onCollide && collidedMesh) {\r\n this.onCollide(collidedMesh);\r\n }\r\n }\r\n };\r\n\r\n updatePosition(newPosition);\r\n };\r\n\r\n /** @internal */\r\n public override _checkInputs(): void {\r\n if (!this._localDirection) {\r\n this._localDirection = Vector3.Zero();\r\n this._transformedDirection = Vector3.Zero();\r\n }\r\n\r\n this.inputs.checkInputs();\r\n\r\n super._checkInputs();\r\n }\r\n\r\n /**\r\n * Enable movement without a user input. This allows gravity to always be applied.\r\n */\r\n public set needMoveForGravity(value: boolean) {\r\n this._needMoveForGravity = value;\r\n }\r\n\r\n /**\r\n * When true, gravity is applied whether there is user input or not.\r\n */\r\n public get needMoveForGravity(): boolean {\r\n return this._needMoveForGravity;\r\n }\r\n\r\n /** @internal */\r\n public override _decideIfNeedsToMove(): boolean {\r\n return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n }\r\n\r\n /** @internal */\r\n public override _updatePosition(): void {\r\n if (this.checkCollisions && this.getScene().collisionsEnabled) {\r\n this._collideWithWorld(this.cameraDirection);\r\n } else {\r\n super._updatePosition();\r\n }\r\n }\r\n\r\n /**\r\n * Restore the Roll to its target value at the rate specified.\r\n * @param rate - Higher means slower restoring.\r\n * @internal\r\n */\r\n public restoreRoll(rate: number): void {\r\n const limit = this._trackRoll; // Target Roll.\r\n const z = this.rotation.z; // Current Roll.\r\n const delta = limit - z; // Difference in Roll.\r\n\r\n const minRad = 0.001; // Tenth of a radian is a barely noticable difference.\r\n\r\n // If the difference is noticable, restore the Roll.\r\n if (Math.abs(delta) >= minRad) {\r\n // Change Z rotation towards the target Roll.\r\n this.rotation.z += delta / rate;\r\n\r\n // Match when near enough.\r\n if (Math.abs(limit - this.rotation.z) <= minRad) {\r\n this.rotation.z = limit;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Destroy the camera and release the current resources held by it.\r\n */\r\n public override dispose(): void {\r\n this.inputs.clear();\r\n super.dispose();\r\n }\r\n\r\n /**\r\n * Get the current object class name.\r\n * @returns the class name.\r\n */\r\n public override getClassName(): string {\r\n return \"FlyCamera\";\r\n }\r\n}\r\n\r\n// Register Class Name\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for flyCamera.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterFlyCamera(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.FlyCamera\", FlyCamera);\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
1
  /** This file must only contain pure code and pure imports */
2
- import { __decorate } from "../tslib.es6.js";
2
+ import { __esDecorate, __runInitializers } from "../tslib.es6.js";
3
3
  import { serialize, serializeAsMeshReference } from "../Misc/decorators.js";
4
4
  import { Tools } from "../Misc/tools.pure.js";
5
5
  import { TargetCamera } from "./targetCamera.pure.js";
@@ -12,197 +12,234 @@ import { RegisterClass } from "../Misc/typeStore.js";
12
12
  * an arc rotate version arcFollowCamera are available.
13
13
  * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#followcamera
14
14
  */
15
- export class FollowCamera extends TargetCamera {
16
- /**
17
- * Instantiates the follow camera.
18
- * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#followcamera
19
- * @param name Define the name of the camera in the scene
20
- * @param position Define the position of the camera
21
- * @param scene Define the scene the camera belong to
22
- * @param lockedTarget Define the target of the camera
23
- */
24
- constructor(name, position, scene, lockedTarget = null) {
25
- super(name, position, scene);
26
- /**
27
- * Distance the follow camera should follow an object at
28
- */
29
- this.radius = 12;
30
- /**
31
- * Minimum allowed distance of the camera to the axis of rotation
32
- * (The camera can not get closer).
33
- * This can help limiting how the Camera is able to move in the scene.
34
- */
35
- this.lowerRadiusLimit = null;
36
- /**
37
- * Maximum allowed distance of the camera to the axis of rotation
38
- * (The camera can not get further).
39
- * This can help limiting how the Camera is able to move in the scene.
40
- */
41
- this.upperRadiusLimit = null;
42
- /**
43
- * Define a rotation offset between the camera and the object it follows
44
- */
45
- this.rotationOffset = 0;
46
- /**
47
- * Minimum allowed angle to camera position relative to target object.
48
- * This can help limiting how the Camera is able to move in the scene.
49
- */
50
- this.lowerRotationOffsetLimit = null;
51
- /**
52
- * Maximum allowed angle to camera position relative to target object.
53
- * This can help limiting how the Camera is able to move in the scene.
54
- */
55
- this.upperRotationOffsetLimit = null;
56
- /**
57
- * Define a height offset between the camera and the object it follows.
58
- * It can help following an object from the top (like a car chasing a plane)
59
- */
60
- this.heightOffset = 4;
61
- /**
62
- * Minimum allowed height of camera position relative to target object.
63
- * This can help limiting how the Camera is able to move in the scene.
64
- */
65
- this.lowerHeightOffsetLimit = null;
66
- /**
67
- * Maximum allowed height of camera position relative to target object.
68
- * This can help limiting how the Camera is able to move in the scene.
69
- */
70
- this.upperHeightOffsetLimit = null;
71
- /**
72
- * Define how fast the camera can accelerate to follow it s target.
73
- */
74
- this.cameraAcceleration = 0.05;
75
- /**
76
- * Define the speed limit of the camera following an object.
77
- */
78
- this.maxCameraSpeed = 20;
79
- this.lockedTarget = lockedTarget;
80
- this.inputs = new FollowCameraInputsManager(this);
81
- this.inputs.addKeyboard().addMouseWheel().addPointers();
82
- // Uncomment the following line when the relevant handlers have been implemented.
83
- // this.inputs.addKeyboard().addMouseWheel().addPointers().addVRDeviceOrientation();
84
- }
85
- _follow(cameraTarget) {
86
- if (!cameraTarget) {
87
- return;
88
- }
89
- const rotMatrix = TmpVectors.Matrix[0];
90
- cameraTarget.absoluteRotationQuaternion.toRotationMatrix(rotMatrix);
91
- const yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
92
- const radians = this.rotationOffset * (Math.PI / 180) + yRotation;
93
- const targetPosition = cameraTarget.getAbsolutePosition();
94
- const targetX = targetPosition.x + Math.sin(radians) * this.radius;
95
- const targetZ = targetPosition.z + Math.cos(radians) * this.radius;
96
- const dx = targetX - this.position.x;
97
- const dy = targetPosition.y + this.heightOffset - this.position.y;
98
- const dz = targetZ - this.position.z;
99
- let vx = dx * this.cameraAcceleration * 2; //this is set to .05
100
- let vy = dy * this.cameraAcceleration;
101
- let vz = dz * this.cameraAcceleration * 2;
102
- if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
103
- vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
104
- }
105
- if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
106
- vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
107
- }
108
- if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
109
- vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
110
- }
111
- this.position.addInPlaceFromFloats(vx, vy, vz);
112
- this.setTarget(targetPosition);
113
- }
114
- /**
115
- * Attached controls to the current camera.
116
- * @param ignored defines an ignored parameter kept for backward compatibility.
117
- * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
118
- */
119
- attachControl(ignored, noPreventDefault) {
120
- noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);
121
- this.inputs.attachElement(noPreventDefault);
122
- this._reset = () => { };
123
- }
124
- /**
125
- * Detach the current controls from the specified dom element.
126
- */
127
- detachControl() {
128
- this.inputs.detachElement();
129
- if (this._reset) {
130
- this._reset();
131
- }
132
- }
133
- /** @internal */
134
- _checkInputs() {
135
- this.inputs.checkInputs();
136
- this._checkLimits();
137
- super._checkInputs();
138
- if (this.lockedTarget) {
139
- this._follow(this.lockedTarget);
140
- }
141
- }
142
- _checkLimits() {
143
- if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {
144
- this.radius = this.lowerRadiusLimit;
145
- }
146
- if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {
147
- this.radius = this.upperRadiusLimit;
148
- }
149
- if (this.lowerHeightOffsetLimit !== null && this.heightOffset < this.lowerHeightOffsetLimit) {
150
- this.heightOffset = this.lowerHeightOffsetLimit;
151
- }
152
- if (this.upperHeightOffsetLimit !== null && this.heightOffset > this.upperHeightOffsetLimit) {
153
- this.heightOffset = this.upperHeightOffsetLimit;
154
- }
155
- if (this.lowerRotationOffsetLimit !== null && this.rotationOffset < this.lowerRotationOffsetLimit) {
156
- this.rotationOffset = this.lowerRotationOffsetLimit;
157
- }
158
- if (this.upperRotationOffsetLimit !== null && this.rotationOffset > this.upperRotationOffsetLimit) {
159
- this.rotationOffset = this.upperRotationOffsetLimit;
160
- }
161
- }
162
- /**
163
- * Gets the camera class name.
164
- * @returns the class name
165
- */
166
- getClassName() {
167
- return "FollowCamera";
168
- }
169
- }
170
- __decorate([
171
- serialize()
172
- ], FollowCamera.prototype, "radius", void 0);
173
- __decorate([
174
- serialize()
175
- ], FollowCamera.prototype, "lowerRadiusLimit", void 0);
176
- __decorate([
177
- serialize()
178
- ], FollowCamera.prototype, "upperRadiusLimit", void 0);
179
- __decorate([
180
- serialize()
181
- ], FollowCamera.prototype, "rotationOffset", void 0);
182
- __decorate([
183
- serialize()
184
- ], FollowCamera.prototype, "lowerRotationOffsetLimit", void 0);
185
- __decorate([
186
- serialize()
187
- ], FollowCamera.prototype, "upperRotationOffsetLimit", void 0);
188
- __decorate([
189
- serialize()
190
- ], FollowCamera.prototype, "heightOffset", void 0);
191
- __decorate([
192
- serialize()
193
- ], FollowCamera.prototype, "lowerHeightOffsetLimit", void 0);
194
- __decorate([
195
- serialize()
196
- ], FollowCamera.prototype, "upperHeightOffsetLimit", void 0);
197
- __decorate([
198
- serialize()
199
- ], FollowCamera.prototype, "cameraAcceleration", void 0);
200
- __decorate([
201
- serialize()
202
- ], FollowCamera.prototype, "maxCameraSpeed", void 0);
203
- __decorate([
204
- serializeAsMeshReference("lockedTargetId")
205
- ], FollowCamera.prototype, "lockedTarget", void 0);
15
+ let FollowCamera = (() => {
16
+ var _a;
17
+ let _classSuper = TargetCamera;
18
+ let _radius_decorators;
19
+ let _radius_initializers = [];
20
+ let _radius_extraInitializers = [];
21
+ let _lowerRadiusLimit_decorators;
22
+ let _lowerRadiusLimit_initializers = [];
23
+ let _lowerRadiusLimit_extraInitializers = [];
24
+ let _upperRadiusLimit_decorators;
25
+ let _upperRadiusLimit_initializers = [];
26
+ let _upperRadiusLimit_extraInitializers = [];
27
+ let _rotationOffset_decorators;
28
+ let _rotationOffset_initializers = [];
29
+ let _rotationOffset_extraInitializers = [];
30
+ let _lowerRotationOffsetLimit_decorators;
31
+ let _lowerRotationOffsetLimit_initializers = [];
32
+ let _lowerRotationOffsetLimit_extraInitializers = [];
33
+ let _upperRotationOffsetLimit_decorators;
34
+ let _upperRotationOffsetLimit_initializers = [];
35
+ let _upperRotationOffsetLimit_extraInitializers = [];
36
+ let _heightOffset_decorators;
37
+ let _heightOffset_initializers = [];
38
+ let _heightOffset_extraInitializers = [];
39
+ let _lowerHeightOffsetLimit_decorators;
40
+ let _lowerHeightOffsetLimit_initializers = [];
41
+ let _lowerHeightOffsetLimit_extraInitializers = [];
42
+ let _upperHeightOffsetLimit_decorators;
43
+ let _upperHeightOffsetLimit_initializers = [];
44
+ let _upperHeightOffsetLimit_extraInitializers = [];
45
+ let _cameraAcceleration_decorators;
46
+ let _cameraAcceleration_initializers = [];
47
+ let _cameraAcceleration_extraInitializers = [];
48
+ let _maxCameraSpeed_decorators;
49
+ let _maxCameraSpeed_initializers = [];
50
+ let _maxCameraSpeed_extraInitializers = [];
51
+ let _lockedTarget_decorators;
52
+ let _lockedTarget_initializers = [];
53
+ let _lockedTarget_extraInitializers = [];
54
+ return _a = class FollowCamera extends _classSuper {
55
+ /**
56
+ * Instantiates the follow camera.
57
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#followcamera
58
+ * @param name Define the name of the camera in the scene
59
+ * @param position Define the position of the camera
60
+ * @param scene Define the scene the camera belong to
61
+ * @param lockedTarget Define the target of the camera
62
+ */
63
+ constructor(name, position, scene, lockedTarget = null) {
64
+ super(name, position, scene);
65
+ /**
66
+ * Distance the follow camera should follow an object at
67
+ */
68
+ this.radius = __runInitializers(this, _radius_initializers, 12);
69
+ /**
70
+ * Minimum allowed distance of the camera to the axis of rotation
71
+ * (The camera can not get closer).
72
+ * This can help limiting how the Camera is able to move in the scene.
73
+ */
74
+ this.lowerRadiusLimit = (__runInitializers(this, _radius_extraInitializers), __runInitializers(this, _lowerRadiusLimit_initializers, null));
75
+ /**
76
+ * Maximum allowed distance of the camera to the axis of rotation
77
+ * (The camera can not get further).
78
+ * This can help limiting how the Camera is able to move in the scene.
79
+ */
80
+ this.upperRadiusLimit = (__runInitializers(this, _lowerRadiusLimit_extraInitializers), __runInitializers(this, _upperRadiusLimit_initializers, null));
81
+ /**
82
+ * Define a rotation offset between the camera and the object it follows
83
+ */
84
+ this.rotationOffset = (__runInitializers(this, _upperRadiusLimit_extraInitializers), __runInitializers(this, _rotationOffset_initializers, 0));
85
+ /**
86
+ * Minimum allowed angle to camera position relative to target object.
87
+ * This can help limiting how the Camera is able to move in the scene.
88
+ */
89
+ this.lowerRotationOffsetLimit = (__runInitializers(this, _rotationOffset_extraInitializers), __runInitializers(this, _lowerRotationOffsetLimit_initializers, null));
90
+ /**
91
+ * Maximum allowed angle to camera position relative to target object.
92
+ * This can help limiting how the Camera is able to move in the scene.
93
+ */
94
+ this.upperRotationOffsetLimit = (__runInitializers(this, _lowerRotationOffsetLimit_extraInitializers), __runInitializers(this, _upperRotationOffsetLimit_initializers, null));
95
+ /**
96
+ * Define a height offset between the camera and the object it follows.
97
+ * It can help following an object from the top (like a car chasing a plane)
98
+ */
99
+ this.heightOffset = (__runInitializers(this, _upperRotationOffsetLimit_extraInitializers), __runInitializers(this, _heightOffset_initializers, 4));
100
+ /**
101
+ * Minimum allowed height of camera position relative to target object.
102
+ * This can help limiting how the Camera is able to move in the scene.
103
+ */
104
+ this.lowerHeightOffsetLimit = (__runInitializers(this, _heightOffset_extraInitializers), __runInitializers(this, _lowerHeightOffsetLimit_initializers, null));
105
+ /**
106
+ * Maximum allowed height of camera position relative to target object.
107
+ * This can help limiting how the Camera is able to move in the scene.
108
+ */
109
+ this.upperHeightOffsetLimit = (__runInitializers(this, _lowerHeightOffsetLimit_extraInitializers), __runInitializers(this, _upperHeightOffsetLimit_initializers, null));
110
+ /**
111
+ * Define how fast the camera can accelerate to follow it s target.
112
+ */
113
+ this.cameraAcceleration = (__runInitializers(this, _upperHeightOffsetLimit_extraInitializers), __runInitializers(this, _cameraAcceleration_initializers, 0.05));
114
+ /**
115
+ * Define the speed limit of the camera following an object.
116
+ */
117
+ this.maxCameraSpeed = (__runInitializers(this, _cameraAcceleration_extraInitializers), __runInitializers(this, _maxCameraSpeed_initializers, 20));
118
+ /**
119
+ * Define the target of the camera.
120
+ */
121
+ this.lockedTarget = (__runInitializers(this, _maxCameraSpeed_extraInitializers), __runInitializers(this, _lockedTarget_initializers, null));
122
+ __runInitializers(this, _lockedTarget_extraInitializers);
123
+ this.lockedTarget = lockedTarget;
124
+ this.inputs = new FollowCameraInputsManager(this);
125
+ this.inputs.addKeyboard().addMouseWheel().addPointers();
126
+ }
127
+ _follow(cameraTarget) {
128
+ if (!cameraTarget) {
129
+ return;
130
+ }
131
+ const rotMatrix = TmpVectors.Matrix[0];
132
+ cameraTarget.absoluteRotationQuaternion.toRotationMatrix(rotMatrix);
133
+ const yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
134
+ const radians = this.rotationOffset * (Math.PI / 180) + yRotation;
135
+ const targetPosition = cameraTarget.getAbsolutePosition();
136
+ const targetX = targetPosition.x + Math.sin(radians) * this.radius;
137
+ const targetZ = targetPosition.z + Math.cos(radians) * this.radius;
138
+ const dx = targetX - this.position.x;
139
+ const dy = targetPosition.y + this.heightOffset - this.position.y;
140
+ const dz = targetZ - this.position.z;
141
+ let vx = dx * this.cameraAcceleration * 2; //this is set to .05
142
+ let vy = dy * this.cameraAcceleration;
143
+ let vz = dz * this.cameraAcceleration * 2;
144
+ if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
145
+ vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
146
+ }
147
+ if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
148
+ vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
149
+ }
150
+ if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
151
+ vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
152
+ }
153
+ this.position.addInPlaceFromFloats(vx, vy, vz);
154
+ this.setTarget(targetPosition);
155
+ }
156
+ /**
157
+ * Attached controls to the current camera.
158
+ * @param ignored defines an ignored parameter kept for backward compatibility.
159
+ * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
160
+ */
161
+ attachControl(ignored, noPreventDefault) {
162
+ noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);
163
+ this.inputs.attachElement(noPreventDefault);
164
+ this._reset = () => { };
165
+ }
166
+ /**
167
+ * Detach the current controls from the specified dom element.
168
+ */
169
+ detachControl() {
170
+ this.inputs.detachElement();
171
+ if (this._reset) {
172
+ this._reset();
173
+ }
174
+ }
175
+ /** @internal */
176
+ _checkInputs() {
177
+ this.inputs.checkInputs();
178
+ this._checkLimits();
179
+ super._checkInputs();
180
+ if (this.lockedTarget) {
181
+ this._follow(this.lockedTarget);
182
+ }
183
+ }
184
+ _checkLimits() {
185
+ if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {
186
+ this.radius = this.lowerRadiusLimit;
187
+ }
188
+ if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {
189
+ this.radius = this.upperRadiusLimit;
190
+ }
191
+ if (this.lowerHeightOffsetLimit !== null && this.heightOffset < this.lowerHeightOffsetLimit) {
192
+ this.heightOffset = this.lowerHeightOffsetLimit;
193
+ }
194
+ if (this.upperHeightOffsetLimit !== null && this.heightOffset > this.upperHeightOffsetLimit) {
195
+ this.heightOffset = this.upperHeightOffsetLimit;
196
+ }
197
+ if (this.lowerRotationOffsetLimit !== null && this.rotationOffset < this.lowerRotationOffsetLimit) {
198
+ this.rotationOffset = this.lowerRotationOffsetLimit;
199
+ }
200
+ if (this.upperRotationOffsetLimit !== null && this.rotationOffset > this.upperRotationOffsetLimit) {
201
+ this.rotationOffset = this.upperRotationOffsetLimit;
202
+ }
203
+ }
204
+ /**
205
+ * Gets the camera class name.
206
+ * @returns the class name
207
+ */
208
+ getClassName() {
209
+ return "FollowCamera";
210
+ }
211
+ },
212
+ (() => {
213
+ const _metadata = typeof Symbol === "function" && Symbol.metadata ? Object.create(_classSuper[Symbol.metadata] ?? null) : void 0;
214
+ _radius_decorators = [serialize()];
215
+ _lowerRadiusLimit_decorators = [serialize()];
216
+ _upperRadiusLimit_decorators = [serialize()];
217
+ _rotationOffset_decorators = [serialize()];
218
+ _lowerRotationOffsetLimit_decorators = [serialize()];
219
+ _upperRotationOffsetLimit_decorators = [serialize()];
220
+ _heightOffset_decorators = [serialize()];
221
+ _lowerHeightOffsetLimit_decorators = [serialize()];
222
+ _upperHeightOffsetLimit_decorators = [serialize()];
223
+ _cameraAcceleration_decorators = [serialize()];
224
+ _maxCameraSpeed_decorators = [serialize()];
225
+ _lockedTarget_decorators = [serializeAsMeshReference("lockedTargetId")];
226
+ __esDecorate(null, null, _radius_decorators, { kind: "field", name: "radius", static: false, private: false, access: { has: obj => "radius" in obj, get: obj => obj.radius, set: (obj, value) => { obj.radius = value; } }, metadata: _metadata }, _radius_initializers, _radius_extraInitializers);
227
+ __esDecorate(null, null, _lowerRadiusLimit_decorators, { kind: "field", name: "lowerRadiusLimit", static: false, private: false, access: { has: obj => "lowerRadiusLimit" in obj, get: obj => obj.lowerRadiusLimit, set: (obj, value) => { obj.lowerRadiusLimit = value; } }, metadata: _metadata }, _lowerRadiusLimit_initializers, _lowerRadiusLimit_extraInitializers);
228
+ __esDecorate(null, null, _upperRadiusLimit_decorators, { kind: "field", name: "upperRadiusLimit", static: false, private: false, access: { has: obj => "upperRadiusLimit" in obj, get: obj => obj.upperRadiusLimit, set: (obj, value) => { obj.upperRadiusLimit = value; } }, metadata: _metadata }, _upperRadiusLimit_initializers, _upperRadiusLimit_extraInitializers);
229
+ __esDecorate(null, null, _rotationOffset_decorators, { kind: "field", name: "rotationOffset", static: false, private: false, access: { has: obj => "rotationOffset" in obj, get: obj => obj.rotationOffset, set: (obj, value) => { obj.rotationOffset = value; } }, metadata: _metadata }, _rotationOffset_initializers, _rotationOffset_extraInitializers);
230
+ __esDecorate(null, null, _lowerRotationOffsetLimit_decorators, { kind: "field", name: "lowerRotationOffsetLimit", static: false, private: false, access: { has: obj => "lowerRotationOffsetLimit" in obj, get: obj => obj.lowerRotationOffsetLimit, set: (obj, value) => { obj.lowerRotationOffsetLimit = value; } }, metadata: _metadata }, _lowerRotationOffsetLimit_initializers, _lowerRotationOffsetLimit_extraInitializers);
231
+ __esDecorate(null, null, _upperRotationOffsetLimit_decorators, { kind: "field", name: "upperRotationOffsetLimit", static: false, private: false, access: { has: obj => "upperRotationOffsetLimit" in obj, get: obj => obj.upperRotationOffsetLimit, set: (obj, value) => { obj.upperRotationOffsetLimit = value; } }, metadata: _metadata }, _upperRotationOffsetLimit_initializers, _upperRotationOffsetLimit_extraInitializers);
232
+ __esDecorate(null, null, _heightOffset_decorators, { kind: "field", name: "heightOffset", static: false, private: false, access: { has: obj => "heightOffset" in obj, get: obj => obj.heightOffset, set: (obj, value) => { obj.heightOffset = value; } }, metadata: _metadata }, _heightOffset_initializers, _heightOffset_extraInitializers);
233
+ __esDecorate(null, null, _lowerHeightOffsetLimit_decorators, { kind: "field", name: "lowerHeightOffsetLimit", static: false, private: false, access: { has: obj => "lowerHeightOffsetLimit" in obj, get: obj => obj.lowerHeightOffsetLimit, set: (obj, value) => { obj.lowerHeightOffsetLimit = value; } }, metadata: _metadata }, _lowerHeightOffsetLimit_initializers, _lowerHeightOffsetLimit_extraInitializers);
234
+ __esDecorate(null, null, _upperHeightOffsetLimit_decorators, { kind: "field", name: "upperHeightOffsetLimit", static: false, private: false, access: { has: obj => "upperHeightOffsetLimit" in obj, get: obj => obj.upperHeightOffsetLimit, set: (obj, value) => { obj.upperHeightOffsetLimit = value; } }, metadata: _metadata }, _upperHeightOffsetLimit_initializers, _upperHeightOffsetLimit_extraInitializers);
235
+ __esDecorate(null, null, _cameraAcceleration_decorators, { kind: "field", name: "cameraAcceleration", static: false, private: false, access: { has: obj => "cameraAcceleration" in obj, get: obj => obj.cameraAcceleration, set: (obj, value) => { obj.cameraAcceleration = value; } }, metadata: _metadata }, _cameraAcceleration_initializers, _cameraAcceleration_extraInitializers);
236
+ __esDecorate(null, null, _maxCameraSpeed_decorators, { kind: "field", name: "maxCameraSpeed", static: false, private: false, access: { has: obj => "maxCameraSpeed" in obj, get: obj => obj.maxCameraSpeed, set: (obj, value) => { obj.maxCameraSpeed = value; } }, metadata: _metadata }, _maxCameraSpeed_initializers, _maxCameraSpeed_extraInitializers);
237
+ __esDecorate(null, null, _lockedTarget_decorators, { kind: "field", name: "lockedTarget", static: false, private: false, access: { has: obj => "lockedTarget" in obj, get: obj => obj.lockedTarget, set: (obj, value) => { obj.lockedTarget = value; } }, metadata: _metadata }, _lockedTarget_initializers, _lockedTarget_extraInitializers);
238
+ if (_metadata) Object.defineProperty(_a, Symbol.metadata, { enumerable: true, configurable: true, writable: true, value: _metadata });
239
+ })(),
240
+ _a;
241
+ })();
242
+ export { FollowCamera };
206
243
  /**
207
244
  * Arc Rotate version of the follow camera.
208
245
  * It still follows a Defined mesh but in an Arc Rotate Camera fashion.