@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, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport { type Nullable } from \"../types\";\r\nimport { Camera } from \"./camera.pure\";\r\nimport { type Scene } from \"../scene.pure\";\r\nimport { Quaternion, Matrix, Vector3, Vector2, TmpVectors } from \"../Maths/math.vector.pure\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport { Axis } from \"../Maths/math.axis\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\nimport { Node } from \"../node\";\r\nimport { type CameraMovement } from \"./cameraMovement\";\r\nimport { TargetCameraMovement } from \"./targetCameraMovement\";\r\n\r\n// Temporary cache variables to avoid allocations.\r\nconst TmpMatrix = /*#__PURE__*/ Matrix.Zero();\r\nconst TmpQuaternion = /*#__PURE__*/ Quaternion.Identity();\r\n\r\n/**\r\n * A target camera takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\nexport class TargetCamera extends Camera {\r\n private static _RigCamTransformMatrix = /*#__PURE__*/ new Matrix();\r\n private static _TargetTransformMatrix = /*#__PURE__*/ new Matrix();\r\n private static _TargetFocalPoint = /*#__PURE__*/ new Vector3();\r\n\r\n /**\r\n * Define the current direction the camera is moving to\r\n */\r\n public cameraDirection = new Vector3(0, 0, 0);\r\n /**\r\n * Define the current rotation the camera is rotating to\r\n */\r\n public cameraRotation = new Vector2(0, 0);\r\n\r\n /**\r\n * Framerate-independent movement controller shared by the TargetCamera family\r\n * (FreeCamera/FlyCamera/FollowCamera). Provides inertial physics and the configurable\r\n * input map. Subclasses may replace it with a specialized {@link CameraMovement}\r\n * (for example ArcRotateCamera uses ArcRotateCameraMovement).\r\n */\r\n public movement: CameraMovement;\r\n\r\n /**\r\n * Defines the inertia (decay coefficient applied per reference frame at 60fps) of the camera.\r\n * This helps giving a smooth feeling to the camera movement.\r\n *\r\n * Override of {@link Camera.inertia} that writes through to the {@link movement} system so the\r\n * framerate-independent pan/rotation glide stays in sync. Setting this updates the movement\r\n * system immediately (matching the accessor convergence used by {@link ArcRotateCamera}).\r\n */\r\n public override get inertia(): number {\r\n return super.inertia;\r\n }\r\n\r\n public override set inertia(value: number) {\r\n super.inertia = value;\r\n // `movement` is constructed in this class' constructor; guard for the base-constructor\r\n // assignment that runs before it exists.\r\n if (this.movement) {\r\n this.movement.panInertia = value;\r\n this.movement.rotationInertia = value;\r\n }\r\n }\r\n\r\n /**\r\n * When set, the up vector of the camera will be updated by the rotation of the camera\r\n */\r\n @serialize()\r\n public updateUpVectorFromRotation = false;\r\n\r\n /**\r\n * Define the current rotation of the camera\r\n */\r\n @serializeAsVector3()\r\n public rotation: Vector3;\r\n\r\n /**\r\n * Define the current rotation of the camera as a quaternion to prevent Gimbal lock\r\n */\r\n public rotationQuaternion: Nullable<Quaternion>;\r\n\r\n /**\r\n * Define the current speed of the camera\r\n */\r\n @serialize()\r\n public speed = 2.0;\r\n\r\n /**\r\n * Add constraint to the camera to prevent it to move freely in all directions and\r\n * around all axis.\r\n */\r\n public noRotationConstraint = false;\r\n\r\n /**\r\n * Reverses mouselook direction to 'natural' panning as opposed to traditional direct\r\n * panning\r\n */\r\n public invertRotation = false;\r\n\r\n /**\r\n * Speed multiplier for inverse camera panning\r\n */\r\n public inverseRotationSpeed = 0.2;\r\n\r\n /**\r\n * @internal\r\n * @experimental\r\n * Can be used to change clamping behavior for inertia. Hook into onBeforeRenderObservable to change the value per-frame\r\n */\r\n public _panningEpsilon = Epsilon;\r\n /**\r\n * @internal\r\n * @experimental\r\n * Can be used to change clamping behavior for inertia. Hook into onBeforeRenderObservable to change the value per-frame\r\n */\r\n public _rotationEpsilon = Epsilon;\r\n\r\n /**\r\n * Define the current target of the camera as an object or a position.\r\n * Please note that locking a target will disable panning.\r\n */\r\n @serializeAsMeshReference(\"lockedTargetId\")\r\n public lockedTarget: any = null;\r\n\r\n protected readonly _currentTarget = Vector3.Zero();\r\n protected _initialFocalDistance = 1;\r\n protected readonly _viewMatrix = Matrix.Zero();\r\n\r\n /** @internal */\r\n public readonly _cameraTransformMatrix = Matrix.Zero();\r\n /** @internal */\r\n public readonly _cameraRotationMatrix = Matrix.Zero();\r\n\r\n protected readonly _referencePoint: Vector3;\r\n protected readonly _transformedReferencePoint = Vector3.Zero();\r\n\r\n protected readonly _deferredPositionUpdate = new Vector3();\r\n protected readonly _deferredRotationQuaternionUpdate = new Quaternion();\r\n protected readonly _deferredRotationUpdate = new Vector3();\r\n protected _deferredUpdated = false;\r\n protected _deferOnly: boolean = false;\r\n\r\n /** @internal */\r\n public _reset: () => void;\r\n\r\n /**\r\n * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n * @param name Defines the name of the camera in the scene\r\n * @param position Defines the start position of the camera in the scene\r\n * @param scene Defines the scene the camera belongs to\r\n * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active if not other active cameras have been defined\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, setActiveOnSceneIfNoneActive = true) {\r\n super(name, position, scene, setActiveOnSceneIfNoneActive);\r\n\r\n this._referencePoint = Vector3.Forward(this.getScene().useRightHandedSystem);\r\n\r\n // Set the y component of the rotation to Math.PI in right-handed system for backwards compatibility.\r\n this.rotation = new Vector3(0, this.getScene().useRightHandedSystem ? Math.PI : 0, 0);\r\n\r\n this.movement = new TargetCameraMovement(this.getScene(), this.position);\r\n // Seed movement-system inertia from the value set during base/subclass construction.\r\n // After this point, the `inertia` setter on this class pushes directly to movement.\r\n this.movement.panInertia = this.inertia;\r\n this.movement.rotationInertia = this.inertia;\r\n }\r\n\r\n /**\r\n * Gets the position in front of the camera at a given distance.\r\n * @param distance The distance from the camera we want the position to be\r\n * @returns the position\r\n */\r\n public getFrontPosition(distance: number): Vector3 {\r\n this.getWorldMatrix();\r\n const worldForward = TmpVectors.Vector3[0];\r\n const localForward = TmpVectors.Vector3[1];\r\n localForward.set(0, 0, this._scene.useRightHandedSystem ? -1.0 : 1.0);\r\n this.getDirectionToRef(localForward, worldForward);\r\n worldForward.scaleInPlace(distance);\r\n return this.globalPosition.add(worldForward);\r\n }\r\n\r\n /** @internal */\r\n public _getLockedTargetPosition(): Nullable<Vector3> {\r\n if (!this.lockedTarget) {\r\n return null;\r\n }\r\n\r\n if (this.lockedTarget.absolutePosition) {\r\n const lockedTarget = this.lockedTarget as AbstractMesh;\r\n const m = lockedTarget.computeWorldMatrix();\r\n // in some cases the absolute position resets externally, but doesn't update since the matrix is cached.\r\n m.getTranslationToRef(lockedTarget.absolutePosition);\r\n }\r\n\r\n return this.lockedTarget.absolutePosition || this.lockedTarget;\r\n }\r\n\r\n private _storedPosition: Vector3;\r\n private _storedRotation: Vector3;\r\n private _storedRotationQuaternion: Nullable<Quaternion>;\r\n\r\n /**\r\n * Store current camera state of the camera (fov, position, rotation, etc..)\r\n * @returns the camera\r\n */\r\n public override storeState(): Camera {\r\n this._storedPosition = this.position.clone();\r\n this._storedRotation = this.rotation.clone();\r\n if (this.rotationQuaternion) {\r\n this._storedRotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n\r\n return super.storeState();\r\n }\r\n\r\n /**\r\n * Restored camera state. You must call storeState() first\r\n * @returns whether it was successful or not\r\n * @internal\r\n */\r\n public override _restoreStateValues(): boolean {\r\n if (!super._restoreStateValues()) {\r\n return false;\r\n }\r\n\r\n this.position = this._storedPosition.clone();\r\n this.rotation = this._storedRotation.clone();\r\n\r\n if (this.rotationQuaternion && this._storedRotationQuaternion) {\r\n this.rotationQuaternion = this._storedRotationQuaternion.clone();\r\n }\r\n\r\n this.cameraDirection.copyFromFloats(0, 0, 0);\r\n this.cameraRotation.copyFromFloats(0, 0);\r\n\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n public override _initCache() {\r\n super._initCache();\r\n this._cache.lockedTarget = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotation = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotationQuaternion = new Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _updateCache(ignoreParentClass?: boolean): void {\r\n if (!ignoreParentClass) {\r\n super._updateCache();\r\n }\r\n\r\n const lockedTargetPosition = this._getLockedTargetPosition();\r\n if (!lockedTargetPosition) {\r\n this._cache.lockedTarget = null;\r\n } else {\r\n if (!this._cache.lockedTarget) {\r\n this._cache.lockedTarget = lockedTargetPosition.clone();\r\n } else {\r\n this._cache.lockedTarget.copyFrom(lockedTargetPosition);\r\n }\r\n }\r\n\r\n this._cache.rotation.copyFrom(this.rotation);\r\n if (this.rotationQuaternion) {\r\n this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n }\r\n }\r\n\r\n // Synchronized\r\n /** @internal */\r\n public override _isSynchronizedViewMatrix(): boolean {\r\n if (!super._isSynchronizedViewMatrix()) {\r\n return false;\r\n }\r\n\r\n const lockedTargetPosition = this._getLockedTargetPosition();\r\n\r\n return (\r\n (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition) &&\r\n (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation))\r\n );\r\n }\r\n\r\n // Methods\r\n /** @internal */\r\n public _computeLocalCameraSpeed(): number {\r\n const engine = this.getEngine();\r\n return this.speed * Math.sqrt(engine.getDeltaTime() / (engine.getFps() * 100.0));\r\n }\r\n\r\n // Target\r\n\r\n /**\r\n * Defines the target the camera should look at.\r\n * @param target Defines the new target as a Vector\r\n */\r\n public setTarget(target: Vector3): void {\r\n this.upVector.normalize();\r\n\r\n this._initialFocalDistance = target.subtract(this.position).length();\r\n\r\n if (this.position.z === target.z) {\r\n this.position.z += Epsilon;\r\n }\r\n\r\n if (this._initialFocalDistance < Epsilon) {\r\n this._initialFocalDistance = 1;\r\n }\r\n\r\n this._referencePoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(this.position, target, Vector3.UpReadOnly, TmpMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(this.position, target, Vector3.UpReadOnly, TmpMatrix);\r\n }\r\n TmpMatrix.invert();\r\n\r\n const rotationQuaternion = this.rotationQuaternion || TmpQuaternion;\r\n Quaternion.FromRotationMatrixToRef(TmpMatrix, rotationQuaternion);\r\n\r\n rotationQuaternion.toEulerAnglesToRef(this.rotation);\r\n\r\n // Explicitly set z to 0 to match previous behavior.\r\n this.rotation.z = 0;\r\n }\r\n\r\n /**\r\n * Defines the target point of the camera.\r\n * The camera looks towards it form the radius distance.\r\n */\r\n public get target(): Vector3 {\r\n return this.getTarget();\r\n }\r\n public set target(value: Vector3) {\r\n this.setTarget(value);\r\n }\r\n\r\n /**\r\n * Return the current target position of the camera. This value is expressed in local space.\r\n * @returns the target position\r\n */\r\n public getTarget(): Vector3 {\r\n return this._currentTarget;\r\n }\r\n\r\n /** @internal */\r\n public _decideIfNeedsToMove(): boolean {\r\n return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n }\r\n\r\n /** @internal */\r\n public _updatePosition(): void {\r\n if (this.parent) {\r\n this.parent.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n Vector3.TransformNormalToRef(this.cameraDirection, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this._deferredPositionUpdate.addInPlace(TmpVectors.Vector3[0]);\r\n if (!this._deferOnly) {\r\n this.position.copyFrom(this._deferredPositionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n return;\r\n }\r\n this._deferredPositionUpdate.addInPlace(this.cameraDirection);\r\n if (!this._deferOnly) {\r\n this.position.copyFrom(this._deferredPositionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _checkInputs(): void {\r\n // Fold this frame's raw input — written to `cameraDirection`/`cameraRotation` by the input\r\n // classes (and honored from direct external writes) — into the movement system, then let it\r\n // produce framerate-independent per-frame deltas (input plus inertial glide). The applied\r\n // delta is written back into `cameraDirection`/`cameraRotation` purely as a within-frame\r\n // hand-off so the collision, gravity, and rotation-constraint logic below reads it unchanged.\r\n // Both fields are reset to 0 at the end of this method (the inertial glide now lives in the\r\n // movement system's velocity, not in these fields), so external code polling them *after*\r\n // `_checkInputs()` reads 0 rather than the legacy residual glide value.\r\n const movement = this.movement;\r\n movement.panAccumulatedPixels.addInPlace(this.cameraDirection);\r\n movement.rotationAccumulatedPixels.x += this.cameraRotation.x;\r\n movement.rotationAccumulatedPixels.y += this.cameraRotation.y;\r\n movement.computeCurrentFrameDeltas();\r\n this.cameraDirection.copyFrom(movement.panDeltaCurrentFrame);\r\n this.cameraRotation.set(movement.rotationDeltaCurrentFrame.x, movement.rotationDeltaCurrentFrame.y);\r\n\r\n // Backward-compat glide cutoff: honor the legacy `_panningEpsilon` / `_rotationEpsilon` knobs.\r\n // Legacy `_checkInputs` snapped `cameraDirection`/`cameraRotation` to 0 once a component fell\r\n // below `speed * _panningEpsilon` / `speed * _rotationEpsilon`, ending inertial glide at that\r\n // threshold. The framerate-independent port moved glide into the movement system's velocity, so\r\n // we mirror that cutoff here: when this frame's emitted glide delta is below the legacy limit,\r\n // zero the delta AND reset the movement velocity so glide terminates at the same point (and the\r\n // public knobs stay meaningful). Active drags produce deltas well above the limit, so this only\r\n // triggers on the decaying tail.\r\n const inertialPanningLimit = this.speed * this._panningEpsilon;\r\n if (\r\n Math.abs(this.cameraDirection.x) < inertialPanningLimit &&\r\n Math.abs(this.cameraDirection.y) < inertialPanningLimit &&\r\n Math.abs(this.cameraDirection.z) < inertialPanningLimit\r\n ) {\r\n this.cameraDirection.setAll(0);\r\n movement.resetPanVelocity();\r\n }\r\n const inertialRotationLimit = this.speed * this._rotationEpsilon;\r\n if (Math.abs(this.cameraRotation.x) < inertialRotationLimit && Math.abs(this.cameraRotation.y) < inertialRotationLimit) {\r\n this.cameraRotation.set(0, 0);\r\n movement.resetRotationVelocity();\r\n }\r\n\r\n const directionMultiplier = this.invertRotation ? -this.inverseRotationSpeed : 1.0;\r\n const needToMove = this._decideIfNeedsToMove();\r\n const needToRotate = !!(this.cameraRotation.x || this.cameraRotation.y);\r\n\r\n this._deferredUpdated = false;\r\n this._deferredRotationUpdate.copyFrom(this.rotation);\r\n this._deferredPositionUpdate.copyFrom(this.position);\r\n if (this.rotationQuaternion) {\r\n this._deferredRotationQuaternionUpdate.copyFrom(this.rotationQuaternion);\r\n }\r\n\r\n // Move\r\n if (needToMove) {\r\n this._updatePosition();\r\n }\r\n\r\n // Rotate\r\n if (needToRotate) {\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toEulerAnglesToRef(this._deferredRotationUpdate);\r\n }\r\n\r\n this._deferredRotationUpdate.x += this.cameraRotation.x * directionMultiplier;\r\n this._deferredRotationUpdate.y += this.cameraRotation.y * directionMultiplier;\r\n\r\n // Apply constraints\r\n if (!this.noRotationConstraint) {\r\n const limit = 1.570796;\r\n\r\n if (this._deferredRotationUpdate.x > limit) {\r\n this._deferredRotationUpdate.x = limit;\r\n }\r\n if (this._deferredRotationUpdate.x < -limit) {\r\n this._deferredRotationUpdate.x = -limit;\r\n }\r\n }\r\n\r\n if (!this._deferOnly) {\r\n this.rotation.copyFrom(this._deferredRotationUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n const len = this._deferredRotationUpdate.lengthSquared();\r\n if (len) {\r\n Quaternion.RotationYawPitchRollToRef(\r\n this._deferredRotationUpdate.y,\r\n this._deferredRotationUpdate.x,\r\n this._deferredRotationUpdate.z,\r\n this._deferredRotationQuaternionUpdate\r\n );\r\n if (!this._deferOnly) {\r\n this.rotationQuaternion.copyFrom(this._deferredRotationQuaternionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // The movement system now owns inertial decay (framerate-independent), so reset the\r\n // per-frame delta surfaces. Glide persists inside the movement velocity and is re-emitted\r\n // next frame via `computeCurrentFrameDeltas`; zeroing here prevents the just-applied delta\r\n // from being re-folded into the accumulators on the next frame.\r\n this.cameraDirection.setAll(0);\r\n this.cameraRotation.set(0, 0);\r\n\r\n super._checkInputs();\r\n }\r\n\r\n protected _updateCameraRotationMatrix() {\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);\r\n } else {\r\n Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);\r\n }\r\n }\r\n\r\n /**\r\n * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)\r\n * @returns the current camera\r\n */\r\n private _rotateUpVectorWithCameraRotationMatrix(): TargetCamera {\r\n Vector3.TransformNormalToRef(Vector3.UpReadOnly, this._cameraRotationMatrix, this.upVector);\r\n return this;\r\n }\r\n\r\n private _cachedRotationZ = 0;\r\n private _cachedQuaternionRotationZ = 0;\r\n /** @internal */\r\n public override _getViewMatrix(): Matrix {\r\n if (this.lockedTarget) {\r\n this.setTarget(this._getLockedTargetPosition()!);\r\n }\r\n\r\n // Compute\r\n this._updateCameraRotationMatrix();\r\n\r\n // Apply the changed rotation to the upVector\r\n if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedQuaternionRotationZ = this.rotationQuaternion.z;\r\n } else if (this._cachedRotationZ !== this.rotation.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedRotationZ = this.rotation.z;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);\r\n\r\n // Computing target and final matrix\r\n this.position.addToRef(this._transformedReferencePoint, this._currentTarget);\r\n if (this.updateUpVectorFromRotation) {\r\n if (this.rotationQuaternion) {\r\n Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);\r\n } else {\r\n Quaternion.FromEulerVectorToRef(this.rotation, TmpQuaternion);\r\n Axis.Y.rotateByQuaternionToRef(TmpQuaternion, this.upVector);\r\n }\r\n }\r\n this._computeViewMatrix(this.position, this._currentTarget, this.upVector);\r\n return this._viewMatrix;\r\n }\r\n\r\n protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void {\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(position, target, up, this._viewMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(position, target, up, this._viewMatrix);\r\n }\r\n\r\n if (this.parent) {\r\n const parentWorldMatrix = this.parent.getWorldMatrix();\r\n this._viewMatrix.invert();\r\n this._viewMatrix.multiplyToRef(parentWorldMatrix, this._viewMatrix);\r\n this._viewMatrix.invert();\r\n\r\n this._markSyncedWithParent();\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public override createRigCamera(name: string, cameraIndex: number): Nullable<Camera> {\r\n if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n const rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());\r\n rigCamera.isRigCamera = true;\r\n rigCamera.rigParent = this;\r\n if (this.cameraRigMode === Camera.RIG_MODE_VR) {\r\n if (!this.rotationQuaternion) {\r\n this.rotationQuaternion = new Quaternion();\r\n }\r\n rigCamera._cameraRigParams = {};\r\n rigCamera.rotationQuaternion = new Quaternion();\r\n }\r\n\r\n rigCamera.mode = this.mode;\r\n rigCamera.orthoLeft = this.orthoLeft;\r\n rigCamera.orthoRight = this.orthoRight;\r\n rigCamera.orthoTop = this.orthoTop;\r\n rigCamera.orthoBottom = this.orthoBottom;\r\n\r\n return rigCamera;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _updateRigCameras() {\r\n const camLeft = <TargetCamera>this._rigCameras[0];\r\n const camRight = <TargetCamera>this._rigCameras[1];\r\n\r\n this.computeWorldMatrix();\r\n\r\n switch (this.cameraRigMode) {\r\n case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:\r\n case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:\r\n case Camera.RIG_MODE_STEREOSCOPIC_INTERLACED: {\r\n //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:\r\n const leftSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? 1 : -1;\r\n const rightSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? -1 : 1;\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft);\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * rightSign, camRight);\r\n break;\r\n }\r\n case Camera.RIG_MODE_VR:\r\n if (camLeft.rotationQuaternion && camRight.rotationQuaternion && this.rotationQuaternion) {\r\n camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n } else {\r\n camLeft.rotation.copyFrom(this.rotation);\r\n camRight.rotation.copyFrom(this.rotation);\r\n }\r\n camLeft.position.copyFrom(this.position);\r\n camRight.position.copyFrom(this.position);\r\n\r\n break;\r\n }\r\n super._updateRigCameras();\r\n }\r\n\r\n private _getRigCamPositionAndTarget(halfSpace: number, rigCamera: TargetCamera) {\r\n const target = this.getTarget();\r\n target.subtractToRef(this.position, TargetCamera._TargetFocalPoint);\r\n\r\n TargetCamera._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n const newFocalTarget = TargetCamera._TargetFocalPoint.addInPlace(this.position);\r\n\r\n Matrix.TranslationToRef(-newFocalTarget.x, -newFocalTarget.y, -newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n TargetCamera._TargetTransformMatrix.multiplyToRef(Matrix.RotationAxis(rigCamera.upVector, halfSpace), TargetCamera._RigCamTransformMatrix);\r\n Matrix.TranslationToRef(newFocalTarget.x, newFocalTarget.y, newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n\r\n TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);\r\n\r\n Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, rigCamera.position);\r\n rigCamera.setTarget(newFocalTarget);\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"TargetCamera\";\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for targetCamera.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterTargetCamera(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n Node.AddNodeConstructor(\"TargetCamera\", (name, scene) => {\r\n return () => new TargetCamera(name, Vector3.Zero(), scene);\r\n });\r\n}\r\n"]}
1
+ 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This file must only contain pure code and pure imports */\r\n\r\nimport { serialize, serializeAsVector3, serializeAsMeshReference } from \"../Misc/decorators\";\r\nimport { type Nullable } from \"../types\";\r\nimport { Camera } from \"./camera.pure\";\r\nimport { type Scene } from \"../scene.pure\";\r\nimport { Quaternion, Matrix, Vector3, Vector2, TmpVectors } from \"../Maths/math.vector.pure\";\r\nimport { Epsilon } from \"../Maths/math.constants\";\r\nimport { Axis } from \"../Maths/math.axis\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\nimport { Node } from \"../node\";\r\nimport { type CameraMovement } from \"./cameraMovement\";\r\nimport { TargetCameraMovement } from \"./targetCameraMovement\";\r\n\r\n// Temporary cache variables to avoid allocations.\r\nconst TmpMatrix = /*#__PURE__*/ Matrix.Zero();\r\nconst TmpQuaternion = /*#__PURE__*/ Quaternion.Identity();\r\n\r\n/**\r\n * A target camera takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\nexport class TargetCamera extends Camera {\r\n private static _RigCamTransformMatrix = /*#__PURE__*/ new Matrix();\r\n private static _TargetTransformMatrix = /*#__PURE__*/ new Matrix();\r\n private static _TargetFocalPoint = /*#__PURE__*/ new Vector3();\r\n\r\n /**\r\n * Define the current direction the camera is moving to\r\n */\r\n public cameraDirection = new Vector3(0, 0, 0);\r\n /**\r\n * Define the current rotation the camera is rotating to\r\n */\r\n public cameraRotation = new Vector2(0, 0);\r\n\r\n /**\r\n * Framerate-independent movement controller shared by the TargetCamera family\r\n * (FreeCamera/FlyCamera/FollowCamera). Provides inertial physics and the configurable\r\n * input map. Subclasses may replace it with a specialized {@link CameraMovement}\r\n * (for example ArcRotateCamera uses ArcRotateCameraMovement).\r\n */\r\n public movement: CameraMovement;\r\n\r\n private _targetInertia = 0.9;\r\n\r\n /**\r\n * Defines the inertia (decay coefficient applied per reference frame at 60fps) of the camera.\r\n * This helps giving a smooth feeling to the camera movement.\r\n *\r\n * Override of {@link Camera.inertia} that writes through to the {@link movement} system so the\r\n * framerate-independent pan/rotation glide stays in sync. Setting this updates the movement\r\n * system immediately (matching the accessor convergence used by {@link ArcRotateCamera}).\r\n *\r\n * Backed by a local field rather than `super.inertia`: the shipped UMD bundle is compiled with\r\n * TypeScript at `target: ES5`, and ES5 downleveling of `super` access inside a decorated accessor\r\n * (the base {@link Camera.inertia} carries `@serialize()`) mis-compiles to `undefined`. That would\r\n * feed `NaN` into the movement decay and freeze the camera. It only breaks in the ES5 UMD bundle;\r\n * native-ESM dev keeps real `super`. See the `babylonjs/no-super-in-accessor` lint rule.\r\n */\r\n public override get inertia(): number {\r\n return this._targetInertia;\r\n }\r\n\r\n public override set inertia(value: number) {\r\n this._targetInertia = value;\r\n // `movement` is constructed in this class' constructor; guard for the base-constructor\r\n // assignment that runs before it exists.\r\n if (this.movement) {\r\n this.movement.panInertia = value;\r\n this.movement.rotationInertia = value;\r\n }\r\n }\r\n\r\n /**\r\n * When set, the up vector of the camera will be updated by the rotation of the camera\r\n */\r\n @serialize()\r\n public updateUpVectorFromRotation = false;\r\n\r\n /**\r\n * Define the current rotation of the camera\r\n */\r\n @serializeAsVector3()\r\n public rotation: Vector3;\r\n\r\n /**\r\n * Define the current rotation of the camera as a quaternion to prevent Gimbal lock\r\n */\r\n public rotationQuaternion: Nullable<Quaternion>;\r\n\r\n /**\r\n * Define the current speed of the camera\r\n */\r\n @serialize()\r\n public speed = 2.0;\r\n\r\n /**\r\n * Add constraint to the camera to prevent it to move freely in all directions and\r\n * around all axis.\r\n */\r\n public noRotationConstraint = false;\r\n\r\n /**\r\n * Reverses mouselook direction to 'natural' panning as opposed to traditional direct\r\n * panning\r\n */\r\n public invertRotation = false;\r\n\r\n /**\r\n * Speed multiplier for inverse camera panning\r\n */\r\n public inverseRotationSpeed = 0.2;\r\n\r\n /**\r\n * @internal\r\n * @experimental\r\n * Can be used to change clamping behavior for inertia. Hook into onBeforeRenderObservable to change the value per-frame\r\n */\r\n public _panningEpsilon = Epsilon;\r\n /**\r\n * @internal\r\n * @experimental\r\n * Can be used to change clamping behavior for inertia. Hook into onBeforeRenderObservable to change the value per-frame\r\n */\r\n public _rotationEpsilon = Epsilon;\r\n\r\n /**\r\n * Define the current target of the camera as an object or a position.\r\n * Please note that locking a target will disable panning.\r\n */\r\n @serializeAsMeshReference(\"lockedTargetId\")\r\n public lockedTarget: any = null;\r\n\r\n protected readonly _currentTarget = Vector3.Zero();\r\n protected _initialFocalDistance = 1;\r\n protected readonly _viewMatrix = Matrix.Zero();\r\n\r\n /** @internal */\r\n public readonly _cameraTransformMatrix = Matrix.Zero();\r\n /** @internal */\r\n public readonly _cameraRotationMatrix = Matrix.Zero();\r\n\r\n protected readonly _referencePoint: Vector3;\r\n protected readonly _transformedReferencePoint = Vector3.Zero();\r\n\r\n protected readonly _deferredPositionUpdate = new Vector3();\r\n protected readonly _deferredRotationQuaternionUpdate = new Quaternion();\r\n protected readonly _deferredRotationUpdate = new Vector3();\r\n protected _deferredUpdated = false;\r\n protected _deferOnly: boolean = false;\r\n\r\n /** @internal */\r\n public _reset: () => void;\r\n\r\n /**\r\n * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.\r\n * This is the base of the follow, arc rotate cameras and Free camera\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n * @param name Defines the name of the camera in the scene\r\n * @param position Defines the start position of the camera in the scene\r\n * @param scene Defines the scene the camera belongs to\r\n * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active if not other active cameras have been defined\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, setActiveOnSceneIfNoneActive = true) {\r\n super(name, position, scene, setActiveOnSceneIfNoneActive);\r\n\r\n this._referencePoint = Vector3.Forward(this.getScene().useRightHandedSystem);\r\n\r\n // Set the y component of the rotation to Math.PI in right-handed system for backwards compatibility.\r\n this.rotation = new Vector3(0, this.getScene().useRightHandedSystem ? Math.PI : 0, 0);\r\n\r\n this.movement = new TargetCameraMovement(this.getScene(), this.position);\r\n // Seed movement-system inertia from the value set during base/subclass construction.\r\n // After this point, the `inertia` setter on this class pushes directly to movement.\r\n this.movement.panInertia = this.inertia;\r\n this.movement.rotationInertia = this.inertia;\r\n }\r\n\r\n /**\r\n * Gets the position in front of the camera at a given distance.\r\n * @param distance The distance from the camera we want the position to be\r\n * @returns the position\r\n */\r\n public getFrontPosition(distance: number): Vector3 {\r\n this.getWorldMatrix();\r\n const worldForward = TmpVectors.Vector3[0];\r\n const localForward = TmpVectors.Vector3[1];\r\n localForward.set(0, 0, this._scene.useRightHandedSystem ? -1.0 : 1.0);\r\n this.getDirectionToRef(localForward, worldForward);\r\n worldForward.scaleInPlace(distance);\r\n return this.globalPosition.add(worldForward);\r\n }\r\n\r\n /** @internal */\r\n public _getLockedTargetPosition(): Nullable<Vector3> {\r\n if (!this.lockedTarget) {\r\n return null;\r\n }\r\n\r\n if (this.lockedTarget.absolutePosition) {\r\n const lockedTarget = this.lockedTarget as AbstractMesh;\r\n const m = lockedTarget.computeWorldMatrix();\r\n // in some cases the absolute position resets externally, but doesn't update since the matrix is cached.\r\n m.getTranslationToRef(lockedTarget.absolutePosition);\r\n }\r\n\r\n return this.lockedTarget.absolutePosition || this.lockedTarget;\r\n }\r\n\r\n private _storedPosition: Vector3;\r\n private _storedRotation: Vector3;\r\n private _storedRotationQuaternion: Nullable<Quaternion>;\r\n\r\n /**\r\n * Store current camera state of the camera (fov, position, rotation, etc..)\r\n * @returns the camera\r\n */\r\n public override storeState(): Camera {\r\n this._storedPosition = this.position.clone();\r\n this._storedRotation = this.rotation.clone();\r\n if (this.rotationQuaternion) {\r\n this._storedRotationQuaternion = this.rotationQuaternion.clone();\r\n }\r\n\r\n return super.storeState();\r\n }\r\n\r\n /**\r\n * Restored camera state. You must call storeState() first\r\n * @returns whether it was successful or not\r\n * @internal\r\n */\r\n public override _restoreStateValues(): boolean {\r\n if (!super._restoreStateValues()) {\r\n return false;\r\n }\r\n\r\n this.position = this._storedPosition.clone();\r\n this.rotation = this._storedRotation.clone();\r\n\r\n if (this.rotationQuaternion && this._storedRotationQuaternion) {\r\n this.rotationQuaternion = this._storedRotationQuaternion.clone();\r\n }\r\n\r\n this.cameraDirection.copyFromFloats(0, 0, 0);\r\n this.cameraRotation.copyFromFloats(0, 0);\r\n\r\n return true;\r\n }\r\n\r\n /** @internal */\r\n public override _initCache() {\r\n super._initCache();\r\n this._cache.lockedTarget = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotation = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n this._cache.rotationQuaternion = new Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _updateCache(ignoreParentClass?: boolean): void {\r\n if (!ignoreParentClass) {\r\n super._updateCache();\r\n }\r\n\r\n const lockedTargetPosition = this._getLockedTargetPosition();\r\n if (!lockedTargetPosition) {\r\n this._cache.lockedTarget = null;\r\n } else {\r\n if (!this._cache.lockedTarget) {\r\n this._cache.lockedTarget = lockedTargetPosition.clone();\r\n } else {\r\n this._cache.lockedTarget.copyFrom(lockedTargetPosition);\r\n }\r\n }\r\n\r\n this._cache.rotation.copyFrom(this.rotation);\r\n if (this.rotationQuaternion) {\r\n this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n }\r\n }\r\n\r\n // Synchronized\r\n /** @internal */\r\n public override _isSynchronizedViewMatrix(): boolean {\r\n if (!super._isSynchronizedViewMatrix()) {\r\n return false;\r\n }\r\n\r\n const lockedTargetPosition = this._getLockedTargetPosition();\r\n\r\n return (\r\n (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition) &&\r\n (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation))\r\n );\r\n }\r\n\r\n // Methods\r\n /** @internal */\r\n public _computeLocalCameraSpeed(): number {\r\n const engine = this.getEngine();\r\n return this.speed * Math.sqrt(engine.getDeltaTime() / (engine.getFps() * 100.0));\r\n }\r\n\r\n // Target\r\n\r\n /**\r\n * Defines the target the camera should look at.\r\n * @param target Defines the new target as a Vector\r\n */\r\n public setTarget(target: Vector3): void {\r\n this.upVector.normalize();\r\n\r\n this._initialFocalDistance = target.subtract(this.position).length();\r\n\r\n if (this.position.z === target.z) {\r\n this.position.z += Epsilon;\r\n }\r\n\r\n if (this._initialFocalDistance < Epsilon) {\r\n this._initialFocalDistance = 1;\r\n }\r\n\r\n this._referencePoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(this.position, target, Vector3.UpReadOnly, TmpMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(this.position, target, Vector3.UpReadOnly, TmpMatrix);\r\n }\r\n TmpMatrix.invert();\r\n\r\n const rotationQuaternion = this.rotationQuaternion || TmpQuaternion;\r\n Quaternion.FromRotationMatrixToRef(TmpMatrix, rotationQuaternion);\r\n\r\n rotationQuaternion.toEulerAnglesToRef(this.rotation);\r\n\r\n // Explicitly set z to 0 to match previous behavior.\r\n this.rotation.z = 0;\r\n }\r\n\r\n /**\r\n * Defines the target point of the camera.\r\n * The camera looks towards it form the radius distance.\r\n */\r\n public get target(): Vector3 {\r\n return this.getTarget();\r\n }\r\n public set target(value: Vector3) {\r\n this.setTarget(value);\r\n }\r\n\r\n /**\r\n * Return the current target position of the camera. This value is expressed in local space.\r\n * @returns the target position\r\n */\r\n public getTarget(): Vector3 {\r\n return this._currentTarget;\r\n }\r\n\r\n /** @internal */\r\n public _decideIfNeedsToMove(): boolean {\r\n return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;\r\n }\r\n\r\n /** @internal */\r\n public _updatePosition(): void {\r\n if (this.parent) {\r\n this.parent.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n Vector3.TransformNormalToRef(this.cameraDirection, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);\r\n this._deferredPositionUpdate.addInPlace(TmpVectors.Vector3[0]);\r\n if (!this._deferOnly) {\r\n this.position.copyFrom(this._deferredPositionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n return;\r\n }\r\n this._deferredPositionUpdate.addInPlace(this.cameraDirection);\r\n if (!this._deferOnly) {\r\n this.position.copyFrom(this._deferredPositionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public override _checkInputs(): void {\r\n // Fold this frame's raw input — written to `cameraDirection`/`cameraRotation` by the input\r\n // classes (and honored from direct external writes) — into the movement system, then let it\r\n // produce framerate-independent per-frame deltas (input plus inertial glide). The applied\r\n // delta is written back into `cameraDirection`/`cameraRotation` purely as a within-frame\r\n // hand-off so the collision, gravity, and rotation-constraint logic below reads it unchanged.\r\n // Both fields are reset to 0 at the end of this method (the inertial glide now lives in the\r\n // movement system's velocity, not in these fields), so external code polling them *after*\r\n // `_checkInputs()` reads 0 rather than the legacy residual glide value.\r\n const movement = this.movement;\r\n // Capture whether there is raw input on the pan channel THIS frame, before it is folded into the\r\n // movement system. This gates the legacy panning cutoff below so it only ends a decaying inertial\r\n // tail and never discards a small but legitimate active-input delta.\r\n const hasPanInput = this.cameraDirection.x !== 0 || this.cameraDirection.y !== 0 || this.cameraDirection.z !== 0;\r\n movement.panAccumulatedPixels.addInPlace(this.cameraDirection);\r\n movement.rotationAccumulatedPixels.x += this.cameraRotation.x;\r\n movement.rotationAccumulatedPixels.y += this.cameraRotation.y;\r\n movement.computeCurrentFrameDeltas();\r\n this.cameraDirection.copyFrom(movement.panDeltaCurrentFrame);\r\n this.cameraRotation.set(movement.rotationDeltaCurrentFrame.x, movement.rotationDeltaCurrentFrame.y);\r\n\r\n // Backward-compat glide cutoff: honor the legacy `_panningEpsilon` knob for translation.\r\n // Legacy `_checkInputs` snapped `cameraDirection` to 0 once the glide fell below the threshold,\r\n // ending the inertial glide at that point. The framerate-independent port moved glide into the\r\n // movement system's velocity, so we mirror that cutoff here and reset the velocity so the glide\r\n // terminates at the same point (and the public knob stays meaningful). This is gated on\r\n // `!hasPanInput` so it only fires on the decaying tail: on an active-input frame the emitted\r\n // delta is always applied, even when it is below the limit. Translation magnitude scales with\r\n // `this.speed` (inputs use `_computeLocalCameraSpeed`), so the panning cutoff is scaled by\r\n // `speed` too, keeping the glide *duration* independent of speed.\r\n const inertialPanningLimit = this.speed * this._panningEpsilon;\r\n if (\r\n !hasPanInput &&\r\n Math.abs(this.cameraDirection.x) < inertialPanningLimit &&\r\n Math.abs(this.cameraDirection.y) < inertialPanningLimit &&\r\n Math.abs(this.cameraDirection.z) < inertialPanningLimit\r\n ) {\r\n this.cameraDirection.setAll(0);\r\n movement.resetPanVelocity();\r\n }\r\n // Rotation has no legacy per-frame-delta cutoff: the movement system already terminates the\r\n // glide via its own framerate-independent velocity epsilon, so `cameraRotation` is naturally 0\r\n // once the rotation velocity decays. Applying a coarse `_rotationEpsilon` snap on top truncated\r\n // the inertia tail and reintroduced framerate dependence (the snap tests a per-frame delta, which\r\n // shrinks at high refresh rates), producing a visible \"cut\" in the glide that was worst at high\r\n // speeds and high frame rates (forum 61001). Deferring entirely to the velocity epsilon gives the\r\n // same smooth ease-out at every `speed` and refresh rate.\r\n\r\n const directionMultiplier = this.invertRotation ? -this.inverseRotationSpeed : 1.0;\r\n const needToMove = this._decideIfNeedsToMove();\r\n const needToRotate = !!(this.cameraRotation.x || this.cameraRotation.y);\r\n\r\n this._deferredUpdated = false;\r\n this._deferredRotationUpdate.copyFrom(this.rotation);\r\n this._deferredPositionUpdate.copyFrom(this.position);\r\n if (this.rotationQuaternion) {\r\n this._deferredRotationQuaternionUpdate.copyFrom(this.rotationQuaternion);\r\n }\r\n\r\n // Move\r\n if (needToMove) {\r\n this._updatePosition();\r\n }\r\n\r\n // Rotate\r\n if (needToRotate) {\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toEulerAnglesToRef(this._deferredRotationUpdate);\r\n }\r\n\r\n this._deferredRotationUpdate.x += this.cameraRotation.x * directionMultiplier;\r\n this._deferredRotationUpdate.y += this.cameraRotation.y * directionMultiplier;\r\n\r\n // Apply constraints\r\n if (!this.noRotationConstraint) {\r\n const limit = 1.570796;\r\n\r\n if (this._deferredRotationUpdate.x > limit) {\r\n this._deferredRotationUpdate.x = limit;\r\n }\r\n if (this._deferredRotationUpdate.x < -limit) {\r\n this._deferredRotationUpdate.x = -limit;\r\n }\r\n }\r\n\r\n if (!this._deferOnly) {\r\n this.rotation.copyFrom(this._deferredRotationUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n\r\n //rotate, if quaternion is set and rotation was used\r\n if (this.rotationQuaternion) {\r\n const len = this._deferredRotationUpdate.lengthSquared();\r\n if (len) {\r\n Quaternion.RotationYawPitchRollToRef(\r\n this._deferredRotationUpdate.y,\r\n this._deferredRotationUpdate.x,\r\n this._deferredRotationUpdate.z,\r\n this._deferredRotationQuaternionUpdate\r\n );\r\n if (!this._deferOnly) {\r\n this.rotationQuaternion.copyFrom(this._deferredRotationQuaternionUpdate);\r\n } else {\r\n this._deferredUpdated = true;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // The movement system now owns inertial decay (framerate-independent), so reset the\r\n // per-frame delta surfaces. Glide persists inside the movement velocity and is re-emitted\r\n // next frame via `computeCurrentFrameDeltas`; zeroing here prevents the just-applied delta\r\n // from being re-folded into the accumulators on the next frame.\r\n this.cameraDirection.setAll(0);\r\n this.cameraRotation.set(0, 0);\r\n\r\n super._checkInputs();\r\n }\r\n\r\n protected _updateCameraRotationMatrix() {\r\n if (this.rotationQuaternion) {\r\n this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);\r\n } else {\r\n Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);\r\n }\r\n }\r\n\r\n /**\r\n * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)\r\n * @returns the current camera\r\n */\r\n private _rotateUpVectorWithCameraRotationMatrix(): TargetCamera {\r\n Vector3.TransformNormalToRef(Vector3.UpReadOnly, this._cameraRotationMatrix, this.upVector);\r\n return this;\r\n }\r\n\r\n private _cachedRotationZ = 0;\r\n private _cachedQuaternionRotationZ = 0;\r\n /** @internal */\r\n public override _getViewMatrix(): Matrix {\r\n if (this.lockedTarget) {\r\n this.setTarget(this._getLockedTargetPosition()!);\r\n }\r\n\r\n // Compute\r\n this._updateCameraRotationMatrix();\r\n\r\n // Apply the changed rotation to the upVector\r\n if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedQuaternionRotationZ = this.rotationQuaternion.z;\r\n } else if (this._cachedRotationZ !== this.rotation.z) {\r\n this._rotateUpVectorWithCameraRotationMatrix();\r\n this._cachedRotationZ = this.rotation.z;\r\n }\r\n\r\n Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);\r\n\r\n // Computing target and final matrix\r\n this.position.addToRef(this._transformedReferencePoint, this._currentTarget);\r\n if (this.updateUpVectorFromRotation) {\r\n if (this.rotationQuaternion) {\r\n Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);\r\n } else {\r\n Quaternion.FromEulerVectorToRef(this.rotation, TmpQuaternion);\r\n Axis.Y.rotateByQuaternionToRef(TmpQuaternion, this.upVector);\r\n }\r\n }\r\n this._computeViewMatrix(this.position, this._currentTarget, this.upVector);\r\n return this._viewMatrix;\r\n }\r\n\r\n protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void {\r\n if (this.getScene().useRightHandedSystem) {\r\n Matrix.LookAtRHToRef(position, target, up, this._viewMatrix);\r\n } else {\r\n Matrix.LookAtLHToRef(position, target, up, this._viewMatrix);\r\n }\r\n\r\n if (this.parent) {\r\n const parentWorldMatrix = this.parent.getWorldMatrix();\r\n this._viewMatrix.invert();\r\n this._viewMatrix.multiplyToRef(parentWorldMatrix, this._viewMatrix);\r\n this._viewMatrix.invert();\r\n\r\n this._markSyncedWithParent();\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public override createRigCamera(name: string, cameraIndex: number): Nullable<Camera> {\r\n if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {\r\n const rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());\r\n rigCamera.isRigCamera = true;\r\n rigCamera.rigParent = this;\r\n if (this.cameraRigMode === Camera.RIG_MODE_VR) {\r\n if (!this.rotationQuaternion) {\r\n this.rotationQuaternion = new Quaternion();\r\n }\r\n rigCamera._cameraRigParams = {};\r\n rigCamera.rotationQuaternion = new Quaternion();\r\n }\r\n\r\n rigCamera.mode = this.mode;\r\n rigCamera.orthoLeft = this.orthoLeft;\r\n rigCamera.orthoRight = this.orthoRight;\r\n rigCamera.orthoTop = this.orthoTop;\r\n rigCamera.orthoBottom = this.orthoBottom;\r\n\r\n return rigCamera;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public override _updateRigCameras() {\r\n const camLeft = <TargetCamera>this._rigCameras[0];\r\n const camRight = <TargetCamera>this._rigCameras[1];\r\n\r\n this.computeWorldMatrix();\r\n\r\n switch (this.cameraRigMode) {\r\n case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:\r\n case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:\r\n case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:\r\n case Camera.RIG_MODE_STEREOSCOPIC_INTERLACED: {\r\n //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:\r\n const leftSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? 1 : -1;\r\n const rightSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? -1 : 1;\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft);\r\n this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * rightSign, camRight);\r\n break;\r\n }\r\n case Camera.RIG_MODE_VR:\r\n if (camLeft.rotationQuaternion && camRight.rotationQuaternion && this.rotationQuaternion) {\r\n camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n } else {\r\n camLeft.rotation.copyFrom(this.rotation);\r\n camRight.rotation.copyFrom(this.rotation);\r\n }\r\n camLeft.position.copyFrom(this.position);\r\n camRight.position.copyFrom(this.position);\r\n\r\n break;\r\n }\r\n super._updateRigCameras();\r\n }\r\n\r\n private _getRigCamPositionAndTarget(halfSpace: number, rigCamera: TargetCamera) {\r\n const target = this.getTarget();\r\n target.subtractToRef(this.position, TargetCamera._TargetFocalPoint);\r\n\r\n TargetCamera._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);\r\n const newFocalTarget = TargetCamera._TargetFocalPoint.addInPlace(this.position);\r\n\r\n Matrix.TranslationToRef(-newFocalTarget.x, -newFocalTarget.y, -newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n TargetCamera._TargetTransformMatrix.multiplyToRef(Matrix.RotationAxis(rigCamera.upVector, halfSpace), TargetCamera._RigCamTransformMatrix);\r\n Matrix.TranslationToRef(newFocalTarget.x, newFocalTarget.y, newFocalTarget.z, TargetCamera._TargetTransformMatrix);\r\n\r\n TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);\r\n\r\n Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, rigCamera.position);\r\n rigCamera.setTarget(newFocalTarget);\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"TargetCamera\";\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for targetCamera.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterTargetCamera(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n Node.AddNodeConstructor(\"TargetCamera\", (name, scene) => {\r\n return () => new TargetCamera(name, Vector3.Zero(), scene);\r\n });\r\n}\r\n"]}
@@ -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 { TouchCamera } from "./touchCamera.pure.js";
4
4
  import { Vector3 } from "../Maths/math.vector.pure.js";
5
5
  import { Node } from "../node.js";
@@ -10,90 +10,103 @@ import { serializeAsVector3 } from "../Misc/decorators.js";
10
10
  * which still works and will still be found in many Playgrounds.
11
11
  * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#universal-camera
12
12
  */
13
- export class UniversalCamera extends TouchCamera {
14
- /**
15
- * Defines the target point of the camera.
16
- * The camera looks towards it from the radius distance.
17
- */
18
- get target() {
19
- return this._target;
20
- }
21
- set target(value) {
22
- this.setTarget(value);
23
- }
24
- /**
25
- * Defines the gamepad rotation sensibility.
26
- * This is the threshold from when rotation starts to be accounted for to prevent jittering.
27
- */
28
- get gamepadAngularSensibility() {
29
- const gamepad = this.inputs.attached["gamepad"];
30
- if (gamepad) {
31
- return gamepad.gamepadAngularSensibility;
32
- }
33
- return 0;
34
- }
35
- set gamepadAngularSensibility(value) {
36
- const gamepad = this.inputs.attached["gamepad"];
37
- if (gamepad) {
38
- gamepad.gamepadAngularSensibility = value;
39
- }
40
- }
41
- /**
42
- * Defines the gamepad move sensibility.
43
- * This is the threshold from when moving starts to be accounted for to prevent jittering.
44
- */
45
- get gamepadMoveSensibility() {
46
- const gamepad = this.inputs.attached["gamepad"];
47
- if (gamepad) {
48
- return gamepad.gamepadMoveSensibility;
49
- }
50
- return 0;
51
- }
52
- set gamepadMoveSensibility(value) {
53
- const gamepad = this.inputs.attached["gamepad"];
54
- if (gamepad) {
55
- gamepad.gamepadMoveSensibility = value;
56
- }
57
- }
58
- /**
59
- * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
60
- * which still works and will still be found in many Playgrounds.
61
- * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#universal-camera
62
- * @param name Define the name of the camera in the scene
63
- * @param position Define the start position of the camera in the scene
64
- * @param scene Define the scene the camera belongs to
65
- */
66
- constructor(name, position, scene) {
67
- super(name, position, scene);
68
- this._target = Vector3.Zero();
69
- this.inputs.addGamepad();
70
- }
71
- /**
72
- * Gets the current object class name.
73
- * @returns the class name
74
- */
75
- getClassName() {
76
- return "UniversalCamera";
77
- }
78
- /**
79
- * Defines the target the camera should look at.
80
- * @param target Defines the new target as a Vector
81
- */
82
- setTarget(target) {
83
- super.setTarget(target);
84
- this._target = target;
85
- }
86
- /**
87
- * Return the current target position of the camera. This value is expressed in local space.
88
- * @returns the target position
89
- */
90
- getTarget() {
91
- return this._target;
92
- }
93
- }
94
- __decorate([
95
- serializeAsVector3("target")
96
- ], UniversalCamera.prototype, "_target", void 0);
13
+ let UniversalCamera = (() => {
14
+ var _a;
15
+ let _classSuper = TouchCamera;
16
+ let __target_decorators;
17
+ let __target_initializers = [];
18
+ let __target_extraInitializers = [];
19
+ return _a = class UniversalCamera extends _classSuper {
20
+ /**
21
+ * Defines the target point of the camera.
22
+ * The camera looks towards it from the radius distance.
23
+ */
24
+ get target() {
25
+ return this._target;
26
+ }
27
+ set target(value) {
28
+ this.setTarget(value);
29
+ }
30
+ /**
31
+ * Defines the gamepad rotation sensibility.
32
+ * This is the threshold from when rotation starts to be accounted for to prevent jittering.
33
+ */
34
+ get gamepadAngularSensibility() {
35
+ const gamepad = this.inputs.attached["gamepad"];
36
+ if (gamepad) {
37
+ return gamepad.gamepadAngularSensibility;
38
+ }
39
+ return 0;
40
+ }
41
+ set gamepadAngularSensibility(value) {
42
+ const gamepad = this.inputs.attached["gamepad"];
43
+ if (gamepad) {
44
+ gamepad.gamepadAngularSensibility = value;
45
+ }
46
+ }
47
+ /**
48
+ * Defines the gamepad move sensibility.
49
+ * This is the threshold from when moving starts to be accounted for to prevent jittering.
50
+ */
51
+ get gamepadMoveSensibility() {
52
+ const gamepad = this.inputs.attached["gamepad"];
53
+ if (gamepad) {
54
+ return gamepad.gamepadMoveSensibility;
55
+ }
56
+ return 0;
57
+ }
58
+ set gamepadMoveSensibility(value) {
59
+ const gamepad = this.inputs.attached["gamepad"];
60
+ if (gamepad) {
61
+ gamepad.gamepadMoveSensibility = value;
62
+ }
63
+ }
64
+ /**
65
+ * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
66
+ * which still works and will still be found in many Playgrounds.
67
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#universal-camera
68
+ * @param name Define the name of the camera in the scene
69
+ * @param position Define the start position of the camera in the scene
70
+ * @param scene Define the scene the camera belongs to
71
+ */
72
+ constructor(name, position, scene) {
73
+ super(name, position, scene);
74
+ this._target = __runInitializers(this, __target_initializers, Vector3.Zero());
75
+ __runInitializers(this, __target_extraInitializers);
76
+ this.inputs.addGamepad();
77
+ }
78
+ /**
79
+ * Gets the current object class name.
80
+ * @returns the class name
81
+ */
82
+ getClassName() {
83
+ return "UniversalCamera";
84
+ }
85
+ /**
86
+ * Defines the target the camera should look at.
87
+ * @param target Defines the new target as a Vector
88
+ */
89
+ setTarget(target) {
90
+ super.setTarget(target);
91
+ this._target = target;
92
+ }
93
+ /**
94
+ * Return the current target position of the camera. This value is expressed in local space.
95
+ * @returns the target position
96
+ */
97
+ getTarget() {
98
+ return this._target;
99
+ }
100
+ },
101
+ (() => {
102
+ const _metadata = typeof Symbol === "function" && Symbol.metadata ? Object.create(_classSuper[Symbol.metadata] ?? null) : void 0;
103
+ __target_decorators = [serializeAsVector3("target")];
104
+ __esDecorate(null, null, __target_decorators, { kind: "field", name: "_target", static: false, private: false, access: { has: obj => "_target" in obj, get: obj => obj._target, set: (obj, value) => { obj._target = value; } }, metadata: _metadata }, __target_initializers, __target_extraInitializers);
105
+ if (_metadata) Object.defineProperty(_a, Symbol.metadata, { enumerable: true, configurable: true, writable: true, value: _metadata });
106
+ })(),
107
+ _a;
108
+ })();
109
+ export { UniversalCamera };
97
110
  let _Registered = false;
98
111
  /**
99
112
  * Register side effects for universalCamera.
@@ -1 +1 @@
1
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This replaces the earlier Free Camera,\r\n * which still works and will still be found in many Playgrounds.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#universal-camera\r\n */\r\nexport class UniversalCamera extends TouchCamera {\r\n @serializeAsVector3(\"target\")\r\n protected _target: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Defines the target point of the camera.\r\n * The camera looks towards it from the radius distance.\r\n */\r\n public override get target(): Vector3 {\r\n return this._target;\r\n }\r\n public override set target(value: Vector3) {\r\n this.setTarget(value);\r\n }\r\n /**\r\n * Defines the gamepad rotation sensibility.\r\n * This is the threshold from when rotation starts to be accounted for to prevent jittering.\r\n */\r\n public get gamepadAngularSensibility(): number {\r\n const gamepad = <FreeCameraGamepadInput>this.inputs.attached[\"gamepad\"];\r\n if (gamepad) {\r\n return gamepad.gamepadAngularSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n public set gamepadAngularSensibility(value: number) {\r\n const gamepad = <FreeCameraGamepadInput>this.inputs.attached[\"gamepad\"];\r\n if (gamepad) {\r\n gamepad.gamepadAngularSensibility = value;\r\n }\r\n }\r\n\r\n /**\r\n * Defines the gamepad move sensibility.\r\n * This is the threshold from when moving starts to be accounted for to prevent jittering.\r\n */\r\n public get gamepadMoveSensibility(): number {\r\n const gamepad = <FreeCameraGamepadInput>this.inputs.attached[\"gamepad\"];\r\n if (gamepad) {\r\n return gamepad.gamepadMoveSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n public set gamepadMoveSensibility(value: number) {\r\n const gamepad = <FreeCameraGamepadInput>this.inputs.attached[\"gamepad\"];\r\n if (gamepad) {\r\n gamepad.gamepadMoveSensibility = value;\r\n }\r\n }\r\n\r\n /**\r\n * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,\r\n * which still works and will still be found in many Playgrounds.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#universal-camera\r\n * @param name Define the name of the camera in the scene\r\n * @param position Define the start position of the camera in the scene\r\n * @param scene Define the scene the camera belongs to\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene) {\r\n super(name, position, scene);\r\n this.inputs.addGamepad();\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"UniversalCamera\";\r\n }\r\n\r\n /**\r\n * Defines the target the camera should look at.\r\n * @param target Defines the new target as a Vector\r\n */\r\n override setTarget(target: Vector3) {\r\n super.setTarget(target);\r\n this._target = target;\r\n }\r\n /**\r\n * Return the current target position of the camera. This value is expressed in local space.\r\n * @returns the target position\r\n */\r\n override getTarget(): Vector3 {\r\n return this._target;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for universalCamera.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterUniversalCamera(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n Node.AddNodeConstructor(\"FreeCamera\", (name, scene) => {\r\n // Forcing to use the Universal camera\r\n return () => new UniversalCamera(name, Vector3.Zero(), scene);\r\n });\r\n\r\n Camera._CreateDefaultParsedCamera = (name: string, scene: Scene) => {\r\n return new UniversalCamera(name, Vector3.Zero(), scene);\r\n };\r\n}\r\n"]}
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This replaces the earlier Free Camera,\r\n * which still works and will still be found in many Playgrounds.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#universal-camera\r\n */\r\nexport class UniversalCamera extends TouchCamera {\r\n @serializeAsVector3(\"target\")\r\n protected _target: Vector3 = Vector3.Zero();\r\n\r\n /**\r\n * Defines the target point of the camera.\r\n * The camera looks towards it from the radius distance.\r\n */\r\n public override get target(): Vector3 {\r\n return this._target;\r\n }\r\n public override set target(value: Vector3) {\r\n this.setTarget(value);\r\n }\r\n /**\r\n * Defines the gamepad rotation sensibility.\r\n * This is the threshold from when rotation starts to be accounted for to prevent jittering.\r\n */\r\n public get gamepadAngularSensibility(): number {\r\n const gamepad = <FreeCameraGamepadInput>this.inputs.attached[\"gamepad\"];\r\n if (gamepad) {\r\n return gamepad.gamepadAngularSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n public set gamepadAngularSensibility(value: number) {\r\n const gamepad = <FreeCameraGamepadInput>this.inputs.attached[\"gamepad\"];\r\n if (gamepad) {\r\n gamepad.gamepadAngularSensibility = value;\r\n }\r\n }\r\n\r\n /**\r\n * Defines the gamepad move sensibility.\r\n * This is the threshold from when moving starts to be accounted for to prevent jittering.\r\n */\r\n public get gamepadMoveSensibility(): number {\r\n const gamepad = <FreeCameraGamepadInput>this.inputs.attached[\"gamepad\"];\r\n if (gamepad) {\r\n return gamepad.gamepadMoveSensibility;\r\n }\r\n\r\n return 0;\r\n }\r\n\r\n public set gamepadMoveSensibility(value: number) {\r\n const gamepad = <FreeCameraGamepadInput>this.inputs.attached[\"gamepad\"];\r\n if (gamepad) {\r\n gamepad.gamepadMoveSensibility = value;\r\n }\r\n }\r\n\r\n /**\r\n * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,\r\n * which still works and will still be found in many Playgrounds.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#universal-camera\r\n * @param name Define the name of the camera in the scene\r\n * @param position Define the start position of the camera in the scene\r\n * @param scene Define the scene the camera belongs to\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene) {\r\n super(name, position, scene);\r\n this.inputs.addGamepad();\r\n }\r\n\r\n /**\r\n * Gets the current object class name.\r\n * @returns the class name\r\n */\r\n public override getClassName(): string {\r\n return \"UniversalCamera\";\r\n }\r\n\r\n /**\r\n * Defines the target the camera should look at.\r\n * @param target Defines the new target as a Vector\r\n */\r\n override setTarget(target: Vector3) {\r\n super.setTarget(target);\r\n this._target = target;\r\n }\r\n /**\r\n * Return the current target position of the camera. This value is expressed in local space.\r\n * @returns the target position\r\n */\r\n override getTarget(): Vector3 {\r\n return this._target;\r\n }\r\n}\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for universalCamera.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterUniversalCamera(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n Node.AddNodeConstructor(\"FreeCamera\", (name, scene) => {\r\n // Forcing to use the Universal camera\r\n return () => new UniversalCamera(name, Vector3.Zero(), scene);\r\n });\r\n\r\n Camera._CreateDefaultParsedCamera = (name: string, scene: Scene) => {\r\n return new UniversalCamera(name, Vector3.Zero(), scene);\r\n };\r\n}\r\n"]}