@onerjs/core 8.53.5 → 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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  841. package/tslib.es6.js +304 -150
@@ -1,4 +1,4 @@
1
- import { __decorate } from "../../tslib.es6.js";
1
+ import { __esDecorate, __runInitializers } from "../../tslib.es6.js";
2
2
  import { serialize } from "../../Misc/decorators.js";
3
3
  import { CameraInputTypes } from "../../Cameras/cameraInputsManager.js";
4
4
  import { PointerEventTypes } from "../../Events/pointerEvents.js";
@@ -9,242 +9,256 @@ import { Tools } from "../../Misc/tools.pure.js";
9
9
  * Listen to mouse events to control the camera.
10
10
  * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
11
11
  */
12
- export class FlyCameraMouseInput {
13
- /**
14
- * Listen to mouse events to control the camera.
15
- * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
16
- */
17
- constructor() {
18
- /**
19
- * Defines the buttons associated with the input to handle camera rotation.
20
- */
21
- this.buttons = [0, 1, 2];
22
- /**
23
- * Assign buttons for Yaw control.
24
- */
25
- this.buttonsYaw = [-1, 0, 1];
26
- /**
27
- * Assign buttons for Pitch control.
28
- */
29
- this.buttonsPitch = [-1, 0, 1];
30
- /**
31
- * Assign buttons for Roll control.
32
- */
33
- this.buttonsRoll = [2];
34
- /**
35
- * Detect if any button is being pressed while mouse is moved.
36
- * -1 = Mouse locked.
37
- * 0 = Left button.
38
- * 1 = Middle Button.
39
- * 2 = Right Button.
40
- */
41
- this.activeButton = -1;
42
- /**
43
- * Defines the pointer's angular sensibility, to control the camera rotation speed.
44
- * Higher values reduce its sensitivity.
45
- */
46
- this.angularSensibility = 1000.0;
47
- this._previousPosition = null;
48
- /** Reused conditions object for `resolveInteraction` to avoid per-move allocations. */
49
- this._pointerConditions = {};
50
- }
51
- /**
52
- * Attach the mouse control to the HTML DOM element.
53
- * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
54
- */
55
- attachControl(noPreventDefault) {
56
- noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);
57
- this._noPreventDefault = noPreventDefault;
58
- this._observer = this.camera.getScene()._inputManager._addCameraPointerObserver((p) => {
59
- this._pointerInput(p);
60
- }, PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE);
61
- // Correct Roll by rate, if enabled.
62
- this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(() => {
63
- if (this.camera.rollCorrect) {
64
- this.camera.restoreRoll(this.camera.rollCorrect);
12
+ let FlyCameraMouseInput = (() => {
13
+ var _a;
14
+ let _buttons_decorators;
15
+ let _buttons_initializers = [];
16
+ let _buttons_extraInitializers = [];
17
+ let _angularSensibility_decorators;
18
+ let _angularSensibility_initializers = [];
19
+ let _angularSensibility_extraInitializers = [];
20
+ return _a = class FlyCameraMouseInput {
21
+ /**
22
+ * Listen to mouse events to control the camera.
23
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
24
+ */
25
+ constructor() {
26
+ /**
27
+ * Defines the buttons associated with the input to handle camera rotation.
28
+ */
29
+ this.buttons = __runInitializers(this, _buttons_initializers, [0, 1, 2]);
30
+ /**
31
+ * Assign buttons for Yaw control.
32
+ */
33
+ this.buttonsYaw = (__runInitializers(this, _buttons_extraInitializers), [-1, 0, 1]);
34
+ /**
35
+ * Assign buttons for Pitch control.
36
+ */
37
+ this.buttonsPitch = [-1, 0, 1];
38
+ /**
39
+ * Assign buttons for Roll control.
40
+ */
41
+ this.buttonsRoll = [2];
42
+ /**
43
+ * Detect if any button is being pressed while mouse is moved.
44
+ * -1 = Mouse locked.
45
+ * 0 = Left button.
46
+ * 1 = Middle Button.
47
+ * 2 = Right Button.
48
+ */
49
+ this.activeButton = -1;
50
+ /**
51
+ * Defines the pointer's angular sensibility, to control the camera rotation speed.
52
+ * Higher values reduce its sensitivity.
53
+ */
54
+ this.angularSensibility = __runInitializers(this, _angularSensibility_initializers, 1000.0);
55
+ this._observer = __runInitializers(this, _angularSensibility_extraInitializers);
56
+ this._previousPosition = null;
57
+ /** Reused conditions object for `resolveInteraction` to avoid per-move allocations. */
58
+ this._pointerConditions = {};
65
59
  }
66
- });
67
- }
68
- /**
69
- * Detach the current controls from the specified dom element.
70
- */
71
- detachControl() {
72
- if (this._observer) {
73
- this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);
74
- this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);
75
- this._observer = null;
76
- this._rollObserver = null;
77
- this._previousPosition = null;
78
- this._noPreventDefault = undefined;
79
- }
80
- }
81
- /**
82
- * Gets the class name of the current input.
83
- * @returns the class name.
84
- */
85
- getClassName() {
86
- return "FlyCameraMouseInput";
87
- }
88
- /**
89
- * Get the friendly name associated with the input class.
90
- * @returns the input's friendly name.
91
- */
92
- getSimpleName() {
93
- return "mouse";
94
- }
95
- // Track mouse movement, when the pointer is not locked.
96
- _pointerInput(p) {
97
- const e = p.event;
98
- const camera = this.camera;
99
- const engine = camera.getEngine();
100
- if (!this.touchEnabled && e.pointerType === "touch") {
101
- return;
102
- }
103
- // Mouse is moved but an unknown mouse button is pressed.
104
- if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {
105
- return;
106
- }
107
- const srcElement = e.target;
108
- // Mouse down.
109
- if (p.type === PointerEventTypes.POINTERDOWN) {
110
- try {
111
- srcElement?.setPointerCapture(e.pointerId);
60
+ /**
61
+ * Attach the mouse control to the HTML DOM element.
62
+ * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
63
+ */
64
+ attachControl(noPreventDefault) {
65
+ noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);
66
+ this._noPreventDefault = noPreventDefault;
67
+ this._observer = this.camera.getScene()._inputManager._addCameraPointerObserver((p) => {
68
+ this._pointerInput(p);
69
+ }, PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE);
70
+ // Correct Roll by rate, if enabled.
71
+ this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(() => {
72
+ if (this.camera.rollCorrect) {
73
+ this.camera.restoreRoll(this.camera.rollCorrect);
74
+ }
75
+ });
112
76
  }
113
- catch (e) {
114
- // Nothing to do with the error. Execution continues.
115
- }
116
- this._previousPosition = {
117
- x: e.clientX,
118
- y: e.clientY,
119
- };
120
- this.activeButton = e.button;
121
- if (!this._noPreventDefault) {
122
- e.preventDefault();
123
- }
124
- // This is required to move while pointer button is down
125
- if (engine.isPointerLock) {
126
- this._onMouseMove(p.event);
127
- }
128
- }
129
- // Mouse up.
130
- else if (p.type === PointerEventTypes.POINTERUP) {
131
- try {
132
- srcElement?.releasePointerCapture(e.pointerId);
77
+ /**
78
+ * Detach the current controls from the specified dom element.
79
+ */
80
+ detachControl() {
81
+ if (this._observer) {
82
+ this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);
83
+ this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);
84
+ this._observer = null;
85
+ this._rollObserver = null;
86
+ this._previousPosition = null;
87
+ this._noPreventDefault = undefined;
88
+ }
133
89
  }
134
- catch (e) {
135
- // Nothing to do with the error. Execution continues.
90
+ /**
91
+ * Gets the class name of the current input.
92
+ * @returns the class name.
93
+ */
94
+ getClassName() {
95
+ return "FlyCameraMouseInput";
136
96
  }
137
- this.activeButton = -1;
138
- this._previousPosition = null;
139
- if (!this._noPreventDefault) {
140
- e.preventDefault();
97
+ /**
98
+ * Get the friendly name associated with the input class.
99
+ * @returns the input's friendly name.
100
+ */
101
+ getSimpleName() {
102
+ return "mouse";
141
103
  }
142
- }
143
- // Mouse move.
144
- else if (p.type === PointerEventTypes.POINTERMOVE) {
145
- if (!this._previousPosition) {
146
- if (engine.isPointerLock) {
147
- this._onMouseMove(p.event);
104
+ // Track mouse movement, when the pointer is not locked.
105
+ _pointerInput(p) {
106
+ const e = p.event;
107
+ const camera = this.camera;
108
+ const engine = camera.getEngine();
109
+ if (!this.touchEnabled && e.pointerType === "touch") {
110
+ return;
111
+ }
112
+ // Mouse is moved but an unknown mouse button is pressed.
113
+ if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {
114
+ return;
115
+ }
116
+ const srcElement = e.target;
117
+ // Mouse down.
118
+ if (p.type === PointerEventTypes.POINTERDOWN) {
119
+ try {
120
+ srcElement?.setPointerCapture(e.pointerId);
121
+ }
122
+ catch (e) {
123
+ // Nothing to do with the error. Execution continues.
124
+ }
125
+ this._previousPosition = {
126
+ x: e.clientX,
127
+ y: e.clientY,
128
+ };
129
+ this.activeButton = e.button;
130
+ if (!this._noPreventDefault) {
131
+ e.preventDefault();
132
+ }
133
+ // This is required to move while pointer button is down
134
+ if (engine.isPointerLock) {
135
+ this._onMouseMove(p.event);
136
+ }
137
+ }
138
+ // Mouse up.
139
+ else if (p.type === PointerEventTypes.POINTERUP) {
140
+ try {
141
+ srcElement?.releasePointerCapture(e.pointerId);
142
+ }
143
+ catch (e) {
144
+ // Nothing to do with the error. Execution continues.
145
+ }
146
+ this.activeButton = -1;
147
+ this._previousPosition = null;
148
+ if (!this._noPreventDefault) {
149
+ e.preventDefault();
150
+ }
151
+ }
152
+ // Mouse move.
153
+ else if (p.type === PointerEventTypes.POINTERMOVE) {
154
+ if (!this._previousPosition) {
155
+ if (engine.isPointerLock) {
156
+ this._onMouseMove(p.event);
157
+ }
158
+ return;
159
+ }
160
+ const offsetX = e.clientX - this._previousPosition.x;
161
+ const offsetY = e.clientY - this._previousPosition.y;
162
+ this._rotateCamera(offsetX, offsetY);
163
+ this._previousPosition = {
164
+ x: e.clientX,
165
+ y: e.clientY,
166
+ };
167
+ if (!this._noPreventDefault) {
168
+ e.preventDefault();
169
+ }
148
170
  }
149
- return;
150
171
  }
151
- const offsetX = e.clientX - this._previousPosition.x;
152
- const offsetY = e.clientY - this._previousPosition.y;
153
- this._rotateCamera(offsetX, offsetY);
154
- this._previousPosition = {
155
- x: e.clientX,
156
- y: e.clientY,
157
- };
158
- if (!this._noPreventDefault) {
159
- e.preventDefault();
172
+ // Track mouse movement, when pointer is locked.
173
+ _onMouseMove(e) {
174
+ const camera = this.camera;
175
+ const engine = camera.getEngine();
176
+ if (!engine.isPointerLock) {
177
+ return;
178
+ }
179
+ const offsetX = e.movementX;
180
+ const offsetY = e.movementY;
181
+ this._rotateCamera(offsetX, offsetY);
182
+ this._previousPosition = null;
183
+ if (!this._noPreventDefault) {
184
+ e.preventDefault();
185
+ }
160
186
  }
161
- }
162
- }
163
- // Track mouse movement, when pointer is locked.
164
- _onMouseMove(e) {
165
- const camera = this.camera;
166
- const engine = camera.getEngine();
167
- if (!engine.isPointerLock) {
168
- return;
169
- }
170
- const offsetX = e.movementX;
171
- const offsetY = e.movementY;
172
- this._rotateCamera(offsetX, offsetY);
173
- this._previousPosition = null;
174
- if (!this._noPreventDefault) {
175
- e.preventDefault();
176
- }
177
- }
178
- /**
179
- * Rotate camera by mouse offset.
180
- * @param offsetX
181
- * @param offsetY
182
- */
183
- _rotateCamera(offsetX, offsetY) {
184
- const camera = this.camera;
185
- // Consult the configurable input map: only rotate when the active button resolves to the
186
- // "rotate" interaction, letting consumers remap or disable pointer-driven rotation. The
187
- // resolved entry's sensitivity overrides the legacy `angularSensibility` (used as fallback).
188
- this._pointerConditions.button = this.activeButton;
189
- const entry = camera.movement.input.resolveInteraction("pointer", this._pointerConditions);
190
- if (!entry || entry.interaction !== "rotate") {
191
- return;
192
- }
193
- const handednessMultiplier = camera._calculateHandednessMultiplier();
194
- const sensitivityX = entry.sensitivityX ?? entry.sensitivity ?? 1 / this.angularSensibility;
195
- const sensitivityY = entry.sensitivityY ?? entry.sensitivity ?? 1 / this.angularSensibility;
196
- const x = offsetX * handednessMultiplier * sensitivityX;
197
- const y = offsetY * handednessMultiplier * sensitivityY;
198
- // Initialize to current rotation.
199
- const currentRotation = Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
200
- let rotationChange;
201
- // Pitch.
202
- if (this.buttonsPitch.some((v) => {
203
- return v === this.activeButton;
204
- })) {
205
- // Apply change in Radians to vector Angle.
206
- rotationChange = Quaternion.RotationAxis(Axis.X, y);
207
- // Apply Pitch to quaternion.
208
- currentRotation.multiplyInPlace(rotationChange);
209
- }
210
- // Yaw.
211
- if (this.buttonsYaw.some((v) => {
212
- return v === this.activeButton;
213
- })) {
214
- // Apply change in Radians to vector Angle.
215
- rotationChange = Quaternion.RotationAxis(Axis.Y, x);
216
- // Apply Yaw to quaternion.
217
- currentRotation.multiplyInPlace(rotationChange);
218
- // Add Roll, if banked turning is enabled, within Roll limit.
219
- const limit = camera.bankedTurnLimit + camera._trackRoll; // Defaults to 90° plus manual roll.
220
- if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {
221
- const bankingDelta = camera.bankedTurnMultiplier * -x;
222
- // Apply change in Radians to vector Angle.
223
- rotationChange = Quaternion.RotationAxis(Axis.Z, bankingDelta);
224
- // Apply Yaw to quaternion.
225
- currentRotation.multiplyInPlace(rotationChange);
187
+ /**
188
+ * Rotate camera by mouse offset.
189
+ * @param offsetX
190
+ * @param offsetY
191
+ */
192
+ _rotateCamera(offsetX, offsetY) {
193
+ const camera = this.camera;
194
+ // Consult the configurable input map: only rotate when the active button resolves to the
195
+ // "rotate" interaction, letting consumers remap or disable pointer-driven rotation. The
196
+ // resolved entry's sensitivity overrides the legacy `angularSensibility` (used as fallback).
197
+ this._pointerConditions.button = this.activeButton;
198
+ const entry = camera.movement.input.resolveInteraction("pointer", this._pointerConditions);
199
+ if (!entry || entry.interaction !== "rotate") {
200
+ return;
201
+ }
202
+ const handednessMultiplier = camera._calculateHandednessMultiplier();
203
+ const sensitivityX = entry.sensitivityX ?? entry.sensitivity ?? 1 / this.angularSensibility;
204
+ const sensitivityY = entry.sensitivityY ?? entry.sensitivity ?? 1 / this.angularSensibility;
205
+ const x = offsetX * handednessMultiplier * sensitivityX;
206
+ const y = offsetY * handednessMultiplier * sensitivityY;
207
+ // Initialize to current rotation.
208
+ const currentRotation = Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
209
+ let rotationChange;
210
+ // Pitch.
211
+ if (this.buttonsPitch.some((v) => {
212
+ return v === this.activeButton;
213
+ })) {
214
+ // Apply change in Radians to vector Angle.
215
+ rotationChange = Quaternion.RotationAxis(Axis.X, y);
216
+ // Apply Pitch to quaternion.
217
+ currentRotation.multiplyInPlace(rotationChange);
218
+ }
219
+ // Yaw.
220
+ if (this.buttonsYaw.some((v) => {
221
+ return v === this.activeButton;
222
+ })) {
223
+ // Apply change in Radians to vector Angle.
224
+ rotationChange = Quaternion.RotationAxis(Axis.Y, x);
225
+ // Apply Yaw to quaternion.
226
+ currentRotation.multiplyInPlace(rotationChange);
227
+ // Add Roll, if banked turning is enabled, within Roll limit.
228
+ const limit = camera.bankedTurnLimit + camera._trackRoll; // Defaults to 90° plus manual roll.
229
+ if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {
230
+ const bankingDelta = camera.bankedTurnMultiplier * -x;
231
+ // Apply change in Radians to vector Angle.
232
+ rotationChange = Quaternion.RotationAxis(Axis.Z, bankingDelta);
233
+ // Apply Yaw to quaternion.
234
+ currentRotation.multiplyInPlace(rotationChange);
235
+ }
236
+ }
237
+ // Roll.
238
+ if (this.buttonsRoll.some((v) => {
239
+ return v === this.activeButton;
240
+ })) {
241
+ // Apply change in Radians to vector Angle.
242
+ rotationChange = Quaternion.RotationAxis(Axis.Z, -x);
243
+ // Track Rolling.
244
+ camera._trackRoll -= x;
245
+ // Apply Pitch to quaternion.
246
+ currentRotation.multiplyInPlace(rotationChange);
247
+ }
248
+ // Apply rotationQuaternion to Euler camera.rotation.
249
+ currentRotation.toEulerAnglesToRef(camera.rotation);
226
250
  }
227
- }
228
- // Roll.
229
- if (this.buttonsRoll.some((v) => {
230
- return v === this.activeButton;
231
- })) {
232
- // Apply change in Radians to vector Angle.
233
- rotationChange = Quaternion.RotationAxis(Axis.Z, -x);
234
- // Track Rolling.
235
- camera._trackRoll -= x;
236
- // Apply Pitch to quaternion.
237
- currentRotation.multiplyInPlace(rotationChange);
238
- }
239
- // Apply rotationQuaternion to Euler camera.rotation.
240
- currentRotation.toEulerAnglesToRef(camera.rotation);
241
- }
242
- }
243
- __decorate([
244
- serialize()
245
- ], FlyCameraMouseInput.prototype, "buttons", void 0);
246
- __decorate([
247
- serialize()
248
- ], FlyCameraMouseInput.prototype, "angularSensibility", void 0);
251
+ },
252
+ (() => {
253
+ const _metadata = typeof Symbol === "function" && Symbol.metadata ? Object.create(null) : void 0;
254
+ _buttons_decorators = [serialize()];
255
+ _angularSensibility_decorators = [serialize()];
256
+ __esDecorate(null, null, _buttons_decorators, { kind: "field", name: "buttons", static: false, private: false, access: { has: obj => "buttons" in obj, get: obj => obj.buttons, set: (obj, value) => { obj.buttons = value; } }, metadata: _metadata }, _buttons_initializers, _buttons_extraInitializers);
257
+ __esDecorate(null, null, _angularSensibility_decorators, { kind: "field", name: "angularSensibility", static: false, private: false, access: { has: obj => "angularSensibility" in obj, get: obj => obj.angularSensibility, set: (obj, value) => { obj.angularSensibility = value; } }, metadata: _metadata }, _angularSensibility_initializers, _angularSensibility_extraInitializers);
258
+ if (_metadata) Object.defineProperty(_a, Symbol.metadata, { enumerable: true, configurable: true, writable: true, value: _metadata });
259
+ })(),
260
+ _a;
261
+ })();
262
+ export { FlyCameraMouseInput };
249
263
  CameraInputTypes["FlyCameraMouseInput"] = FlyCameraMouseInput;
250
264
  //# sourceMappingURL=flyCameraMouseInput.js.map
@@ -1 +1 @@
1
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{ type Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type FlyCamera } from \"../../Cameras/flyCamera\";\r\nimport { type PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Quaternion } from \"../../Maths/math.vector.pure\";\r\nimport { Axis } from \"../../Maths/math.axis\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\nimport { type IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport { type InputConditions } from \"../inputMapper\";\r\n/**\r\n * Listen to mouse events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FlyCameraMouseInput implements ICameraInput<FlyCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FlyCamera;\r\n\r\n /**\r\n * Defines if touch is enabled. (Default is true.)\r\n */\r\n public touchEnabled: boolean;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera rotation.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Assign buttons for Yaw control.\r\n */\r\n public buttonsYaw: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Pitch control.\r\n */\r\n public buttonsPitch: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Roll control.\r\n */\r\n public buttonsRoll: number[] = [2];\r\n\r\n /**\r\n * Detect if any button is being pressed while mouse is moved.\r\n * -1 = Mouse locked.\r\n * 0 = Left button.\r\n * 1 = Middle Button.\r\n * 2 = Right Button.\r\n */\r\n public activeButton: number = -1;\r\n\r\n /**\r\n * Defines the pointer's angular sensibility, to control the camera rotation speed.\r\n * Higher values reduce its sensitivity.\r\n */\r\n @serialize()\r\n public angularSensibility = 1000.0;\r\n\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _rollObserver: Nullable<Observer<Scene>>;\r\n private _previousPosition: Nullable<{ x: number; y: number }> = null;\r\n private _noPreventDefault: boolean | undefined;\r\n\r\n /** Reused conditions object for `resolveInteraction` to avoid per-move allocations. */\r\n private readonly _pointerConditions: InputConditions = {};\r\n\r\n /**\r\n * Listen to mouse events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\n constructor() {}\r\n\r\n /**\r\n * Attach the mouse control to the HTML DOM element.\r\n * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this._noPreventDefault = noPreventDefault;\r\n\r\n this._observer = this.camera.getScene()._inputManager._addCameraPointerObserver(\r\n (p: any) => {\r\n this._pointerInput(p);\r\n },\r\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE\r\n );\r\n\r\n // Correct Roll by rate, if enabled.\r\n this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(() => {\r\n if (this.camera.rollCorrect) {\r\n this.camera.restoreRoll(this.camera.rollCorrect);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n\r\n this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);\r\n\r\n this._observer = null;\r\n this._rollObserver = null;\r\n this._previousPosition = null;\r\n this._noPreventDefault = undefined;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name.\r\n */\r\n public getClassName(): string {\r\n return \"FlyCameraMouseInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input's friendly name.\r\n */\r\n public getSimpleName(): string {\r\n return \"mouse\";\r\n }\r\n\r\n // Track mouse movement, when the pointer is not locked.\r\n private _pointerInput(p: any): void {\r\n const e = <IPointerEvent>p.event;\r\n\r\n const camera = this.camera;\r\n const engine = camera.getEngine();\r\n\r\n if (!this.touchEnabled && e.pointerType === \"touch\") {\r\n return;\r\n }\r\n\r\n // Mouse is moved but an unknown mouse button is pressed.\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {\r\n return;\r\n }\r\n\r\n const srcElement = <HTMLElement>e.target;\r\n\r\n // Mouse down.\r\n if (p.type === PointerEventTypes.POINTERDOWN) {\r\n try {\r\n srcElement?.setPointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this._previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY,\r\n };\r\n\r\n this.activeButton = e.button;\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n\r\n // This is required to move while pointer button is down\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n }\r\n // Mouse up.\r\n else if (p.type === PointerEventTypes.POINTERUP) {\r\n try {\r\n srcElement?.releasePointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this.activeButton = -1;\r\n\r\n this._previousPosition = null;\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n // Mouse move.\r\n else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!this._previousPosition) {\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n\r\n return;\r\n }\r\n\r\n const offsetX = e.clientX - this._previousPosition.x;\r\n const offsetY = e.clientY - this._previousPosition.y;\r\n\r\n this._rotateCamera(offsetX, offsetY);\r\n\r\n this._previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY,\r\n };\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n }\r\n\r\n // Track mouse movement, when pointer is locked.\r\n private _onMouseMove(e: any): void {\r\n const camera = this.camera;\r\n const engine = camera.getEngine();\r\n\r\n if (!engine.isPointerLock) {\r\n return;\r\n }\r\n\r\n const offsetX = e.movementX;\r\n const offsetY = e.movementY;\r\n\r\n this._rotateCamera(offsetX, offsetY);\r\n\r\n this._previousPosition = null;\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n\r\n /**\r\n * Rotate camera by mouse offset.\r\n * @param offsetX\r\n * @param offsetY\r\n */\r\n private _rotateCamera(offsetX: number, offsetY: number): void {\r\n const camera = this.camera;\r\n\r\n // Consult the configurable input map: only rotate when the active button resolves to the\r\n // \"rotate\" interaction, letting consumers remap or disable pointer-driven rotation. The\r\n // resolved entry's sensitivity overrides the legacy `angularSensibility` (used as fallback).\r\n this._pointerConditions.button = this.activeButton;\r\n const entry = camera.movement.input.resolveInteraction(\"pointer\", this._pointerConditions);\r\n if (!entry || entry.interaction !== \"rotate\") {\r\n return;\r\n }\r\n\r\n const handednessMultiplier = camera._calculateHandednessMultiplier();\r\n const sensitivityX = entry.sensitivityX ?? entry.sensitivity ?? 1 / this.angularSensibility;\r\n const sensitivityY = entry.sensitivityY ?? entry.sensitivity ?? 1 / this.angularSensibility;\r\n const x = offsetX * handednessMultiplier * sensitivityX;\r\n const y = offsetY * handednessMultiplier * sensitivityY;\r\n\r\n // Initialize to current rotation.\r\n const currentRotation = Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);\r\n let rotationChange: Quaternion;\r\n\r\n // Pitch.\r\n if (\r\n this.buttonsPitch.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.X, y);\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Yaw.\r\n if (\r\n this.buttonsYaw.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Y, x);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n\r\n // Add Roll, if banked turning is enabled, within Roll limit.\r\n const limit = camera.bankedTurnLimit + camera._trackRoll; // Defaults to 90° plus manual roll.\r\n if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {\r\n const bankingDelta = camera.bankedTurnMultiplier * -x;\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, bankingDelta);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n }\r\n\r\n // Roll.\r\n if (\r\n this.buttonsRoll.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, -x);\r\n // Track Rolling.\r\n camera._trackRoll -= x;\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Apply rotationQuaternion to Euler camera.rotation.\r\n currentRotation.toEulerAnglesToRef(camera.rotation);\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FlyCameraMouseInput\"] = FlyCameraMouseInput;\r\n"]}
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{ type Nullable } from \"../../types\";\r\nimport { serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type FlyCamera } from \"../../Cameras/flyCamera\";\r\nimport { type PointerInfo, PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { type Scene } from \"../../scene\";\r\nimport { Quaternion } from \"../../Maths/math.vector.pure\";\r\nimport { Axis } from \"../../Maths/math.axis\";\r\nimport { Tools } from \"../../Misc/tools.pure\";\r\nimport { type IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport { type InputConditions } from \"../inputMapper\";\r\n/**\r\n * Listen to mouse events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FlyCameraMouseInput implements ICameraInput<FlyCamera> {\r\n /**\r\n * Defines the camera the input is attached to.\r\n */\r\n public camera: FlyCamera;\r\n\r\n /**\r\n * Defines if touch is enabled. (Default is true.)\r\n */\r\n public touchEnabled: boolean;\r\n\r\n /**\r\n * Defines the buttons associated with the input to handle camera rotation.\r\n */\r\n @serialize()\r\n public buttons = [0, 1, 2];\r\n\r\n /**\r\n * Assign buttons for Yaw control.\r\n */\r\n public buttonsYaw: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Pitch control.\r\n */\r\n public buttonsPitch: number[] = [-1, 0, 1];\r\n\r\n /**\r\n * Assign buttons for Roll control.\r\n */\r\n public buttonsRoll: number[] = [2];\r\n\r\n /**\r\n * Detect if any button is being pressed while mouse is moved.\r\n * -1 = Mouse locked.\r\n * 0 = Left button.\r\n * 1 = Middle Button.\r\n * 2 = Right Button.\r\n */\r\n public activeButton: number = -1;\r\n\r\n /**\r\n * Defines the pointer's angular sensibility, to control the camera rotation speed.\r\n * Higher values reduce its sensitivity.\r\n */\r\n @serialize()\r\n public angularSensibility = 1000.0;\r\n\r\n private _observer: Nullable<Observer<PointerInfo>>;\r\n private _rollObserver: Nullable<Observer<Scene>>;\r\n private _previousPosition: Nullable<{ x: number; y: number }> = null;\r\n private _noPreventDefault: boolean | undefined;\r\n\r\n /** Reused conditions object for `resolveInteraction` to avoid per-move allocations. */\r\n private readonly _pointerConditions: InputConditions = {};\r\n\r\n /**\r\n * Listen to mouse events to control the camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\n constructor() {}\r\n\r\n /**\r\n * Attach the mouse control to the HTML DOM element.\r\n * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().\r\n */\r\n public attachControl(noPreventDefault?: boolean): void {\r\n noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);\r\n this._noPreventDefault = noPreventDefault;\r\n\r\n this._observer = this.camera.getScene()._inputManager._addCameraPointerObserver(\r\n (p: any) => {\r\n this._pointerInput(p);\r\n },\r\n PointerEventTypes.POINTERDOWN | PointerEventTypes.POINTERUP | PointerEventTypes.POINTERMOVE\r\n );\r\n\r\n // Correct Roll by rate, if enabled.\r\n this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(() => {\r\n if (this.camera.rollCorrect) {\r\n this.camera.restoreRoll(this.camera.rollCorrect);\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Detach the current controls from the specified dom element.\r\n */\r\n public detachControl(): void {\r\n if (this._observer) {\r\n this.camera.getScene()._inputManager._removeCameraPointerObserver(this._observer);\r\n\r\n this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);\r\n\r\n this._observer = null;\r\n this._rollObserver = null;\r\n this._previousPosition = null;\r\n this._noPreventDefault = undefined;\r\n }\r\n }\r\n\r\n /**\r\n * Gets the class name of the current input.\r\n * @returns the class name.\r\n */\r\n public getClassName(): string {\r\n return \"FlyCameraMouseInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input's friendly name.\r\n */\r\n public getSimpleName(): string {\r\n return \"mouse\";\r\n }\r\n\r\n // Track mouse movement, when the pointer is not locked.\r\n private _pointerInput(p: any): void {\r\n const e = <IPointerEvent>p.event;\r\n\r\n const camera = this.camera;\r\n const engine = camera.getEngine();\r\n\r\n if (!this.touchEnabled && e.pointerType === \"touch\") {\r\n return;\r\n }\r\n\r\n // Mouse is moved but an unknown mouse button is pressed.\r\n if (p.type !== PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {\r\n return;\r\n }\r\n\r\n const srcElement = <HTMLElement>e.target;\r\n\r\n // Mouse down.\r\n if (p.type === PointerEventTypes.POINTERDOWN) {\r\n try {\r\n srcElement?.setPointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this._previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY,\r\n };\r\n\r\n this.activeButton = e.button;\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n\r\n // This is required to move while pointer button is down\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n }\r\n // Mouse up.\r\n else if (p.type === PointerEventTypes.POINTERUP) {\r\n try {\r\n srcElement?.releasePointerCapture(e.pointerId);\r\n } catch (e) {\r\n // Nothing to do with the error. Execution continues.\r\n }\r\n\r\n this.activeButton = -1;\r\n\r\n this._previousPosition = null;\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n // Mouse move.\r\n else if (p.type === PointerEventTypes.POINTERMOVE) {\r\n if (!this._previousPosition) {\r\n if (engine.isPointerLock) {\r\n this._onMouseMove(p.event);\r\n }\r\n\r\n return;\r\n }\r\n\r\n const offsetX = e.clientX - this._previousPosition.x;\r\n const offsetY = e.clientY - this._previousPosition.y;\r\n\r\n this._rotateCamera(offsetX, offsetY);\r\n\r\n this._previousPosition = {\r\n x: e.clientX,\r\n y: e.clientY,\r\n };\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n }\r\n\r\n // Track mouse movement, when pointer is locked.\r\n private _onMouseMove(e: any): void {\r\n const camera = this.camera;\r\n const engine = camera.getEngine();\r\n\r\n if (!engine.isPointerLock) {\r\n return;\r\n }\r\n\r\n const offsetX = e.movementX;\r\n const offsetY = e.movementY;\r\n\r\n this._rotateCamera(offsetX, offsetY);\r\n\r\n this._previousPosition = null;\r\n\r\n if (!this._noPreventDefault) {\r\n e.preventDefault();\r\n }\r\n }\r\n\r\n /**\r\n * Rotate camera by mouse offset.\r\n * @param offsetX\r\n * @param offsetY\r\n */\r\n private _rotateCamera(offsetX: number, offsetY: number): void {\r\n const camera = this.camera;\r\n\r\n // Consult the configurable input map: only rotate when the active button resolves to the\r\n // \"rotate\" interaction, letting consumers remap or disable pointer-driven rotation. The\r\n // resolved entry's sensitivity overrides the legacy `angularSensibility` (used as fallback).\r\n this._pointerConditions.button = this.activeButton;\r\n const entry = camera.movement.input.resolveInteraction(\"pointer\", this._pointerConditions);\r\n if (!entry || entry.interaction !== \"rotate\") {\r\n return;\r\n }\r\n\r\n const handednessMultiplier = camera._calculateHandednessMultiplier();\r\n const sensitivityX = entry.sensitivityX ?? entry.sensitivity ?? 1 / this.angularSensibility;\r\n const sensitivityY = entry.sensitivityY ?? entry.sensitivity ?? 1 / this.angularSensibility;\r\n const x = offsetX * handednessMultiplier * sensitivityX;\r\n const y = offsetY * handednessMultiplier * sensitivityY;\r\n\r\n // Initialize to current rotation.\r\n const currentRotation = Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);\r\n let rotationChange: Quaternion;\r\n\r\n // Pitch.\r\n if (\r\n this.buttonsPitch.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.X, y);\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Yaw.\r\n if (\r\n this.buttonsYaw.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Y, x);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n\r\n // Add Roll, if banked turning is enabled, within Roll limit.\r\n const limit = camera.bankedTurnLimit + camera._trackRoll; // Defaults to 90° plus manual roll.\r\n if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {\r\n const bankingDelta = camera.bankedTurnMultiplier * -x;\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, bankingDelta);\r\n // Apply Yaw to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n }\r\n\r\n // Roll.\r\n if (\r\n this.buttonsRoll.some((v) => {\r\n return v === this.activeButton;\r\n })\r\n ) {\r\n // Apply change in Radians to vector Angle.\r\n rotationChange = Quaternion.RotationAxis(Axis.Z, -x);\r\n // Track Rolling.\r\n camera._trackRoll -= x;\r\n // Apply Pitch to quaternion.\r\n currentRotation.multiplyInPlace(rotationChange);\r\n }\r\n\r\n // Apply rotationQuaternion to Euler camera.rotation.\r\n currentRotation.toEulerAnglesToRef(camera.rotation);\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FlyCameraMouseInput\"] = FlyCameraMouseInput;\r\n"]}