@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 { Matrix, Vector3, Vector2 } from "../../Maths/math.vector.pure.js";
@@ -7,125 +7,138 @@ import { Gamepad } from "../../Gamepads/gamepad.js";
7
7
  * Manage the gamepad inputs to control a free camera.
8
8
  * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
9
9
  */
10
- export class FreeCameraGamepadInput {
11
- constructor() {
12
- /**
13
- * Defines the gamepad rotation sensibility.
14
- * This is the threshold from when rotation starts to be accounted for to prevent jittering.
15
- */
16
- this.gamepadAngularSensibility = 200;
17
- /**
18
- * Defines the gamepad move sensibility.
19
- * This is the threshold from when moving starts to be accounted for for to prevent jittering.
20
- */
21
- this.gamepadMoveSensibility = 40;
22
- /**
23
- * Defines the minimum value at which any analog stick input is ignored.
24
- * Note: This value should only be a value between 0 and 1.
25
- */
26
- this.deadzoneDelta = 0.1;
27
- this._yAxisScale = 1.0;
28
- this._cameraTransform = Matrix.Identity();
29
- this._deltaTransform = Vector3.Zero();
30
- this._vector3 = Vector3.Zero();
31
- this._vector2 = Vector2.Zero();
32
- }
33
- /**
34
- * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
35
- */
36
- get invertYAxis() {
37
- return this._yAxisScale !== 1.0;
38
- }
39
- set invertYAxis(value) {
40
- this._yAxisScale = value ? -1.0 : 1.0;
41
- }
42
- /**
43
- * Attach the input controls to a specific dom element to get the input from.
44
- */
45
- attachControl() {
46
- const manager = this.camera.getScene().gamepadManager;
47
- this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add((gamepad) => {
48
- if (gamepad.type !== Gamepad.POSE_ENABLED) {
49
- // prioritize XBOX gamepads.
50
- if (!this.gamepad || gamepad.type === Gamepad.XBOX) {
51
- this.gamepad = gamepad;
52
- }
10
+ let FreeCameraGamepadInput = (() => {
11
+ var _a;
12
+ let _gamepadAngularSensibility_decorators;
13
+ let _gamepadAngularSensibility_initializers = [];
14
+ let _gamepadAngularSensibility_extraInitializers = [];
15
+ let _gamepadMoveSensibility_decorators;
16
+ let _gamepadMoveSensibility_initializers = [];
17
+ let _gamepadMoveSensibility_extraInitializers = [];
18
+ return _a = class FreeCameraGamepadInput {
19
+ constructor() {
20
+ /**
21
+ * Defines the gamepad rotation sensibility.
22
+ * This is the threshold from when rotation starts to be accounted for to prevent jittering.
23
+ */
24
+ this.gamepadAngularSensibility = __runInitializers(this, _gamepadAngularSensibility_initializers, 200);
25
+ /**
26
+ * Defines the gamepad move sensibility.
27
+ * This is the threshold from when moving starts to be accounted for for to prevent jittering.
28
+ */
29
+ this.gamepadMoveSensibility = (__runInitializers(this, _gamepadAngularSensibility_extraInitializers), __runInitializers(this, _gamepadMoveSensibility_initializers, 40));
30
+ /**
31
+ * Defines the minimum value at which any analog stick input is ignored.
32
+ * Note: This value should only be a value between 0 and 1.
33
+ */
34
+ this.deadzoneDelta = (__runInitializers(this, _gamepadMoveSensibility_extraInitializers), 0.1);
35
+ this._yAxisScale = 1.0;
36
+ this._cameraTransform = Matrix.Identity();
37
+ this._deltaTransform = Vector3.Zero();
38
+ this._vector3 = Vector3.Zero();
39
+ this._vector2 = Vector2.Zero();
53
40
  }
54
- });
55
- this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add((gamepad) => {
56
- if (this.gamepad === gamepad) {
57
- this.gamepad = null;
41
+ /**
42
+ * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
43
+ */
44
+ get invertYAxis() {
45
+ return this._yAxisScale !== 1.0;
46
+ }
47
+ set invertYAxis(value) {
48
+ this._yAxisScale = value ? -1.0 : 1.0;
58
49
  }
59
- });
60
- // check if there are already other controllers connected
61
- this.gamepad = manager.getGamepadByType(Gamepad.XBOX);
62
- // if no xbox controller was found, but there are gamepad controllers, take the first one
63
- if (!this.gamepad && manager.gamepads.length) {
64
- this.gamepad = manager.gamepads[0];
65
- }
66
- }
67
- /**
68
- * Detach the current controls from the specified dom element.
69
- */
70
- detachControl() {
71
- this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
72
- this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
73
- this.gamepad = null;
74
- }
75
- /**
76
- * Update the current camera state depending on the inputs that have been used this frame.
77
- * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
78
- */
79
- checkInputs() {
80
- if (this.gamepad && this.gamepad.leftStick) {
81
- const camera = this.camera;
82
- const lsValues = this.gamepad.leftStick;
83
- if (this.gamepadMoveSensibility !== 0) {
84
- lsValues.x = Math.abs(lsValues.x) > this.deadzoneDelta ? lsValues.x / this.gamepadMoveSensibility : 0;
85
- lsValues.y = Math.abs(lsValues.y) > this.deadzoneDelta ? lsValues.y / this.gamepadMoveSensibility : 0;
50
+ /**
51
+ * Attach the input controls to a specific dom element to get the input from.
52
+ */
53
+ attachControl() {
54
+ const manager = this.camera.getScene().gamepadManager;
55
+ this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add((gamepad) => {
56
+ if (gamepad.type !== Gamepad.POSE_ENABLED) {
57
+ // prioritize XBOX gamepads.
58
+ if (!this.gamepad || gamepad.type === Gamepad.XBOX) {
59
+ this.gamepad = gamepad;
60
+ }
61
+ }
62
+ });
63
+ this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add((gamepad) => {
64
+ if (this.gamepad === gamepad) {
65
+ this.gamepad = null;
66
+ }
67
+ });
68
+ // check if there are already other controllers connected
69
+ this.gamepad = manager.getGamepadByType(Gamepad.XBOX);
70
+ // if no xbox controller was found, but there are gamepad controllers, take the first one
71
+ if (!this.gamepad && manager.gamepads.length) {
72
+ this.gamepad = manager.gamepads[0];
73
+ }
86
74
  }
87
- let rsValues = this.gamepad.rightStick;
88
- if (rsValues && this.gamepadAngularSensibility !== 0) {
89
- rsValues.x = Math.abs(rsValues.x) > this.deadzoneDelta ? rsValues.x / this.gamepadAngularSensibility : 0;
90
- rsValues.y = (Math.abs(rsValues.y) > this.deadzoneDelta ? rsValues.y / this.gamepadAngularSensibility : 0) * this._yAxisScale;
75
+ /**
76
+ * Detach the current controls from the specified dom element.
77
+ */
78
+ detachControl() {
79
+ this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
80
+ this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
81
+ this.gamepad = null;
91
82
  }
92
- else {
93
- rsValues = { x: 0, y: 0 };
83
+ /**
84
+ * Update the current camera state depending on the inputs that have been used this frame.
85
+ * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
86
+ */
87
+ checkInputs() {
88
+ if (this.gamepad && this.gamepad.leftStick) {
89
+ const camera = this.camera;
90
+ const lsValues = this.gamepad.leftStick;
91
+ if (this.gamepadMoveSensibility !== 0) {
92
+ lsValues.x = Math.abs(lsValues.x) > this.deadzoneDelta ? lsValues.x / this.gamepadMoveSensibility : 0;
93
+ lsValues.y = Math.abs(lsValues.y) > this.deadzoneDelta ? lsValues.y / this.gamepadMoveSensibility : 0;
94
+ }
95
+ let rsValues = this.gamepad.rightStick;
96
+ if (rsValues && this.gamepadAngularSensibility !== 0) {
97
+ rsValues.x = Math.abs(rsValues.x) > this.deadzoneDelta ? rsValues.x / this.gamepadAngularSensibility : 0;
98
+ rsValues.y = (Math.abs(rsValues.y) > this.deadzoneDelta ? rsValues.y / this.gamepadAngularSensibility : 0) * this._yAxisScale;
99
+ }
100
+ else {
101
+ rsValues = { x: 0, y: 0 };
102
+ }
103
+ if (!camera.rotationQuaternion) {
104
+ Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
105
+ }
106
+ else {
107
+ camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
108
+ }
109
+ const speed = camera._computeLocalCameraSpeed() * 50.0;
110
+ this._vector3.copyFromFloats(lsValues.x * speed, 0, -lsValues.y * speed);
111
+ Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
112
+ camera.cameraDirection.addInPlace(this._deltaTransform);
113
+ this._vector2.copyFromFloats(rsValues.y, rsValues.x);
114
+ camera.cameraRotation.addInPlace(this._vector2);
115
+ }
94
116
  }
95
- if (!camera.rotationQuaternion) {
96
- Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
117
+ /**
118
+ * Gets the class name of the current input.
119
+ * @returns the class name
120
+ */
121
+ getClassName() {
122
+ return "FreeCameraGamepadInput";
97
123
  }
98
- else {
99
- camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
124
+ /**
125
+ * Get the friendly name associated with the input class.
126
+ * @returns the input friendly name
127
+ */
128
+ getSimpleName() {
129
+ return "gamepad";
100
130
  }
101
- const speed = camera._computeLocalCameraSpeed() * 50.0;
102
- this._vector3.copyFromFloats(lsValues.x * speed, 0, -lsValues.y * speed);
103
- Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
104
- camera.cameraDirection.addInPlace(this._deltaTransform);
105
- this._vector2.copyFromFloats(rsValues.y, rsValues.x);
106
- camera.cameraRotation.addInPlace(this._vector2);
107
- }
108
- }
109
- /**
110
- * Gets the class name of the current input.
111
- * @returns the class name
112
- */
113
- getClassName() {
114
- return "FreeCameraGamepadInput";
115
- }
116
- /**
117
- * Get the friendly name associated with the input class.
118
- * @returns the input friendly name
119
- */
120
- getSimpleName() {
121
- return "gamepad";
122
- }
123
- }
124
- __decorate([
125
- serialize()
126
- ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
127
- __decorate([
128
- serialize()
129
- ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
131
+ },
132
+ (() => {
133
+ const _metadata = typeof Symbol === "function" && Symbol.metadata ? Object.create(null) : void 0;
134
+ _gamepadAngularSensibility_decorators = [serialize()];
135
+ _gamepadMoveSensibility_decorators = [serialize()];
136
+ __esDecorate(null, null, _gamepadAngularSensibility_decorators, { kind: "field", name: "gamepadAngularSensibility", static: false, private: false, access: { has: obj => "gamepadAngularSensibility" in obj, get: obj => obj.gamepadAngularSensibility, set: (obj, value) => { obj.gamepadAngularSensibility = value; } }, metadata: _metadata }, _gamepadAngularSensibility_initializers, _gamepadAngularSensibility_extraInitializers);
137
+ __esDecorate(null, null, _gamepadMoveSensibility_decorators, { kind: "field", name: "gamepadMoveSensibility", static: false, private: false, access: { has: obj => "gamepadMoveSensibility" in obj, get: obj => obj.gamepadMoveSensibility, set: (obj, value) => { obj.gamepadMoveSensibility = value; } }, metadata: _metadata }, _gamepadMoveSensibility_initializers, _gamepadMoveSensibility_extraInitializers);
138
+ if (_metadata) Object.defineProperty(_a, Symbol.metadata, { enumerable: true, configurable: true, writable: true, value: _metadata });
139
+ })(),
140
+ _a;
141
+ })();
142
+ export { FreeCameraGamepadInput };
130
143
  CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
131
144
  //# sourceMappingURL=freeCameraGamepadInput.js.map
@@ -1 +1 @@
1
- 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{ serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { Matrix, Vector3, Vector2 } from \"../../Maths/math.vector.pure\";\r\nimport { Gamepad } from \"../../Gamepads/gamepad\";\r\n\r\n/**\r\n * Manage the gamepad inputs to control a free camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {\r\n /**\r\n * Define the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n /**\r\n * Define the Gamepad controlling the input\r\n */\r\n public gamepad: Nullable<Gamepad>;\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 @serialize()\r\n public gamepadAngularSensibility = 200;\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 for to prevent jittering.\r\n */\r\n @serialize()\r\n public gamepadMoveSensibility = 40;\r\n\r\n /**\r\n * Defines the minimum value at which any analog stick input is ignored.\r\n * Note: This value should only be a value between 0 and 1.\r\n */\r\n public deadzoneDelta = 0.1;\r\n\r\n private _yAxisScale = 1.0;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted\r\n */\r\n public get invertYAxis() {\r\n return this._yAxisScale !== 1.0;\r\n }\r\n\r\n public set invertYAxis(value: boolean) {\r\n this._yAxisScale = value ? -1.0 : 1.0;\r\n }\r\n\r\n // private members\r\n private _onGamepadConnectedObserver: Nullable<Observer<Gamepad>>;\r\n private _onGamepadDisconnectedObserver: Nullable<Observer<Gamepad>>;\r\n private _cameraTransform: Matrix = Matrix.Identity();\r\n private _deltaTransform: Vector3 = Vector3.Zero();\r\n private _vector3: Vector3 = Vector3.Zero();\r\n private _vector2: Vector2 = Vector2.Zero();\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n */\r\n public attachControl(): void {\r\n const manager = this.camera.getScene().gamepadManager;\r\n this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add((gamepad) => {\r\n if (gamepad.type !== Gamepad.POSE_ENABLED) {\r\n // prioritize XBOX gamepads.\r\n if (!this.gamepad || gamepad.type === Gamepad.XBOX) {\r\n this.gamepad = gamepad;\r\n }\r\n }\r\n });\r\n\r\n this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add((gamepad) => {\r\n if (this.gamepad === gamepad) {\r\n this.gamepad = null;\r\n }\r\n });\r\n\r\n // check if there are already other controllers connected\r\n this.gamepad = manager.getGamepadByType(Gamepad.XBOX);\r\n // if no xbox controller was found, but there are gamepad controllers, take the first one\r\n if (!this.gamepad && manager.gamepads.length) {\r\n this.gamepad = manager.gamepads[0];\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 this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);\r\n this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);\r\n this.gamepad = null;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this.gamepad && this.gamepad.leftStick) {\r\n const camera = this.camera;\r\n const lsValues = this.gamepad.leftStick;\r\n if (this.gamepadMoveSensibility !== 0) {\r\n lsValues.x = Math.abs(lsValues.x) > this.deadzoneDelta ? lsValues.x / this.gamepadMoveSensibility : 0;\r\n lsValues.y = Math.abs(lsValues.y) > this.deadzoneDelta ? lsValues.y / this.gamepadMoveSensibility : 0;\r\n }\r\n\r\n let rsValues = this.gamepad.rightStick;\r\n if (rsValues && this.gamepadAngularSensibility !== 0) {\r\n rsValues.x = Math.abs(rsValues.x) > this.deadzoneDelta ? rsValues.x / this.gamepadAngularSensibility : 0;\r\n rsValues.y = (Math.abs(rsValues.y) > this.deadzoneDelta ? rsValues.y / this.gamepadAngularSensibility : 0) * this._yAxisScale;\r\n } else {\r\n rsValues = { x: 0, y: 0 };\r\n }\r\n\r\n if (!camera.rotationQuaternion) {\r\n Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);\r\n } else {\r\n camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);\r\n }\r\n\r\n const speed = camera._computeLocalCameraSpeed() * 50.0;\r\n this._vector3.copyFromFloats(lsValues.x * speed, 0, -lsValues.y * speed);\r\n\r\n Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);\r\n camera.cameraDirection.addInPlace(this._deltaTransform);\r\n this._vector2.copyFromFloats(rsValues.y, rsValues.x);\r\n camera.cameraRotation.addInPlace(this._vector2);\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 \"FreeCameraGamepadInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"gamepad\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraGamepadInput\"] = FreeCameraGamepadInput;\r\n"]}
1
+ 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{ serialize } from \"../../Misc/decorators\";\r\nimport { type Observer } from \"../../Misc/observable\";\r\nimport { type Nullable } from \"../../types\";\r\nimport { type ICameraInput, CameraInputTypes } from \"../../Cameras/cameraInputsManager\";\r\nimport { type FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport { Matrix, Vector3, Vector2 } from \"../../Maths/math.vector.pure\";\r\nimport { Gamepad } from \"../../Gamepads/gamepad\";\r\n\r\n/**\r\n * Manage the gamepad inputs to control a free camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs\r\n */\r\nexport class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {\r\n /**\r\n * Define the camera the input is attached to.\r\n */\r\n public camera: FreeCamera;\r\n\r\n /**\r\n * Define the Gamepad controlling the input\r\n */\r\n public gamepad: Nullable<Gamepad>;\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 @serialize()\r\n public gamepadAngularSensibility = 200;\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 for to prevent jittering.\r\n */\r\n @serialize()\r\n public gamepadMoveSensibility = 40;\r\n\r\n /**\r\n * Defines the minimum value at which any analog stick input is ignored.\r\n * Note: This value should only be a value between 0 and 1.\r\n */\r\n public deadzoneDelta = 0.1;\r\n\r\n private _yAxisScale = 1.0;\r\n\r\n /**\r\n * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted\r\n */\r\n public get invertYAxis() {\r\n return this._yAxisScale !== 1.0;\r\n }\r\n\r\n public set invertYAxis(value: boolean) {\r\n this._yAxisScale = value ? -1.0 : 1.0;\r\n }\r\n\r\n // private members\r\n private _onGamepadConnectedObserver: Nullable<Observer<Gamepad>>;\r\n private _onGamepadDisconnectedObserver: Nullable<Observer<Gamepad>>;\r\n private _cameraTransform: Matrix = Matrix.Identity();\r\n private _deltaTransform: Vector3 = Vector3.Zero();\r\n private _vector3: Vector3 = Vector3.Zero();\r\n private _vector2: Vector2 = Vector2.Zero();\r\n\r\n /**\r\n * Attach the input controls to a specific dom element to get the input from.\r\n */\r\n public attachControl(): void {\r\n const manager = this.camera.getScene().gamepadManager;\r\n this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add((gamepad) => {\r\n if (gamepad.type !== Gamepad.POSE_ENABLED) {\r\n // prioritize XBOX gamepads.\r\n if (!this.gamepad || gamepad.type === Gamepad.XBOX) {\r\n this.gamepad = gamepad;\r\n }\r\n }\r\n });\r\n\r\n this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add((gamepad) => {\r\n if (this.gamepad === gamepad) {\r\n this.gamepad = null;\r\n }\r\n });\r\n\r\n // check if there are already other controllers connected\r\n this.gamepad = manager.getGamepadByType(Gamepad.XBOX);\r\n // if no xbox controller was found, but there are gamepad controllers, take the first one\r\n if (!this.gamepad && manager.gamepads.length) {\r\n this.gamepad = manager.gamepads[0];\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 this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);\r\n this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);\r\n this.gamepad = null;\r\n }\r\n\r\n /**\r\n * Update the current camera state depending on the inputs that have been used this frame.\r\n * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.\r\n */\r\n public checkInputs(): void {\r\n if (this.gamepad && this.gamepad.leftStick) {\r\n const camera = this.camera;\r\n const lsValues = this.gamepad.leftStick;\r\n if (this.gamepadMoveSensibility !== 0) {\r\n lsValues.x = Math.abs(lsValues.x) > this.deadzoneDelta ? lsValues.x / this.gamepadMoveSensibility : 0;\r\n lsValues.y = Math.abs(lsValues.y) > this.deadzoneDelta ? lsValues.y / this.gamepadMoveSensibility : 0;\r\n }\r\n\r\n let rsValues = this.gamepad.rightStick;\r\n if (rsValues && this.gamepadAngularSensibility !== 0) {\r\n rsValues.x = Math.abs(rsValues.x) > this.deadzoneDelta ? rsValues.x / this.gamepadAngularSensibility : 0;\r\n rsValues.y = (Math.abs(rsValues.y) > this.deadzoneDelta ? rsValues.y / this.gamepadAngularSensibility : 0) * this._yAxisScale;\r\n } else {\r\n rsValues = { x: 0, y: 0 };\r\n }\r\n\r\n if (!camera.rotationQuaternion) {\r\n Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);\r\n } else {\r\n camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);\r\n }\r\n\r\n const speed = camera._computeLocalCameraSpeed() * 50.0;\r\n this._vector3.copyFromFloats(lsValues.x * speed, 0, -lsValues.y * speed);\r\n\r\n Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);\r\n camera.cameraDirection.addInPlace(this._deltaTransform);\r\n this._vector2.copyFromFloats(rsValues.y, rsValues.x);\r\n camera.cameraRotation.addInPlace(this._vector2);\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 \"FreeCameraGamepadInput\";\r\n }\r\n\r\n /**\r\n * Get the friendly name associated with the input class.\r\n * @returns the input friendly name\r\n */\r\n public getSimpleName(): string {\r\n return \"gamepad\";\r\n }\r\n}\r\n\r\n(<any>CameraInputTypes)[\"FreeCameraGamepadInput\"] = FreeCameraGamepadInput;\r\n"]}