@onerjs/core 8.55.5 → 8.55.7
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.
- package/Cameras/arcRotateCamera.pure.js +2 -2
- package/Cameras/arcRotateCamera.pure.js.map +1 -1
- package/Cameras/camera.pure.js +9 -2
- package/Cameras/camera.pure.js.map +1 -1
- package/Engines/thinEngine.pure.js +1 -1
- package/Engines/thinEngine.pure.js.map +1 -1
- package/Engines/webgpuEngine.pure.js +1 -1
- package/Engines/webgpuEngine.pure.js.map +1 -1
- package/Inputs/scene.inputManager.js +4 -0
- package/Inputs/scene.inputManager.js.map +1 -1
- package/Materials/materialPluginBase.pure.js +3 -1
- package/Materials/materialPluginBase.pure.js.map +1 -1
- package/Materials/materialPluginManager.pure.js +7 -0
- package/Materials/materialPluginManager.pure.js.map +1 -1
- package/Materials/pushMaterial.js +1 -5
- package/Materials/pushMaterial.js.map +1 -1
- package/Meshes/instancedMesh.pure.js +1 -0
- package/Meshes/instancedMesh.pure.js.map +1 -1
- package/Misc/logger.js +1 -1
- package/Misc/logger.js.map +1 -1
- package/Rendering/objectRenderer.js +2 -0
- package/Rendering/objectRenderer.js.map +1 -1
- package/package.json +1 -1
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@@ -941,6 +941,10 @@ export class InputManager {
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}
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this._alreadyAttached = false;
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this._alreadyAttachedTo = null;
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+
if (this._previousPickResult && this._previousPickResult.pickedMesh) {
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this._previousPickResult.pickedMesh = null;
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}
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this._previousPickResult = null;
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}
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}
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/**
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@@ -1 +1 @@
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1
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-
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{ type EventState, type Observable, type Observer } from \"../Misc/observable\";\r\nimport { PointerInfoPre, PointerInfo, PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport { type Nullable } from \"../types\";\r\nimport { AbstractActionManager } from \"../Actions/abstractActionManager\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport { Vector2, Matrix } from \"../Maths/math.vector.pure\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { ActionEvent } from \"../Actions/actionEvent\";\r\nimport { KeyboardEventTypes, KeyboardInfoPre, KeyboardInfo } from \"../Events/keyboardEvents\";\r\nimport { DeviceType, PointerInput } from \"../DeviceInput/InputDevices/deviceEnums\";\r\nimport { type IKeyboardEvent, type IMouseEvent, type IPointerEvent } from \"../Events/deviceInputEvents\";\r\nimport { DeviceSourceManager } from \"../DeviceInput/InputDevices/deviceSourceManager\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\nimport { type Scene } from \"../scene\";\r\nimport { _ImportHelper } from \"core/import.helper\";\r\n\r\n/** @internal */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nclass _ClickInfo {\r\n private _singleClick = false;\r\n private _doubleClick = false;\r\n private _hasSwiped = false;\r\n private _ignore = false;\r\n\r\n public get singleClick(): boolean {\r\n return this._singleClick;\r\n }\r\n public get doubleClick(): boolean {\r\n return this._doubleClick;\r\n }\r\n public get hasSwiped(): boolean {\r\n return this._hasSwiped;\r\n }\r\n public get ignore(): boolean {\r\n return this._ignore;\r\n }\r\n\r\n public set singleClick(b: boolean) {\r\n this._singleClick = b;\r\n }\r\n public set doubleClick(b: boolean) {\r\n this._doubleClick = b;\r\n }\r\n public set hasSwiped(b: boolean) {\r\n this._hasSwiped = b;\r\n }\r\n public set ignore(b: boolean) {\r\n this._ignore = b;\r\n }\r\n}\r\n\r\n/** @internal */\r\ninterface _IClickEvent {\r\n clickInfo: _ClickInfo;\r\n evt: IPointerEvent;\r\n timeoutId: number;\r\n}\r\n\r\n/**\r\n * Class used to manage all inputs for the scene.\r\n */\r\nexport class InputManager {\r\n /** The distance in pixel that you have to move to prevent some events */\r\n public static DragMovementThreshold = 10; // in pixels\r\n /** Time in milliseconds to wait to raise long press events if button is still pressed */\r\n public static LongPressDelay = 500; // in milliseconds\r\n /** Time in milliseconds with two consecutive clicks will be considered as a double click */\r\n public static DoubleClickDelay = 300; // in milliseconds\r\n /**\r\n * This flag will modify the behavior so that, when true, a click will happen if and only if\r\n * another click DOES NOT happen within the DoubleClickDelay time frame. If another click does\r\n * happen within that time frame, the first click will not fire an event and and a double click will occur.\r\n */\r\n public static ExclusiveDoubleClickMode = false;\r\n\r\n /** This is a defensive check to not allow control attachment prior to an already active one. If already attached, previous control is unattached before attaching the new one. */\r\n private _alreadyAttached = false;\r\n private _alreadyAttachedTo: Nullable<HTMLElement>;\r\n\r\n // Pointers\r\n private _onPointerMove: (evt: IMouseEvent) => void;\r\n private _onPointerDown: (evt: IPointerEvent) => void;\r\n private _onPointerUp: (evt: IPointerEvent) => void;\r\n private _onPointerLockChange: (evt: Event) => void;\r\n\r\n private _initClickEvent: (\r\n obs1: Observable<PointerInfoPre>,\r\n obs2: Observable<PointerInfo>,\r\n evt: IPointerEvent,\r\n cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void\r\n ) => void;\r\n private _initActionManager: (act: Nullable<AbstractActionManager>, clickInfo: _ClickInfo) => Nullable<AbstractActionManager>;\r\n private _delayedSimpleClick: (btn: number, clickInfo: _ClickInfo, cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void) => void;\r\n private _meshPickProceed = false;\r\n\r\n private _previousButtonPressed: number;\r\n private _currentPickResult: Nullable<PickingInfo> = null;\r\n private _previousPickResult: Nullable<PickingInfo> = null;\r\n\r\n private _activePointerIds: Array<number> = new Array<number>();\r\n /** Tracks the count of used slots in _activePointerIds for perf */\r\n private _activePointerIdsCount: number = 0;\r\n\r\n private _doubleClickOccured = false;\r\n private _isSwiping: boolean = false;\r\n private _swipeButtonPressed: number = -1;\r\n private _skipPointerTap: boolean = false;\r\n private _isMultiTouchGesture: boolean = false;\r\n\r\n private _pointerOverMesh: Nullable<AbstractMesh>;\r\n\r\n private _pickedDownMesh: Nullable<AbstractMesh>;\r\n private _pickedUpMesh: Nullable<AbstractMesh>;\r\n\r\n private _pointerX: number = 0;\r\n private _pointerY: number = 0;\r\n private _unTranslatedPointerX: number;\r\n private _unTranslatedPointerY: number;\r\n private _startingPointerPosition = new Vector2(0, 0);\r\n private _previousStartingPointerPosition = new Vector2(0, 0);\r\n private _startingPointerTime = 0;\r\n private _previousStartingPointerTime = 0;\r\n private _pointerCaptures: { [pointerId: number]: boolean } = {};\r\n private _meshUnderPointerId: { [pointerId: number]: Nullable<AbstractMesh> } = {};\r\n private _movePointerInfo: Nullable<PointerInfo> = null;\r\n private _cameraObserverCount = 0;\r\n private _delayedClicks: Array<Nullable<_IClickEvent>> = [null, null, null, null, null];\r\n private _cacheClientX: Nullable<number> = null;\r\n private _cacheClientY: Nullable<number> = null;\r\n\r\n // Keyboard\r\n private _onKeyDown: (evt: IKeyboardEvent) => void;\r\n private _onKeyUp: (evt: IKeyboardEvent) => void;\r\n\r\n private _scene: Scene;\r\n private _deviceSourceManager: Nullable<DeviceSourceManager> = null;\r\n\r\n // origin MouseEvent\r\n _originMouseEvent: IMouseEvent;\r\n /**\r\n * Creates a new InputManager\r\n * @param scene - defines the hosting scene\r\n */\r\n constructor(scene?: Scene) {\r\n this._scene = scene || <Scene>EngineStore.LastCreatedScene;\r\n if (!this._scene) {\r\n return;\r\n }\r\n }\r\n\r\n private get _inputElement() {\r\n return this._scene.getEngine().getInputElement();\r\n }\r\n /**\r\n * Indicates that if the input element pointer is locked\r\n */\r\n private get _isPointerLocked(): boolean {\r\n return this._inputElement === document.pointerLockElement;\r\n }\r\n\r\n /**\r\n * Gets the mesh that is currently under the pointer\r\n * @returns Mesh that the pointer is pointer is hovering over\r\n */\r\n public get meshUnderPointer(): Nullable<AbstractMesh> {\r\n if (this._movePointerInfo) {\r\n // Because _pointerOverMesh is populated as part of _pickMove, we need to force a pick to update it.\r\n // Calling _pickMove calls _setCursorAndPointerOverMesh which calls setPointerOverMesh\r\n this._movePointerInfo._generatePickInfo();\r\n // Once we have what we need, we can clear _movePointerInfo because we don't need it anymore\r\n this._movePointerInfo = null;\r\n }\r\n return this._pointerOverMesh;\r\n }\r\n\r\n /**\r\n * When using more than one pointer (for example in XR) you can get the mesh under the specific pointer\r\n * @param pointerId - the pointer id to use\r\n * @returns The mesh under this pointer id or null if not found\r\n */\r\n public getMeshUnderPointerByPointerId(pointerId: number): Nullable<AbstractMesh> {\r\n return this._meshUnderPointerId[pointerId] || null;\r\n }\r\n\r\n /**\r\n * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)\r\n * @returns Vector with X/Y values directly from pointer event\r\n */\r\n public get unTranslatedPointer(): Vector2 {\r\n return new Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);\r\n }\r\n\r\n /**\r\n * Gets or sets the current on-screen X position of the pointer\r\n * @returns Translated X with respect to screen\r\n */\r\n public get pointerX(): number {\r\n return this._pointerX;\r\n }\r\n\r\n public set pointerX(value: number) {\r\n this._pointerX = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the current on-screen Y position of the pointer\r\n * @returns Translated Y with respect to screen\r\n */\r\n public get pointerY(): number {\r\n return this._pointerY;\r\n }\r\n\r\n public set pointerY(value: number) {\r\n this._pointerY = value;\r\n }\r\n\r\n private _updatePointerPosition(evt: IPointerEvent): void {\r\n const canvasRect = this._scene.getEngine().getInputElementClientRect();\r\n\r\n if (!canvasRect) {\r\n return;\r\n }\r\n\r\n let clientX = evt.clientX;\r\n let clientY = evt.clientY;\r\n\r\n if (this._isPointerLocked) {\r\n if (this._cacheClientX !== null && this._cacheClientY !== null) {\r\n clientX = this._cacheClientX + evt.movementX;\r\n clientY = this._cacheClientY + evt.movementY;\r\n this._cacheClientX = clientX;\r\n this._cacheClientY = clientY;\r\n }\r\n }\r\n\r\n this._pointerX = clientX - canvasRect.left;\r\n this._pointerY = clientY - canvasRect.top;\r\n\r\n this._unTranslatedPointerX = this._pointerX;\r\n this._unTranslatedPointerY = this._pointerY;\r\n }\r\n\r\n private _processPointerMove(pickResult: Nullable<PickingInfo>, evt: IPointerEvent) {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const canvas = engine.getInputElement();\r\n\r\n if (canvas) {\r\n canvas.tabIndex = engine.canvasTabIndex;\r\n\r\n // Restore pointer\r\n if (!scene.doNotHandleCursors) {\r\n canvas.style.cursor = scene.defaultCursor;\r\n }\r\n }\r\n\r\n this._setCursorAndPointerOverMesh(pickResult, evt, scene);\r\n\r\n for (const step of scene._pointerMoveStage) {\r\n // If _pointerMoveState is defined, we have an active spriteManager and can't use Lazy Picking\r\n // Therefore, we need to force a pick to update the pickResult\r\n pickResult = pickResult || this._pickMove(evt);\r\n const isMeshPicked = pickResult?.pickedMesh ? true : false;\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);\r\n }\r\n\r\n const type = evt.inputIndex >= PointerInput.MouseWheelX && evt.inputIndex <= PointerInput.MouseWheelZ ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE;\r\n\r\n if (scene.onPointerMove) {\r\n // Because of lazy picking, we need to force a pick to update the pickResult\r\n pickResult = pickResult || this._pickMove(evt);\r\n scene.onPointerMove(evt, pickResult, type);\r\n }\r\n\r\n let pointerInfo: PointerInfo;\r\n if (pickResult) {\r\n pointerInfo = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pickResult, evt);\r\n } else {\r\n pointerInfo = new PointerInfo(type, evt, null, this);\r\n this._movePointerInfo = pointerInfo;\r\n }\r\n\r\n if (scene.onPointerObservable.hasObservers()) {\r\n scene.onPointerObservable.notifyObservers(pointerInfo, type);\r\n }\r\n }\r\n\r\n // Pointers handling\r\n /** @internal */\r\n public _setRayOnPointerInfo(pickInfo: Nullable<PickingInfo>, event: IMouseEvent) {\r\n const scene = this._scene;\r\n if (pickInfo && _ImportHelper._IsPickingAvailable) {\r\n if (!pickInfo.ray) {\r\n pickInfo.ray = scene.createPickingRay(event.offsetX, event.offsetY, Matrix.Identity(), scene.activeCamera);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _addCameraPointerObserver(observer: (p: PointerInfo, s: EventState) => void, mask?: number): Nullable<Observer<PointerInfo>> {\r\n this._cameraObserverCount++;\r\n return this._scene.onPointerObservable.add(observer, mask);\r\n }\r\n\r\n /** @internal */\r\n public _removeCameraPointerObserver(observer: Observer<PointerInfo>): boolean {\r\n this._cameraObserverCount--;\r\n return this._scene.onPointerObservable.remove(observer);\r\n }\r\n\r\n private _checkForPicking(): boolean {\r\n return !!(this._scene.onPointerObservable.observers.length > this._cameraObserverCount || this._scene.onPointerPick);\r\n }\r\n\r\n private _checkPrePointerObservable(pickResult: Nullable<PickingInfo>, evt: IPointerEvent, type: number) {\r\n const scene = this._scene;\r\n const pi = new PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);\r\n if (pickResult) {\r\n pi.originalPickingInfo = pickResult;\r\n pi.ray = pickResult.ray;\r\n if (evt.pointerType === \"xr-near\" && pickResult.originMesh) {\r\n pi.nearInteractionPickingInfo = pickResult;\r\n }\r\n }\r\n\r\n scene.onPrePointerObservable.notifyObservers(pi, type);\r\n if (pi.skipOnPointerObservable) {\r\n return true;\r\n } else {\r\n return false;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _pickMove(evt: IPointerEvent): PickingInfo {\r\n const scene = this._scene;\r\n const pickResult = scene.pick(\r\n this._unTranslatedPointerX,\r\n this._unTranslatedPointerY,\r\n scene.pointerMovePredicate,\r\n scene.pointerMoveFastCheck,\r\n scene.cameraToUseForPointers,\r\n scene.pointerMoveTrianglePredicate\r\n );\r\n\r\n this._setCursorAndPointerOverMesh(pickResult, evt, scene);\r\n\r\n return pickResult;\r\n }\r\n\r\n private _setCursorAndPointerOverMesh(pickResult: Nullable<PickingInfo>, evt: IPointerEvent, scene: Scene) {\r\n const engine = scene.getEngine();\r\n const canvas = engine.getInputElement();\r\n\r\n if (pickResult?.pickedMesh) {\r\n this.setPointerOverMesh(pickResult.pickedMesh, evt.pointerId, pickResult, evt);\r\n\r\n if (!scene.doNotHandleCursors && canvas && this._pointerOverMesh) {\r\n const actionManager = this._pointerOverMesh._getActionManagerForTrigger();\r\n if (actionManager && actionManager.hasPointerTriggers) {\r\n canvas.style.cursor = actionManager.hoverCursor || scene.hoverCursor;\r\n }\r\n }\r\n } else {\r\n this.setPointerOverMesh(null, evt.pointerId, pickResult, evt);\r\n }\r\n }\r\n\r\n /**\r\n * Use this method to simulate a pointer move on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult - pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit - pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n */\r\n public simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void {\r\n const evt = new PointerEvent(\"pointermove\", pointerEventInit);\r\n evt.inputIndex = PointerInput.Move;\r\n\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERMOVE)) {\r\n return;\r\n }\r\n this._processPointerMove(pickResult, evt);\r\n }\r\n\r\n /**\r\n * Use this method to simulate a pointer down on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult - pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit - pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n */\r\n public simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void {\r\n const evt = new PointerEvent(\"pointerdown\", pointerEventInit);\r\n evt.inputIndex = evt.button + 2;\r\n\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERDOWN)) {\r\n return;\r\n }\r\n\r\n this._processPointerDown(pickResult, evt);\r\n }\r\n\r\n private _processPointerDown(pickResult: Nullable<PickingInfo>, evt: IPointerEvent): void {\r\n const scene = this._scene;\r\n if (pickResult?.pickedMesh) {\r\n this._pickedDownMesh = pickResult.pickedMesh;\r\n const actionManager = pickResult.pickedMesh._getActionManagerForTrigger();\r\n if (actionManager) {\r\n if (actionManager.hasPickTriggers) {\r\n actionManager.processTrigger(\r\n Constants.ACTION_OnPickDownTrigger,\r\n new ActionEvent(pickResult.pickedMesh, scene.pointerX, scene.pointerY, pickResult.pickedMesh, evt, pickResult)\r\n );\r\n switch (evt.button) {\r\n case 0:\r\n actionManager.processTrigger(\r\n Constants.ACTION_OnLeftPickTrigger,\r\n new ActionEvent(pickResult.pickedMesh, scene.pointerX, scene.pointerY, pickResult.pickedMesh, evt, pickResult)\r\n );\r\n break;\r\n case 1:\r\n actionManager.processTrigger(\r\n Constants.ACTION_OnCenterPickTrigger,\r\n new ActionEvent(pickResult.pickedMesh, scene.pointerX, scene.pointerY, pickResult.pickedMesh, evt, pickResult)\r\n );\r\n break;\r\n case 2:\r\n actionManager.processTrigger(\r\n Constants.ACTION_OnRightPickTrigger,\r\n new ActionEvent(pickResult.pickedMesh, scene.pointerX, scene.pointerY, pickResult.pickedMesh, evt, pickResult)\r\n );\r\n break;\r\n }\r\n }\r\n\r\n if (actionManager.hasSpecificTrigger(Constants.ACTION_OnLongPressTrigger)) {\r\n window.setTimeout(() => {\r\n const pickResult = scene.pick(\r\n this._unTranslatedPointerX,\r\n this._unTranslatedPointerY,\r\n (mesh: AbstractMesh): boolean =>\r\n <boolean>(\r\n (mesh.isPickable &&\r\n mesh.isVisible &&\r\n mesh.isReady() &&\r\n mesh.actionManager &&\r\n mesh.actionManager.hasSpecificTrigger(Constants.ACTION_OnLongPressTrigger) &&\r\n mesh === this._pickedDownMesh)\r\n ),\r\n false,\r\n scene.cameraToUseForPointers\r\n );\r\n\r\n if (pickResult?.pickedMesh && actionManager) {\r\n if (this._activePointerIdsCount !== 0 && Date.now() - this._startingPointerTime > InputManager.LongPressDelay && !this._isPointerSwiping()) {\r\n this._startingPointerTime = 0;\r\n actionManager.processTrigger(Constants.ACTION_OnLongPressTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n }\r\n }\r\n }, InputManager.LongPressDelay);\r\n }\r\n }\r\n } else {\r\n for (const step of scene._pointerDownStage) {\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt, false);\r\n }\r\n }\r\n\r\n let pointerInfo: PointerInfo;\r\n const type = PointerEventTypes.POINTERDOWN;\r\n\r\n if (pickResult) {\r\n if (scene.onPointerDown) {\r\n scene.onPointerDown(evt, pickResult, type);\r\n }\r\n\r\n pointerInfo = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pickResult, evt);\r\n } else {\r\n pointerInfo = new PointerInfo(type, evt, null, this);\r\n }\r\n\r\n if (scene.onPointerObservable.hasObservers()) {\r\n scene.onPointerObservable.notifyObservers(pointerInfo, type);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * @internals Boolean if delta for pointer exceeds drag movement threshold\r\n */\r\n public _isPointerSwiping(): boolean {\r\n return this._isSwiping;\r\n }\r\n\r\n /**\r\n * Use this method to simulate a pointer up on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult - pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit - pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n * @param doubleTap - indicates that the pointer up event should be considered as part of a double click (false by default)\r\n */\r\n public simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void {\r\n const evt = new PointerEvent(\"pointerup\", pointerEventInit);\r\n evt.inputIndex = PointerInput.Move;\r\n const clickInfo = new _ClickInfo();\r\n\r\n if (doubleTap) {\r\n clickInfo.doubleClick = true;\r\n } else {\r\n clickInfo.singleClick = true;\r\n }\r\n\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERUP)) {\r\n return;\r\n }\r\n\r\n this._processPointerUp(pickResult, evt, clickInfo);\r\n }\r\n\r\n private _processPointerUp(pickResult: Nullable<PickingInfo>, evt: IPointerEvent, clickInfo: _ClickInfo): void {\r\n const scene = this._scene;\r\n if (pickResult?.pickedMesh) {\r\n this._pickedUpMesh = pickResult.pickedMesh;\r\n if (this._pickedDownMesh === this._pickedUpMesh) {\r\n if (scene.onPointerPick) {\r\n scene.onPointerPick(evt, pickResult);\r\n }\r\n if (clickInfo.singleClick && !clickInfo.ignore && scene.onPointerObservable.observers.length > this._cameraObserverCount) {\r\n const type = PointerEventTypes.POINTERPICK;\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pickResult, evt);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n const actionManager = pickResult.pickedMesh._getActionManagerForTrigger();\r\n if (actionManager && !clickInfo.ignore) {\r\n actionManager.processTrigger(Constants.ACTION_OnPickUpTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt, pickResult));\r\n\r\n if (!clickInfo.hasSwiped && clickInfo.singleClick) {\r\n actionManager.processTrigger(Constants.ACTION_OnPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt, pickResult));\r\n }\r\n\r\n const doubleClickActionManager = pickResult.pickedMesh._getActionManagerForTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n if (clickInfo.doubleClick && doubleClickActionManager) {\r\n doubleClickActionManager.processTrigger(Constants.ACTION_OnDoublePickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt, pickResult));\r\n }\r\n }\r\n } else {\r\n if (!clickInfo.ignore) {\r\n for (const step of scene._pointerUpStage) {\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt, clickInfo.doubleClick);\r\n }\r\n }\r\n }\r\n\r\n if (this._pickedDownMesh && this._pickedDownMesh !== this._pickedUpMesh) {\r\n const pickedDownActionManager = this._pickedDownMesh._getActionManagerForTrigger(Constants.ACTION_OnPickOutTrigger);\r\n if (pickedDownActionManager) {\r\n pickedDownActionManager.processTrigger(Constants.ACTION_OnPickOutTrigger, ActionEvent.CreateNew(this._pickedDownMesh, evt));\r\n }\r\n }\r\n\r\n if (!clickInfo.ignore) {\r\n const pi = new PointerInfo(PointerEventTypes.POINTERUP, evt, pickResult);\r\n // Set ray on picking info. Note that this info will also be reused for the tap notification.\r\n this._setRayOnPointerInfo(pickResult, evt);\r\n scene.onPointerObservable.notifyObservers(pi, PointerEventTypes.POINTERUP);\r\n\r\n if (scene.onPointerUp) {\r\n scene.onPointerUp(evt, pickResult, PointerEventTypes.POINTERUP);\r\n }\r\n\r\n if (!clickInfo.hasSwiped && !this._skipPointerTap && !this._isMultiTouchGesture) {\r\n let type = 0;\r\n if (clickInfo.singleClick) {\r\n type = PointerEventTypes.POINTERTAP;\r\n } else if (clickInfo.doubleClick) {\r\n type = PointerEventTypes.POINTERDOUBLETAP;\r\n }\r\n\r\n if (type) {\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n if (scene.onPointerObservable.hasObservers() && scene.onPointerObservable.hasSpecificMask(type)) {\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)\r\n * @param pointerId - defines the pointer id to use in a multi-touch scenario (0 by default)\r\n * @returns true if the pointer was captured\r\n */\r\n public isPointerCaptured(pointerId = 0): boolean {\r\n return this._pointerCaptures[pointerId];\r\n }\r\n\r\n /**\r\n * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp\r\n * @param attachUp - defines if you want to attach events to pointerup\r\n * @param attachDown - defines if you want to attach events to pointerdown\r\n * @param attachMove - defines if you want to attach events to pointermove\r\n * @param elementToAttachTo - defines the target DOM element to attach to (will use the canvas by default)\r\n */\r\n public attachControl(attachUp = true, attachDown = true, attachMove = true, elementToAttachTo: Nullable<HTMLElement> = null): void {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n\r\n if (!elementToAttachTo) {\r\n elementToAttachTo = engine.getInputElement();\r\n }\r\n\r\n if (this._alreadyAttached) {\r\n this.detachControl();\r\n }\r\n\r\n if (elementToAttachTo) {\r\n this._alreadyAttachedTo = elementToAttachTo;\r\n }\r\n this._deviceSourceManager = new DeviceSourceManager(engine);\r\n\r\n this._onPointerLockChange = (_) => {\r\n if (this._isPointerLocked && this._originMouseEvent) {\r\n this._cacheClientX = this._originMouseEvent.clientX;\r\n this._cacheClientY = this._originMouseEvent.clientY;\r\n } else {\r\n this._cacheClientX = null;\r\n this._cacheClientY = null;\r\n }\r\n };\r\n\r\n // Because this is only called from _initClickEvent, which is called in _onPointerUp, we'll use the pointerUpPredicate for the pick call\r\n this._initActionManager = (act: Nullable<AbstractActionManager>): Nullable<AbstractActionManager> => {\r\n if (!this._meshPickProceed) {\r\n const pickResult =\r\n scene.skipPointerUpPicking || (scene._registeredActions === 0 && !this._checkForPicking() && !scene.onPointerUp)\r\n ? null\r\n : scene.pick(\r\n this._unTranslatedPointerX,\r\n this._unTranslatedPointerY,\r\n scene.pointerUpPredicate,\r\n scene.pointerUpFastCheck,\r\n scene.cameraToUseForPointers,\r\n scene.pointerUpTrianglePredicate\r\n );\r\n this._currentPickResult = pickResult;\r\n if (pickResult) {\r\n act = pickResult.hit && pickResult.pickedMesh ? pickResult.pickedMesh._getActionManagerForTrigger() : null;\r\n }\r\n this._meshPickProceed = true;\r\n }\r\n return act;\r\n };\r\n\r\n this._delayedSimpleClick = (btn: number, clickInfo: _ClickInfo, cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void) => {\r\n // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different\r\n if ((Date.now() - this._previousStartingPointerTime > InputManager.DoubleClickDelay && !this._doubleClickOccured) || btn !== this._previousButtonPressed) {\r\n this._doubleClickOccured = false;\r\n clickInfo.singleClick = true;\r\n clickInfo.ignore = false;\r\n\r\n // If we have a delayed click, we need to resolve the TAP event\r\n if (this._delayedClicks[btn]) {\r\n const evt = this._delayedClicks[btn].evt;\r\n const type = PointerEventTypes.POINTERTAP;\r\n const pi = new PointerInfo(type, evt, this._currentPickResult);\r\n if (scene.onPointerObservable.hasObservers() && scene.onPointerObservable.hasSpecificMask(type)) {\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n\r\n // Clear the delayed click\r\n this._delayedClicks[btn] = null;\r\n }\r\n }\r\n };\r\n\r\n this._initClickEvent = (\r\n obs1: Observable<PointerInfoPre>,\r\n obs2: Observable<PointerInfo>,\r\n evt: IPointerEvent,\r\n cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void\r\n ): void => {\r\n const clickInfo = new _ClickInfo();\r\n this._currentPickResult = null;\r\n let act: Nullable<AbstractActionManager> = null;\r\n\r\n let checkPicking =\r\n obs1.hasSpecificMask(PointerEventTypes.POINTERPICK) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERPICK) ||\r\n obs1.hasSpecificMask(PointerEventTypes.POINTERTAP) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERTAP) ||\r\n obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (!checkPicking && AbstractActionManager) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkPicking = act.hasPickTriggers;\r\n }\r\n }\r\n\r\n let needToIgnoreNext = false;\r\n\r\n // Never pick if this is a multi-touch gesture (e.g. pinch)\r\n checkPicking = checkPicking && !this._isMultiTouchGesture;\r\n\r\n if (checkPicking) {\r\n const btn = evt.button;\r\n clickInfo.hasSwiped = this._isPointerSwiping();\r\n\r\n if (!clickInfo.hasSwiped) {\r\n let checkSingleClickImmediately = !InputManager.ExclusiveDoubleClickMode;\r\n\r\n if (!checkSingleClickImmediately) {\r\n checkSingleClickImmediately = !obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) && !obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n\r\n if (checkSingleClickImmediately && !AbstractActionManager.HasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger)) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkSingleClickImmediately = !act.hasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n }\r\n }\r\n }\r\n\r\n if (checkSingleClickImmediately) {\r\n // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required\r\n if (Date.now() - this._previousStartingPointerTime > InputManager.DoubleClickDelay || btn !== this._previousButtonPressed) {\r\n clickInfo.singleClick = true;\r\n cb(clickInfo, this._currentPickResult);\r\n needToIgnoreNext = true;\r\n }\r\n }\r\n // at least one double click is required to be check and exclusive double click is enabled\r\n else {\r\n // Queue up a delayed click, just in case this isn't a double click\r\n // It should be noted that while this delayed event happens\r\n // because of user input, it shouldn't be considered as a direct,\r\n // timing-dependent result of that input. It's meant to just fire the TAP event\r\n const delayedClick = {\r\n evt: evt,\r\n clickInfo: clickInfo,\r\n timeoutId: window.setTimeout(this._delayedSimpleClick.bind(this, btn, clickInfo, cb), InputManager.DoubleClickDelay),\r\n };\r\n\r\n this._delayedClicks[btn] = delayedClick;\r\n }\r\n\r\n let checkDoubleClick = obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (!checkDoubleClick && AbstractActionManager.HasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger)) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkDoubleClick = act.hasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n }\r\n }\r\n if (checkDoubleClick) {\r\n // two successive keys pressed are equal, double click delay is not over and double click has not just occurred\r\n if (btn === this._previousButtonPressed && Date.now() - this._previousStartingPointerTime < InputManager.DoubleClickDelay && !this._doubleClickOccured) {\r\n // pointer has not moved for 2 clicks, it's a double click\r\n if (!clickInfo.hasSwiped && !this._isPointerSwiping()) {\r\n this._previousStartingPointerTime = 0;\r\n this._doubleClickOccured = true;\r\n clickInfo.doubleClick = true;\r\n clickInfo.ignore = false;\r\n // If we have a pending click, we need to cancel it\r\n if (InputManager.ExclusiveDoubleClickMode && this._delayedClicks[btn]) {\r\n clearTimeout(this._delayedClicks[btn]?.timeoutId);\r\n this._delayedClicks[btn] = null;\r\n }\r\n\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n // if the two successive clicks are too far, it's just two simple clicks\r\n else {\r\n this._doubleClickOccured = false;\r\n this._previousStartingPointerTime = this._startingPointerTime;\r\n this._previousStartingPointerPosition.x = this._startingPointerPosition.x;\r\n this._previousStartingPointerPosition.y = this._startingPointerPosition.y;\r\n this._previousButtonPressed = btn;\r\n if (InputManager.ExclusiveDoubleClickMode) {\r\n // If we have a delayed click, we need to cancel it\r\n if (this._delayedClicks[btn]) {\r\n clearTimeout(this._delayedClicks[btn]?.timeoutId);\r\n this._delayedClicks[btn] = null;\r\n }\r\n cb(clickInfo, this._previousPickResult);\r\n } else {\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n }\r\n needToIgnoreNext = true;\r\n }\r\n // just the first click of the double has been raised\r\n else {\r\n this._doubleClickOccured = false;\r\n this._previousStartingPointerTime = this._startingPointerTime;\r\n this._previousStartingPointerPosition.x = this._startingPointerPosition.x;\r\n this._previousStartingPointerPosition.y = this._startingPointerPosition.y;\r\n this._previousButtonPressed = btn!;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Even if ExclusiveDoubleClickMode is true, we need to always handle\r\n // up events at time of execution, unless we're explicitly ignoring them.\r\n if (!needToIgnoreNext) {\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n };\r\n\r\n this._onPointerMove = (evt: IMouseEvent) => {\r\n this._updatePointerPosition(evt as IPointerEvent);\r\n\r\n // Check if pointer leaves DragMovementThreshold range to determine if swipe is occurring\r\n if (!this._isSwiping && this._swipeButtonPressed !== -1) {\r\n this._isSwiping =\r\n Math.abs(this._startingPointerPosition.x - this._pointerX) > InputManager.DragMovementThreshold ||\r\n Math.abs(this._startingPointerPosition.y - this._pointerY) > InputManager.DragMovementThreshold;\r\n }\r\n\r\n // Because there's a race condition between pointermove and pointerlockchange events, we need to\r\n // verify that the pointer is still locked after each pointermove event.\r\n if (engine.isPointerLock) {\r\n engine._verifyPointerLock();\r\n }\r\n\r\n // PreObservable support\r\n if (\r\n this._checkPrePointerObservable(\r\n null,\r\n evt as IPointerEvent,\r\n evt.inputIndex >= PointerInput.MouseWheelX && evt.inputIndex <= PointerInput.MouseWheelZ ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE\r\n )\r\n ) {\r\n return;\r\n }\r\n\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n if (scene.skipPointerMovePicking) {\r\n this._processPointerMove(new PickingInfo(), evt as IPointerEvent);\r\n return;\r\n }\r\n\r\n if (!scene.pointerMovePredicate) {\r\n scene.pointerMovePredicate = (mesh: AbstractMesh): boolean =>\r\n mesh.isPickable &&\r\n mesh.isVisible &&\r\n mesh.isReady() &&\r\n mesh.isEnabled() &&\r\n (mesh.enablePointerMoveEvents || scene.constantlyUpdateMeshUnderPointer || mesh._getActionManagerForTrigger() !== null) &&\r\n (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0);\r\n }\r\n\r\n const pickResult = scene._registeredActions > 0 || scene.constantlyUpdateMeshUnderPointer ? this._pickMove(evt as IPointerEvent) : null;\r\n this._processPointerMove(pickResult, evt as IPointerEvent);\r\n };\r\n\r\n this._onPointerDown = (evt: IPointerEvent) => {\r\n const freeIndex = this._activePointerIds.indexOf(-1);\r\n if (freeIndex === -1) {\r\n this._activePointerIds.push(evt.pointerId);\r\n } else {\r\n this._activePointerIds[freeIndex] = evt.pointerId;\r\n }\r\n this._activePointerIdsCount++;\r\n this._pickedDownMesh = null;\r\n this._meshPickProceed = false;\r\n\r\n // If ExclusiveDoubleClickMode is true, we need to resolve any pending delayed clicks\r\n if (InputManager.ExclusiveDoubleClickMode) {\r\n for (let i = 0; i < this._delayedClicks.length; i++) {\r\n if (this._delayedClicks[i]) {\r\n // If the button that was pressed is the same as the one that was released,\r\n // just clear the timer. This will be resolved in the up event.\r\n if (evt.button === i) {\r\n clearTimeout(this._delayedClicks[i]?.timeoutId);\r\n } else {\r\n // Otherwise, we need to resolve the click\r\n const clickInfo = this._delayedClicks[i]!.clickInfo;\r\n this._doubleClickOccured = false;\r\n clickInfo.singleClick = true;\r\n clickInfo.ignore = false;\r\n\r\n const prevEvt = this._delayedClicks[i]!.evt;\r\n const type = PointerEventTypes.POINTERTAP;\r\n const pi = new PointerInfo(type, prevEvt, this._currentPickResult);\r\n if (scene.onPointerObservable.hasObservers() && scene.onPointerObservable.hasSpecificMask(type)) {\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n\r\n // Clear the delayed click\r\n this._delayedClicks[i] = null;\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._updatePointerPosition(evt);\r\n\r\n if (this._swipeButtonPressed === -1) {\r\n this._swipeButtonPressed = evt.button;\r\n }\r\n\r\n if (scene.preventDefaultOnPointerDown && elementToAttachTo) {\r\n evt.preventDefault();\r\n elementToAttachTo.focus();\r\n }\r\n\r\n this._startingPointerPosition.x = this._pointerX;\r\n this._startingPointerPosition.y = this._pointerY;\r\n this._startingPointerTime = Date.now();\r\n\r\n // PreObservable support\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERDOWN)) {\r\n return;\r\n }\r\n\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n this._pointerCaptures[evt.pointerId] = true;\r\n\r\n if (!scene.pointerDownPredicate) {\r\n scene.pointerDownPredicate = (mesh: AbstractMesh): boolean => {\r\n return (\r\n mesh.isPickable &&\r\n mesh.isVisible &&\r\n mesh.isReady() &&\r\n mesh.isEnabled() &&\r\n (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0)\r\n );\r\n };\r\n }\r\n\r\n // Meshes\r\n this._pickedDownMesh = null;\r\n let pickResult;\r\n if (scene.skipPointerDownPicking || (scene._registeredActions === 0 && !this._checkForPicking() && !scene.onPointerDown)) {\r\n pickResult = new PickingInfo();\r\n } else {\r\n pickResult = scene.pick(\r\n this._unTranslatedPointerX,\r\n this._unTranslatedPointerY,\r\n scene.pointerDownPredicate,\r\n scene.pointerDownFastCheck,\r\n scene.cameraToUseForPointers,\r\n scene.pointerDownTrianglePredicate\r\n );\r\n }\r\n\r\n this._processPointerDown(pickResult, evt);\r\n };\r\n\r\n this._onPointerUp = (evt: IPointerEvent) => {\r\n const pointerIdIndex = this._activePointerIds.indexOf(evt.pointerId);\r\n if (pointerIdIndex === -1) {\r\n // We are attaching the pointer up to windows because of a bug in FF\r\n // If this pointerId is not paired with an _onPointerDown call, ignore it\r\n return;\r\n }\r\n\r\n this._activePointerIds[pointerIdIndex] = -1;\r\n this._activePointerIdsCount--;\r\n this._pickedUpMesh = null;\r\n this._meshPickProceed = false;\r\n\r\n this._updatePointerPosition(evt);\r\n\r\n if (scene.preventDefaultOnPointerUp && elementToAttachTo) {\r\n evt.preventDefault();\r\n elementToAttachTo.focus();\r\n }\r\n\r\n this._initClickEvent(scene.onPrePointerObservable, scene.onPointerObservable, evt, (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => {\r\n // PreObservable support\r\n if (scene.onPrePointerObservable.hasObservers()) {\r\n this._skipPointerTap = false;\r\n if (!clickInfo.ignore) {\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERUP)) {\r\n // If we're skipping the next observable, we need to reset the swipe state before returning\r\n if (this._swipeButtonPressed === evt.button) {\r\n this._isSwiping = false;\r\n this._swipeButtonPressed = -1;\r\n }\r\n\r\n // If we're going to skip the POINTERUP, we need to reset the pointer capture\r\n if (evt.buttons === 0) {\r\n this._pointerCaptures[evt.pointerId] = false;\r\n }\r\n\r\n return;\r\n }\r\n if (!clickInfo.hasSwiped) {\r\n if (clickInfo.singleClick && scene.onPrePointerObservable.hasSpecificMask(PointerEventTypes.POINTERTAP)) {\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERTAP)) {\r\n this._skipPointerTap = true;\r\n }\r\n }\r\n if (clickInfo.doubleClick && scene.onPrePointerObservable.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP)) {\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERDOUBLETAP)) {\r\n this._skipPointerTap = true;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n // There should be a pointer captured at this point so if there isn't we should reset and return\r\n if (!this._pointerCaptures[evt.pointerId]) {\r\n if (this._swipeButtonPressed === evt.button) {\r\n this._isSwiping = false;\r\n this._swipeButtonPressed = -1;\r\n }\r\n return;\r\n }\r\n\r\n // Only release capture if all buttons are released\r\n if (evt.buttons === 0) {\r\n this._pointerCaptures[evt.pointerId] = false;\r\n }\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n if (!scene.pointerUpPredicate) {\r\n scene.pointerUpPredicate = (mesh: AbstractMesh): boolean => {\r\n return (\r\n mesh.isPickable &&\r\n mesh.isVisible &&\r\n mesh.isReady() &&\r\n mesh.isEnabled() &&\r\n (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0)\r\n );\r\n };\r\n }\r\n\r\n // Meshes\r\n if (!this._meshPickProceed && ((AbstractActionManager && AbstractActionManager.HasTriggers) || this._checkForPicking() || scene.onPointerUp)) {\r\n this._initActionManager(null, clickInfo);\r\n }\r\n if (!pickResult) {\r\n pickResult = this._currentPickResult;\r\n }\r\n\r\n this._processPointerUp(pickResult, evt, clickInfo);\r\n\r\n this._previousPickResult = this._currentPickResult;\r\n\r\n if (this._swipeButtonPressed === evt.button) {\r\n this._isSwiping = false;\r\n this._swipeButtonPressed = -1;\r\n }\r\n });\r\n };\r\n\r\n this._onKeyDown = (evt: IKeyboardEvent) => {\r\n const type = KeyboardEventTypes.KEYDOWN;\r\n if (scene.onPreKeyboardObservable.hasObservers()) {\r\n const pi = new KeyboardInfoPre(type, evt);\r\n scene.onPreKeyboardObservable.notifyObservers(pi, type);\r\n if (pi.skipOnKeyboardObservable) {\r\n return;\r\n }\r\n }\r\n\r\n if (scene.onKeyboardObservable.hasObservers()) {\r\n const pi = new KeyboardInfo(type, evt);\r\n scene.onKeyboardObservable.notifyObservers(pi, type);\r\n }\r\n\r\n if (scene.actionManager) {\r\n scene.actionManager.processTrigger(Constants.ACTION_OnKeyDownTrigger, ActionEvent.CreateNewFromScene(scene, evt));\r\n }\r\n };\r\n\r\n this._onKeyUp = (evt: IKeyboardEvent) => {\r\n const type = KeyboardEventTypes.KEYUP;\r\n if (scene.onPreKeyboardObservable.hasObservers()) {\r\n const pi = new KeyboardInfoPre(type, evt);\r\n scene.onPreKeyboardObservable.notifyObservers(pi, type);\r\n if (pi.skipOnKeyboardObservable) {\r\n return;\r\n }\r\n }\r\n\r\n if (scene.onKeyboardObservable.hasObservers()) {\r\n const pi = new KeyboardInfo(type, evt);\r\n scene.onKeyboardObservable.notifyObservers(pi, type);\r\n }\r\n\r\n if (scene.actionManager) {\r\n scene.actionManager.processTrigger(Constants.ACTION_OnKeyUpTrigger, ActionEvent.CreateNewFromScene(scene, evt));\r\n }\r\n };\r\n\r\n // If a device connects that we can handle, wire up the observable\r\n this._deviceSourceManager.onDeviceConnectedObservable.add((deviceSource) => {\r\n if (deviceSource.deviceType === DeviceType.Mouse) {\r\n deviceSource.onInputChangedObservable.add((eventData) => {\r\n this._originMouseEvent = eventData;\r\n if (\r\n eventData.inputIndex === PointerInput.LeftClick ||\r\n eventData.inputIndex === PointerInput.MiddleClick ||\r\n eventData.inputIndex === PointerInput.RightClick ||\r\n eventData.inputIndex === PointerInput.BrowserBack ||\r\n eventData.inputIndex === PointerInput.BrowserForward\r\n ) {\r\n if (attachDown && deviceSource.getInput(eventData.inputIndex) === 1) {\r\n this._onPointerDown(eventData);\r\n } else if (attachUp && deviceSource.getInput(eventData.inputIndex) === 0) {\r\n this._onPointerUp(eventData);\r\n }\r\n } else if (attachMove) {\r\n if (eventData.inputIndex === PointerInput.Move) {\r\n this._onPointerMove(eventData);\r\n } else if (\r\n eventData.inputIndex === PointerInput.MouseWheelX ||\r\n eventData.inputIndex === PointerInput.MouseWheelY ||\r\n eventData.inputIndex === PointerInput.MouseWheelZ\r\n ) {\r\n this._onPointerMove(eventData);\r\n }\r\n }\r\n });\r\n } else if (deviceSource.deviceType === DeviceType.Touch) {\r\n deviceSource.onInputChangedObservable.add((eventData) => {\r\n if (eventData.inputIndex === PointerInput.LeftClick) {\r\n if (attachDown && deviceSource.getInput(eventData.inputIndex) === 1) {\r\n this._onPointerDown(eventData);\r\n if (this._activePointerIdsCount > 1) {\r\n this._isMultiTouchGesture = true;\r\n }\r\n } else if (attachUp && deviceSource.getInput(eventData.inputIndex) === 0) {\r\n this._onPointerUp(eventData);\r\n if (this._activePointerIdsCount === 0) {\r\n this._isMultiTouchGesture = false;\r\n }\r\n }\r\n }\r\n\r\n if (attachMove && eventData.inputIndex === PointerInput.Move) {\r\n this._onPointerMove(eventData);\r\n }\r\n });\r\n } else if (deviceSource.deviceType === DeviceType.Keyboard) {\r\n deviceSource.onInputChangedObservable.add((eventData) => {\r\n if (eventData.type === \"keydown\") {\r\n this._onKeyDown(eventData);\r\n } else if (eventData.type === \"keyup\") {\r\n this._onKeyUp(eventData);\r\n }\r\n });\r\n }\r\n });\r\n\r\n document.addEventListener(\"pointerlockchange\", this._onPointerLockChange);\r\n\r\n this._alreadyAttached = true;\r\n }\r\n\r\n /**\r\n * Detaches all event handlers\r\n */\r\n public detachControl() {\r\n if (this._alreadyAttached) {\r\n document.removeEventListener(\"pointerlockchange\", this._onPointerLockChange);\r\n this._deviceSourceManager!.dispose();\r\n this._deviceSourceManager = null;\r\n\r\n // Cursor\r\n if (this._alreadyAttachedTo && !this._scene.doNotHandleCursors) {\r\n this._alreadyAttachedTo.style.cursor = this._scene.defaultCursor;\r\n }\r\n\r\n this._alreadyAttached = false;\r\n this._alreadyAttachedTo = null;\r\n }\r\n }\r\n\r\n /**\r\n * Set the value of meshUnderPointer for a given pointerId\r\n * @param mesh - defines the mesh to use\r\n * @param pointerId - optional pointer id when using more than one pointer. Defaults to 0\r\n * @param pickResult - optional pickingInfo data used to find mesh\r\n * @param evt - optional pointer event\r\n */\r\n public setPointerOverMesh(mesh: Nullable<AbstractMesh>, pointerId: number = 0, pickResult?: Nullable<PickingInfo>, evt?: IPointerEvent): void {\r\n if (this._meshUnderPointerId[pointerId] === mesh && (!mesh || !mesh._internalAbstractMeshDataInfo._pointerOverDisableMeshTesting)) {\r\n return;\r\n }\r\n\r\n const underPointerMesh = this._meshUnderPointerId[pointerId];\r\n\r\n let actionManager: Nullable<AbstractActionManager>;\r\n if (underPointerMesh) {\r\n actionManager = underPointerMesh._getActionManagerForTrigger(Constants.ACTION_OnPointerOutTrigger);\r\n if (actionManager) {\r\n actionManager.processTrigger(Constants.ACTION_OnPointerOutTrigger, new ActionEvent(underPointerMesh, this._pointerX, this._pointerY, mesh, evt, { pointerId }));\r\n }\r\n }\r\n\r\n if (mesh) {\r\n this._meshUnderPointerId[pointerId] = mesh;\r\n this._pointerOverMesh = mesh;\r\n\r\n actionManager = mesh._getActionManagerForTrigger(Constants.ACTION_OnPointerOverTrigger);\r\n if (actionManager) {\r\n actionManager.processTrigger(Constants.ACTION_OnPointerOverTrigger, new ActionEvent(mesh, this._pointerX, this._pointerY, mesh, evt, { pointerId, pickResult }));\r\n }\r\n } else {\r\n delete this._meshUnderPointerId[pointerId];\r\n this._pointerOverMesh = null;\r\n }\r\n // if we reached this point, meshUnderPointerId has been updated. We need to notify observers that are registered.\r\n if (this._scene.onMeshUnderPointerUpdatedObservable.hasObservers()) {\r\n this._scene.onMeshUnderPointerUpdatedObservable.notifyObservers({\r\n mesh,\r\n pointerId,\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the mesh under the pointer\r\n * @returns a Mesh or null if no mesh is under the pointer\r\n */\r\n public getPointerOverMesh(): Nullable<AbstractMesh> {\r\n return this.meshUnderPointer;\r\n }\r\n\r\n /**\r\n * @param mesh - Mesh to invalidate\r\n * @internal\r\n */\r\n public _invalidateMesh(mesh: AbstractMesh) {\r\n if (this._pointerOverMesh === mesh) {\r\n this._pointerOverMesh = null;\r\n }\r\n if (this._pickedDownMesh === mesh) {\r\n this._pickedDownMesh = null;\r\n }\r\n if (this._pickedUpMesh === mesh) {\r\n this._pickedUpMesh = null;\r\n }\r\n for (const pointerId in this._meshUnderPointerId) {\r\n if (this._meshUnderPointerId[pointerId] === mesh) {\r\n delete this._meshUnderPointerId[pointerId];\r\n }\r\n }\r\n }\r\n}\r\n"]}
|
|
1
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+
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{ type EventState, type Observable, type Observer } from \"../Misc/observable\";\r\nimport { PointerInfoPre, PointerInfo, PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport { type Nullable } from \"../types\";\r\nimport { AbstractActionManager } from \"../Actions/abstractActionManager\";\r\nimport { PickingInfo } from \"../Collisions/pickingInfo\";\r\nimport { Vector2, Matrix } from \"../Maths/math.vector.pure\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Constants } from \"../Engines/constants\";\r\nimport { ActionEvent } from \"../Actions/actionEvent\";\r\nimport { KeyboardEventTypes, KeyboardInfoPre, KeyboardInfo } from \"../Events/keyboardEvents\";\r\nimport { DeviceType, PointerInput } from \"../DeviceInput/InputDevices/deviceEnums\";\r\nimport { type IKeyboardEvent, type IMouseEvent, type IPointerEvent } from \"../Events/deviceInputEvents\";\r\nimport { DeviceSourceManager } from \"../DeviceInput/InputDevices/deviceSourceManager\";\r\nimport { EngineStore } from \"../Engines/engineStore\";\r\n\r\nimport { type Scene } from \"../scene\";\r\nimport { _ImportHelper } from \"core/import.helper\";\r\n\r\n/** @internal */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nclass _ClickInfo {\r\n private _singleClick = false;\r\n private _doubleClick = false;\r\n private _hasSwiped = false;\r\n private _ignore = false;\r\n\r\n public get singleClick(): boolean {\r\n return this._singleClick;\r\n }\r\n public get doubleClick(): boolean {\r\n return this._doubleClick;\r\n }\r\n public get hasSwiped(): boolean {\r\n return this._hasSwiped;\r\n }\r\n public get ignore(): boolean {\r\n return this._ignore;\r\n }\r\n\r\n public set singleClick(b: boolean) {\r\n this._singleClick = b;\r\n }\r\n public set doubleClick(b: boolean) {\r\n this._doubleClick = b;\r\n }\r\n public set hasSwiped(b: boolean) {\r\n this._hasSwiped = b;\r\n }\r\n public set ignore(b: boolean) {\r\n this._ignore = b;\r\n }\r\n}\r\n\r\n/** @internal */\r\ninterface _IClickEvent {\r\n clickInfo: _ClickInfo;\r\n evt: IPointerEvent;\r\n timeoutId: number;\r\n}\r\n\r\n/**\r\n * Class used to manage all inputs for the scene.\r\n */\r\nexport class InputManager {\r\n /** The distance in pixel that you have to move to prevent some events */\r\n public static DragMovementThreshold = 10; // in pixels\r\n /** Time in milliseconds to wait to raise long press events if button is still pressed */\r\n public static LongPressDelay = 500; // in milliseconds\r\n /** Time in milliseconds with two consecutive clicks will be considered as a double click */\r\n public static DoubleClickDelay = 300; // in milliseconds\r\n /**\r\n * This flag will modify the behavior so that, when true, a click will happen if and only if\r\n * another click DOES NOT happen within the DoubleClickDelay time frame. If another click does\r\n * happen within that time frame, the first click will not fire an event and and a double click will occur.\r\n */\r\n public static ExclusiveDoubleClickMode = false;\r\n\r\n /** This is a defensive check to not allow control attachment prior to an already active one. If already attached, previous control is unattached before attaching the new one. */\r\n private _alreadyAttached = false;\r\n private _alreadyAttachedTo: Nullable<HTMLElement>;\r\n\r\n // Pointers\r\n private _onPointerMove: (evt: IMouseEvent) => void;\r\n private _onPointerDown: (evt: IPointerEvent) => void;\r\n private _onPointerUp: (evt: IPointerEvent) => void;\r\n private _onPointerLockChange: (evt: Event) => void;\r\n\r\n private _initClickEvent: (\r\n obs1: Observable<PointerInfoPre>,\r\n obs2: Observable<PointerInfo>,\r\n evt: IPointerEvent,\r\n cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void\r\n ) => void;\r\n private _initActionManager: (act: Nullable<AbstractActionManager>, clickInfo: _ClickInfo) => Nullable<AbstractActionManager>;\r\n private _delayedSimpleClick: (btn: number, clickInfo: _ClickInfo, cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void) => void;\r\n private _meshPickProceed = false;\r\n\r\n private _previousButtonPressed: number;\r\n private _currentPickResult: Nullable<PickingInfo> = null;\r\n private _previousPickResult: Nullable<PickingInfo> = null;\r\n\r\n private _activePointerIds: Array<number> = new Array<number>();\r\n /** Tracks the count of used slots in _activePointerIds for perf */\r\n private _activePointerIdsCount: number = 0;\r\n\r\n private _doubleClickOccured = false;\r\n private _isSwiping: boolean = false;\r\n private _swipeButtonPressed: number = -1;\r\n private _skipPointerTap: boolean = false;\r\n private _isMultiTouchGesture: boolean = false;\r\n\r\n private _pointerOverMesh: Nullable<AbstractMesh>;\r\n\r\n private _pickedDownMesh: Nullable<AbstractMesh>;\r\n private _pickedUpMesh: Nullable<AbstractMesh>;\r\n\r\n private _pointerX: number = 0;\r\n private _pointerY: number = 0;\r\n private _unTranslatedPointerX: number;\r\n private _unTranslatedPointerY: number;\r\n private _startingPointerPosition = new Vector2(0, 0);\r\n private _previousStartingPointerPosition = new Vector2(0, 0);\r\n private _startingPointerTime = 0;\r\n private _previousStartingPointerTime = 0;\r\n private _pointerCaptures: { [pointerId: number]: boolean } = {};\r\n private _meshUnderPointerId: { [pointerId: number]: Nullable<AbstractMesh> } = {};\r\n private _movePointerInfo: Nullable<PointerInfo> = null;\r\n private _cameraObserverCount = 0;\r\n private _delayedClicks: Array<Nullable<_IClickEvent>> = [null, null, null, null, null];\r\n private _cacheClientX: Nullable<number> = null;\r\n private _cacheClientY: Nullable<number> = null;\r\n\r\n // Keyboard\r\n private _onKeyDown: (evt: IKeyboardEvent) => void;\r\n private _onKeyUp: (evt: IKeyboardEvent) => void;\r\n\r\n private _scene: Scene;\r\n private _deviceSourceManager: Nullable<DeviceSourceManager> = null;\r\n\r\n // origin MouseEvent\r\n _originMouseEvent: IMouseEvent;\r\n /**\r\n * Creates a new InputManager\r\n * @param scene - defines the hosting scene\r\n */\r\n constructor(scene?: Scene) {\r\n this._scene = scene || <Scene>EngineStore.LastCreatedScene;\r\n if (!this._scene) {\r\n return;\r\n }\r\n }\r\n\r\n private get _inputElement() {\r\n return this._scene.getEngine().getInputElement();\r\n }\r\n /**\r\n * Indicates that if the input element pointer is locked\r\n */\r\n private get _isPointerLocked(): boolean {\r\n return this._inputElement === document.pointerLockElement;\r\n }\r\n\r\n /**\r\n * Gets the mesh that is currently under the pointer\r\n * @returns Mesh that the pointer is pointer is hovering over\r\n */\r\n public get meshUnderPointer(): Nullable<AbstractMesh> {\r\n if (this._movePointerInfo) {\r\n // Because _pointerOverMesh is populated as part of _pickMove, we need to force a pick to update it.\r\n // Calling _pickMove calls _setCursorAndPointerOverMesh which calls setPointerOverMesh\r\n this._movePointerInfo._generatePickInfo();\r\n // Once we have what we need, we can clear _movePointerInfo because we don't need it anymore\r\n this._movePointerInfo = null;\r\n }\r\n return this._pointerOverMesh;\r\n }\r\n\r\n /**\r\n * When using more than one pointer (for example in XR) you can get the mesh under the specific pointer\r\n * @param pointerId - the pointer id to use\r\n * @returns The mesh under this pointer id or null if not found\r\n */\r\n public getMeshUnderPointerByPointerId(pointerId: number): Nullable<AbstractMesh> {\r\n return this._meshUnderPointerId[pointerId] || null;\r\n }\r\n\r\n /**\r\n * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)\r\n * @returns Vector with X/Y values directly from pointer event\r\n */\r\n public get unTranslatedPointer(): Vector2 {\r\n return new Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);\r\n }\r\n\r\n /**\r\n * Gets or sets the current on-screen X position of the pointer\r\n * @returns Translated X with respect to screen\r\n */\r\n public get pointerX(): number {\r\n return this._pointerX;\r\n }\r\n\r\n public set pointerX(value: number) {\r\n this._pointerX = value;\r\n }\r\n\r\n /**\r\n * Gets or sets the current on-screen Y position of the pointer\r\n * @returns Translated Y with respect to screen\r\n */\r\n public get pointerY(): number {\r\n return this._pointerY;\r\n }\r\n\r\n public set pointerY(value: number) {\r\n this._pointerY = value;\r\n }\r\n\r\n private _updatePointerPosition(evt: IPointerEvent): void {\r\n const canvasRect = this._scene.getEngine().getInputElementClientRect();\r\n\r\n if (!canvasRect) {\r\n return;\r\n }\r\n\r\n let clientX = evt.clientX;\r\n let clientY = evt.clientY;\r\n\r\n if (this._isPointerLocked) {\r\n if (this._cacheClientX !== null && this._cacheClientY !== null) {\r\n clientX = this._cacheClientX + evt.movementX;\r\n clientY = this._cacheClientY + evt.movementY;\r\n this._cacheClientX = clientX;\r\n this._cacheClientY = clientY;\r\n }\r\n }\r\n\r\n this._pointerX = clientX - canvasRect.left;\r\n this._pointerY = clientY - canvasRect.top;\r\n\r\n this._unTranslatedPointerX = this._pointerX;\r\n this._unTranslatedPointerY = this._pointerY;\r\n }\r\n\r\n private _processPointerMove(pickResult: Nullable<PickingInfo>, evt: IPointerEvent) {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n const canvas = engine.getInputElement();\r\n\r\n if (canvas) {\r\n canvas.tabIndex = engine.canvasTabIndex;\r\n\r\n // Restore pointer\r\n if (!scene.doNotHandleCursors) {\r\n canvas.style.cursor = scene.defaultCursor;\r\n }\r\n }\r\n\r\n this._setCursorAndPointerOverMesh(pickResult, evt, scene);\r\n\r\n for (const step of scene._pointerMoveStage) {\r\n // If _pointerMoveState is defined, we have an active spriteManager and can't use Lazy Picking\r\n // Therefore, we need to force a pick to update the pickResult\r\n pickResult = pickResult || this._pickMove(evt);\r\n const isMeshPicked = pickResult?.pickedMesh ? true : false;\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);\r\n }\r\n\r\n const type = evt.inputIndex >= PointerInput.MouseWheelX && evt.inputIndex <= PointerInput.MouseWheelZ ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE;\r\n\r\n if (scene.onPointerMove) {\r\n // Because of lazy picking, we need to force a pick to update the pickResult\r\n pickResult = pickResult || this._pickMove(evt);\r\n scene.onPointerMove(evt, pickResult, type);\r\n }\r\n\r\n let pointerInfo: PointerInfo;\r\n if (pickResult) {\r\n pointerInfo = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pickResult, evt);\r\n } else {\r\n pointerInfo = new PointerInfo(type, evt, null, this);\r\n this._movePointerInfo = pointerInfo;\r\n }\r\n\r\n if (scene.onPointerObservable.hasObservers()) {\r\n scene.onPointerObservable.notifyObservers(pointerInfo, type);\r\n }\r\n }\r\n\r\n // Pointers handling\r\n /** @internal */\r\n public _setRayOnPointerInfo(pickInfo: Nullable<PickingInfo>, event: IMouseEvent) {\r\n const scene = this._scene;\r\n if (pickInfo && _ImportHelper._IsPickingAvailable) {\r\n if (!pickInfo.ray) {\r\n pickInfo.ray = scene.createPickingRay(event.offsetX, event.offsetY, Matrix.Identity(), scene.activeCamera);\r\n }\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _addCameraPointerObserver(observer: (p: PointerInfo, s: EventState) => void, mask?: number): Nullable<Observer<PointerInfo>> {\r\n this._cameraObserverCount++;\r\n return this._scene.onPointerObservable.add(observer, mask);\r\n }\r\n\r\n /** @internal */\r\n public _removeCameraPointerObserver(observer: Observer<PointerInfo>): boolean {\r\n this._cameraObserverCount--;\r\n return this._scene.onPointerObservable.remove(observer);\r\n }\r\n\r\n private _checkForPicking(): boolean {\r\n return !!(this._scene.onPointerObservable.observers.length > this._cameraObserverCount || this._scene.onPointerPick);\r\n }\r\n\r\n private _checkPrePointerObservable(pickResult: Nullable<PickingInfo>, evt: IPointerEvent, type: number) {\r\n const scene = this._scene;\r\n const pi = new PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);\r\n if (pickResult) {\r\n pi.originalPickingInfo = pickResult;\r\n pi.ray = pickResult.ray;\r\n if (evt.pointerType === \"xr-near\" && pickResult.originMesh) {\r\n pi.nearInteractionPickingInfo = pickResult;\r\n }\r\n }\r\n\r\n scene.onPrePointerObservable.notifyObservers(pi, type);\r\n if (pi.skipOnPointerObservable) {\r\n return true;\r\n } else {\r\n return false;\r\n }\r\n }\r\n\r\n /** @internal */\r\n public _pickMove(evt: IPointerEvent): PickingInfo {\r\n const scene = this._scene;\r\n const pickResult = scene.pick(\r\n this._unTranslatedPointerX,\r\n this._unTranslatedPointerY,\r\n scene.pointerMovePredicate,\r\n scene.pointerMoveFastCheck,\r\n scene.cameraToUseForPointers,\r\n scene.pointerMoveTrianglePredicate\r\n );\r\n\r\n this._setCursorAndPointerOverMesh(pickResult, evt, scene);\r\n\r\n return pickResult;\r\n }\r\n\r\n private _setCursorAndPointerOverMesh(pickResult: Nullable<PickingInfo>, evt: IPointerEvent, scene: Scene) {\r\n const engine = scene.getEngine();\r\n const canvas = engine.getInputElement();\r\n\r\n if (pickResult?.pickedMesh) {\r\n this.setPointerOverMesh(pickResult.pickedMesh, evt.pointerId, pickResult, evt);\r\n\r\n if (!scene.doNotHandleCursors && canvas && this._pointerOverMesh) {\r\n const actionManager = this._pointerOverMesh._getActionManagerForTrigger();\r\n if (actionManager && actionManager.hasPointerTriggers) {\r\n canvas.style.cursor = actionManager.hoverCursor || scene.hoverCursor;\r\n }\r\n }\r\n } else {\r\n this.setPointerOverMesh(null, evt.pointerId, pickResult, evt);\r\n }\r\n }\r\n\r\n /**\r\n * Use this method to simulate a pointer move on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult - pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit - pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n */\r\n public simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void {\r\n const evt = new PointerEvent(\"pointermove\", pointerEventInit);\r\n evt.inputIndex = PointerInput.Move;\r\n\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERMOVE)) {\r\n return;\r\n }\r\n this._processPointerMove(pickResult, evt);\r\n }\r\n\r\n /**\r\n * Use this method to simulate a pointer down on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult - pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit - pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n */\r\n public simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void {\r\n const evt = new PointerEvent(\"pointerdown\", pointerEventInit);\r\n evt.inputIndex = evt.button + 2;\r\n\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERDOWN)) {\r\n return;\r\n }\r\n\r\n this._processPointerDown(pickResult, evt);\r\n }\r\n\r\n private _processPointerDown(pickResult: Nullable<PickingInfo>, evt: IPointerEvent): void {\r\n const scene = this._scene;\r\n if (pickResult?.pickedMesh) {\r\n this._pickedDownMesh = pickResult.pickedMesh;\r\n const actionManager = pickResult.pickedMesh._getActionManagerForTrigger();\r\n if (actionManager) {\r\n if (actionManager.hasPickTriggers) {\r\n actionManager.processTrigger(\r\n Constants.ACTION_OnPickDownTrigger,\r\n new ActionEvent(pickResult.pickedMesh, scene.pointerX, scene.pointerY, pickResult.pickedMesh, evt, pickResult)\r\n );\r\n switch (evt.button) {\r\n case 0:\r\n actionManager.processTrigger(\r\n Constants.ACTION_OnLeftPickTrigger,\r\n new ActionEvent(pickResult.pickedMesh, scene.pointerX, scene.pointerY, pickResult.pickedMesh, evt, pickResult)\r\n );\r\n break;\r\n case 1:\r\n actionManager.processTrigger(\r\n Constants.ACTION_OnCenterPickTrigger,\r\n new ActionEvent(pickResult.pickedMesh, scene.pointerX, scene.pointerY, pickResult.pickedMesh, evt, pickResult)\r\n );\r\n break;\r\n case 2:\r\n actionManager.processTrigger(\r\n Constants.ACTION_OnRightPickTrigger,\r\n new ActionEvent(pickResult.pickedMesh, scene.pointerX, scene.pointerY, pickResult.pickedMesh, evt, pickResult)\r\n );\r\n break;\r\n }\r\n }\r\n\r\n if (actionManager.hasSpecificTrigger(Constants.ACTION_OnLongPressTrigger)) {\r\n window.setTimeout(() => {\r\n const pickResult = scene.pick(\r\n this._unTranslatedPointerX,\r\n this._unTranslatedPointerY,\r\n (mesh: AbstractMesh): boolean =>\r\n <boolean>(\r\n (mesh.isPickable &&\r\n mesh.isVisible &&\r\n mesh.isReady() &&\r\n mesh.actionManager &&\r\n mesh.actionManager.hasSpecificTrigger(Constants.ACTION_OnLongPressTrigger) &&\r\n mesh === this._pickedDownMesh)\r\n ),\r\n false,\r\n scene.cameraToUseForPointers\r\n );\r\n\r\n if (pickResult?.pickedMesh && actionManager) {\r\n if (this._activePointerIdsCount !== 0 && Date.now() - this._startingPointerTime > InputManager.LongPressDelay && !this._isPointerSwiping()) {\r\n this._startingPointerTime = 0;\r\n actionManager.processTrigger(Constants.ACTION_OnLongPressTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt));\r\n }\r\n }\r\n }, InputManager.LongPressDelay);\r\n }\r\n }\r\n } else {\r\n for (const step of scene._pointerDownStage) {\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt, false);\r\n }\r\n }\r\n\r\n let pointerInfo: PointerInfo;\r\n const type = PointerEventTypes.POINTERDOWN;\r\n\r\n if (pickResult) {\r\n if (scene.onPointerDown) {\r\n scene.onPointerDown(evt, pickResult, type);\r\n }\r\n\r\n pointerInfo = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pickResult, evt);\r\n } else {\r\n pointerInfo = new PointerInfo(type, evt, null, this);\r\n }\r\n\r\n if (scene.onPointerObservable.hasObservers()) {\r\n scene.onPointerObservable.notifyObservers(pointerInfo, type);\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n * @internals Boolean if delta for pointer exceeds drag movement threshold\r\n */\r\n public _isPointerSwiping(): boolean {\r\n return this._isSwiping;\r\n }\r\n\r\n /**\r\n * Use this method to simulate a pointer up on a mesh\r\n * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay\r\n * @param pickResult - pickingInfo of the object wished to simulate pointer event on\r\n * @param pointerEventInit - pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)\r\n * @param doubleTap - indicates that the pointer up event should be considered as part of a double click (false by default)\r\n */\r\n public simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void {\r\n const evt = new PointerEvent(\"pointerup\", pointerEventInit);\r\n evt.inputIndex = PointerInput.Move;\r\n const clickInfo = new _ClickInfo();\r\n\r\n if (doubleTap) {\r\n clickInfo.doubleClick = true;\r\n } else {\r\n clickInfo.singleClick = true;\r\n }\r\n\r\n if (this._checkPrePointerObservable(pickResult, evt, PointerEventTypes.POINTERUP)) {\r\n return;\r\n }\r\n\r\n this._processPointerUp(pickResult, evt, clickInfo);\r\n }\r\n\r\n private _processPointerUp(pickResult: Nullable<PickingInfo>, evt: IPointerEvent, clickInfo: _ClickInfo): void {\r\n const scene = this._scene;\r\n if (pickResult?.pickedMesh) {\r\n this._pickedUpMesh = pickResult.pickedMesh;\r\n if (this._pickedDownMesh === this._pickedUpMesh) {\r\n if (scene.onPointerPick) {\r\n scene.onPointerPick(evt, pickResult);\r\n }\r\n if (clickInfo.singleClick && !clickInfo.ignore && scene.onPointerObservable.observers.length > this._cameraObserverCount) {\r\n const type = PointerEventTypes.POINTERPICK;\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n this._setRayOnPointerInfo(pickResult, evt);\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n const actionManager = pickResult.pickedMesh._getActionManagerForTrigger();\r\n if (actionManager && !clickInfo.ignore) {\r\n actionManager.processTrigger(Constants.ACTION_OnPickUpTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt, pickResult));\r\n\r\n if (!clickInfo.hasSwiped && clickInfo.singleClick) {\r\n actionManager.processTrigger(Constants.ACTION_OnPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt, pickResult));\r\n }\r\n\r\n const doubleClickActionManager = pickResult.pickedMesh._getActionManagerForTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n if (clickInfo.doubleClick && doubleClickActionManager) {\r\n doubleClickActionManager.processTrigger(Constants.ACTION_OnDoublePickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt, pickResult));\r\n }\r\n }\r\n } else {\r\n if (!clickInfo.ignore) {\r\n for (const step of scene._pointerUpStage) {\r\n pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt, clickInfo.doubleClick);\r\n }\r\n }\r\n }\r\n\r\n if (this._pickedDownMesh && this._pickedDownMesh !== this._pickedUpMesh) {\r\n const pickedDownActionManager = this._pickedDownMesh._getActionManagerForTrigger(Constants.ACTION_OnPickOutTrigger);\r\n if (pickedDownActionManager) {\r\n pickedDownActionManager.processTrigger(Constants.ACTION_OnPickOutTrigger, ActionEvent.CreateNew(this._pickedDownMesh, evt));\r\n }\r\n }\r\n\r\n if (!clickInfo.ignore) {\r\n const pi = new PointerInfo(PointerEventTypes.POINTERUP, evt, pickResult);\r\n // Set ray on picking info. Note that this info will also be reused for the tap notification.\r\n this._setRayOnPointerInfo(pickResult, evt);\r\n scene.onPointerObservable.notifyObservers(pi, PointerEventTypes.POINTERUP);\r\n\r\n if (scene.onPointerUp) {\r\n scene.onPointerUp(evt, pickResult, PointerEventTypes.POINTERUP);\r\n }\r\n\r\n if (!clickInfo.hasSwiped && !this._skipPointerTap && !this._isMultiTouchGesture) {\r\n let type = 0;\r\n if (clickInfo.singleClick) {\r\n type = PointerEventTypes.POINTERTAP;\r\n } else if (clickInfo.doubleClick) {\r\n type = PointerEventTypes.POINTERDOUBLETAP;\r\n }\r\n\r\n if (type) {\r\n const pi = new PointerInfo(type, evt, pickResult);\r\n if (scene.onPointerObservable.hasObservers() && scene.onPointerObservable.hasSpecificMask(type)) {\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)\r\n * @param pointerId - defines the pointer id to use in a multi-touch scenario (0 by default)\r\n * @returns true if the pointer was captured\r\n */\r\n public isPointerCaptured(pointerId = 0): boolean {\r\n return this._pointerCaptures[pointerId];\r\n }\r\n\r\n /**\r\n * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp\r\n * @param attachUp - defines if you want to attach events to pointerup\r\n * @param attachDown - defines if you want to attach events to pointerdown\r\n * @param attachMove - defines if you want to attach events to pointermove\r\n * @param elementToAttachTo - defines the target DOM element to attach to (will use the canvas by default)\r\n */\r\n public attachControl(attachUp = true, attachDown = true, attachMove = true, elementToAttachTo: Nullable<HTMLElement> = null): void {\r\n const scene = this._scene;\r\n const engine = scene.getEngine();\r\n\r\n if (!elementToAttachTo) {\r\n elementToAttachTo = engine.getInputElement();\r\n }\r\n\r\n if (this._alreadyAttached) {\r\n this.detachControl();\r\n }\r\n\r\n if (elementToAttachTo) {\r\n this._alreadyAttachedTo = elementToAttachTo;\r\n }\r\n this._deviceSourceManager = new DeviceSourceManager(engine);\r\n\r\n this._onPointerLockChange = (_) => {\r\n if (this._isPointerLocked && this._originMouseEvent) {\r\n this._cacheClientX = this._originMouseEvent.clientX;\r\n this._cacheClientY = this._originMouseEvent.clientY;\r\n } else {\r\n this._cacheClientX = null;\r\n this._cacheClientY = null;\r\n }\r\n };\r\n\r\n // Because this is only called from _initClickEvent, which is called in _onPointerUp, we'll use the pointerUpPredicate for the pick call\r\n this._initActionManager = (act: Nullable<AbstractActionManager>): Nullable<AbstractActionManager> => {\r\n if (!this._meshPickProceed) {\r\n const pickResult =\r\n scene.skipPointerUpPicking || (scene._registeredActions === 0 && !this._checkForPicking() && !scene.onPointerUp)\r\n ? null\r\n : scene.pick(\r\n this._unTranslatedPointerX,\r\n this._unTranslatedPointerY,\r\n scene.pointerUpPredicate,\r\n scene.pointerUpFastCheck,\r\n scene.cameraToUseForPointers,\r\n scene.pointerUpTrianglePredicate\r\n );\r\n this._currentPickResult = pickResult;\r\n if (pickResult) {\r\n act = pickResult.hit && pickResult.pickedMesh ? pickResult.pickedMesh._getActionManagerForTrigger() : null;\r\n }\r\n this._meshPickProceed = true;\r\n }\r\n return act;\r\n };\r\n\r\n this._delayedSimpleClick = (btn: number, clickInfo: _ClickInfo, cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void) => {\r\n // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different\r\n if ((Date.now() - this._previousStartingPointerTime > InputManager.DoubleClickDelay && !this._doubleClickOccured) || btn !== this._previousButtonPressed) {\r\n this._doubleClickOccured = false;\r\n clickInfo.singleClick = true;\r\n clickInfo.ignore = false;\r\n\r\n // If we have a delayed click, we need to resolve the TAP event\r\n if (this._delayedClicks[btn]) {\r\n const evt = this._delayedClicks[btn].evt;\r\n const type = PointerEventTypes.POINTERTAP;\r\n const pi = new PointerInfo(type, evt, this._currentPickResult);\r\n if (scene.onPointerObservable.hasObservers() && scene.onPointerObservable.hasSpecificMask(type)) {\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n\r\n // Clear the delayed click\r\n this._delayedClicks[btn] = null;\r\n }\r\n }\r\n };\r\n\r\n this._initClickEvent = (\r\n obs1: Observable<PointerInfoPre>,\r\n obs2: Observable<PointerInfo>,\r\n evt: IPointerEvent,\r\n cb: (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => void\r\n ): void => {\r\n const clickInfo = new _ClickInfo();\r\n this._currentPickResult = null;\r\n let act: Nullable<AbstractActionManager> = null;\r\n\r\n let checkPicking =\r\n obs1.hasSpecificMask(PointerEventTypes.POINTERPICK) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERPICK) ||\r\n obs1.hasSpecificMask(PointerEventTypes.POINTERTAP) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERTAP) ||\r\n obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) ||\r\n obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (!checkPicking && AbstractActionManager) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkPicking = act.hasPickTriggers;\r\n }\r\n }\r\n\r\n let needToIgnoreNext = false;\r\n\r\n // Never pick if this is a multi-touch gesture (e.g. pinch)\r\n checkPicking = checkPicking && !this._isMultiTouchGesture;\r\n\r\n if (checkPicking) {\r\n const btn = evt.button;\r\n clickInfo.hasSwiped = this._isPointerSwiping();\r\n\r\n if (!clickInfo.hasSwiped) {\r\n let checkSingleClickImmediately = !InputManager.ExclusiveDoubleClickMode;\r\n\r\n if (!checkSingleClickImmediately) {\r\n checkSingleClickImmediately = !obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) && !obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n\r\n if (checkSingleClickImmediately && !AbstractActionManager.HasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger)) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkSingleClickImmediately = !act.hasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n }\r\n }\r\n }\r\n\r\n if (checkSingleClickImmediately) {\r\n // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required\r\n if (Date.now() - this._previousStartingPointerTime > InputManager.DoubleClickDelay || btn !== this._previousButtonPressed) {\r\n clickInfo.singleClick = true;\r\n cb(clickInfo, this._currentPickResult);\r\n needToIgnoreNext = true;\r\n }\r\n }\r\n // at least one double click is required to be check and exclusive double click is enabled\r\n else {\r\n // Queue up a delayed click, just in case this isn't a double click\r\n // It should be noted that while this delayed event happens\r\n // because of user input, it shouldn't be considered as a direct,\r\n // timing-dependent result of that input. It's meant to just fire the TAP event\r\n const delayedClick = {\r\n evt: evt,\r\n clickInfo: clickInfo,\r\n timeoutId: window.setTimeout(this._delayedSimpleClick.bind(this, btn, clickInfo, cb), InputManager.DoubleClickDelay),\r\n };\r\n\r\n this._delayedClicks[btn] = delayedClick;\r\n }\r\n\r\n let checkDoubleClick = obs1.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP);\r\n if (!checkDoubleClick && AbstractActionManager.HasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger)) {\r\n act = this._initActionManager(act, clickInfo);\r\n if (act) {\r\n checkDoubleClick = act.hasSpecificTrigger(Constants.ACTION_OnDoublePickTrigger);\r\n }\r\n }\r\n if (checkDoubleClick) {\r\n // two successive keys pressed are equal, double click delay is not over and double click has not just occurred\r\n if (btn === this._previousButtonPressed && Date.now() - this._previousStartingPointerTime < InputManager.DoubleClickDelay && !this._doubleClickOccured) {\r\n // pointer has not moved for 2 clicks, it's a double click\r\n if (!clickInfo.hasSwiped && !this._isPointerSwiping()) {\r\n this._previousStartingPointerTime = 0;\r\n this._doubleClickOccured = true;\r\n clickInfo.doubleClick = true;\r\n clickInfo.ignore = false;\r\n // If we have a pending click, we need to cancel it\r\n if (InputManager.ExclusiveDoubleClickMode && this._delayedClicks[btn]) {\r\n clearTimeout(this._delayedClicks[btn]?.timeoutId);\r\n this._delayedClicks[btn] = null;\r\n }\r\n\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n // if the two successive clicks are too far, it's just two simple clicks\r\n else {\r\n this._doubleClickOccured = false;\r\n this._previousStartingPointerTime = this._startingPointerTime;\r\n this._previousStartingPointerPosition.x = this._startingPointerPosition.x;\r\n this._previousStartingPointerPosition.y = this._startingPointerPosition.y;\r\n this._previousButtonPressed = btn;\r\n if (InputManager.ExclusiveDoubleClickMode) {\r\n // If we have a delayed click, we need to cancel it\r\n if (this._delayedClicks[btn]) {\r\n clearTimeout(this._delayedClicks[btn]?.timeoutId);\r\n this._delayedClicks[btn] = null;\r\n }\r\n cb(clickInfo, this._previousPickResult);\r\n } else {\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n }\r\n needToIgnoreNext = true;\r\n }\r\n // just the first click of the double has been raised\r\n else {\r\n this._doubleClickOccured = false;\r\n this._previousStartingPointerTime = this._startingPointerTime;\r\n this._previousStartingPointerPosition.x = this._startingPointerPosition.x;\r\n this._previousStartingPointerPosition.y = this._startingPointerPosition.y;\r\n this._previousButtonPressed = btn!;\r\n }\r\n }\r\n }\r\n }\r\n\r\n // Even if ExclusiveDoubleClickMode is true, we need to always handle\r\n // up events at time of execution, unless we're explicitly ignoring them.\r\n if (!needToIgnoreNext) {\r\n cb(clickInfo, this._currentPickResult);\r\n }\r\n };\r\n\r\n this._onPointerMove = (evt: IMouseEvent) => {\r\n this._updatePointerPosition(evt as IPointerEvent);\r\n\r\n // Check if pointer leaves DragMovementThreshold range to determine if swipe is occurring\r\n if (!this._isSwiping && this._swipeButtonPressed !== -1) {\r\n this._isSwiping =\r\n Math.abs(this._startingPointerPosition.x - this._pointerX) > InputManager.DragMovementThreshold ||\r\n Math.abs(this._startingPointerPosition.y - this._pointerY) > InputManager.DragMovementThreshold;\r\n }\r\n\r\n // Because there's a race condition between pointermove and pointerlockchange events, we need to\r\n // verify that the pointer is still locked after each pointermove event.\r\n if (engine.isPointerLock) {\r\n engine._verifyPointerLock();\r\n }\r\n\r\n // PreObservable support\r\n if (\r\n this._checkPrePointerObservable(\r\n null,\r\n evt as IPointerEvent,\r\n evt.inputIndex >= PointerInput.MouseWheelX && evt.inputIndex <= PointerInput.MouseWheelZ ? PointerEventTypes.POINTERWHEEL : PointerEventTypes.POINTERMOVE\r\n )\r\n ) {\r\n return;\r\n }\r\n\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n if (scene.skipPointerMovePicking) {\r\n this._processPointerMove(new PickingInfo(), evt as IPointerEvent);\r\n return;\r\n }\r\n\r\n if (!scene.pointerMovePredicate) {\r\n scene.pointerMovePredicate = (mesh: AbstractMesh): boolean =>\r\n mesh.isPickable &&\r\n mesh.isVisible &&\r\n mesh.isReady() &&\r\n mesh.isEnabled() &&\r\n (mesh.enablePointerMoveEvents || scene.constantlyUpdateMeshUnderPointer || mesh._getActionManagerForTrigger() !== null) &&\r\n (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0);\r\n }\r\n\r\n const pickResult = scene._registeredActions > 0 || scene.constantlyUpdateMeshUnderPointer ? this._pickMove(evt as IPointerEvent) : null;\r\n this._processPointerMove(pickResult, evt as IPointerEvent);\r\n };\r\n\r\n this._onPointerDown = (evt: IPointerEvent) => {\r\n const freeIndex = this._activePointerIds.indexOf(-1);\r\n if (freeIndex === -1) {\r\n this._activePointerIds.push(evt.pointerId);\r\n } else {\r\n this._activePointerIds[freeIndex] = evt.pointerId;\r\n }\r\n this._activePointerIdsCount++;\r\n this._pickedDownMesh = null;\r\n this._meshPickProceed = false;\r\n\r\n // If ExclusiveDoubleClickMode is true, we need to resolve any pending delayed clicks\r\n if (InputManager.ExclusiveDoubleClickMode) {\r\n for (let i = 0; i < this._delayedClicks.length; i++) {\r\n if (this._delayedClicks[i]) {\r\n // If the button that was pressed is the same as the one that was released,\r\n // just clear the timer. This will be resolved in the up event.\r\n if (evt.button === i) {\r\n clearTimeout(this._delayedClicks[i]?.timeoutId);\r\n } else {\r\n // Otherwise, we need to resolve the click\r\n const clickInfo = this._delayedClicks[i]!.clickInfo;\r\n this._doubleClickOccured = false;\r\n clickInfo.singleClick = true;\r\n clickInfo.ignore = false;\r\n\r\n const prevEvt = this._delayedClicks[i]!.evt;\r\n const type = PointerEventTypes.POINTERTAP;\r\n const pi = new PointerInfo(type, prevEvt, this._currentPickResult);\r\n if (scene.onPointerObservable.hasObservers() && scene.onPointerObservable.hasSpecificMask(type)) {\r\n scene.onPointerObservable.notifyObservers(pi, type);\r\n }\r\n\r\n // Clear the delayed click\r\n this._delayedClicks[i] = null;\r\n }\r\n }\r\n }\r\n }\r\n\r\n this._updatePointerPosition(evt);\r\n\r\n if (this._swipeButtonPressed === -1) {\r\n this._swipeButtonPressed = evt.button;\r\n }\r\n\r\n if (scene.preventDefaultOnPointerDown && elementToAttachTo) {\r\n evt.preventDefault();\r\n elementToAttachTo.focus();\r\n }\r\n\r\n this._startingPointerPosition.x = this._pointerX;\r\n this._startingPointerPosition.y = this._pointerY;\r\n this._startingPointerTime = Date.now();\r\n\r\n // PreObservable support\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERDOWN)) {\r\n return;\r\n }\r\n\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n this._pointerCaptures[evt.pointerId] = true;\r\n\r\n if (!scene.pointerDownPredicate) {\r\n scene.pointerDownPredicate = (mesh: AbstractMesh): boolean => {\r\n return (\r\n mesh.isPickable &&\r\n mesh.isVisible &&\r\n mesh.isReady() &&\r\n mesh.isEnabled() &&\r\n (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0)\r\n );\r\n };\r\n }\r\n\r\n // Meshes\r\n this._pickedDownMesh = null;\r\n let pickResult;\r\n if (scene.skipPointerDownPicking || (scene._registeredActions === 0 && !this._checkForPicking() && !scene.onPointerDown)) {\r\n pickResult = new PickingInfo();\r\n } else {\r\n pickResult = scene.pick(\r\n this._unTranslatedPointerX,\r\n this._unTranslatedPointerY,\r\n scene.pointerDownPredicate,\r\n scene.pointerDownFastCheck,\r\n scene.cameraToUseForPointers,\r\n scene.pointerDownTrianglePredicate\r\n );\r\n }\r\n\r\n this._processPointerDown(pickResult, evt);\r\n };\r\n\r\n this._onPointerUp = (evt: IPointerEvent) => {\r\n const pointerIdIndex = this._activePointerIds.indexOf(evt.pointerId);\r\n if (pointerIdIndex === -1) {\r\n // We are attaching the pointer up to windows because of a bug in FF\r\n // If this pointerId is not paired with an _onPointerDown call, ignore it\r\n return;\r\n }\r\n\r\n this._activePointerIds[pointerIdIndex] = -1;\r\n this._activePointerIdsCount--;\r\n this._pickedUpMesh = null;\r\n this._meshPickProceed = false;\r\n\r\n this._updatePointerPosition(evt);\r\n\r\n if (scene.preventDefaultOnPointerUp && elementToAttachTo) {\r\n evt.preventDefault();\r\n elementToAttachTo.focus();\r\n }\r\n\r\n this._initClickEvent(scene.onPrePointerObservable, scene.onPointerObservable, evt, (clickInfo: _ClickInfo, pickResult: Nullable<PickingInfo>) => {\r\n // PreObservable support\r\n if (scene.onPrePointerObservable.hasObservers()) {\r\n this._skipPointerTap = false;\r\n if (!clickInfo.ignore) {\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERUP)) {\r\n // If we're skipping the next observable, we need to reset the swipe state before returning\r\n if (this._swipeButtonPressed === evt.button) {\r\n this._isSwiping = false;\r\n this._swipeButtonPressed = -1;\r\n }\r\n\r\n // If we're going to skip the POINTERUP, we need to reset the pointer capture\r\n if (evt.buttons === 0) {\r\n this._pointerCaptures[evt.pointerId] = false;\r\n }\r\n\r\n return;\r\n }\r\n if (!clickInfo.hasSwiped) {\r\n if (clickInfo.singleClick && scene.onPrePointerObservable.hasSpecificMask(PointerEventTypes.POINTERTAP)) {\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERTAP)) {\r\n this._skipPointerTap = true;\r\n }\r\n }\r\n if (clickInfo.doubleClick && scene.onPrePointerObservable.hasSpecificMask(PointerEventTypes.POINTERDOUBLETAP)) {\r\n if (this._checkPrePointerObservable(null, evt, PointerEventTypes.POINTERDOUBLETAP)) {\r\n this._skipPointerTap = true;\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n // There should be a pointer captured at this point so if there isn't we should reset and return\r\n if (!this._pointerCaptures[evt.pointerId]) {\r\n if (this._swipeButtonPressed === evt.button) {\r\n this._isSwiping = false;\r\n this._swipeButtonPressed = -1;\r\n }\r\n return;\r\n }\r\n\r\n // Only release capture if all buttons are released\r\n if (evt.buttons === 0) {\r\n this._pointerCaptures[evt.pointerId] = false;\r\n }\r\n if (!scene.cameraToUseForPointers && !scene.activeCamera) {\r\n return;\r\n }\r\n\r\n if (!scene.pointerUpPredicate) {\r\n scene.pointerUpPredicate = (mesh: AbstractMesh): boolean => {\r\n return (\r\n mesh.isPickable &&\r\n mesh.isVisible &&\r\n mesh.isReady() &&\r\n mesh.isEnabled() &&\r\n (!scene.cameraToUseForPointers || (scene.cameraToUseForPointers.layerMask & mesh.layerMask) !== 0)\r\n );\r\n };\r\n }\r\n\r\n // Meshes\r\n if (!this._meshPickProceed && ((AbstractActionManager && AbstractActionManager.HasTriggers) || this._checkForPicking() || scene.onPointerUp)) {\r\n this._initActionManager(null, clickInfo);\r\n }\r\n if (!pickResult) {\r\n pickResult = this._currentPickResult;\r\n }\r\n\r\n this._processPointerUp(pickResult, evt, clickInfo);\r\n\r\n this._previousPickResult = this._currentPickResult;\r\n\r\n if (this._swipeButtonPressed === evt.button) {\r\n this._isSwiping = false;\r\n this._swipeButtonPressed = -1;\r\n }\r\n });\r\n };\r\n\r\n this._onKeyDown = (evt: IKeyboardEvent) => {\r\n const type = KeyboardEventTypes.KEYDOWN;\r\n if (scene.onPreKeyboardObservable.hasObservers()) {\r\n const pi = new KeyboardInfoPre(type, evt);\r\n scene.onPreKeyboardObservable.notifyObservers(pi, type);\r\n if (pi.skipOnKeyboardObservable) {\r\n return;\r\n }\r\n }\r\n\r\n if (scene.onKeyboardObservable.hasObservers()) {\r\n const pi = new KeyboardInfo(type, evt);\r\n scene.onKeyboardObservable.notifyObservers(pi, type);\r\n }\r\n\r\n if (scene.actionManager) {\r\n scene.actionManager.processTrigger(Constants.ACTION_OnKeyDownTrigger, ActionEvent.CreateNewFromScene(scene, evt));\r\n }\r\n };\r\n\r\n this._onKeyUp = (evt: IKeyboardEvent) => {\r\n const type = KeyboardEventTypes.KEYUP;\r\n if (scene.onPreKeyboardObservable.hasObservers()) {\r\n const pi = new KeyboardInfoPre(type, evt);\r\n scene.onPreKeyboardObservable.notifyObservers(pi, type);\r\n if (pi.skipOnKeyboardObservable) {\r\n return;\r\n }\r\n }\r\n\r\n if (scene.onKeyboardObservable.hasObservers()) {\r\n const pi = new KeyboardInfo(type, evt);\r\n scene.onKeyboardObservable.notifyObservers(pi, type);\r\n }\r\n\r\n if (scene.actionManager) {\r\n scene.actionManager.processTrigger(Constants.ACTION_OnKeyUpTrigger, ActionEvent.CreateNewFromScene(scene, evt));\r\n }\r\n };\r\n\r\n // If a device connects that we can handle, wire up the observable\r\n this._deviceSourceManager.onDeviceConnectedObservable.add((deviceSource) => {\r\n if (deviceSource.deviceType === DeviceType.Mouse) {\r\n deviceSource.onInputChangedObservable.add((eventData) => {\r\n this._originMouseEvent = eventData;\r\n if (\r\n eventData.inputIndex === PointerInput.LeftClick ||\r\n eventData.inputIndex === PointerInput.MiddleClick ||\r\n eventData.inputIndex === PointerInput.RightClick ||\r\n eventData.inputIndex === PointerInput.BrowserBack ||\r\n eventData.inputIndex === PointerInput.BrowserForward\r\n ) {\r\n if (attachDown && deviceSource.getInput(eventData.inputIndex) === 1) {\r\n this._onPointerDown(eventData);\r\n } else if (attachUp && deviceSource.getInput(eventData.inputIndex) === 0) {\r\n this._onPointerUp(eventData);\r\n }\r\n } else if (attachMove) {\r\n if (eventData.inputIndex === PointerInput.Move) {\r\n this._onPointerMove(eventData);\r\n } else if (\r\n eventData.inputIndex === PointerInput.MouseWheelX ||\r\n eventData.inputIndex === PointerInput.MouseWheelY ||\r\n eventData.inputIndex === PointerInput.MouseWheelZ\r\n ) {\r\n this._onPointerMove(eventData);\r\n }\r\n }\r\n });\r\n } else if (deviceSource.deviceType === DeviceType.Touch) {\r\n deviceSource.onInputChangedObservable.add((eventData) => {\r\n if (eventData.inputIndex === PointerInput.LeftClick) {\r\n if (attachDown && deviceSource.getInput(eventData.inputIndex) === 1) {\r\n this._onPointerDown(eventData);\r\n if (this._activePointerIdsCount > 1) {\r\n this._isMultiTouchGesture = true;\r\n }\r\n } else if (attachUp && deviceSource.getInput(eventData.inputIndex) === 0) {\r\n this._onPointerUp(eventData);\r\n if (this._activePointerIdsCount === 0) {\r\n this._isMultiTouchGesture = false;\r\n }\r\n }\r\n }\r\n\r\n if (attachMove && eventData.inputIndex === PointerInput.Move) {\r\n this._onPointerMove(eventData);\r\n }\r\n });\r\n } else if (deviceSource.deviceType === DeviceType.Keyboard) {\r\n deviceSource.onInputChangedObservable.add((eventData) => {\r\n if (eventData.type === \"keydown\") {\r\n this._onKeyDown(eventData);\r\n } else if (eventData.type === \"keyup\") {\r\n this._onKeyUp(eventData);\r\n }\r\n });\r\n }\r\n });\r\n\r\n document.addEventListener(\"pointerlockchange\", this._onPointerLockChange);\r\n\r\n this._alreadyAttached = true;\r\n }\r\n\r\n /**\r\n * Detaches all event handlers\r\n */\r\n public detachControl() {\r\n if (this._alreadyAttached) {\r\n document.removeEventListener(\"pointerlockchange\", this._onPointerLockChange);\r\n this._deviceSourceManager!.dispose();\r\n this._deviceSourceManager = null;\r\n\r\n // Cursor\r\n if (this._alreadyAttachedTo && !this._scene.doNotHandleCursors) {\r\n this._alreadyAttachedTo.style.cursor = this._scene.defaultCursor;\r\n }\r\n\r\n this._alreadyAttached = false;\r\n this._alreadyAttachedTo = null;\r\n if (this._previousPickResult && this._previousPickResult.pickedMesh) {\r\n this._previousPickResult.pickedMesh = null;\r\n }\r\n this._previousPickResult = null;\r\n }\r\n }\r\n\r\n /**\r\n * Set the value of meshUnderPointer for a given pointerId\r\n * @param mesh - defines the mesh to use\r\n * @param pointerId - optional pointer id when using more than one pointer. Defaults to 0\r\n * @param pickResult - optional pickingInfo data used to find mesh\r\n * @param evt - optional pointer event\r\n */\r\n public setPointerOverMesh(mesh: Nullable<AbstractMesh>, pointerId: number = 0, pickResult?: Nullable<PickingInfo>, evt?: IPointerEvent): void {\r\n if (this._meshUnderPointerId[pointerId] === mesh && (!mesh || !mesh._internalAbstractMeshDataInfo._pointerOverDisableMeshTesting)) {\r\n return;\r\n }\r\n\r\n const underPointerMesh = this._meshUnderPointerId[pointerId];\r\n\r\n let actionManager: Nullable<AbstractActionManager>;\r\n if (underPointerMesh) {\r\n actionManager = underPointerMesh._getActionManagerForTrigger(Constants.ACTION_OnPointerOutTrigger);\r\n if (actionManager) {\r\n actionManager.processTrigger(Constants.ACTION_OnPointerOutTrigger, new ActionEvent(underPointerMesh, this._pointerX, this._pointerY, mesh, evt, { pointerId }));\r\n }\r\n }\r\n\r\n if (mesh) {\r\n this._meshUnderPointerId[pointerId] = mesh;\r\n this._pointerOverMesh = mesh;\r\n\r\n actionManager = mesh._getActionManagerForTrigger(Constants.ACTION_OnPointerOverTrigger);\r\n if (actionManager) {\r\n actionManager.processTrigger(Constants.ACTION_OnPointerOverTrigger, new ActionEvent(mesh, this._pointerX, this._pointerY, mesh, evt, { pointerId, pickResult }));\r\n }\r\n } else {\r\n delete this._meshUnderPointerId[pointerId];\r\n this._pointerOverMesh = null;\r\n }\r\n // if we reached this point, meshUnderPointerId has been updated. We need to notify observers that are registered.\r\n if (this._scene.onMeshUnderPointerUpdatedObservable.hasObservers()) {\r\n this._scene.onMeshUnderPointerUpdatedObservable.notifyObservers({\r\n mesh,\r\n pointerId,\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Gets the mesh under the pointer\r\n * @returns a Mesh or null if no mesh is under the pointer\r\n */\r\n public getPointerOverMesh(): Nullable<AbstractMesh> {\r\n return this.meshUnderPointer;\r\n }\r\n\r\n /**\r\n * @param mesh - Mesh to invalidate\r\n * @internal\r\n */\r\n public _invalidateMesh(mesh: AbstractMesh) {\r\n if (this._pointerOverMesh === mesh) {\r\n this._pointerOverMesh = null;\r\n }\r\n if (this._pickedDownMesh === mesh) {\r\n this._pickedDownMesh = null;\r\n }\r\n if (this._pickedUpMesh === mesh) {\r\n this._pickedUpMesh = null;\r\n }\r\n for (const pointerId in this._meshUnderPointerId) {\r\n if (this._meshUnderPointerId[pointerId] === mesh) {\r\n delete this._meshUnderPointerId[pointerId];\r\n }\r\n }\r\n }\r\n}\r\n"]}
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@@ -131,7 +131,9 @@ let MaterialPluginBase = (() => {
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131
131
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* Disposes the resources of the material.
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132
132
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* @param _forceDisposeTextures - Forces the disposal of all textures.
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*/
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134
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-
dispose(_forceDisposeTextures) {
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134
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+
dispose(_forceDisposeTextures) {
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135
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+
this._pluginManager = null;
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136
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+
}
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135
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/**
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* Returns a list of custom shader code fragments to customize the shader.
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* @param _shaderType "vertex" or "fragment"
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@@ -1 +1 @@
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1
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-
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This file must only contain pure code and pure imports */\r\n\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { type Nullable } from \"../types\";\r\nimport { MaterialPluginManager } from \"./materialPluginManager.pure\";\r\nimport { type SmartArray } from \"../Misc/smartArray\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport { type AbstractEngine } from \"../Engines/abstractEngine.pure\";\r\nimport { type Scene } from \"../scene.pure\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\nimport { type SubMesh } from \"../Meshes/subMesh.pure\";\r\nimport { type IAnimatable } from \"../Animations/animatable.interface\";\r\nimport { type UniformBuffer } from \"./uniformBuffer\";\r\nimport { type EffectFallbacks } from \"./effectFallbacks\";\r\nimport { type MaterialDefines } from \"./materialDefines\";\r\nimport { type Material } from \"./material.pure\";\r\nimport { type BaseTexture } from \"./Textures/baseTexture.pure\";\r\nimport { type RenderTargetTexture } from \"./Textures/renderTargetTexture.pure\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\n/**\r\n * Base class for material plugins.\r\n * @since 5.0\r\n */\r\nexport class MaterialPluginBase {\r\n /**\r\n * Defines the name of the plugin\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * Defines the priority of the plugin. Lower numbers run first.\r\n */\r\n @serialize()\r\n public priority: number = 500;\r\n\r\n /**\r\n * Indicates that any #include directive in the plugin code must be replaced by the corresponding code.\r\n */\r\n @serialize()\r\n public resolveIncludes: boolean = false;\r\n\r\n /**\r\n * Indicates that this plugin should be notified for the extra events (HasRenderTargetTextures / FillRenderTargetTextures / HardBindForSubMesh)\r\n */\r\n @serialize()\r\n public registerForExtraEvents: boolean = false;\r\n\r\n /**\r\n * Specifies if the material plugin should be serialized, `true` to skip serialization\r\n */\r\n public doNotSerialize = false;\r\n\r\n protected _material: Material;\r\n protected _pluginManager: MaterialPluginManager;\r\n protected _pluginDefineNames?: { [name: string]: any };\r\n\r\n /**\r\n * Gets a boolean indicating that the plugin is compatible with a given shader language.\r\n * @param shaderLanguage The shader language to use.\r\n * @returns true if the plugin is compatible with the shader language\r\n */\r\n public isCompatible(shaderLanguage: ShaderLanguage): boolean {\r\n switch (shaderLanguage) {\r\n case ShaderLanguage.GLSL:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n protected _enable(enable: boolean) {\r\n if (enable) {\r\n this._pluginManager._activatePlugin(this);\r\n }\r\n }\r\n\r\n /**\r\n * Helper function to mark defines as being dirty.\r\n */\r\n public readonly markAllDefinesAsDirty: () => void;\r\n\r\n /**\r\n * Creates a new material plugin\r\n * @param material parent material of the plugin\r\n * @param name name of the plugin\r\n * @param priority priority of the plugin\r\n * @param defines list of defines used by the plugin. The value of the property is the default value for this property\r\n * @param addToPluginList true to add the plugin to the list of plugins managed by the material plugin manager of the material (default: true)\r\n * @param enable true to enable the plugin (it is handy if the plugin does not handle properties to switch its current activation)\r\n * @param resolveIncludes Indicates that any #include directive in the plugin code must be replaced by the corresponding code (default: false)\r\n */\r\n constructor(material: Material, name: string, priority: number, defines?: { [key: string]: any }, addToPluginList = true, enable = false, resolveIncludes = false) {\r\n this._material = material;\r\n this.name = name;\r\n this.priority = priority;\r\n this.resolveIncludes = resolveIncludes;\r\n\r\n if (!material.pluginManager) {\r\n material.pluginManager = new MaterialPluginManager(material);\r\n material.onDisposeObservable.add(() => {\r\n material.pluginManager = undefined;\r\n });\r\n }\r\n\r\n this._pluginDefineNames = defines;\r\n this._pluginManager = material.pluginManager;\r\n\r\n if (addToPluginList) {\r\n this._pluginManager._addPlugin(this);\r\n }\r\n\r\n if (enable) {\r\n this._enable(true);\r\n }\r\n\r\n this.markAllDefinesAsDirty = material._dirtyCallbacks[Constants.MATERIAL_AllDirtyFlag];\r\n }\r\n\r\n /**\r\n * Gets the current class name useful for serialization or dynamic coding.\r\n * @returns The class name.\r\n */\r\n public getClassName(): string {\r\n return \"MaterialPluginBase\";\r\n }\r\n\r\n /**\r\n * Specifies that the submesh is ready to be used.\r\n * @param _defines the list of \"defines\" to update.\r\n * @param _scene defines the scene the material belongs to.\r\n * @param _engine the engine this scene belongs to.\r\n * @param _subMesh the submesh to check for readiness\r\n * @returns - boolean indicating that the submesh is ready or not.\r\n */\r\n public isReadyForSubMesh(_defines: MaterialDefines, _scene: Scene, _engine: AbstractEngine, _subMesh: SubMesh): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Binds the material data (this function is called even if mustRebind() returns false)\r\n * @param _uniformBuffer defines the Uniform buffer to fill in.\r\n * @param _scene defines the scene the material belongs to.\r\n * @param _engine defines the engine the material belongs to.\r\n * @param _subMesh the submesh to bind data for\r\n */\r\n public hardBindForSubMesh(_uniformBuffer: UniformBuffer, _scene: Scene, _engine: AbstractEngine, _subMesh: SubMesh): void {}\r\n\r\n /**\r\n * Binds the material data.\r\n * @param _uniformBuffer defines the Uniform buffer to fill in.\r\n * @param _scene defines the scene the material belongs to.\r\n * @param _engine the engine this scene belongs to.\r\n * @param _subMesh the submesh to bind data for\r\n */\r\n public bindForSubMesh(_uniformBuffer: UniformBuffer, _scene: Scene, _engine: AbstractEngine, _subMesh: SubMesh): void {}\r\n\r\n /**\r\n * Disposes the resources of the material.\r\n * @param _forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n public dispose(_forceDisposeTextures?: boolean): void {}\r\n\r\n /**\r\n * Returns a list of custom shader code fragments to customize the shader.\r\n * @param _shaderType \"vertex\" or \"fragment\"\r\n * @param _shaderLanguage The shader language to use.\r\n * @returns null if no code to be added, or a list of pointName =\\> code.\r\n * Note that `pointName` can also be a regular expression if it starts with a `!`.\r\n * In that case, the string found by the regular expression (if any) will be\r\n * replaced by the code provided.\r\n */\r\n public getCustomCode(_shaderType: string, _shaderLanguage = ShaderLanguage.GLSL): Nullable<{ [pointName: string]: string }> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Collects all defines.\r\n * @param defines The object to append to.\r\n */\r\n public collectDefines(defines: { [name: string]: { type: string; default: any } }): void {\r\n if (!this._pluginDefineNames) {\r\n return;\r\n }\r\n for (const key of Object.keys(this._pluginDefineNames)) {\r\n if (key[0] === \"_\") {\r\n continue;\r\n }\r\n\r\n const type = typeof this._pluginDefineNames[key];\r\n defines[key] = {\r\n type: type === \"number\" ? \"number\" : type === \"string\" ? \"string\" : type === \"boolean\" ? \"boolean\" : \"object\",\r\n default: this._pluginDefineNames[key],\r\n };\r\n }\r\n }\r\n\r\n /**\r\n * Sets the defines for the next rendering. Called before PrepareDefinesForAttributes is called.\r\n * @param _defines the list of \"defines\" to update.\r\n * @param _scene defines the scene to the material belongs to.\r\n * @param _mesh the mesh being rendered\r\n */\r\n public prepareDefinesBeforeAttributes(_defines: MaterialDefines, _scene: Scene, _mesh: AbstractMesh): void {}\r\n\r\n /**\r\n * Sets the defines for the next rendering\r\n * @param _defines the list of \"defines\" to update.\r\n * @param _scene defines the scene to the material belongs to.\r\n * @param _mesh the mesh being rendered\r\n */\r\n public prepareDefines(_defines: MaterialDefines, _scene: Scene, _mesh: AbstractMesh): void {}\r\n\r\n /**\r\n * Checks to see if a texture is used in the material.\r\n * @param _texture - Base texture to use.\r\n * @returns - Boolean specifying if a texture is used in the material.\r\n */\r\n public hasTexture(_texture: BaseTexture): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n * @returns true if this uses a render target otherwise false.\r\n */\r\n public hasRenderTargetTextures(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Fills the list of render target textures.\r\n * @param _renderTargets the list of render targets to update\r\n */\r\n public fillRenderTargetTextures(_renderTargets: SmartArray<RenderTargetTexture>): void {}\r\n\r\n /**\r\n * Returns an array of the actively used textures.\r\n * @param _activeTextures Array of BaseTextures\r\n */\r\n public getActiveTextures(_activeTextures: BaseTexture[]): void {}\r\n\r\n /**\r\n * Returns the animatable textures.\r\n * @param _animatables Array of animatable textures.\r\n */\r\n public getAnimatables(_animatables: IAnimatable[]): void {}\r\n\r\n /**\r\n * Add fallbacks to the effect fallbacks list.\r\n * @param defines defines the Base texture to use.\r\n * @param fallbacks defines the current fallback list.\r\n * @param currentRank defines the current fallback rank.\r\n * @returns the new fallback rank.\r\n */\r\n public addFallbacks(defines: MaterialDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n return currentRank;\r\n }\r\n\r\n /**\r\n * Gets the samplers used by the plugin.\r\n * @param _samplers list that the sampler names should be added to.\r\n */\r\n public getSamplers(_samplers: string[]): void {}\r\n\r\n /**\r\n * Gets the attributes used by the plugin.\r\n * @param _attributes list that the attribute names should be added to.\r\n * @param _scene the scene that the material belongs to.\r\n * @param _mesh the mesh being rendered.\r\n */\r\n public getAttributes(_attributes: string[], _scene: Scene, _mesh: AbstractMesh): void {}\r\n\r\n /**\r\n * Gets the uniform buffers names added by the plugin.\r\n * @param _ubos list that the ubo names should be added to.\r\n */\r\n public getUniformBuffersNames(_ubos: string[]): void {}\r\n\r\n /**\r\n * Gets the description of the uniforms to add to the ubo (if engine supports ubos) or to inject directly in the vertex/fragment shaders (if engine does not support ubos)\r\n * @param _shaderLanguage The shader language to use.\r\n * @returns the description of the uniforms\r\n */\r\n public getUniforms(_shaderLanguage = ShaderLanguage.GLSL): {\r\n ubo?: Array<{ name: string; size?: number; type?: string; arraySize?: number }>;\r\n vertex?: string;\r\n fragment?: string;\r\n externalUniforms?: string[];\r\n } {\r\n return {};\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current configuration into another one.\r\n * @param plugin define the config where to copy the info\r\n */\r\n public copyTo(plugin: MaterialPluginBase): void {\r\n SerializationHelper.Clone(() => plugin, this);\r\n }\r\n\r\n /**\r\n * Serializes this plugin configuration.\r\n * @returns - An object with the serialized config.\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses a plugin configuration from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene Defines the scene we are parsing for\r\n * @param rootUrl Defines the rootUrl to load from\r\n */\r\n public parse(source: any, scene: Scene, rootUrl: string): void {\r\n SerializationHelper.Parse(() => this, source, scene, rootUrl);\r\n }\r\n}\r\n\r\n// Register Class Name\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for materialPluginBase.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterMaterialPluginBase(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.MaterialPluginBase\", MaterialPluginBase);\r\n}\r\n"]}
|
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1
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This file must only contain pure code and pure imports */\r\n\r\nimport { serialize } from \"../Misc/decorators\";\r\nimport { type Nullable } from \"../types\";\r\nimport { MaterialPluginManager } from \"./materialPluginManager.pure\";\r\nimport { type SmartArray } from \"../Misc/smartArray\";\r\nimport { Constants } from \"../Engines/constants\";\r\n\r\nimport { type AbstractEngine } from \"../Engines/abstractEngine.pure\";\r\nimport { type Scene } from \"../scene.pure\";\r\nimport { type AbstractMesh } from \"../Meshes/abstractMesh.pure\";\r\nimport { type SubMesh } from \"../Meshes/subMesh.pure\";\r\nimport { type IAnimatable } from \"../Animations/animatable.interface\";\r\nimport { type UniformBuffer } from \"./uniformBuffer\";\r\nimport { type EffectFallbacks } from \"./effectFallbacks\";\r\nimport { type MaterialDefines } from \"./materialDefines\";\r\nimport { type Material } from \"./material.pure\";\r\nimport { type BaseTexture } from \"./Textures/baseTexture.pure\";\r\nimport { type RenderTargetTexture } from \"./Textures/renderTargetTexture.pure\";\r\nimport { SerializationHelper } from \"../Misc/decorators.serialization\";\r\nimport { ShaderLanguage } from \"./shaderLanguage\";\r\nimport { RegisterClass } from \"../Misc/typeStore\";\r\n\r\n/**\r\n * Base class for material plugins.\r\n * @since 5.0\r\n */\r\nexport class MaterialPluginBase {\r\n /**\r\n * Defines the name of the plugin\r\n */\r\n @serialize()\r\n public name: string;\r\n\r\n /**\r\n * Defines the priority of the plugin. Lower numbers run first.\r\n */\r\n @serialize()\r\n public priority: number = 500;\r\n\r\n /**\r\n * Indicates that any #include directive in the plugin code must be replaced by the corresponding code.\r\n */\r\n @serialize()\r\n public resolveIncludes: boolean = false;\r\n\r\n /**\r\n * Indicates that this plugin should be notified for the extra events (HasRenderTargetTextures / FillRenderTargetTextures / HardBindForSubMesh)\r\n */\r\n @serialize()\r\n public registerForExtraEvents: boolean = false;\r\n\r\n /**\r\n * Specifies if the material plugin should be serialized, `true` to skip serialization\r\n */\r\n public doNotSerialize = false;\r\n\r\n protected _material: Material;\r\n protected _pluginManager: MaterialPluginManager;\r\n protected _pluginDefineNames?: { [name: string]: any };\r\n\r\n /**\r\n * Gets a boolean indicating that the plugin is compatible with a given shader language.\r\n * @param shaderLanguage The shader language to use.\r\n * @returns true if the plugin is compatible with the shader language\r\n */\r\n public isCompatible(shaderLanguage: ShaderLanguage): boolean {\r\n switch (shaderLanguage) {\r\n case ShaderLanguage.GLSL:\r\n return true;\r\n default:\r\n return false;\r\n }\r\n }\r\n\r\n protected _enable(enable: boolean) {\r\n if (enable) {\r\n this._pluginManager._activatePlugin(this);\r\n }\r\n }\r\n\r\n /**\r\n * Helper function to mark defines as being dirty.\r\n */\r\n public readonly markAllDefinesAsDirty: () => void;\r\n\r\n /**\r\n * Creates a new material plugin\r\n * @param material parent material of the plugin\r\n * @param name name of the plugin\r\n * @param priority priority of the plugin\r\n * @param defines list of defines used by the plugin. The value of the property is the default value for this property\r\n * @param addToPluginList true to add the plugin to the list of plugins managed by the material plugin manager of the material (default: true)\r\n * @param enable true to enable the plugin (it is handy if the plugin does not handle properties to switch its current activation)\r\n * @param resolveIncludes Indicates that any #include directive in the plugin code must be replaced by the corresponding code (default: false)\r\n */\r\n constructor(material: Material, name: string, priority: number, defines?: { [key: string]: any }, addToPluginList = true, enable = false, resolveIncludes = false) {\r\n this._material = material;\r\n this.name = name;\r\n this.priority = priority;\r\n this.resolveIncludes = resolveIncludes;\r\n\r\n if (!material.pluginManager) {\r\n material.pluginManager = new MaterialPluginManager(material);\r\n material.onDisposeObservable.add(() => {\r\n material.pluginManager = undefined;\r\n });\r\n }\r\n\r\n this._pluginDefineNames = defines;\r\n this._pluginManager = material.pluginManager;\r\n\r\n if (addToPluginList) {\r\n this._pluginManager._addPlugin(this);\r\n }\r\n\r\n if (enable) {\r\n this._enable(true);\r\n }\r\n\r\n this.markAllDefinesAsDirty = material._dirtyCallbacks[Constants.MATERIAL_AllDirtyFlag];\r\n }\r\n\r\n /**\r\n * Gets the current class name useful for serialization or dynamic coding.\r\n * @returns The class name.\r\n */\r\n public getClassName(): string {\r\n return \"MaterialPluginBase\";\r\n }\r\n\r\n /**\r\n * Specifies that the submesh is ready to be used.\r\n * @param _defines the list of \"defines\" to update.\r\n * @param _scene defines the scene the material belongs to.\r\n * @param _engine the engine this scene belongs to.\r\n * @param _subMesh the submesh to check for readiness\r\n * @returns - boolean indicating that the submesh is ready or not.\r\n */\r\n public isReadyForSubMesh(_defines: MaterialDefines, _scene: Scene, _engine: AbstractEngine, _subMesh: SubMesh): boolean {\r\n return true;\r\n }\r\n\r\n /**\r\n * Binds the material data (this function is called even if mustRebind() returns false)\r\n * @param _uniformBuffer defines the Uniform buffer to fill in.\r\n * @param _scene defines the scene the material belongs to.\r\n * @param _engine defines the engine the material belongs to.\r\n * @param _subMesh the submesh to bind data for\r\n */\r\n public hardBindForSubMesh(_uniformBuffer: UniformBuffer, _scene: Scene, _engine: AbstractEngine, _subMesh: SubMesh): void {}\r\n\r\n /**\r\n * Binds the material data.\r\n * @param _uniformBuffer defines the Uniform buffer to fill in.\r\n * @param _scene defines the scene the material belongs to.\r\n * @param _engine the engine this scene belongs to.\r\n * @param _subMesh the submesh to bind data for\r\n */\r\n public bindForSubMesh(_uniformBuffer: UniformBuffer, _scene: Scene, _engine: AbstractEngine, _subMesh: SubMesh): void {}\r\n\r\n /**\r\n * Disposes the resources of the material.\r\n * @param _forceDisposeTextures - Forces the disposal of all textures.\r\n */\r\n public dispose(_forceDisposeTextures?: boolean): void {\r\n this._pluginManager = null as any;\r\n }\r\n\r\n /**\r\n * Returns a list of custom shader code fragments to customize the shader.\r\n * @param _shaderType \"vertex\" or \"fragment\"\r\n * @param _shaderLanguage The shader language to use.\r\n * @returns null if no code to be added, or a list of pointName =\\> code.\r\n * Note that `pointName` can also be a regular expression if it starts with a `!`.\r\n * In that case, the string found by the regular expression (if any) will be\r\n * replaced by the code provided.\r\n */\r\n public getCustomCode(_shaderType: string, _shaderLanguage = ShaderLanguage.GLSL): Nullable<{ [pointName: string]: string }> {\r\n return null;\r\n }\r\n\r\n /**\r\n * Collects all defines.\r\n * @param defines The object to append to.\r\n */\r\n public collectDefines(defines: { [name: string]: { type: string; default: any } }): void {\r\n if (!this._pluginDefineNames) {\r\n return;\r\n }\r\n for (const key of Object.keys(this._pluginDefineNames)) {\r\n if (key[0] === \"_\") {\r\n continue;\r\n }\r\n\r\n const type = typeof this._pluginDefineNames[key];\r\n defines[key] = {\r\n type: type === \"number\" ? \"number\" : type === \"string\" ? \"string\" : type === \"boolean\" ? \"boolean\" : \"object\",\r\n default: this._pluginDefineNames[key],\r\n };\r\n }\r\n }\r\n\r\n /**\r\n * Sets the defines for the next rendering. Called before PrepareDefinesForAttributes is called.\r\n * @param _defines the list of \"defines\" to update.\r\n * @param _scene defines the scene to the material belongs to.\r\n * @param _mesh the mesh being rendered\r\n */\r\n public prepareDefinesBeforeAttributes(_defines: MaterialDefines, _scene: Scene, _mesh: AbstractMesh): void {}\r\n\r\n /**\r\n * Sets the defines for the next rendering\r\n * @param _defines the list of \"defines\" to update.\r\n * @param _scene defines the scene to the material belongs to.\r\n * @param _mesh the mesh being rendered\r\n */\r\n public prepareDefines(_defines: MaterialDefines, _scene: Scene, _mesh: AbstractMesh): void {}\r\n\r\n /**\r\n * Checks to see if a texture is used in the material.\r\n * @param _texture - Base texture to use.\r\n * @returns - Boolean specifying if a texture is used in the material.\r\n */\r\n public hasTexture(_texture: BaseTexture): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating that current material needs to register RTT\r\n * @returns true if this uses a render target otherwise false.\r\n */\r\n public hasRenderTargetTextures(): boolean {\r\n return false;\r\n }\r\n\r\n /**\r\n * Fills the list of render target textures.\r\n * @param _renderTargets the list of render targets to update\r\n */\r\n public fillRenderTargetTextures(_renderTargets: SmartArray<RenderTargetTexture>): void {}\r\n\r\n /**\r\n * Returns an array of the actively used textures.\r\n * @param _activeTextures Array of BaseTextures\r\n */\r\n public getActiveTextures(_activeTextures: BaseTexture[]): void {}\r\n\r\n /**\r\n * Returns the animatable textures.\r\n * @param _animatables Array of animatable textures.\r\n */\r\n public getAnimatables(_animatables: IAnimatable[]): void {}\r\n\r\n /**\r\n * Add fallbacks to the effect fallbacks list.\r\n * @param defines defines the Base texture to use.\r\n * @param fallbacks defines the current fallback list.\r\n * @param currentRank defines the current fallback rank.\r\n * @returns the new fallback rank.\r\n */\r\n public addFallbacks(defines: MaterialDefines, fallbacks: EffectFallbacks, currentRank: number): number {\r\n return currentRank;\r\n }\r\n\r\n /**\r\n * Gets the samplers used by the plugin.\r\n * @param _samplers list that the sampler names should be added to.\r\n */\r\n public getSamplers(_samplers: string[]): void {}\r\n\r\n /**\r\n * Gets the attributes used by the plugin.\r\n * @param _attributes list that the attribute names should be added to.\r\n * @param _scene the scene that the material belongs to.\r\n * @param _mesh the mesh being rendered.\r\n */\r\n public getAttributes(_attributes: string[], _scene: Scene, _mesh: AbstractMesh): void {}\r\n\r\n /**\r\n * Gets the uniform buffers names added by the plugin.\r\n * @param _ubos list that the ubo names should be added to.\r\n */\r\n public getUniformBuffersNames(_ubos: string[]): void {}\r\n\r\n /**\r\n * Gets the description of the uniforms to add to the ubo (if engine supports ubos) or to inject directly in the vertex/fragment shaders (if engine does not support ubos)\r\n * @param _shaderLanguage The shader language to use.\r\n * @returns the description of the uniforms\r\n */\r\n public getUniforms(_shaderLanguage = ShaderLanguage.GLSL): {\r\n ubo?: Array<{ name: string; size?: number; type?: string; arraySize?: number }>;\r\n vertex?: string;\r\n fragment?: string;\r\n externalUniforms?: string[];\r\n } {\r\n return {};\r\n }\r\n\r\n /**\r\n * Makes a duplicate of the current configuration into another one.\r\n * @param plugin define the config where to copy the info\r\n */\r\n public copyTo(plugin: MaterialPluginBase): void {\r\n SerializationHelper.Clone(() => plugin, this);\r\n }\r\n\r\n /**\r\n * Serializes this plugin configuration.\r\n * @returns - An object with the serialized config.\r\n */\r\n public serialize(): any {\r\n return SerializationHelper.Serialize(this);\r\n }\r\n\r\n /**\r\n * Parses a plugin configuration from a serialized object.\r\n * @param source - Serialized object.\r\n * @param scene Defines the scene we are parsing for\r\n * @param rootUrl Defines the rootUrl to load from\r\n */\r\n public parse(source: any, scene: Scene, rootUrl: string): void {\r\n SerializationHelper.Parse(() => this, source, scene, rootUrl);\r\n }\r\n}\r\n\r\n// Register Class Name\r\n\r\nlet _Registered = false;\r\n/**\r\n * Register side effects for materialPluginBase.\r\n * Safe to call multiple times; only the first call has an effect.\r\n */\r\nexport function RegisterMaterialPluginBase(): void {\r\n if (_Registered) {\r\n return;\r\n }\r\n _Registered = true;\r\n\r\n RegisterClass(\"BABYLON.MaterialPluginBase\", MaterialPluginBase);\r\n}\r\n"]}
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@@ -21,6 +21,13 @@ export class MaterialPluginManager {
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this._material = material;
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this._scene = material.getScene();
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this._engine = this._scene.getEngine();
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+
this._scene.onDisposeObservable.addOnce(() => {
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+
this._scene = null;
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+
this._plugins.length = 0;
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+
this._activePlugins.length = 0;
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this._material = null;
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+
this._activePluginsForExtraEvents.length = 0;
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+
});
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}
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/**
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* @internal
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