@spiffcommerce/preview 3.6.2-rc.3 → 3.6.2-rc.5

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (489) hide show
  1. package/dist/lib/assetCache.esm.js +21 -0
  2. package/dist/lib/configuration.esm.js +98 -0
  3. package/dist/lib/core.esm.js +417 -0
  4. package/dist/lib/dynamicTexture.esm.js +51 -0
  5. package/dist/lib/glbLoaderExtensions.esm.js +137 -0
  6. package/dist/lib/glowLayerManager.esm.js +19 -0
  7. package/dist/lib/guid.esm.js +7 -0
  8. package/dist/lib/material.esm.js +50 -0
  9. package/dist/lib/modelContainer.esm.js +351 -0
  10. package/dist/lib/productAnimations.esm.js +123 -0
  11. package/dist/lib/productCamera.esm.js +113 -0
  12. package/dist/lib/renderConstants.esm.js +103 -0
  13. package/dist/lib/renderingPipeline.esm.js +99 -0
  14. package/dist/lib/types.esm.js +5 -0
  15. package/dist/lib/variants.esm.js +112 -0
  16. package/dist/node_modules/@babylonjs/core/Actions/abstractActionManager.esm.js +41 -0
  17. package/dist/node_modules/@babylonjs/core/Actions/action.esm.js +122 -0
  18. package/dist/node_modules/@babylonjs/core/Actions/actionEvent.esm.js +59 -0
  19. package/dist/node_modules/@babylonjs/core/Actions/actionManager.esm.js +335 -0
  20. package/dist/node_modules/@babylonjs/core/Actions/condition.esm.js +193 -0
  21. package/dist/node_modules/@babylonjs/core/Actions/directActions.esm.js +354 -0
  22. package/dist/node_modules/@babylonjs/core/Animations/animatable.esm.js +478 -0
  23. package/dist/node_modules/@babylonjs/core/Animations/animation.esm.js +866 -0
  24. package/dist/node_modules/@babylonjs/core/Animations/animationEvent.esm.js +18 -0
  25. package/dist/node_modules/@babylonjs/core/Animations/animationGroup.esm.js +470 -0
  26. package/dist/node_modules/@babylonjs/core/Animations/animationKey.esm.js +7 -0
  27. package/dist/node_modules/@babylonjs/core/Animations/animationRange.esm.js +21 -0
  28. package/dist/node_modules/@babylonjs/core/Animations/easing.esm.js +93 -0
  29. package/dist/node_modules/@babylonjs/core/Animations/runtimeAnimation.esm.js +281 -0
  30. package/dist/node_modules/@babylonjs/core/Audio/sound.esm.js +568 -0
  31. package/dist/node_modules/@babylonjs/core/Audio/weightedsound.esm.js +117 -0
  32. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/autoRotationBehavior.esm.js +145 -0
  33. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/bouncingBehavior.esm.js +93 -0
  34. package/dist/node_modules/@babylonjs/core/Behaviors/Cameras/framingBehavior.esm.js +295 -0
  35. package/dist/node_modules/@babylonjs/core/Bones/bone.esm.js +701 -0
  36. package/dist/node_modules/@babylonjs/core/Bones/skeleton.esm.js +478 -0
  37. package/dist/node_modules/@babylonjs/core/Buffers/buffer.esm.js +433 -0
  38. package/dist/node_modules/@babylonjs/core/Buffers/dataBuffer.esm.js +18 -0
  39. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraMouseWheelInput.esm.js +67 -0
  40. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/BaseCameraPointersInput.esm.js +191 -0
  41. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.esm.js +93 -0
  42. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraMouseWheelInput.esm.js +119 -0
  43. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/arcRotateCameraPointersInput.esm.js +119 -0
  44. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraKeyboardMoveInput.esm.js +108 -0
  45. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseInput.esm.js +114 -0
  46. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraMouseWheelInput.esm.js +249 -0
  47. package/dist/node_modules/@babylonjs/core/Cameras/Inputs/freeCameraTouchInput.esm.js +103 -0
  48. package/dist/node_modules/@babylonjs/core/Cameras/arcRotateCamera.esm.js +589 -0
  49. package/dist/node_modules/@babylonjs/core/Cameras/arcRotateCameraInputsManager.esm.js +37 -0
  50. package/dist/node_modules/@babylonjs/core/Cameras/camera.esm.js +686 -0
  51. package/dist/node_modules/@babylonjs/core/Cameras/cameraInputsManager.esm.js +147 -0
  52. package/dist/node_modules/@babylonjs/core/Cameras/freeCamera.esm.js +236 -0
  53. package/dist/node_modules/@babylonjs/core/Cameras/freeCameraInputsManager.esm.js +66 -0
  54. package/dist/node_modules/@babylonjs/core/Cameras/targetCamera.esm.js +214 -0
  55. package/dist/node_modules/@babylonjs/core/Collisions/intersectionInfo.esm.js +8 -0
  56. package/dist/node_modules/@babylonjs/core/Collisions/meshCollisionData.esm.js +9 -0
  57. package/dist/node_modules/@babylonjs/core/Collisions/pickingInfo.esm.js +59 -0
  58. package/dist/node_modules/@babylonjs/core/Compat/compatibilityOptions.esm.js +6 -0
  59. package/dist/node_modules/@babylonjs/core/Culling/boundingBox.esm.js +174 -0
  60. package/dist/node_modules/@babylonjs/core/Culling/boundingInfo.esm.js +159 -0
  61. package/dist/node_modules/@babylonjs/core/Culling/boundingSphere.esm.js +114 -0
  62. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceEnums.esm.js +37 -0
  63. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSource.esm.js +23 -0
  64. package/dist/node_modules/@babylonjs/core/DeviceInput/InputDevices/deviceSourceManager.esm.js +106 -0
  65. package/dist/node_modules/@babylonjs/core/DeviceInput/eventFactory.esm.js +118 -0
  66. package/dist/node_modules/@babylonjs/core/DeviceInput/internalDeviceSourceManager.esm.js +46 -0
  67. package/dist/node_modules/@babylonjs/core/DeviceInput/nativeDeviceInputSystem.esm.js +50 -0
  68. package/dist/node_modules/@babylonjs/core/DeviceInput/webDeviceInputSystem.esm.js +354 -0
  69. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.alpha.esm.js +101 -0
  70. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.cubeTexture.esm.js +103 -0
  71. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicBuffer.esm.js +11 -0
  72. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.dynamicTexture.esm.js +14 -0
  73. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.multiRender.esm.js +111 -0
  74. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.rawTexture.esm.js +109 -0
  75. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.readTexture.esm.js +76 -0
  76. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTarget.esm.js +69 -0
  77. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.renderTargetCube.esm.js +15 -0
  78. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.uniformBuffer.esm.js +29 -0
  79. package/dist/node_modules/@babylonjs/core/Engines/Extensions/engine.views.esm.js +85 -0
  80. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.esm.js +9 -0
  81. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.esm.js +36 -0
  82. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.esm.js +13 -0
  83. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.esm.js +9 -0
  84. package/dist/node_modules/@babylonjs/core/Engines/Processors/Expressions/shaderDefineExpression.esm.js +88 -0
  85. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeConditionNode.esm.js +14 -0
  86. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeCursor.esm.js +44 -0
  87. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeNode.esm.js +31 -0
  88. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderCodeTestNode.esm.js +9 -0
  89. package/dist/node_modules/@babylonjs/core/Engines/Processors/shaderProcessor.esm.js +230 -0
  90. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGL2ShaderProcessors.esm.js +30 -0
  91. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLHardwareTexture.esm.js +34 -0
  92. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLPipelineContext.esm.js +388 -0
  93. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLRenderTargetWrapper.esm.js +87 -0
  94. package/dist/node_modules/@babylonjs/core/Engines/WebGL/webGLShaderProcessors.esm.js +16 -0
  95. package/dist/node_modules/@babylonjs/core/Engines/constants.esm.js +254 -0
  96. package/dist/node_modules/@babylonjs/core/Engines/engine.esm.js +1120 -0
  97. package/dist/node_modules/@babylonjs/core/Engines/engineStore.esm.js +23 -0
  98. package/dist/node_modules/@babylonjs/core/Engines/nullEngine.esm.js +697 -0
  99. package/dist/node_modules/@babylonjs/core/Engines/performanceConfigurator.esm.js +22 -0
  100. package/dist/node_modules/@babylonjs/core/Engines/renderTargetWrapper.esm.js +273 -0
  101. package/dist/node_modules/@babylonjs/core/Engines/shaderStore.esm.js +36 -0
  102. package/dist/node_modules/@babylonjs/core/Engines/thinEngine.esm.js +2921 -0
  103. package/dist/node_modules/@babylonjs/core/Events/deviceInputEvents.esm.js +13 -0
  104. package/dist/node_modules/@babylonjs/core/Events/keyboardEvents.esm.js +41 -0
  105. package/dist/node_modules/@babylonjs/core/Events/pointerEvents.esm.js +63 -0
  106. package/dist/node_modules/@babylonjs/core/Inputs/pointerPickingConfiguration.esm.js +8 -0
  107. package/dist/node_modules/@babylonjs/core/Inputs/scene.inputManager.esm.js +418 -0
  108. package/dist/node_modules/@babylonjs/core/Layers/effectLayer.esm.js +437 -0
  109. package/dist/node_modules/@babylonjs/core/Layers/effectLayerSceneComponent.esm.js +141 -0
  110. package/dist/node_modules/@babylonjs/core/Layers/glowLayer.esm.js +343 -0
  111. package/dist/node_modules/@babylonjs/core/Layers/highlightLayer.esm.js +396 -0
  112. package/dist/node_modules/@babylonjs/core/Lights/directionalLight.esm.js +224 -0
  113. package/dist/node_modules/@babylonjs/core/Lights/hemisphericLight.esm.js +92 -0
  114. package/dist/node_modules/@babylonjs/core/Lights/light.esm.js +476 -0
  115. package/dist/node_modules/@babylonjs/core/Lights/lightConstants.esm.js +30 -0
  116. package/dist/node_modules/@babylonjs/core/Lights/pointLight.esm.js +153 -0
  117. package/dist/node_modules/@babylonjs/core/Lights/shadowLight.esm.js +196 -0
  118. package/dist/node_modules/@babylonjs/core/Lights/spotLight.esm.js +287 -0
  119. package/dist/node_modules/@babylonjs/core/Loading/sceneLoader.esm.js +551 -0
  120. package/dist/node_modules/@babylonjs/core/Loading/sceneLoaderFlags.esm.js +48 -0
  121. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrAnisotropicConfiguration.esm.js +112 -0
  122. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrBRDFConfiguration.esm.js +48 -0
  123. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrBaseMaterial.esm.js +568 -0
  124. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrClearCoatConfiguration.esm.js +139 -0
  125. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrIridescenceConfiguration.esm.js +97 -0
  126. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrMaterial.esm.js +496 -0
  127. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrSheenConfiguration.esm.js +106 -0
  128. package/dist/node_modules/@babylonjs/core/Materials/PBR/pbrSubSurfaceConfiguration.esm.js +270 -0
  129. package/dist/node_modules/@babylonjs/core/Materials/Textures/Filtering/hdrFiltering.esm.js +103 -0
  130. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/ddsTextureLoader.esm.js +53 -0
  131. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/envTextureLoader.esm.js +51 -0
  132. package/dist/node_modules/@babylonjs/core/Materials/Textures/Loaders/ktxTextureLoader.esm.js +81 -0
  133. package/dist/node_modules/@babylonjs/core/Materials/Textures/baseTexture.esm.js +542 -0
  134. package/dist/node_modules/@babylonjs/core/Materials/Textures/baseTexture.polynomial.esm.js +23 -0
  135. package/dist/node_modules/@babylonjs/core/Materials/Textures/cubeTexture.esm.js +244 -0
  136. package/dist/node_modules/@babylonjs/core/Materials/Textures/dynamicTexture.esm.js +134 -0
  137. package/dist/node_modules/@babylonjs/core/Materials/Textures/equiRectangularCubeTexture.esm.js +89 -0
  138. package/dist/node_modules/@babylonjs/core/Materials/Textures/hdrCubeTexture.esm.js +175 -0
  139. package/dist/node_modules/@babylonjs/core/Materials/Textures/internalTexture.esm.js +150 -0
  140. package/dist/node_modules/@babylonjs/core/Materials/Textures/ktx2decoderTypes.esm.js +17 -0
  141. package/dist/node_modules/@babylonjs/core/Materials/Textures/mirrorTexture.esm.js +138 -0
  142. package/dist/node_modules/@babylonjs/core/Materials/Textures/multiRenderTarget.esm.js +223 -0
  143. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawCubeTexture.esm.js +58 -0
  144. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawTexture.esm.js +156 -0
  145. package/dist/node_modules/@babylonjs/core/Materials/Textures/rawTexture2DArray.esm.js +53 -0
  146. package/dist/node_modules/@babylonjs/core/Materials/Textures/renderTargetTexture.esm.js +605 -0
  147. package/dist/node_modules/@babylonjs/core/Materials/Textures/texture.esm.js +421 -0
  148. package/dist/node_modules/@babylonjs/core/Materials/Textures/textureSampler.esm.js +101 -0
  149. package/dist/node_modules/@babylonjs/core/Materials/Textures/thinTexture.esm.js +170 -0
  150. package/dist/node_modules/@babylonjs/core/Materials/clipPlaneMaterialHelper.esm.js +28 -0
  151. package/dist/node_modules/@babylonjs/core/Materials/colorCurves.esm.js +397 -0
  152. package/dist/node_modules/@babylonjs/core/Materials/drawWrapper.esm.js +22 -0
  153. package/dist/node_modules/@babylonjs/core/Materials/effect.esm.js +890 -0
  154. package/dist/node_modules/@babylonjs/core/Materials/effectFallbacks.esm.js +73 -0
  155. package/dist/node_modules/@babylonjs/core/Materials/effectRenderer.esm.js +132 -0
  156. package/dist/node_modules/@babylonjs/core/Materials/imageProcessingConfiguration.esm.js +428 -0
  157. package/dist/node_modules/@babylonjs/core/Materials/material.detailMapConfiguration.esm.js +90 -0
  158. package/dist/node_modules/@babylonjs/core/Materials/material.esm.js +906 -0
  159. package/dist/node_modules/@babylonjs/core/Materials/materialDefines.esm.js +161 -0
  160. package/dist/node_modules/@babylonjs/core/Materials/materialFlags.esm.js +226 -0
  161. package/dist/node_modules/@babylonjs/core/Materials/materialHelper.esm.js +501 -0
  162. package/dist/node_modules/@babylonjs/core/Materials/materialPluginBase.esm.js +226 -0
  163. package/dist/node_modules/@babylonjs/core/Materials/materialPluginEvent.esm.js +7 -0
  164. package/dist/node_modules/@babylonjs/core/Materials/materialPluginManager.esm.js +212 -0
  165. package/dist/node_modules/@babylonjs/core/Materials/materialStencilState.esm.js +145 -0
  166. package/dist/node_modules/@babylonjs/core/Materials/multiMaterial.esm.js +164 -0
  167. package/dist/node_modules/@babylonjs/core/Materials/prePassConfiguration.esm.js +38 -0
  168. package/dist/node_modules/@babylonjs/core/Materials/pushMaterial.esm.js +48 -0
  169. package/dist/node_modules/@babylonjs/core/Materials/shaderLanguage.esm.js +7 -0
  170. package/dist/node_modules/@babylonjs/core/Materials/shaderMaterial.esm.js +838 -0
  171. package/dist/node_modules/@babylonjs/core/Materials/standardMaterial.esm.js +934 -0
  172. package/dist/node_modules/@babylonjs/core/Materials/uniformBuffer.esm.js +541 -0
  173. package/dist/node_modules/@babylonjs/core/Maths/math.axis.esm.js +19 -0
  174. package/dist/node_modules/@babylonjs/core/Maths/math.color.esm.js +903 -0
  175. package/dist/node_modules/@babylonjs/core/Maths/math.constants.esm.js +6 -0
  176. package/dist/node_modules/@babylonjs/core/Maths/math.frustum.esm.js +91 -0
  177. package/dist/node_modules/@babylonjs/core/Maths/math.functions.esm.js +43 -0
  178. package/dist/node_modules/@babylonjs/core/Maths/math.path.esm.js +9 -0
  179. package/dist/node_modules/@babylonjs/core/Maths/math.plane.esm.js +145 -0
  180. package/dist/node_modules/@babylonjs/core/Maths/math.scalar.esm.js +284 -0
  181. package/dist/node_modules/@babylonjs/core/Maths/math.size.esm.js +124 -0
  182. package/dist/node_modules/@babylonjs/core/Maths/math.vector.esm.js +4915 -0
  183. package/dist/node_modules/@babylonjs/core/Maths/math.viewport.esm.js +41 -0
  184. package/dist/node_modules/@babylonjs/core/Maths/sphericalPolynomial.esm.js +177 -0
  185. package/dist/node_modules/@babylonjs/core/Meshes/Builders/boxBuilder.esm.js +260 -0
  186. package/dist/node_modules/@babylonjs/core/Meshes/Compression/dracoCompression.esm.js +233 -0
  187. package/dist/node_modules/@babylonjs/core/Meshes/Compression/meshoptCompression.esm.js +47 -0
  188. package/dist/node_modules/@babylonjs/core/Meshes/WebGL/webGLDataBuffer.esm.js +12 -0
  189. package/dist/node_modules/@babylonjs/core/Meshes/abstractMesh.esm.js +1448 -0
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  196. package/dist/node_modules/@babylonjs/core/Meshes/thinInstanceMesh.esm.js +129 -0
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  198. package/dist/node_modules/@babylonjs/core/Misc/HighDynamicRange/cubemapToSphericalPolynomial.esm.js +111 -0
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  218. package/dist/node_modules/@babylonjs/core/Misc/filesInputStore.esm.js +6 -0
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  450. package/dist/node_modules/@babylonjs/loaders/glTF/1.0/glTFLoader.esm.js +902 -0
  451. package/dist/node_modules/@babylonjs/loaders/glTF/1.0/glTFLoaderInterfaces.esm.js +42 -0
  452. package/dist/node_modules/@babylonjs/loaders/glTF/1.0/glTFLoaderUtils.esm.js +195 -0
  453. package/dist/node_modules/@babylonjs/loaders/glTF/1.0/glTFMaterialsCommonExtension.esm.js +75 -0
  454. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_lights_image_based.esm.js +77 -0
  455. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.esm.js +53 -0
  456. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_meshopt_compression.esm.js +31 -0
  457. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/EXT_texture_webp.esm.js +29 -0
  458. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/ExtrasAsMetadata.esm.js +47 -0
  459. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_animation_pointer.data.esm.js +173 -0
  460. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_animation_pointer.esm.js +82 -0
  461. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_draco_mesh_compression.esm.js +68 -0
  462. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_lights_punctual.esm.js +60 -0
  463. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_anisotropy.esm.js +39 -0
  464. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_clearcoat.esm.js +42 -0
  465. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_emissive_strength.esm.js +32 -0
  466. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_ior.esm.js +35 -0
  467. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_iridescence.esm.js +41 -0
  468. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.esm.js +41 -0
  469. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_sheen.esm.js +41 -0
  470. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_specular.esm.js +41 -0
  471. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_translucency.esm.js +41 -0
  472. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_transmission.esm.js +136 -0
  473. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_unlit.esm.js +37 -0
  474. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_variants.esm.js +178 -0
  475. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_materials_volume.esm.js +40 -0
  476. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_mesh_quantization.esm.js +17 -0
  477. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_texture_basisu.esm.js +29 -0
  478. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_texture_transform.esm.js +29 -0
  479. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/KHR_xmp_json_ld.esm.js +31 -0
  480. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/MSFT_audio_emitter.esm.js +149 -0
  481. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/MSFT_lod.esm.js +170 -0
  482. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/MSFT_minecraftMesh.esm.js +29 -0
  483. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/Extensions/MSFT_sRGBFactors.esm.js +29 -0
  484. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/glTFLoader.esm.js +1562 -0
  485. package/dist/node_modules/@babylonjs/loaders/glTF/2.0/glTFLoaderAnimation.esm.js +66 -0
  486. package/dist/node_modules/@babylonjs/loaders/glTF/glTFFileLoader.esm.js +462 -0
  487. package/dist/node_modules/@babylonjs/loaders/glTF/glTFValidation.esm.js +81 -0
  488. package/package.json +6 -4
  489. /package/dist/{src/index.esm.js → index.esm.js} +0 -0
@@ -0,0 +1,147 @@
1
+ import { Logger as r } from "../Misc/logger.esm.js";
2
+ import { SerializationHelper as h } from "../Misc/decorators.esm.js";
3
+ import { Camera as o } from "./camera.esm.js";
4
+ var n = {};
5
+ class p {
6
+ /**
7
+ * Instantiate a new Camera Input Manager.
8
+ * @param camera Defines the camera the input manager belongs to
9
+ */
10
+ constructor(t) {
11
+ this.attachedToElement = !1, this.attached = {}, this.camera = t, this.checkInputs = () => {
12
+ };
13
+ }
14
+ /**
15
+ * Add an input method to a camera
16
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
17
+ * @param input Camera input method
18
+ */
19
+ add(t) {
20
+ const e = t.getSimpleName();
21
+ if (this.attached[e]) {
22
+ r.Warn("camera input of type " + e + " already exists on camera");
23
+ return;
24
+ }
25
+ this.attached[e] = t, t.camera = this.camera, t.checkInputs && (this.checkInputs = this._addCheckInputs(t.checkInputs.bind(t))), this.attachedToElement && t.attachControl(this.noPreventDefault);
26
+ }
27
+ /**
28
+ * Remove a specific input method from a camera
29
+ * example: camera.inputs.remove(camera.inputs.attached.mouse);
30
+ * @param inputToRemove camera input method
31
+ */
32
+ remove(t) {
33
+ for (const e in this.attached) {
34
+ const a = this.attached[e];
35
+ if (a === t) {
36
+ a.detachControl(), a.camera = null, delete this.attached[e], this.rebuildInputCheck();
37
+ return;
38
+ }
39
+ }
40
+ }
41
+ /**
42
+ * Remove a specific input type from a camera
43
+ * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
44
+ * @param inputType the type of the input to remove
45
+ */
46
+ removeByType(t) {
47
+ for (const e in this.attached) {
48
+ const a = this.attached[e];
49
+ a.getClassName() === t && (a.detachControl(), a.camera = null, delete this.attached[e], this.rebuildInputCheck());
50
+ }
51
+ }
52
+ _addCheckInputs(t) {
53
+ const e = this.checkInputs;
54
+ return () => {
55
+ e(), t();
56
+ };
57
+ }
58
+ /**
59
+ * Attach the input controls to the currently attached dom element to listen the events from.
60
+ * @param input Defines the input to attach
61
+ */
62
+ attachInput(t) {
63
+ this.attachedToElement && t.attachControl(this.noPreventDefault);
64
+ }
65
+ /**
66
+ * Attach the current manager inputs controls to a specific dom element to listen the events from.
67
+ * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
68
+ */
69
+ attachElement(t = !1) {
70
+ if (!this.attachedToElement) {
71
+ t = o.ForceAttachControlToAlwaysPreventDefault ? !1 : t, this.attachedToElement = !0, this.noPreventDefault = t;
72
+ for (const e in this.attached)
73
+ this.attached[e].attachControl(t);
74
+ }
75
+ }
76
+ /**
77
+ * Detach the current manager inputs controls from a specific dom element.
78
+ * @param disconnect Defines whether the input should be removed from the current list of attached inputs
79
+ */
80
+ detachElement(t = !1) {
81
+ for (const e in this.attached)
82
+ this.attached[e].detachControl(), t && (this.attached[e].camera = null);
83
+ this.attachedToElement = !1;
84
+ }
85
+ /**
86
+ * Rebuild the dynamic inputCheck function from the current list of
87
+ * defined inputs in the manager.
88
+ */
89
+ rebuildInputCheck() {
90
+ this.checkInputs = () => {
91
+ };
92
+ for (const t in this.attached) {
93
+ const e = this.attached[t];
94
+ e.checkInputs && (this.checkInputs = this._addCheckInputs(e.checkInputs.bind(e)));
95
+ }
96
+ }
97
+ /**
98
+ * Remove all attached input methods from a camera
99
+ */
100
+ clear() {
101
+ this.attachedToElement && this.detachElement(!0), this.attached = {}, this.attachedToElement = !1, this.checkInputs = () => {
102
+ };
103
+ }
104
+ /**
105
+ * Serialize the current input manager attached to a camera.
106
+ * This ensures than once parsed,
107
+ * the input associated to the camera will be identical to the current ones
108
+ * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
109
+ */
110
+ serialize(t) {
111
+ const e = {};
112
+ for (const a in this.attached) {
113
+ const s = this.attached[a], c = h.Serialize(s);
114
+ e[s.getClassName()] = c;
115
+ }
116
+ t.inputsmgr = e;
117
+ }
118
+ /**
119
+ * Parses an input manager serialized JSON to restore the previous list of inputs
120
+ * and states associated to a camera.
121
+ * @param parsedCamera Defines the JSON to parse
122
+ */
123
+ parse(t) {
124
+ const e = t.inputsmgr;
125
+ if (e) {
126
+ this.clear();
127
+ for (const a in e) {
128
+ const s = n[a];
129
+ if (s) {
130
+ const c = e[a], i = h.Parse(() => new s(), c, null);
131
+ this.add(i);
132
+ }
133
+ }
134
+ } else
135
+ for (const a in this.attached) {
136
+ const s = n[this.attached[a].getClassName()];
137
+ if (s) {
138
+ const c = h.Parse(() => new s(), t, null);
139
+ this.remove(this.attached[a]), this.add(c);
140
+ }
141
+ }
142
+ }
143
+ }
144
+ export {
145
+ n as CameraInputTypes,
146
+ p as CameraInputsManager
147
+ };
@@ -0,0 +1,236 @@
1
+ import { __decorate as r } from "../tslib.es6.esm.js";
2
+ import { serializeAsVector3 as d, serialize as h } from "../Misc/decorators.esm.js";
3
+ import { Vector3 as i, Vector2 as c } from "../Maths/math.vector.esm.js";
4
+ import { Engine as y } from "../Engines/engine.esm.js";
5
+ import { TargetCamera as p } from "./targetCamera.esm.js";
6
+ import { FreeCameraInputsManager as k } from "./freeCameraInputsManager.esm.js";
7
+ import { Tools as u } from "../Misc/tools.esm.js";
8
+ class a extends p {
9
+ /**
10
+ * Gets the input sensibility for a mouse input. (default is 2000.0)
11
+ * Higher values reduce sensitivity.
12
+ */
13
+ get angularSensibility() {
14
+ const t = this.inputs.attached.mouse;
15
+ return t ? t.angularSensibility : 0;
16
+ }
17
+ /**
18
+ * Sets the input sensibility for a mouse input. (default is 2000.0)
19
+ * Higher values reduce sensitivity.
20
+ */
21
+ set angularSensibility(t) {
22
+ const e = this.inputs.attached.mouse;
23
+ e && (e.angularSensibility = t);
24
+ }
25
+ /**
26
+ * Gets or Set the list of keyboard keys used to control the forward move of the camera.
27
+ */
28
+ get keysUp() {
29
+ const t = this.inputs.attached.keyboard;
30
+ return t ? t.keysUp : [];
31
+ }
32
+ set keysUp(t) {
33
+ const e = this.inputs.attached.keyboard;
34
+ e && (e.keysUp = t);
35
+ }
36
+ /**
37
+ * Gets or Set the list of keyboard keys used to control the upward move of the camera.
38
+ */
39
+ get keysUpward() {
40
+ const t = this.inputs.attached.keyboard;
41
+ return t ? t.keysUpward : [];
42
+ }
43
+ set keysUpward(t) {
44
+ const e = this.inputs.attached.keyboard;
45
+ e && (e.keysUpward = t);
46
+ }
47
+ /**
48
+ * Gets or Set the list of keyboard keys used to control the backward move of the camera.
49
+ */
50
+ get keysDown() {
51
+ const t = this.inputs.attached.keyboard;
52
+ return t ? t.keysDown : [];
53
+ }
54
+ set keysDown(t) {
55
+ const e = this.inputs.attached.keyboard;
56
+ e && (e.keysDown = t);
57
+ }
58
+ /**
59
+ * Gets or Set the list of keyboard keys used to control the downward move of the camera.
60
+ */
61
+ get keysDownward() {
62
+ const t = this.inputs.attached.keyboard;
63
+ return t ? t.keysDownward : [];
64
+ }
65
+ set keysDownward(t) {
66
+ const e = this.inputs.attached.keyboard;
67
+ e && (e.keysDownward = t);
68
+ }
69
+ /**
70
+ * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
71
+ */
72
+ get keysLeft() {
73
+ const t = this.inputs.attached.keyboard;
74
+ return t ? t.keysLeft : [];
75
+ }
76
+ set keysLeft(t) {
77
+ const e = this.inputs.attached.keyboard;
78
+ e && (e.keysLeft = t);
79
+ }
80
+ /**
81
+ * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
82
+ */
83
+ get keysRight() {
84
+ const t = this.inputs.attached.keyboard;
85
+ return t ? t.keysRight : [];
86
+ }
87
+ set keysRight(t) {
88
+ const e = this.inputs.attached.keyboard;
89
+ e && (e.keysRight = t);
90
+ }
91
+ /**
92
+ * Gets or Set the list of keyboard keys used to control the left rotation move of the camera.
93
+ */
94
+ get keysRotateLeft() {
95
+ const t = this.inputs.attached.keyboard;
96
+ return t ? t.keysRotateLeft : [];
97
+ }
98
+ set keysRotateLeft(t) {
99
+ const e = this.inputs.attached.keyboard;
100
+ e && (e.keysRotateLeft = t);
101
+ }
102
+ /**
103
+ * Gets or Set the list of keyboard keys used to control the right rotation move of the camera.
104
+ */
105
+ get keysRotateRight() {
106
+ const t = this.inputs.attached.keyboard;
107
+ return t ? t.keysRotateRight : [];
108
+ }
109
+ set keysRotateRight(t) {
110
+ const e = this.inputs.attached.keyboard;
111
+ e && (e.keysRotateRight = t);
112
+ }
113
+ /**
114
+ * Gets or Set the list of keyboard keys used to control the up rotation move of the camera.
115
+ */
116
+ get keysRotateUp() {
117
+ const t = this.inputs.attached.keyboard;
118
+ return t ? t.keysRotateUp : [];
119
+ }
120
+ set keysRotateUp(t) {
121
+ const e = this.inputs.attached.keyboard;
122
+ e && (e.keysRotateUp = t);
123
+ }
124
+ /**
125
+ * Gets or Set the list of keyboard keys used to control the down rotation move of the camera.
126
+ */
127
+ get keysRotateDown() {
128
+ const t = this.inputs.attached.keyboard;
129
+ return t ? t.keysRotateDown : [];
130
+ }
131
+ set keysRotateDown(t) {
132
+ const e = this.inputs.attached.keyboard;
133
+ e && (e.keysRotateDown = t);
134
+ }
135
+ /**
136
+ * Instantiates a Free Camera.
137
+ * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
138
+ * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
139
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#universal-camera
140
+ * @param name Define the name of the camera in the scene
141
+ * @param position Define the start position of the camera in the scene
142
+ * @param scene Define the scene the camera belongs to
143
+ * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active if not other active cameras have been defined
144
+ */
145
+ constructor(t, e, s, o = !0) {
146
+ super(t, e, s, o), this.ellipsoid = new i(0.5, 1, 0.5), this.ellipsoidOffset = new i(0, 0, 0), this.checkCollisions = !1, this.applyGravity = !1, this._needMoveForGravity = !1, this._oldPosition = i.Zero(), this._diffPosition = i.Zero(), this._newPosition = i.Zero(), this._collisionMask = -1, this._onCollisionPositionChange = (b, l, n = null) => {
147
+ this._newPosition.copyFrom(l), this._newPosition.subtractToRef(this._oldPosition, this._diffPosition), this._diffPosition.length() > y.CollisionsEpsilon && (this.position.addToRef(this._diffPosition, this._deferredPositionUpdate), this._deferOnly ? this._deferredUpdated = !0 : this.position.copyFrom(this._deferredPositionUpdate), this.onCollide && n && this.onCollide(n));
148
+ }, this.inputs = new k(this), this.inputs.addKeyboard().addMouse();
149
+ }
150
+ /**
151
+ * Attached controls to the current camera.
152
+ * @param ignored defines an ignored parameter kept for backward compatibility.
153
+ * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
154
+ */
155
+ attachControl(t, e) {
156
+ e = u.BackCompatCameraNoPreventDefault(arguments), this.inputs.attachElement(e);
157
+ }
158
+ /**
159
+ * Detach the current controls from the specified dom element.
160
+ */
161
+ detachControl() {
162
+ this.inputs.detachElement(), this.cameraDirection = new i(0, 0, 0), this.cameraRotation = new c(0, 0);
163
+ }
164
+ /**
165
+ * Define a collision mask to limit the list of object the camera can collide with
166
+ */
167
+ get collisionMask() {
168
+ return this._collisionMask;
169
+ }
170
+ set collisionMask(t) {
171
+ this._collisionMask = isNaN(t) ? -1 : t;
172
+ }
173
+ /**
174
+ * @internal
175
+ */
176
+ _collideWithWorld(t) {
177
+ let e;
178
+ this.parent ? e = i.TransformCoordinates(this.position, this.parent.getWorldMatrix()) : e = this.position, e.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition), this._oldPosition.addInPlace(this.ellipsoidOffset);
179
+ const s = this.getScene().collisionCoordinator;
180
+ this._collider || (this._collider = s.createCollider()), this._collider._radius = this.ellipsoid, this._collider.collisionMask = this._collisionMask;
181
+ let o = t;
182
+ this.applyGravity && (o = t.add(this.getScene().gravity)), s.getNewPosition(this._oldPosition, o, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
183
+ }
184
+ /** @internal */
185
+ _checkInputs() {
186
+ this._localDirection || (this._localDirection = i.Zero(), this._transformedDirection = i.Zero()), this.inputs.checkInputs(), super._checkInputs();
187
+ }
188
+ /**
189
+ * Enable movement without a user input. This allows gravity to always be applied.
190
+ */
191
+ set needMoveForGravity(t) {
192
+ this._needMoveForGravity = t;
193
+ }
194
+ /**
195
+ * When true, gravity is applied whether there is user input or not.
196
+ */
197
+ get needMoveForGravity() {
198
+ return this._needMoveForGravity;
199
+ }
200
+ /** @internal */
201
+ _decideIfNeedsToMove() {
202
+ return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
203
+ }
204
+ /** @internal */
205
+ _updatePosition() {
206
+ this.checkCollisions && this.getScene().collisionsEnabled ? this._collideWithWorld(this.cameraDirection) : super._updatePosition();
207
+ }
208
+ /**
209
+ * Destroy the camera and release the current resources hold by it.
210
+ */
211
+ dispose() {
212
+ this.inputs.clear(), super.dispose();
213
+ }
214
+ /**
215
+ * Gets the current object class name.
216
+ * @returns the class name
217
+ */
218
+ getClassName() {
219
+ return "FreeCamera";
220
+ }
221
+ }
222
+ r([
223
+ d()
224
+ ], a.prototype, "ellipsoid", void 0);
225
+ r([
226
+ d()
227
+ ], a.prototype, "ellipsoidOffset", void 0);
228
+ r([
229
+ h()
230
+ ], a.prototype, "checkCollisions", void 0);
231
+ r([
232
+ h()
233
+ ], a.prototype, "applyGravity", void 0);
234
+ export {
235
+ a as FreeCamera
236
+ };
@@ -0,0 +1,66 @@
1
+ import { CameraInputsManager as t } from "./cameraInputsManager.esm.js";
2
+ import { FreeCameraKeyboardMoveInput as u } from "./Inputs/freeCameraKeyboardMoveInput.esm.js";
3
+ import { FreeCameraMouseInput as s } from "./Inputs/freeCameraMouseInput.esm.js";
4
+ import { FreeCameraMouseWheelInput as r } from "./Inputs/freeCameraMouseWheelInput.esm.js";
5
+ import { FreeCameraTouchInput as o } from "./Inputs/freeCameraTouchInput.esm.js";
6
+ class d extends t {
7
+ /**
8
+ * Instantiates a new FreeCameraInputsManager.
9
+ * @param camera Defines the camera the inputs belong to
10
+ */
11
+ constructor(e) {
12
+ super(e), this._mouseInput = null, this._mouseWheelInput = null;
13
+ }
14
+ /**
15
+ * Add keyboard input support to the input manager.
16
+ * @returns the current input manager
17
+ */
18
+ addKeyboard() {
19
+ return this.add(new u()), this;
20
+ }
21
+ /**
22
+ * Add mouse input support to the input manager.
23
+ * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
24
+ * @returns the current input manager
25
+ */
26
+ addMouse(e = !0) {
27
+ return this._mouseInput || (this._mouseInput = new s(e), this.add(this._mouseInput)), this;
28
+ }
29
+ /**
30
+ * Removes the mouse input support from the manager
31
+ * @returns the current input manager
32
+ */
33
+ removeMouse() {
34
+ return this._mouseInput && this.remove(this._mouseInput), this;
35
+ }
36
+ /**
37
+ * Add mouse wheel input support to the input manager.
38
+ * @returns the current input manager
39
+ */
40
+ addMouseWheel() {
41
+ return this._mouseWheelInput || (this._mouseWheelInput = new r(), this.add(this._mouseWheelInput)), this;
42
+ }
43
+ /**
44
+ * Removes the mouse wheel input support from the manager
45
+ * @returns the current input manager
46
+ */
47
+ removeMouseWheel() {
48
+ return this._mouseWheelInput && this.remove(this._mouseWheelInput), this;
49
+ }
50
+ /**
51
+ * Add touch input support to the input manager.
52
+ * @returns the current input manager
53
+ */
54
+ addTouch() {
55
+ return this.add(new o()), this;
56
+ }
57
+ /**
58
+ * Remove all attached input methods from a camera
59
+ */
60
+ clear() {
61
+ super.clear(), this._mouseInput = null;
62
+ }
63
+ }
64
+ export {
65
+ d as FreeCameraInputsManager
66
+ };
@@ -0,0 +1,214 @@
1
+ import { __decorate as _ } from "../tslib.es6.esm.js";
2
+ import { serializeAsVector3 as m, serialize as f, serializeAsMeshReference as p } from "../Misc/decorators.esm.js";
3
+ import { Camera as n } from "./camera.esm.js";
4
+ import { Matrix as s, Vector3 as o, Vector2 as R, Quaternion as h, TmpVectors as d } from "../Maths/math.vector.esm.js";
5
+ import { Epsilon as c } from "../Maths/math.constants.esm.js";
6
+ import { Axis as l } from "../Maths/math.axis.esm.js";
7
+ class a extends n {
8
+ /**
9
+ * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
10
+ * This is the base of the follow, arc rotate cameras and Free camera
11
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras
12
+ * @param name Defines the name of the camera in the scene
13
+ * @param position Defines the start position of the camera in the scene
14
+ * @param scene Defines the scene the camera belongs to
15
+ * @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active if not other active cameras have been defined
16
+ */
17
+ constructor(t, i, e, r = !0) {
18
+ super(t, i, e, r), this._tmpUpVector = o.Zero(), this._tmpTargetVector = o.Zero(), this.cameraDirection = new o(0, 0, 0), this.cameraRotation = new R(0, 0), this.ignoreParentScaling = !1, this.updateUpVectorFromRotation = !1, this._tmpQuaternion = new h(), this.rotation = new o(0, 0, 0), this.speed = 2, this.noRotationConstraint = !1, this.invertRotation = !1, this.inverseRotationSpeed = 0.2, this.lockedTarget = null, this._currentTarget = o.Zero(), this._initialFocalDistance = 1, this._viewMatrix = s.Zero(), this._camMatrix = s.Zero(), this._cameraTransformMatrix = s.Zero(), this._cameraRotationMatrix = s.Zero(), this._referencePoint = new o(0, 0, 1), this._transformedReferencePoint = o.Zero(), this._deferredPositionUpdate = new o(), this._deferredRotationQuaternionUpdate = new h(), this._deferredRotationUpdate = new o(), this._deferredUpdated = !1, this._deferOnly = !1, this._defaultUp = o.Up(), this._cachedRotationZ = 0, this._cachedQuaternionRotationZ = 0;
19
+ }
20
+ /**
21
+ * Gets the position in front of the camera at a given distance.
22
+ * @param distance The distance from the camera we want the position to be
23
+ * @returns the position
24
+ */
25
+ getFrontPosition(t) {
26
+ this.getWorldMatrix();
27
+ const i = this.getTarget().subtract(this.position);
28
+ return i.normalize(), i.scaleInPlace(t), this.globalPosition.add(i);
29
+ }
30
+ /** @internal */
31
+ _getLockedTargetPosition() {
32
+ if (!this.lockedTarget)
33
+ return null;
34
+ if (this.lockedTarget.absolutePosition) {
35
+ const t = this.lockedTarget;
36
+ t.computeWorldMatrix().getTranslationToRef(t.absolutePosition);
37
+ }
38
+ return this.lockedTarget.absolutePosition || this.lockedTarget;
39
+ }
40
+ /**
41
+ * Store current camera state of the camera (fov, position, rotation, etc..)
42
+ * @returns the camera
43
+ */
44
+ storeState() {
45
+ return this._storedPosition = this.position.clone(), this._storedRotation = this.rotation.clone(), this.rotationQuaternion && (this._storedRotationQuaternion = this.rotationQuaternion.clone()), super.storeState();
46
+ }
47
+ /**
48
+ * Restored camera state. You must call storeState() first
49
+ * @returns whether it was successful or not
50
+ * @internal
51
+ */
52
+ _restoreStateValues() {
53
+ return super._restoreStateValues() ? (this.position = this._storedPosition.clone(), this.rotation = this._storedRotation.clone(), this.rotationQuaternion && (this.rotationQuaternion = this._storedRotationQuaternion.clone()), this.cameraDirection.copyFromFloats(0, 0, 0), this.cameraRotation.copyFromFloats(0, 0), !0) : !1;
54
+ }
55
+ /** @internal */
56
+ _initCache() {
57
+ super._initCache(), this._cache.lockedTarget = new o(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE), this._cache.rotation = new o(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE), this._cache.rotationQuaternion = new h(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
58
+ }
59
+ /**
60
+ * @internal
61
+ */
62
+ _updateCache(t) {
63
+ t || super._updateCache();
64
+ const i = this._getLockedTargetPosition();
65
+ i ? this._cache.lockedTarget ? this._cache.lockedTarget.copyFrom(i) : this._cache.lockedTarget = i.clone() : this._cache.lockedTarget = null, this._cache.rotation.copyFrom(this.rotation), this.rotationQuaternion && this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
66
+ }
67
+ // Synchronized
68
+ /** @internal */
69
+ _isSynchronizedViewMatrix() {
70
+ if (!super._isSynchronizedViewMatrix())
71
+ return !1;
72
+ const t = this._getLockedTargetPosition();
73
+ return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(t) : !t) && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));
74
+ }
75
+ // Methods
76
+ /** @internal */
77
+ _computeLocalCameraSpeed() {
78
+ const t = this.getEngine();
79
+ return this.speed * Math.sqrt(t.getDeltaTime() / (t.getFps() * 100));
80
+ }
81
+ // Target
82
+ /**
83
+ * Defines the target the camera should look at.
84
+ * @param target Defines the new target as a Vector
85
+ */
86
+ setTarget(t) {
87
+ this.upVector.normalize(), this._initialFocalDistance = t.subtract(this.position).length(), this.position.z === t.z && (this.position.z += c), this._referencePoint.normalize().scaleInPlace(this._initialFocalDistance), s.LookAtLHToRef(this.position, t, this._defaultUp, this._camMatrix), this._camMatrix.invert(), this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
88
+ const i = t.subtract(this.position);
89
+ i.x >= 0 ? this.rotation.y = -Math.atan(i.z / i.x) + Math.PI / 2 : this.rotation.y = -Math.atan(i.z / i.x) - Math.PI / 2, this.rotation.z = 0, isNaN(this.rotation.x) && (this.rotation.x = 0), isNaN(this.rotation.y) && (this.rotation.y = 0), isNaN(this.rotation.z) && (this.rotation.z = 0), this.rotationQuaternion && h.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
90
+ }
91
+ /**
92
+ * Defines the target point of the camera.
93
+ * The camera looks towards it form the radius distance.
94
+ */
95
+ get target() {
96
+ return this.getTarget();
97
+ }
98
+ set target(t) {
99
+ this.setTarget(t);
100
+ }
101
+ /**
102
+ * Return the current target position of the camera. This value is expressed in local space.
103
+ * @returns the target position
104
+ */
105
+ getTarget() {
106
+ return this._currentTarget;
107
+ }
108
+ /** @internal */
109
+ _decideIfNeedsToMove() {
110
+ return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
111
+ }
112
+ /** @internal */
113
+ _updatePosition() {
114
+ if (this.parent) {
115
+ this.parent.getWorldMatrix().invertToRef(d.Matrix[0]), o.TransformNormalToRef(this.cameraDirection, d.Matrix[0], d.Vector3[0]), this._deferredPositionUpdate.addInPlace(d.Vector3[0]), this._deferOnly ? this._deferredUpdated = !0 : this.position.copyFrom(this._deferredPositionUpdate);
116
+ return;
117
+ }
118
+ this._deferredPositionUpdate.addInPlace(this.cameraDirection), this._deferOnly ? this._deferredUpdated = !0 : this.position.copyFrom(this._deferredPositionUpdate);
119
+ }
120
+ /** @internal */
121
+ _checkInputs() {
122
+ const t = this.invertRotation ? -this.inverseRotationSpeed : 1, i = this._decideIfNeedsToMove(), e = this.cameraRotation.x || this.cameraRotation.y;
123
+ this._deferredUpdated = !1, this._deferredRotationUpdate.copyFrom(this.rotation), this._deferredPositionUpdate.copyFrom(this.position), this.rotationQuaternion && this._deferredRotationQuaternionUpdate.copyFrom(this.rotationQuaternion), i && this._updatePosition(), e && (this.rotationQuaternion && this.rotationQuaternion.toEulerAnglesToRef(this._deferredRotationUpdate), this._deferredRotationUpdate.x += this.cameraRotation.x * t, this._deferredRotationUpdate.y += this.cameraRotation.y * t, this.noRotationConstraint || (this._deferredRotationUpdate.x > 1.570796 && (this._deferredRotationUpdate.x = 1.570796), this._deferredRotationUpdate.x < -1.570796 && (this._deferredRotationUpdate.x = -1.570796)), this._deferOnly ? this._deferredUpdated = !0 : this.rotation.copyFrom(this._deferredRotationUpdate), this.rotationQuaternion && this._deferredRotationUpdate.lengthSquared() && (h.RotationYawPitchRollToRef(this._deferredRotationUpdate.y, this._deferredRotationUpdate.x, this._deferredRotationUpdate.z, this._deferredRotationQuaternionUpdate), this._deferOnly ? this._deferredUpdated = !0 : this.rotationQuaternion.copyFrom(this._deferredRotationQuaternionUpdate))), i && (Math.abs(this.cameraDirection.x) < this.speed * c && (this.cameraDirection.x = 0), Math.abs(this.cameraDirection.y) < this.speed * c && (this.cameraDirection.y = 0), Math.abs(this.cameraDirection.z) < this.speed * c && (this.cameraDirection.z = 0), this.cameraDirection.scaleInPlace(this.inertia)), e && (Math.abs(this.cameraRotation.x) < this.speed * c && (this.cameraRotation.x = 0), Math.abs(this.cameraRotation.y) < this.speed * c && (this.cameraRotation.y = 0), this.cameraRotation.scaleInPlace(this.inertia)), super._checkInputs();
124
+ }
125
+ _updateCameraRotationMatrix() {
126
+ this.rotationQuaternion ? this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix) : s.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
127
+ }
128
+ /**
129
+ * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
130
+ * @returns the current camera
131
+ */
132
+ _rotateUpVectorWithCameraRotationMatrix() {
133
+ return o.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector), this;
134
+ }
135
+ /** @internal */
136
+ _getViewMatrix() {
137
+ return this.lockedTarget && this.setTarget(this._getLockedTargetPosition()), this._updateCameraRotationMatrix(), this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z ? (this._rotateUpVectorWithCameraRotationMatrix(), this._cachedQuaternionRotationZ = this.rotationQuaternion.z) : this._cachedRotationZ !== this.rotation.z && (this._rotateUpVectorWithCameraRotationMatrix(), this._cachedRotationZ = this.rotation.z), o.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint), this.position.addToRef(this._transformedReferencePoint, this._currentTarget), this.updateUpVectorFromRotation && (this.rotationQuaternion ? l.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector) : (h.FromEulerVectorToRef(this.rotation, this._tmpQuaternion), l.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector))), this._computeViewMatrix(this.position, this._currentTarget, this.upVector), this._viewMatrix;
138
+ }
139
+ _computeViewMatrix(t, i, e) {
140
+ if (this.ignoreParentScaling) {
141
+ if (this.parent) {
142
+ const r = this.parent.getWorldMatrix();
143
+ o.TransformCoordinatesToRef(t, r, this._globalPosition), o.TransformCoordinatesToRef(i, r, this._tmpTargetVector), o.TransformNormalToRef(e, r, this._tmpUpVector), this._markSyncedWithParent();
144
+ } else
145
+ this._globalPosition.copyFrom(t), this._tmpTargetVector.copyFrom(i), this._tmpUpVector.copyFrom(e);
146
+ this.getScene().useRightHandedSystem ? s.LookAtRHToRef(this._globalPosition, this._tmpTargetVector, this._tmpUpVector, this._viewMatrix) : s.LookAtLHToRef(this._globalPosition, this._tmpTargetVector, this._tmpUpVector, this._viewMatrix);
147
+ return;
148
+ }
149
+ if (this.getScene().useRightHandedSystem ? s.LookAtRHToRef(t, i, e, this._viewMatrix) : s.LookAtLHToRef(t, i, e, this._viewMatrix), this.parent) {
150
+ const r = this.parent.getWorldMatrix();
151
+ this._viewMatrix.invert(), this._viewMatrix.multiplyToRef(r, this._viewMatrix), this._viewMatrix.getTranslationToRef(this._globalPosition), this._viewMatrix.invert(), this._markSyncedWithParent();
152
+ } else
153
+ this._globalPosition.copyFrom(t);
154
+ }
155
+ /**
156
+ * @internal
157
+ */
158
+ // eslint-disable-next-line @typescript-eslint/no-unused-vars
159
+ createRigCamera(t, i) {
160
+ if (this.cameraRigMode !== n.RIG_MODE_NONE) {
161
+ const e = new a(t, this.position.clone(), this.getScene());
162
+ return e.isRigCamera = !0, e.rigParent = this, (this.cameraRigMode === n.RIG_MODE_VR || this.cameraRigMode === n.RIG_MODE_WEBVR) && (this.rotationQuaternion || (this.rotationQuaternion = new h()), e._cameraRigParams = {}, e.rotationQuaternion = new h()), e.mode = this.mode, e.orthoLeft = this.orthoLeft, e.orthoRight = this.orthoRight, e.orthoTop = this.orthoTop, e.orthoBottom = this.orthoBottom, e;
163
+ }
164
+ return null;
165
+ }
166
+ /**
167
+ * @internal
168
+ */
169
+ _updateRigCameras() {
170
+ const t = this._rigCameras[0], i = this._rigCameras[1];
171
+ switch (this.computeWorldMatrix(), this.cameraRigMode) {
172
+ case n.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
173
+ case n.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
174
+ case n.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
175
+ case n.RIG_MODE_STEREOSCOPIC_OVERUNDER:
176
+ case n.RIG_MODE_STEREOSCOPIC_INTERLACED: {
177
+ const e = this.cameraRigMode === n.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? 1 : -1, r = this.cameraRigMode === n.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? -1 : 1;
178
+ this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * e, t), this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * r, i);
179
+ break;
180
+ }
181
+ case n.RIG_MODE_VR:
182
+ t.rotationQuaternion ? (t.rotationQuaternion.copyFrom(this.rotationQuaternion), i.rotationQuaternion.copyFrom(this.rotationQuaternion)) : (t.rotation.copyFrom(this.rotation), i.rotation.copyFrom(this.rotation)), t.position.copyFrom(this.position), i.position.copyFrom(this.position);
183
+ break;
184
+ }
185
+ super._updateRigCameras();
186
+ }
187
+ _getRigCamPositionAndTarget(t, i) {
188
+ this.getTarget().subtractToRef(this.position, a._TargetFocalPoint), a._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);
189
+ const r = a._TargetFocalPoint.addInPlace(this.position);
190
+ s.TranslationToRef(-r.x, -r.y, -r.z, a._TargetTransformMatrix), a._TargetTransformMatrix.multiplyToRef(s.RotationAxis(i.upVector, t), a._RigCamTransformMatrix), s.TranslationToRef(r.x, r.y, r.z, a._TargetTransformMatrix), a._RigCamTransformMatrix.multiplyToRef(a._TargetTransformMatrix, a._RigCamTransformMatrix), o.TransformCoordinatesToRef(this.position, a._RigCamTransformMatrix, i.position), i.setTarget(r);
191
+ }
192
+ /**
193
+ * Gets the current object class name.
194
+ * @returns the class name
195
+ */
196
+ getClassName() {
197
+ return "TargetCamera";
198
+ }
199
+ }
200
+ a._RigCamTransformMatrix = new s();
201
+ a._TargetTransformMatrix = new s();
202
+ a._TargetFocalPoint = new o();
203
+ _([
204
+ m()
205
+ ], a.prototype, "rotation", void 0);
206
+ _([
207
+ f()
208
+ ], a.prototype, "speed", void 0);
209
+ _([
210
+ p("lockedTargetId")
211
+ ], a.prototype, "lockedTarget", void 0);
212
+ export {
213
+ a as TargetCamera
214
+ };
@@ -0,0 +1,8 @@
1
+ class e {
2
+ constructor(s, t, i) {
3
+ this.bu = s, this.bv = t, this.distance = i, this.faceId = 0, this.subMeshId = 0;
4
+ }
5
+ }
6
+ export {
7
+ e as IntersectionInfo
8
+ };
@@ -0,0 +1,9 @@
1
+ import { Vector3 as o } from "../Maths/math.vector.esm.js";
2
+ class l {
3
+ constructor() {
4
+ this._checkCollisions = !1, this._collisionMask = -1, this._collisionGroup = -1, this._surroundingMeshes = null, this._collider = null, this._oldPositionForCollisions = new o(0, 0, 0), this._diffPositionForCollisions = new o(0, 0, 0), this._collisionResponse = !0;
5
+ }
6
+ }
7
+ export {
8
+ l as _MeshCollisionData
9
+ };