@babylonjs/core
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TypeScript
import { type Scene } from "../scene.js";
import { Vector3 } from "../Maths/math.vector.js";
import { type InterpolatingBehavior } from "../Behaviors/Cameras/interpolatingBehavior.js";
/**
* Holds all logic related to converting input pixel deltas into current frame deltas, taking speed / framerate into account
* to ensure smooth frame-rate-independent movement
*/
export declare class CameraMovement {
protected _cameraPosition: Vector3;
protected _behavior?: InterpolatingBehavior | undefined;
protected _scene: Scene;
/**
* Should be set by input classes to indicates whether there is active input this frame
* This helps us differentiate between 0 pixel delta due to no input vs user actively holding still
*/
activeInput: boolean;
/**
* ------------ Speed ----------------
* Speed defines the amount of camera movement expected per input pixel movement
* -----------------------------------
*/
/**
* Desired coordinate unit movement per input pixel when zooming
*/
zoomSpeed: number;
/**
* Desired coordinate unit movement per input pixel when panning
*/
panSpeed: number;
/**
* Desired radians movement per input pixel when rotating along x axis
*/
rotationXSpeed: number;
/**
* Desired radians movement per input pixel when rotating along y axis
*/
rotationYSpeed: number;
/**
* ----------- Speed multipliers ---------------
* Multipliers allow movement classes to modify the effective speed dynamically per-frame
* (ex: scale zoom based on distance from target)
* -----------------------------------
*/
/**
* Multiplied atop zoom speed. Used to dynamically adjust zoom speed based on per-frame context (ex: zoom faster when further from target)
*/
protected _zoomSpeedMultiplier: number;
/**
* Multiplied atop pan speed. Used to dynamically adjust pan speed based on per-frame context (ex: pan slowly when close to target)
*/
protected _panSpeedMultiplier: number;
/**
* ---------- Inertia ----------------
* Inertia represents the decay factor per-frame applied to the velocity when there is no user input.
* 0 = No inertia, instant stop (velocity immediately becomes 0)
* 0.5 = Strong decay, velocity halves every frame at 60fps
* 0.9 = Moderate inertia, velocity retains 90% per frame at 60fps
* 0.95 = High inertia, smooth glide, velocity retains 95% per frame at 60fps
* 1 = Infinite inertia, never stops (velocity never decays)
* -----------------------------------
*/
/**
* Inertia applied to the zoom velocity when there is no user input.
* Higher inertia === slower decay, velocity retains more of its value each frame
*/
zoomInertia: number;
/**
* Inertia applied to the panning velocity when there is no user input.
* Higher inertia === slower decay, velocity retains more of its value each frame
*/
panInertia: number;
/**
* Inertia applied to the rotation velocity when there is no user input.
* Higher inertia === slower decay, velocity retains more of its value each frame
*/
rotationInertia: number;
/**
* ---------- Accumulated Pixel Deltas -----------
* Pixel inputs accumulated throughout the frame by input classes (reset each frame after processing)
* -----------------------------------
*/
/**
* Accumulated pixel delta (by input classes) for zoom this frame
* Read by computeCurrentFrameDeltas() function and converted into zoomDeltaCurrentFrame (taking speed into account)
* Reset to zero after each frame
*/
zoomAccumulatedPixels: number;
/**
* Accumulated pixel delta (by input classes) for panning this frame
* Read by computeCurrentFrameDeltas() function and converted into panDeltaCurrentFrame (taking speed into account)
* Reset to zero after each frame
*/
panAccumulatedPixels: Vector3;
/**
* Accumulated pixel delta (by input classes) for rotation this frame
* Read by computeCurrentFrameDeltas() function and converted into rotationDeltaCurrentFrame (taking speed into account)
* Reset to zero after each frame
*/
rotationAccumulatedPixels: Vector3;
/**
* ---------- Current Frame Movement Deltas -----------
* Deltas read on each frame by camera class in order to move the camera
* -----------------------------------
*/
/**
* Zoom delta to apply to camera this frame, computed by computeCurrentFrameDeltas() from zoomPixelDelta (taking speed into account)
*/
zoomDeltaCurrentFrame: number;
/**
* Pan delta to apply to camera this frame, computed by computeCurrentFrameDeltas() from panPixelDelta (taking speed into account)
*/
panDeltaCurrentFrame: Vector3;
/**
* Rotation delta to apply to camera this frame, computed by computeCurrentFrameDeltas() from rotationPixelDelta (taking speed into account)
*/
rotationDeltaCurrentFrame: Vector3;
/**
* ---------- Velocity -----------
* Used to track velocity between frames for inertia calculation
* -----------------------------------
*/
/**
* Zoom pixel velocity used for inertia calculations (pixels / ms).
*/
protected _zoomVelocity: number;
/**
* Pan velocity used for inertia calculations (movement / time)
*/
private _panVelocity;
/**
* Rotation velocity used for inertia calculations (movement / time)
*/
private _rotationVelocity;
/**
* Used when calculating inertial decay. Default to 60fps
*/
private _prevFrameTimeMs;
constructor(scene: Scene, _cameraPosition: Vector3, _behavior?: InterpolatingBehavior | undefined);
/**
* When called, will take the accumulated pixel deltas set by input classes and convert them into current frame deltas, stored in currentFrameMovementDelta properties
* Takes speed, scaling, inertia, and framerate into account to ensure smooth movement
* Zeros out pixelDeltas before returning
*/
computeCurrentFrameDeltas(): void;
get isInterpolating(): boolean;
private _calculateCurrentVelocity;
}