@babylonjs/core
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/** This file must only contain pure code and pure imports */
import { __esDecorate, __runInitializers } from "../tslib.es6.js";
import { serialize, serializeAsVector3, serializeAsMeshReference } from "../Misc/decorators.js";
import { Camera } from "./camera.pure.js";
import { Quaternion, Matrix, Vector3, Vector2, TmpVectors } from "../Maths/math.vector.pure.js";
import { Epsilon } from "../Maths/math.constants.js";
import { Axis } from "../Maths/math.axis.js";
import { Node } from "../node.js";
import { TargetCameraMovement } from "./targetCameraMovement.js";
// Temporary cache variables to avoid allocations.
const TmpMatrix = /*#__PURE__*/ Matrix.Zero();
const TmpQuaternion = /*#__PURE__*/ Quaternion.Identity();
/**
* A target camera takes a mesh or position as a target and continues to look at it while it moves.
* This is the base of the follow, arc rotate cameras and Free camera
* @see https://doc.babylonjs.com/features/featuresDeepDive/cameras
*/
let TargetCamera = (() => {
var _a;
let _classSuper = Camera;
let _updateUpVectorFromRotation_decorators;
let _updateUpVectorFromRotation_initializers = [];
let _updateUpVectorFromRotation_extraInitializers = [];
let _rotation_decorators;
let _rotation_initializers = [];
let _rotation_extraInitializers = [];
let _speed_decorators;
let _speed_initializers = [];
let _speed_extraInitializers = [];
let _lockedTarget_decorators;
let _lockedTarget_initializers = [];
let _lockedTarget_extraInitializers = [];
return _a = class TargetCamera extends _classSuper {
/**
* Defines the inertia (decay coefficient applied per reference frame at 60fps) of the camera.
* This helps giving a smooth feeling to the camera movement.
*
* Override of {@link Camera.inertia} that writes through to the {@link movement} system so the
* framerate-independent pan/rotation glide stays in sync. Setting this updates the movement
* system immediately (matching the accessor convergence used by {@link ArcRotateCamera}).
*
* Backed by a local field rather than `super.inertia`: the shipped UMD bundle is compiled with
* TypeScript at `target: ES5`, and ES5 downleveling of `super` access inside a decorated accessor
* (the base {@link Camera.inertia} carries `@serialize()`) mis-compiles to `undefined`. That would
* feed `NaN` into the movement decay and freeze the camera. It only breaks in the ES5 UMD bundle;
* native-ESM dev keeps real `super`. See the `babylonjs/no-super-in-accessor` lint rule.
*/
get inertia() {
return this._targetInertia;
}
set inertia(value) {
this._targetInertia = value;
// `movement` is constructed in this class' constructor; guard for the base-constructor
// assignment that runs before it exists.
if (this.movement) {
this.movement.panInertia = value;
this.movement.rotationInertia = value;
}
}
/**
* Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
* This is the base of the follow, arc rotate cameras and Free camera
* @see https://doc.babylonjs.com/features/featuresDeepDive/cameras
* @param name Defines the name of the camera in the scene
* @param position Defines the start position of the camera in the scene
* @param scene Defines the scene the camera belongs to
* @param setActiveOnSceneIfNoneActive Defines whether the camera should be marked as active if not other active cameras have been defined
*/
constructor(name, position, scene, setActiveOnSceneIfNoneActive = true) {
super(name, position, scene, setActiveOnSceneIfNoneActive);
/**
* Define the current direction the camera is moving to
*/
this.cameraDirection = new Vector3(0, 0, 0);
/**
* Define the current rotation the camera is rotating to
*/
this.cameraRotation = new Vector2(0, 0);
this._targetInertia = 0.9;
/**
* When set, the up vector of the camera will be updated by the rotation of the camera
*/
this.updateUpVectorFromRotation = __runInitializers(this, _updateUpVectorFromRotation_initializers, false);
/**
* Define the current rotation of the camera
*/
this.rotation = (__runInitializers(this, _updateUpVectorFromRotation_extraInitializers), __runInitializers(this, _rotation_initializers, void 0));
/**
* Define the current rotation of the camera as a quaternion to prevent Gimbal lock
*/
this.rotationQuaternion = __runInitializers(this, _rotation_extraInitializers);
/**
* Define the current speed of the camera
*/
this.speed = __runInitializers(this, _speed_initializers, 2.0);
/**
* Add constraint to the camera to prevent it to move freely in all directions and
* around all axis.
*/
this.noRotationConstraint = (__runInitializers(this, _speed_extraInitializers), false);
/**
* Reverses mouselook direction to 'natural' panning as opposed to traditional direct
* panning
*/
this.invertRotation = false;
/**
* Speed multiplier for inverse camera panning
*/
this.inverseRotationSpeed = 0.2;
/**
* @internal
* @experimental
* Can be used to change clamping behavior for inertia. Hook into onBeforeRenderObservable to change the value per-frame
*/
this._panningEpsilon = Epsilon;
/**
* @internal
* @experimental
* Can be used to change clamping behavior for inertia. Hook into onBeforeRenderObservable to change the value per-frame
*/
this._rotationEpsilon = Epsilon;
/**
* Define the current target of the camera as an object or a position.
* Please note that locking a target will disable panning.
*/
this.lockedTarget = __runInitializers(this, _lockedTarget_initializers, null);
this._currentTarget = (__runInitializers(this, _lockedTarget_extraInitializers), Vector3.Zero());
this._initialFocalDistance = 1;
this._viewMatrix = Matrix.Zero();
/** @internal */
this._cameraTransformMatrix = Matrix.Zero();
/** @internal */
this._cameraRotationMatrix = Matrix.Zero();
this._transformedReferencePoint = Vector3.Zero();
this._deferredPositionUpdate = new Vector3();
this._deferredRotationQuaternionUpdate = new Quaternion();
this._deferredRotationUpdate = new Vector3();
this._deferredUpdated = false;
this._deferOnly = false;
this._cachedRotationZ = 0;
this._cachedQuaternionRotationZ = 0;
this._referencePoint = Vector3.Forward(this.getScene().useRightHandedSystem);
// Set the y component of the rotation to Math.PI in right-handed system for backwards compatibility.
this.rotation = new Vector3(0, this.getScene().useRightHandedSystem ? Math.PI : 0, 0);
this.movement = new TargetCameraMovement(this.getScene(), this.position);
// Seed movement-system inertia from the value set during base/subclass construction.
// After this point, the `inertia` setter on this class pushes directly to movement.
this.movement.panInertia = this.inertia;
this.movement.rotationInertia = this.inertia;
}
/**
* Gets the position in front of the camera at a given distance.
* @param distance The distance from the camera we want the position to be
* @returns the position
*/
getFrontPosition(distance) {
this.getWorldMatrix();
const worldForward = TmpVectors.Vector3[0];
const localForward = TmpVectors.Vector3[1];
localForward.set(0, 0, this._scene.useRightHandedSystem ? -1.0 : 1.0);
this.getDirectionToRef(localForward, worldForward);
worldForward.scaleInPlace(distance);
return this.globalPosition.add(worldForward);
}
/** @internal */
_getLockedTargetPosition() {
if (!this.lockedTarget) {
return null;
}
if (this.lockedTarget.absolutePosition) {
const lockedTarget = this.lockedTarget;
const m = lockedTarget.computeWorldMatrix();
// in some cases the absolute position resets externally, but doesn't update since the matrix is cached.
m.getTranslationToRef(lockedTarget.absolutePosition);
}
return this.lockedTarget.absolutePosition || this.lockedTarget;
}
/**
* Store current camera state of the camera (fov, position, rotation, etc..)
* @returns the camera
*/
storeState() {
this._storedPosition = this.position.clone();
this._storedRotation = this.rotation.clone();
if (this.rotationQuaternion) {
this._storedRotationQuaternion = this.rotationQuaternion.clone();
}
return super.storeState();
}
/**
* Restored camera state. You must call storeState() first
* @returns whether it was successful or not
* @internal
*/
_restoreStateValues() {
if (!super._restoreStateValues()) {
return false;
}
this.position = this._storedPosition.clone();
this.rotation = this._storedRotation.clone();
if (this.rotationQuaternion && this._storedRotationQuaternion) {
this.rotationQuaternion = this._storedRotationQuaternion.clone();
}
this.cameraDirection.copyFromFloats(0, 0, 0);
this.cameraRotation.copyFromFloats(0, 0);
return true;
}
/** @internal */
_initCache() {
super._initCache();
this._cache.lockedTarget = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
this._cache.rotation = new Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
this._cache.rotationQuaternion = new Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
}
/**
* @internal
*/
_updateCache(ignoreParentClass) {
if (!ignoreParentClass) {
super._updateCache();
}
const lockedTargetPosition = this._getLockedTargetPosition();
if (!lockedTargetPosition) {
this._cache.lockedTarget = null;
}
else {
if (!this._cache.lockedTarget) {
this._cache.lockedTarget = lockedTargetPosition.clone();
}
else {
this._cache.lockedTarget.copyFrom(lockedTargetPosition);
}
}
this._cache.rotation.copyFrom(this.rotation);
if (this.rotationQuaternion) {
this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
}
}
// Synchronized
/** @internal */
_isSynchronizedViewMatrix() {
if (!super._isSynchronizedViewMatrix()) {
return false;
}
const lockedTargetPosition = this._getLockedTargetPosition();
return ((this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition) &&
(this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation)));
}
// Methods
/** @internal */
_computeLocalCameraSpeed() {
const engine = this.getEngine();
return this.speed * Math.sqrt(engine.getDeltaTime() / (engine.getFps() * 100.0));
}
// Target
/**
* Defines the target the camera should look at.
* @param target Defines the new target as a Vector
*/
setTarget(target) {
this.upVector.normalize();
this._initialFocalDistance = target.subtract(this.position).length();
if (this.position.z === target.z) {
this.position.z += Epsilon;
}
this._referencePoint.normalize().scaleInPlace(this._initialFocalDistance);
if (this.getScene().useRightHandedSystem) {
Matrix.LookAtRHToRef(this.position, target, Vector3.UpReadOnly, TmpMatrix);
}
else {
Matrix.LookAtLHToRef(this.position, target, Vector3.UpReadOnly, TmpMatrix);
}
TmpMatrix.invert();
const rotationQuaternion = this.rotationQuaternion || TmpQuaternion;
Quaternion.FromRotationMatrixToRef(TmpMatrix, rotationQuaternion);
rotationQuaternion.toEulerAnglesToRef(this.rotation);
// Explicitly set z to 0 to match previous behavior.
this.rotation.z = 0;
}
/**
* Defines the target point of the camera.
* The camera looks towards it form the radius distance.
*/
get target() {
return this.getTarget();
}
set target(value) {
this.setTarget(value);
}
/**
* Return the current target position of the camera. This value is expressed in local space.
* @returns the target position
*/
getTarget() {
return this._currentTarget;
}
/** @internal */
_decideIfNeedsToMove() {
return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
}
/** @internal */
_updatePosition() {
if (this.parent) {
this.parent.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);
Vector3.TransformNormalToRef(this.cameraDirection, TmpVectors.Matrix[0], TmpVectors.Vector3[0]);
this._deferredPositionUpdate.addInPlace(TmpVectors.Vector3[0]);
if (!this._deferOnly) {
this.position.copyFrom(this._deferredPositionUpdate);
}
else {
this._deferredUpdated = true;
}
return;
}
this._deferredPositionUpdate.addInPlace(this.cameraDirection);
if (!this._deferOnly) {
this.position.copyFrom(this._deferredPositionUpdate);
}
else {
this._deferredUpdated = true;
}
}
/** @internal */
_checkInputs() {
// Fold this frame's raw input — written to `cameraDirection`/`cameraRotation` by the input
// classes (and honored from direct external writes) — into the movement system, then let it
// produce framerate-independent per-frame deltas (input plus inertial glide). The applied
// delta is written back into `cameraDirection`/`cameraRotation` purely as a within-frame
// hand-off so the collision, gravity, and rotation-constraint logic below reads it unchanged.
// Both fields are reset to 0 at the end of this method (the inertial glide now lives in the
// movement system's velocity, not in these fields), so external code polling them *after*
// `_checkInputs()` reads 0 rather than the legacy residual glide value.
const movement = this.movement;
// Capture whether there is raw input on the pan channel THIS frame, before it is folded into the
// movement system. This gates the legacy panning cutoff below so it only ends a decaying inertial
// tail and never discards a small but legitimate active-input delta.
const hasPanInput = this.cameraDirection.x !== 0 || this.cameraDirection.y !== 0 || this.cameraDirection.z !== 0;
movement.panAccumulatedPixels.addInPlace(this.cameraDirection);
movement.rotationAccumulatedPixels.x += this.cameraRotation.x;
movement.rotationAccumulatedPixels.y += this.cameraRotation.y;
movement.computeCurrentFrameDeltas();
this.cameraDirection.copyFrom(movement.panDeltaCurrentFrame);
this.cameraRotation.set(movement.rotationDeltaCurrentFrame.x, movement.rotationDeltaCurrentFrame.y);
// Backward-compat glide cutoff: honor the legacy `_panningEpsilon` knob for translation.
// Legacy `_checkInputs` snapped `cameraDirection` to 0 once the glide fell below the threshold,
// ending the inertial glide at that point. The framerate-independent port moved glide into the
// movement system's velocity, so we mirror that cutoff here and reset the velocity so the glide
// terminates at the same point (and the public knob stays meaningful). This is gated on
// `!hasPanInput` so it only fires on the decaying tail: on an active-input frame the emitted
// delta is always applied, even when it is below the limit. Translation magnitude scales with
// `this.speed` (inputs use `_computeLocalCameraSpeed`), so the panning cutoff is scaled by
// `speed` too, keeping the glide *duration* independent of speed.
const inertialPanningLimit = this.speed * this._panningEpsilon;
if (!hasPanInput &&
Math.abs(this.cameraDirection.x) < inertialPanningLimit &&
Math.abs(this.cameraDirection.y) < inertialPanningLimit &&
Math.abs(this.cameraDirection.z) < inertialPanningLimit) {
this.cameraDirection.setAll(0);
movement.resetPanVelocity();
}
// Rotation has no legacy per-frame-delta cutoff: the movement system already terminates the
// glide via its own framerate-independent velocity epsilon, so `cameraRotation` is naturally 0
// once the rotation velocity decays. Applying a coarse `_rotationEpsilon` snap on top truncated
// the inertia tail and reintroduced framerate dependence (the snap tests a per-frame delta, which
// shrinks at high refresh rates), producing a visible "cut" in the glide that was worst at high
// speeds and high frame rates (forum 61001). Deferring entirely to the velocity epsilon gives the
// same smooth ease-out at every `speed` and refresh rate.
const directionMultiplier = this.invertRotation ? -this.inverseRotationSpeed : 1.0;
const needToMove = this._decideIfNeedsToMove();
const needToRotate = !!(this.cameraRotation.x || this.cameraRotation.y);
this._deferredUpdated = false;
this._deferredRotationUpdate.copyFrom(this.rotation);
this._deferredPositionUpdate.copyFrom(this.position);
if (this.rotationQuaternion) {
this._deferredRotationQuaternionUpdate.copyFrom(this.rotationQuaternion);
}
// Move
if (needToMove) {
this._updatePosition();
}
// Rotate
if (needToRotate) {
//rotate, if quaternion is set and rotation was used
if (this.rotationQuaternion) {
this.rotationQuaternion.toEulerAnglesToRef(this._deferredRotationUpdate);
}
this._deferredRotationUpdate.x += this.cameraRotation.x * directionMultiplier;
this._deferredRotationUpdate.y += this.cameraRotation.y * directionMultiplier;
// Apply constraints
if (!this.noRotationConstraint) {
const limit = 1.570796;
if (this._deferredRotationUpdate.x > limit) {
this._deferredRotationUpdate.x = limit;
}
if (this._deferredRotationUpdate.x < -limit) {
this._deferredRotationUpdate.x = -limit;
}
}
if (!this._deferOnly) {
this.rotation.copyFrom(this._deferredRotationUpdate);
}
else {
this._deferredUpdated = true;
}
//rotate, if quaternion is set and rotation was used
if (this.rotationQuaternion) {
const len = this._deferredRotationUpdate.lengthSquared();
if (len) {
Quaternion.RotationYawPitchRollToRef(this._deferredRotationUpdate.y, this._deferredRotationUpdate.x, this._deferredRotationUpdate.z, this._deferredRotationQuaternionUpdate);
if (!this._deferOnly) {
this.rotationQuaternion.copyFrom(this._deferredRotationQuaternionUpdate);
}
else {
this._deferredUpdated = true;
}
}
}
}
// The movement system now owns inertial decay (framerate-independent), so reset the
// per-frame delta surfaces. Glide persists inside the movement velocity and is re-emitted
// next frame via `computeCurrentFrameDeltas`; zeroing here prevents the just-applied delta
// from being re-folded into the accumulators on the next frame.
this.cameraDirection.setAll(0);
this.cameraRotation.set(0, 0);
super._checkInputs();
}
_updateCameraRotationMatrix() {
if (this.rotationQuaternion) {
this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
}
else {
Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
}
}
/**
* 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)
* @returns the current camera
*/
_rotateUpVectorWithCameraRotationMatrix() {
Vector3.TransformNormalToRef(Vector3.UpReadOnly, this._cameraRotationMatrix, this.upVector);
return this;
}
/** @internal */
_getViewMatrix() {
if (this.lockedTarget) {
this.setTarget(this._getLockedTargetPosition());
}
// Compute
this._updateCameraRotationMatrix();
// Apply the changed rotation to the upVector
if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {
this._rotateUpVectorWithCameraRotationMatrix();
this._cachedQuaternionRotationZ = this.rotationQuaternion.z;
}
else if (this._cachedRotationZ !== this.rotation.z) {
this._rotateUpVectorWithCameraRotationMatrix();
this._cachedRotationZ = this.rotation.z;
}
Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
// Computing target and final matrix
this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
if (this.updateUpVectorFromRotation) {
if (this.rotationQuaternion) {
Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);
}
else {
Quaternion.FromEulerVectorToRef(this.rotation, TmpQuaternion);
Axis.Y.rotateByQuaternionToRef(TmpQuaternion, this.upVector);
}
}
this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
return this._viewMatrix;
}
_computeViewMatrix(position, target, up) {
if (this.getScene().useRightHandedSystem) {
Matrix.LookAtRHToRef(position, target, up, this._viewMatrix);
}
else {
Matrix.LookAtLHToRef(position, target, up, this._viewMatrix);
}
if (this.parent) {
const parentWorldMatrix = this.parent.getWorldMatrix();
this._viewMatrix.invert();
this._viewMatrix.multiplyToRef(parentWorldMatrix, this._viewMatrix);
this._viewMatrix.invert();
this._markSyncedWithParent();
}
}
/**
* @internal
*/
// eslint-disable-next-line @typescript-eslint/no-unused-vars
createRigCamera(name, cameraIndex) {
if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
const rigCamera = new _a(name, this.position.clone(), this.getScene());
rigCamera.isRigCamera = true;
rigCamera.rigParent = this;
if (this.cameraRigMode === Camera.RIG_MODE_VR) {
if (!this.rotationQuaternion) {
this.rotationQuaternion = new Quaternion();
}
rigCamera._cameraRigParams = {};
rigCamera.rotationQuaternion = new Quaternion();
}
rigCamera.mode = this.mode;
rigCamera.orthoLeft = this.orthoLeft;
rigCamera.orthoRight = this.orthoRight;
rigCamera.orthoTop = this.orthoTop;
rigCamera.orthoBottom = this.orthoBottom;
return rigCamera;
}
return null;
}
/**
* @internal
*/
_updateRigCameras() {
const camLeft = this._rigCameras[0];
const camRight = this._rigCameras[1];
this.computeWorldMatrix();
switch (this.cameraRigMode) {
case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
case Camera.RIG_MODE_STEREOSCOPIC_INTERLACED: {
//provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
const leftSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? 1 : -1;
const rightSign = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED ? -1 : 1;
this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft);
this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * rightSign, camRight);
break;
}
case Camera.RIG_MODE_VR:
if (camLeft.rotationQuaternion && camRight.rotationQuaternion && this.rotationQuaternion) {
camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
}
else {
camLeft.rotation.copyFrom(this.rotation);
camRight.rotation.copyFrom(this.rotation);
}
camLeft.position.copyFrom(this.position);
camRight.position.copyFrom(this.position);
break;
}
super._updateRigCameras();
}
_getRigCamPositionAndTarget(halfSpace, rigCamera) {
const target = this.getTarget();
target.subtractToRef(this.position, _a._TargetFocalPoint);
_a._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);
const newFocalTarget = _a._TargetFocalPoint.addInPlace(this.position);
Matrix.TranslationToRef(-newFocalTarget.x, -newFocalTarget.y, -newFocalTarget.z, _a._TargetTransformMatrix);
_a._TargetTransformMatrix.multiplyToRef(Matrix.RotationAxis(rigCamera.upVector, halfSpace), _a._RigCamTransformMatrix);
Matrix.TranslationToRef(newFocalTarget.x, newFocalTarget.y, newFocalTarget.z, _a._TargetTransformMatrix);
_a._RigCamTransformMatrix.multiplyToRef(_a._TargetTransformMatrix, _a._RigCamTransformMatrix);
Vector3.TransformCoordinatesToRef(this.position, _a._RigCamTransformMatrix, rigCamera.position);
rigCamera.setTarget(newFocalTarget);
}
/**
* Gets the current object class name.
* @returns the class name
*/
getClassName() {
return "TargetCamera";
}
},
(() => {
const _metadata = typeof Symbol === "function" && Symbol.metadata ? Object.create(_classSuper[Symbol.metadata] ?? null) : void 0;
_updateUpVectorFromRotation_decorators = [serialize()];
_rotation_decorators = [serializeAsVector3()];
_speed_decorators = [serialize()];
_lockedTarget_decorators = [serializeAsMeshReference("lockedTargetId")];
__esDecorate(null, null, _updateUpVectorFromRotation_decorators, { kind: "field", name: "updateUpVectorFromRotation", static: false, private: false, access: { has: obj => "updateUpVectorFromRotation" in obj, get: obj => obj.updateUpVectorFromRotation, set: (obj, value) => { obj.updateUpVectorFromRotation = value; } }, metadata: _metadata }, _updateUpVectorFromRotation_initializers, _updateUpVectorFromRotation_extraInitializers);
__esDecorate(null, null, _rotation_decorators, { kind: "field", name: "rotation", static: false, private: false, access: { has: obj => "rotation" in obj, get: obj => obj.rotation, set: (obj, value) => { obj.rotation = value; } }, metadata: _metadata }, _rotation_initializers, _rotation_extraInitializers);
__esDecorate(null, null, _speed_decorators, { kind: "field", name: "speed", static: false, private: false, access: { has: obj => "speed" in obj, get: obj => obj.speed, set: (obj, value) => { obj.speed = value; } }, metadata: _metadata }, _speed_initializers, _speed_extraInitializers);
__esDecorate(null, null, _lockedTarget_decorators, { kind: "field", name: "lockedTarget", static: false, private: false, access: { has: obj => "lockedTarget" in obj, get: obj => obj.lockedTarget, set: (obj, value) => { obj.lockedTarget = value; } }, metadata: _metadata }, _lockedTarget_initializers, _lockedTarget_extraInitializers);
if (_metadata) Object.defineProperty(_a, Symbol.metadata, { enumerable: true, configurable: true, writable: true, value: _metadata });
})(),
_a._RigCamTransformMatrix = new Matrix(),
_a._TargetTransformMatrix = new Matrix(),
_a._TargetFocalPoint = new Vector3(),
_a;
})();
export { TargetCamera };
let _Registered = false;
/**
* Register side effects for targetCamera.
* Safe to call multiple times; only the first call has an effect.
*/
export function RegisterTargetCamera() {
if (_Registered) {
return;
}
_Registered = true;
Node.AddNodeConstructor("TargetCamera", (name, scene) => {
return () => new TargetCamera(name, Vector3.Zero(), scene);
});
}
//# sourceMappingURL=targetCamera.pure.js.map