text: import {Component} from '../Component.js';
  
  import {CameraFlightAnimation} from './../camera/CameraFlightAnimation.js';
  import {PanController} from "./lib/controllers/PanController.js";
  import {PivotController} from "./lib/controllers/PivotController.js";
  import {PickController} from "./lib/controllers/PickController.js";
  import {MousePanRotateDollyHandler} from "./lib/handlers/MousePanRotateDollyHandler.js";
  import {KeyboardAxisViewHandler} from "./lib/handlers/KeyboardAxisViewHandler.js";
  import {MousePickHandler} from "./lib/handlers/MousePickHandler.js";
  import {KeyboardPanRotateDollyHandler} from "./lib/handlers/KeyboardPanRotateDollyHandler.js";
  import {CameraUpdater} from "./lib/CameraUpdater.js";
  import {MouseMiscHandler} from "./lib/handlers/MouseMiscHandler.js";
  import {TouchPanRotateAndDollyHandler} from "./lib/handlers/TouchPanRotateAndDollyHandler.js";
  import {utils} from "../utils.js";
  import {math} from "../math/math.js";
  
  /**
   * @desc Controls the {@link Camera} with user input, and fires events when the user interacts with pickable {@link Entity}s.
   *
   * # Contents
   *
   * * [Overview](#overview)
   * * [Examples](#examples)
   * * [Orbit Mode](#orbit-mode)
   *      + [Following the Pointer in Orbit Mode](#--following-the-pointer-in-orbit-mode--)
   *      + [Showing the Pivot Position](#--showing-the-pivot-position--)
   *      + [Axis-Aligned Views in Orbit Mode](#--axis-aligned-views-in-orbit-mode--)
   *      + [View-Fitting Entitys in Orbit Mode](#--view-fitting-entitys-in-orbit-mode--)
   * * [First-Person Mode](#first-person-mode)
   *      + [Following the Pointer in First-Person Mode](#--following-the-pointer-in-first-person-mode--)
   *      + [Constraining Vertical Position in First-Person Mode](#--constraining-vertical-position-in-first-person-mode--)
   *      + [Axis-Aligned Views in First-Person Mode](#--axis-aligned-views-in-first-person-mode--)
   *      + [View-Fitting Entitys in First-Person Mode](#--view-fitting-entitys-in-first-person-mode--)
   * * [Plan-View Mode](#plan-view-mode)
   *      + [Following the Pointer in Plan-View Mode](#--following-the-pointer-in-plan-view-mode--)
   *      + [Axis-Aligned Views in Plan-View Mode](#--axis-aligned-views-in-plan-view-mode--)
   * * [CameraControl Events](#cameracontrol-events)
   *      + ["hover"](#---hover---)
   *      + ["hoverOff"](#---hoveroff---)
   *      + ["hoverEnter"](#---hoverenter---)
   *      + ["hoverOut"](#---hoverout---)
   *      + ["picked"](#---picked---)
   *      + ["pickedSurface"](#---pickedsurface---)
   *      + ["pickedNothing"](#---pickednothing---)
   *      + ["doublePicked"](#---doublepicked---)
   *      + ["doublePickedSurface"](#---doublepickedsurface---)
   *      + ["doublePickedNothing"](#---doublepickednothing---)
   *      + ["rightClick"](#---rightclick---)
   * * [Custom Keyboard Mappings](#custom-keyboard-mappings)
   *
   * <br><br>
   *
   * # Overview
   *
   * * Each {@link Viewer} has a ````CameraControl````, located at {@link Viewer#cameraControl}.
   * * {@link CameraControl#navMode} selects the navigation mode:
   *      * ````"orbit"```` rotates the {@link Camera} position about the target.
   *      * ````"firstPerson"```` rotates the World about the Camera position.
   *      * ````"planView"```` never rotates, but still allows to pan and dolly, typically for an axis-aligned view.
   * * {@link CameraControl#followPointer} makes the Camera follow the mouse or touch pointer.
   * * {@link CameraControl#constrainVertical} locks the Camera to its current height when in first-person mode.
   * * ````CameraControl```` fires pick events when we hover, click or tap on an {@link Entity}.
   * <br><br>
   *
   * # Examples
   *
   * * [Orbit Navigation - Duplex Model](https://xeokit.github.io/xeokit-sdk/examples/#CameraControl_orbit_Duplex)
   * * [Orbit Navigation - Holter Tower Model](https://xeokit.github.io/xeokit-sdk/examples/#CameraControl_orbit_HolterTower)
   * * [First-Person Navigation - Duplex Model](https://xeokit.github.io/xeokit-sdk/examples/#CameraControl_firstPerson_Duplex)
   * * [First-Person Navigation - Holter Tower Model](https://xeokit.github.io/xeokit-sdk/examples/#CameraControl_firstPerson_HolterTower)
   * * [Plan-view Navigation - Schependomlaan Model](https://xeokit.github.io/xeokit-sdk/examples/#CameraControl_planView_Schependomlaan)
   * * [Custom Keyboard Mapping](https://xeokit.github.io/xeokit-sdk/examples/#CameraControl_keyMap)
   * <br><br>
   *
   * # Orbit Mode
   *
   * In orbit mode, ````CameraControl```` orbits the {@link Camera} about the target.
   *
   * To enable orbit mode:
   *
   * ````javascript
   * const cameraControl = myViewer.cameraControl;
   * cameraControl.navMode = "orbit";
   * ````
   *
   * Then orbit by:
   *
   * * left-dragging the mouse,
   * * tap-dragging the touch pad, and
   * * pressing arrow keys, or ````Q```` and ````E```` on a QWERTY keyboard, or ````A```` and ````E```` on an AZERTY keyboard.
   * <br><br>
   *
   * Dolly forwards and backwards by:
   *
   * * spinning the mouse wheel,
   * * pinching on the touch pad, and
   * * pressing the ````+```` and ````-```` keys, or ````W```` and ````S```` on a QWERTY keyboard, or ````Z```` and ````S```` for AZERTY.
   * <br><br>
   *
   * Pan horizontally and vertically by:
   *
   * * right-dragging the mouse,
   * * left-dragging the mouse with the SHIFT key down,
   * * tap-dragging the touch pad with SHIFT down,
   * * pressing the ````A````, ````D````, ````Z```` and ````X```` keys on a QWERTY keyboard, and
   * * pressing the ````Q````, ````D````, ````W```` and ````X```` keys on an AZERTY keyboard,
   * <br><br>
   *
   * ## Following the Pointer in Orbit Mode
   *
   * When {@link CameraControl#followPointer} is ````true````in orbiting mode, the mouse or touch pointer will dynamically
   * indicate the target that the {@link Camera} will orbit, as well as dolly to and from.
   *
   * Lets ensure that we're in orbit mode, then enable the {@link Camera} to follow the pointer:
   *
   * ````javascript
   * cameraControl.navMode = "orbit";
   * cameraControl.followPointer = true;
   * ````
   *
   * ## Smart Pivoting
   *
   * TODO
   *
   * ## Showing the Pivot Position
   *
   * We can configure {@link CameraControl#pivotElement} with an HTML element to indicate the current
   * pivot position. The indicator will appear momentarily each time we move the {@link Camera} while in orbit mode with
   * {@link CameraControl#followPointer} set ````true````.
   *
   * First we'll define some CSS to style our pivot indicator as a black dot with a white border:
   *
   * ````css
   * .camera-pivot-marker {
   *      color: #ffffff;
   *      position: absolute;
   *      width: 25px;
   *      height: 25px;
   *      border-radius: 15px;
   *      border: 2px solid #ebebeb;
   *      background: black;
   *      visibility: hidden;
   *      box-shadow: 5px 5px 15px 1px #000000;
   *      z-index: 10000;
   *      pointer-events: none;
   * }
   * ````
   *
   * Then we'll attach our pivot indicator's HTML element to the ````CameraControl````:
   *
   * ````javascript
   * const pivotElement = document.createRange().createContextualFragment("<div class='camera-pivot-marker'></div>").firstChild;
   *
   * document.body.appendChild(pivotElement);
   *
   * cameraControl.pivotElement = pivotElement;
   * ````
   *
   * ## Axis-Aligned Views in Orbit Mode
   *
   * In orbit mode, we can use keys 1-6 to position the {@link Camera} to look at the center of the {@link Scene} from along each of the
   * six World-space axis. Pressing one of these keys will fly the {@link Camera} to the corresponding axis-aligned view.
   *
   * ## View-Fitting Entitys in Orbit Mode
   *
   * When {@link CameraControl#doublePickFlyTo} is ````true````, we can left-double-click or
   * double-tap (ie. "double-pick") an {@link Entity} to fit it to view. This will cause the {@link Camera}
   * to fly to that Entity. Our target then becomes the center of that Entity. If we are currently pivoting,
   * then our pivot position is then also set to the Entity center.
   *
   * Disable that behaviour by setting {@link CameraControl#doublePickFlyTo} ````false````.
   *
   * # First-Person Mode
   *
   * In first-person mode, ````CameraControl```` rotates the World about the {@link Camera} position.
   *
   * To enable first-person mode:
   *
   * ````javascript
   * cameraControl.navMode = "firstPerson";
   * ````
   *
   * Then rotate by:
   *
   * * left-dragging the mouse,
   * * tap-dragging the touch pad,
   * * pressing arrow keys, or ````Q```` and ````E```` on a QWERTY keyboard, or ````A```` and ````E```` on an AZERTY keyboard.
   * <br><br>
   *
   * Dolly forwards and backwards by:
   *
   * * spinning the mouse wheel,
   * * pinching on the touch pad, and
   * * pressing the ````+```` and ````-```` keys, or ````W```` and ````S```` on a QWERTY keyboard, or ````Z```` and ````S```` for AZERTY.
   * <br><br>
   *
   * Pan left, right, up and down by:
   *
   * * left-dragging or right-dragging the mouse, and
   * * tap-dragging the touch pad with SHIFT down.
   *
   * Pan forwards, backwards, left, right, up and down by pressing the ````WSADZX```` keys on a QWERTY keyboard,
   * or ````WSQDWX```` keys on an AZERTY keyboard.
   * <br><br>
   *
   * ## Following the Pointer in First-Person Mode
   *
   * When {@link CameraControl#followPointer} is ````true```` in first-person mode, the mouse or touch pointer will dynamically
   * indicate the target to which the {@link Camera} will dolly to and from. In first-person mode, however, the World will always rotate
   * about the {@link Camera} position.
   *
   * Lets ensure that we're in first-person mode, then enable the {@link Camera} to follow the pointer:
   *
   * ````javascript
   * cameraControl.navMode = "firstPerson";
   * cameraControl.followPointer = true;
   * ````
   *
   * When the pointer is over empty space, the target will remain the last object that the pointer was over.
   *
   * ## Constraining Vertical Position in First-Person Mode
   *
   * In first-person mode, we can lock the {@link Camera} to its current position on the vertical World axis, which is useful for walk-through navigation:
   *
   * ````javascript
   * cameraControl.constrainVertical = true;
   * ````
   *
   * ## Axis-Aligned Views in First-Person Mode
   *
   * In first-person mode we can use keys 1-6 to position the {@link Camera} to look at the center of
   * the {@link Scene} from along each of the six World-space axis. Pressing one of these keys will fly the {@link Camera} to the
   * corresponding axis-aligned view.
   *
   * ## View-Fitting Entitys in First-Person Mode
   *
   * As in orbit mode, when in first-person mode and {@link CameraControl#doublePickFlyTo} is ````true````, we can double-click
   * or double-tap an {@link Entity} (ie. "double-picking") to fit it in view. This will cause the {@link Camera} to fly to
   * that Entity. Our target then becomes the center of that Entity.
   *
   * Disable that behaviour by setting {@link CameraControl#doublePickFlyTo} ````false````.
   *
   * # Plan-View Mode
   *
   * In plan-view mode, ````CameraControl```` pans and rotates the {@link Camera}, without rotating it.
   *
   * To enable plan-view mode:
   *
   * ````javascript
   * cameraControl.navMode = "planView";
   * ````
   *
   * Dolly forwards and backwards by:
   *
   * * spinning the mouse wheel,
   * * pinching on the touch pad, and
   * * pressing the ````+```` and ````-```` keys.
   *
   * <br>
   * Pan left, right, up and down by:
   *
   * * left-dragging or right-dragging the mouse, and
   * * tap-dragging the touch pad with SHIFT down.
   *
   * Pan forwards, backwards, left, right, up and down by pressing the ````WSADZX```` keys on a QWERTY keyboard,
   * or ````WSQDWX```` keys on an AZERTY keyboard.
   * <br><br>
   *
   * ## Following the Pointer in Plan-View Mode
   *
   * When {@link CameraControl#followPointer} is ````true```` in plan-view mode, the mouse or touch pointer will dynamically
   * indicate the target to which the {@link Camera} will dolly to and from.  In plan-view mode, however, the {@link Camera} cannot rotate.
   *
   * Lets ensure that we're in plan-view mode, then enable the {@link Camera} to follow the pointer:
   *
   * ````javascript
   * cameraControl.navMode = "planView";
   * cameraControl.followPointer = true;
   * ````
   *
   * When the pointer is over empty space, the target will remain the last object that the pointer was over.
   *
   * ## Axis-Aligned Views in Plan-View Mode
   *
   * As in orbit and first-person modes, in plan-view mode we can use keys 1-6 to position the {@link Camera} to look at the center of
   * the {@link Scene} from along each of the six World-space axis. Pressing one of these keys will fly the {@link Camera} to the
   * corresponding axis-aligned view.
   *
   * # CameraControl Events
   *
   * ````CameraControl```` fires events as we interact with {@link Entity}s using mouse or touch input.
   *
   * The following examples demonstrate how to subscribe to those events.
   *
   * The first example shows how to save a handle to a subscription, which we can later use to unsubscribe.
   *
   * ## "hover"
   *
   * Event fired when the pointer moves while hovering over an Entity.
   *
   * ````javascript
   * const onHover = cameraControl.on("hover", (e) => {
   *      const entity = e.entity; // Entity
   *      const canvasPos = e.canvasPos; // 2D canvas position
   * });
   * ````
   *
   * To unsubscribe from the event:
   *
   * ````javascript
   * cameraControl.off(onHover);
   * ````
   *
   * ## "hoverOff"
   *
   * Event fired when the pointer moves while hovering over empty space.
   *
   * ````javascript
   * cameraControl.on("hoverOff", (e) => {
   *      const canvasPos = e.canvasPos;
   * });
   * ````
   *
   * ## "hoverEnter"
   *
   * Event fired when the pointer moves onto an Entity.
   *
   * ````javascript
   * cameraControl.on("hoverEnter", (e) => {
   *      const entity = e.entity;
   *      const canvasPos = e.canvasPos;
   * });
   * ````
   *
   * ## "hoverOut"
   *
   * Event fired when the pointer moves off an Entity.
   *
   * ````javascript
   * cameraControl.on("hoverOut", (e) => {
   *      const entity = e.entity;
   *      const canvasPos = e.canvasPos;
   * });
   * ````
   *
   * ## "picked"
   *
   * Event fired when we left-click or tap on an Entity.
   *
   * ````javascript
   * cameraControl.on("picked", (e) => {
   *      const entity = e.entity;
   *      const canvasPos = e.canvasPos;
   * });
   * ````
   *
   * ## "pickedSurface"
   *
   * Event fired when we left-click or tap on the surface of an Entity.
   *
   * ````javascript
   * cameraControl.on("picked", (e) => {
   *      const entity = e.entity;
   *      const canvasPos = e.canvasPos;
   *      const worldPos = e.worldPos; // 3D World-space position
   *      const viewPos = e.viewPos; // 3D View-space position
   *      const worldNormal = e.worldNormal; // 3D World-space normal vector
   * });
   * ````
   *
   * ## "pickedNothing"
   *
   * Event fired when we left-click or tap on empty space.
   *
   * ````javascript
   * cameraControl.on("pickedNothing", (e) => {
   *      const canvasPos = e.canvasPos;
   * });
   * ````
   *
   * ## "doublePicked"
   *
   * Event fired wwhen we left-double-click or double-tap on an Entity.
   *
   * ````javascript
   * cameraControl.on("doublePicked", (e) => {
   *      const entity = e.entity;
   *      const canvasPos = e.canvasPos;
   * });
   * ````
   *
   * ## "doublePickedSurface"
   *
   * Event fired when we left-double-click or double-tap on the surface of an Entity.
   *
   * ````javascript
   * cameraControl.on("doublePickedSurface", (e) => {
   *      const entity = e.entity;
   *      const canvasPos = e.canvasPos;
   *      const worldPos = e.worldPos;
   *      const viewPos = e.viewPos;
   *      const worldNormal = e.worldNormal;
   * });
   * ````
   *
   * ## "doublePickedNothing"
   *
   * Event fired when we left-double-click or double-tap on empty space.
   *
   * ````javascript
   * cameraControl.on("doublePickedNothing", (e) => {
   *      const canvasPos = e.canvasPos;
   * });
   * ````
   *
   * ## "rightClick"
   *
   * Event fired when we right-click on the canvas.
   *
   * ````javascript
   * cameraControl.on("rightClick", (e) => {
   *      const event = e.event; // Mouse event
   *      const canvasPos = e.canvasPos;
   * });
   * ````
   *
   * ## Custom Keyboard Mappings
   *
   * We can customize````CameraControl```` key bindings as shown below.
   *
   * In this example, we'll just set the default bindings for a QWERTY keyboard.
   *
   * ````javascript
   * const input = myViewer.scene.input;
   *
   * cameraControl.navMode = "orbit";
   * cameraControl.followPointer = true;
   *
   * const keyMap = {};
   *
   * keyMap[cameraControl.PAN_LEFT] = [input.KEY_A];
   * keyMap[cameraControl.PAN_RIGHT] = [input.KEY_D];
   * keyMap[cameraControl.PAN_UP] = [input.KEY_Z];
   * keyMap[cameraControl.PAN_DOWN] = [input.KEY_X];
   * keyMap[cameraControl.DOLLY_FORWARDS] = [input.KEY_W, input.KEY_ADD];
   * keyMap[cameraControl.DOLLY_BACKWARDS] = [input.KEY_S, input.KEY_SUBTRACT];
   * keyMap[cameraControl.ROTATE_X_POS] = [input.KEY_DOWN_ARROW];
   * keyMap[cameraControl.ROTATE_X_NEG] = [input.KEY_UP_ARROW];
   * keyMap[cameraControl.ROTATE_Y_POS] = [input.KEY_LEFT_ARROW];
   * keyMap[cameraControl.ROTATE_Y_NEG] = [input.KEY_RIGHT_ARROW];
   * keyMap[cameraControl.AXIS_VIEW_RIGHT] = [input.KEY_NUM_1];
   * keyMap[cameraControl.AXIS_VIEW_BACK] = [input.KEY_NUM_2];
   * keyMap[cameraControl.AXIS_VIEW_LEFT] = [input.KEY_NUM_3];
   * keyMap[cameraControl.AXIS_VIEW_FRONT] = [input.KEY_NUM_4];
   * keyMap[cameraControl.AXIS_VIEW_TOP] = [input.KEY_NUM_5];
   * keyMap[cameraControl.AXIS_VIEW_BOTTOM] = [input.KEY_NUM_6];
   *
   * cameraControl.keyMap = keyMap;
   * ````
   *
   * We can also just configure default bindings for a specified keyboard layout, like this:
   *
   * ````javascript
   * cameraControl.keyMap = "qwerty";
   * ````
   *
   * Then, ````CameraControl```` will internally set {@link CameraControl#keyMap} to the default key map for the QWERTY
   * layout (which is the same set of mappings we set in the previous example). In other words, if we subsequently
   * read {@link CameraControl#keyMap}, it will now be a key map, instead of the "qwerty" string value we set it to.
   *
   * Supported layouts are, so far:
   *
   * * ````"qwerty"````
   * * ````"azerty"````
   */
  class CameraControl extends Component {
  
      /**
       * @private
       * @constructor
       */
      constructor(owner, cfg = {}) {
  
          super(owner, cfg);
  
          /**
           * Identifies the XX action.
           * @final
           * @type {Number}
           */
          this.PAN_LEFT = 0;
  
          /**
           * Identifies the XX action.
           * @final
           * @type {Number}
           */
          this.PAN_RIGHT = 1;
  
          /**
           * Identifies the XX action.
           * @final
           * @type {Number}
           */
          this.PAN_UP = 2;
  
          /**
           * Identifies the XX action.
           * @final
           * @type {Number}
           */
          this.PAN_DOWN = 3;
  
          /**
           * Identifies the XX action.
           * @final
           * @type {Number}
           */
          this.PAN_FORWARDS = 4;
  
          /**
           * Identifies the XX action.
           * @final
           * @type {Number}
           */
          this.PAN_BACKWARDS = 5;
  
          /**
           * Identifies the XX action.
           * @final
           * @type {Number}
           */
          this.ROTATE_X_POS = 6;
  
          /**
           * Identifies the XX action.
           * @final
           * @type {Number}
           */
          this.ROTATE_X_NEG = 7;
  
          /**
           * Identifies the XX action.
           * @final
           * @type {Number}
           */
          this.ROTATE_Y_POS = 8;
  
          /**
           * Identifies the XX action.
           * @final
           * @type {Number}
           */
          this.ROTATE_Y_NEG = 9;
  
          /**
           * Identifies the XX action.
           * @final
           * @type {Number}
           */
          this.DOLLY_FORWARDS = 10;
  
          /**
           * Identifies the XX action.
           * @final
           * @type {Number}
           */
          this.DOLLY_BACKWARDS = 11;
  
          /**
           * Identifies the XX action.
           * @final
           * @type {Number}
           */
          this.AXIS_VIEW_RIGHT = 12;
  
          /**
           * Identifies the XX action.
           * @final
           * @type {Number}
           */
          this.AXIS_VIEW_BACK = 13;
  
          /**
           * Identifies the XX action.
           * @final
           * @type {Number}
           */
          this.AXIS_VIEW_LEFT = 14;
  
          /**
           * Identifies the XX action.
           * @final
           * @type {Number}
           */
          this.AXIS_VIEW_FRONT = 15;
  
          /**
           * Identifies the XX action.
           * @final
           * @type {Number}
           */
          this.AXIS_VIEW_TOP = 16;
  
          /**
           * Identifies the XX action.
           * @final
           * @type {Number}
           */
          this.AXIS_VIEW_BOTTOM = 17;
  
          this._keyMap = {}; // Maps key codes to the above actions
  
          this.scene.canvas.canvas.oncontextmenu = (e) => {
              e.preventDefault();
          };
  
          // User-settable CameraControl configurations
  
          this._configs = {
  
              // Private
  
              tapInterval: 150, // Millisecs
              doubleTapInterval: 325, // Millisecs
              tapDistanceThreshold: 4, // Pixels
  
              // General
  
              active: true,
              keyboardLayout: "qwerty",
              navMode: "planView",
              planView: true,
              firstPerson: false,
              followPointer: false,
              doublePickFlyTo: true,
              panRightClick: true,
              showPivot: false,
              pointerEnabled: true,
              constrainVertical: false,
              smartPivot: false,
  
              // Rotation
  
              dragRotationRate: 360.0,
              keyboardRotationRate: 90.0,
              rotationInertia: 0.0,
  
              // Panning
  
              keyboardPanRate: 1.0,
              touchPanRate: 1.0,
              panInertia: 0.5,
  
              // Dollying
  
              keyboardDollyRate: 10,
              mouseWheelDollyRate: 100,
              touchDollyRate: 0.05,
              dollyInertia: 0,
              dollyProximityThreshold: 30.0,
              dollyMinSpeed: 0.04
          };
  
          // Current runtime state of the CameraControl
  
          this._states = {
              pointerCanvasPos: math.vec2(),
              mouseover: false,
              inputFromMouse: false, // TODO: Is this needed?
              followPointerDirty: true,
              mouseDownClientX: 0,
              mouseDownClientY: 0,
              mouseDownCursorX: 0,
              mouseDownCursorY: 0,
              touchStartTime: null,
              activeTouches: [],
              tapStartPos: math.vec2(),
              tapStartTime: -1,
              lastTapTime: -1
          };
  
          // Updates for CameraUpdater to process on next Scene "tick" event
  
          this._updates = {
              rotateDeltaX: 0,
              rotateDeltaY: 0,
              panDeltaX: 0,
              panDeltaY: 0,
              panDeltaZ: 0,
              dollyDelta: 0
          };
  
          // Controllers to assist input event handlers with controlling the Camera
  
          const scene = this.scene;
  
          this._controllers = {
              cameraControl: this,
              pickController: new PickController(this, this._configs),
              pivotController: new PivotController(scene, this._configs),
              panController: new PanController(scene),
              cameraFlight: new CameraFlightAnimation(this, {
                  duration: 0.5
              })
          };
  
          // Input event handlers
  
          this._handlers = [
              new MouseMiscHandler(this.scene, this._controllers, this._configs, this._states, this._updates),
              new TouchPanRotateAndDollyHandler(this.scene, this._controllers, this._configs, this._states, this._updates),
              new MousePanRotateDollyHandler(this.scene, this._controllers, this._configs, this._states, this._updates),
              new KeyboardAxisViewHandler(this.scene, this._controllers, this._configs, this._states, this._updates),
              new MousePickHandler(this.scene, this._controllers, this._configs, this._states, this._updates),
              new KeyboardPanRotateDollyHandler(this.scene, this._controllers, this._configs, this._states, this._updates)
          ];
  
          // Applies scheduled updates to the Camera on each Scene "tick" event
  
          this._cameraUpdater = new CameraUpdater(this.scene, this._controllers, this._configs, this._states, this._updates);
  
          // Set initial user configurations
  
          this.navMode = cfg.navMode;
          if (cfg.planView) {
              this.planView = cfg.planView;
          }
          this.constrainVertical = cfg.constrainVertical;
          if (cfg.keyboardLayout) {
              this.keyboardLayout = cfg.keyboardLayout; // Deprecated
          } else {
              this.keyMap = cfg.keyMap;
          }
          this.doublePickFlyTo = cfg.doublePickFlyTo;
          this.panRightClick = cfg.panRightClick;
          this.active = cfg.active;
          this.followPointer = cfg.followPointer;
          this.rotationInertia = cfg.rotationInertia;
          this.keyboardPanRate = cfg.keyboardPanRate;
          this.touchPanRate = cfg.touchPanRate;
          this.keyboardRotationRate = cfg.keyboardRotationRate;
          this.dragRotationRate = cfg.dragRotationRate;
          this.touchDollyRate = cfg.touchDollyRate;
          this.dollyInertia = cfg.dollyInertia;
          this.dollyProximityThreshold = cfg.dollyProximityThreshold;
          this.dollyMinSpeed = cfg.dollyMinSpeed;
          this.panInertia = cfg.panInertia;
          this.pointerEnabled = true;
          this.keyboardDollyRate = cfg.keyboardDollyRate;
          this.mouseWheelDollyRate = cfg.mouseWheelDollyRate;
      }
  
      /**
       * Sets custom mappings of keys to ````CameraControl```` actions.
       *
       * See class docs for usage.
       *
       * @param {{Number:Number}|String} value Either a set of new key mappings, or a string to select a keyboard layout,
       * which causes ````CameraControl```` to use the default key mappings for that layout.
       */
      set keyMap(value) {
          value = value || "qwerty";
          if (utils.isString(value)) {
              const input = this.scene.input;
              const keyMap = {};
  
              switch (value) {
  
                  default:
                      this.error("Unsupported value for 'keyMap': " + value + " defaulting to 'qwerty'");
                  // Intentional fall-through to "qwerty"
                  case "qwerty":
                      keyMap[this.PAN_LEFT] = [input.KEY_A];
                      keyMap[this.PAN_RIGHT] = [input.KEY_D];
                      keyMap[this.PAN_UP] = [input.KEY_Z];
                      keyMap[this.PAN_DOWN] = [input.KEY_X];
                      keyMap[this.PAN_BACKWARDS] = [];
                      keyMap[this.PAN_FORWARDS] = [];
                      keyMap[this.DOLLY_FORWARDS] = [input.KEY_W, input.KEY_ADD];
                      keyMap[this.DOLLY_BACKWARDS] = [input.KEY_S, input.KEY_SUBTRACT];
                      keyMap[this.ROTATE_X_POS] = [input.KEY_DOWN_ARROW];
                      keyMap[this.ROTATE_X_NEG] = [input.KEY_UP_ARROW];
                      keyMap[this.ROTATE_Y_POS] = [input.KEY_Q, input.KEY_LEFT_ARROW];
                      keyMap[this.ROTATE_Y_NEG] = [input.KEY_E, input.KEY_RIGHT_ARROW];
                      keyMap[this.AXIS_VIEW_RIGHT] = [input.KEY_NUM_1];
                      keyMap[this.AXIS_VIEW_BACK] = [input.KEY_NUM_2];
                      keyMap[this.AXIS_VIEW_LEFT] = [input.KEY_NUM_3];
                      keyMap[this.AXIS_VIEW_FRONT] = [input.KEY_NUM_4];
                      keyMap[this.AXIS_VIEW_TOP] = [input.KEY_NUM_5];
                      keyMap[this.AXIS_VIEW_BOTTOM] = [input.KEY_NUM_6];
                      break;
  
                  case "azerty":
                      keyMap[this.PAN_LEFT] = [input.KEY_Q];
                      keyMap[this.PAN_RIGHT] = [input.KEY_D];
                      keyMap[this.PAN_UP] = [input.KEY_W];
                      keyMap[this.PAN_DOWN] = [input.KEY_X];
                      keyMap[this.PAN_BACKWARDS] = [];
                      keyMap[this.PAN_FORWARDS] = [];
                      keyMap[this.DOLLY_FORWARDS] = [input.KEY_Z, input.KEY_ADD];
                      keyMap[this.DOLLY_BACKWARDS] = [input.KEY_S, input.KEY_SUBTRACT];
                      keyMap[this.ROTATE_X_POS] = [input.KEY_DOWN_ARROW];
                      keyMap[this.ROTATE_X_NEG] = [input.KEY_UP_ARROW];
                      keyMap[this.ROTATE_Y_POS] = [input.KEY_A, input.KEY_LEFT_ARROW];
                      keyMap[this.ROTATE_Y_NEG] = [input.KEY_E, input.KEY_RIGHT_ARROW];
                      keyMap[this.AXIS_VIEW_RIGHT] = [input.KEY_NUM_1];
                      keyMap[this.AXIS_VIEW_BACK] = [input.KEY_NUM_2];
                      keyMap[this.AXIS_VIEW_LEFT] = [input.KEY_NUM_3];
                      keyMap[this.AXIS_VIEW_FRONT] = [input.KEY_NUM_4];
                      keyMap[this.AXIS_VIEW_TOP] = [input.KEY_NUM_5];
                      keyMap[this.AXIS_VIEW_BOTTOM] = [input.KEY_NUM_6];
                      break;
              }
  
              this._keyMap = keyMap;
          } else {
              const keyMap = value;
              this._keyMap = keyMap;
          }
      }
  
      /**
       * Gets custom mappings of keys to {@link CameraControl} actions.
       *
       * @returns {{Number:Number}} Current key mappings.
       */
      get keyMap() {
          return this._keyMap;
      }
  
      /**
       * Returns true if any keys configured for the given action are down.
       * @param action
       * @param keyDownMap
       * @private
       */
      _isKeyDownForAction(action, keyDownMap) {
          const keys = this._keyMap[action];
          if (!keys) {
              return false;
          }
          if (!keyDownMap) {
              keyDownMap = this.scene.input.keyDown;
          }
          for (let i = 0, len = keys.length; i < len; i++) {
              const key = keys[i];
              if (keyDownMap[key]) {
                  return true;
              }
          }
          return false;
      }
  
      /**
       * Sets the HTMl element to represent the pivot point when {@link CameraControl#followPointer} is true.
       *
       * See class comments for an example.
       *
       * @param {HTMLElement} element HTML element representing the pivot point.
       */
      set pivotElement(element) {
          this._controllers.pivotController.setPivotElement(element);
      }
  
      /**
       *  Sets if this ````CameraControl```` is active or not.
       *
       * When inactive, the ````CameraControl```` will not react to input.
       *
       * Default is ````true````.
       *
       * @param {Boolean} value Set ````true```` to activate this ````CameraControl````.
       */
      set active(value) {
          this._configs.active = value !== false;
      }
  
      /**
       * Gets if this ````CameraControl```` is active or not.
       *
       * When inactive, the ````CameraControl```` will not react to input.
       *
       * Default is ````true````.
       *
       * @returns {Boolean} Returns ````true```` if this ````CameraControl```` is active.
       */
      get active() {
          return this._configs.active;
      }
  
      /**
       * Sets the current navigation mode.
       *
       * Accepted values are:
       *
       * * "orbit" - rotation orbits about the current target or pivot point,
       * * "firstPerson" - rotation is about the current eye position,
       * * "planView" - rotation is disabled.
       *
       * See class comments for more info.
       *
       * @param {String} navMode The navigation mode: "orbit", "firstPerson" or "planView".
       */
      set navMode(navMode) {
          navMode = navMode || "planView";
          if (navMode !== "firstPerson" && navMode !== "orbit" && navMode !== "planView") {
              this.error("Unsupported value for navMode: " + navMode + " - supported values are 'orbit', 'firstPerson' and 'planView' - defaulting to 'orbit'");
              navMode = "planView";
          }
          this._configs.firstPerson = (navMode === "firstPerson");
          this._configs.planView = (navMode === "planView");
          if (this._configs.firstPerson || this._configs.planView) {
              this._controllers.pivotController.hidePivot();
              this._controllers.pivotController.endPivot();
          }
          this._configs.navMode = navMode;
      }
  
      /**
       * Gets the current navigation mode.
       *
       * @returns {String} The navigation mode: "orbit", "firstPerson" or "planView".
       */
      get navMode() {
          return this._configs.navMode;
      }
  
      /**
       * Sets whether mouse and touch input is enabled.
       *
       * Default is ````true````.
       *
       * Disabling mouse and touch input on ````CameraControl```` is useful when we want to temporarily use mouse or
       * touch input to interact with some other 3D control, without disturbing the {@link Camera}.
       *
       * @param {Boolean} value Set ````true```` to enable mouse and touch input.
       */
      set pointerEnabled(value) {
          this._reset();
          this._configs.pointerEnabled = !!value;
      }
  
      _reset() {
          for (let i = 0, len = this._handlers.length; i < len; i++) {
              const handler = this._handlers[i];
              if (handler.reset) {
                  handler.reset();
              }
          }
  
          this._updates.panDeltaX = 0;
          this._updates.panDeltaY = 0;
          this._updates.rotateDeltaX = 0;
          this._updates.rotateDeltaY = 0;
          this._updates.dolyDelta = 0;
      }
  
      /**
       * Gets whether mouse and touch input is enabled.
       *
       * Default is ````true````.
       *
       * Disabling mouse and touch input on ````CameraControl```` is desirable when we want to temporarily use mouse or
       * touch input to interact with some other 3D control, without interfering with the {@link Camera}.
       *
       * @returns {Boolean} Returns ````true```` if mouse and touch input is enabled.
       */
      get pointerEnabled() {
          return this._configs.pointerEnabled;
      }
  
      /**
       * Sets whether the {@link Camera} follows the mouse or touch pointer.
       *
       * In orbiting mode, the Camera will orbit about the pointer, and will dolly to and from the pointer.
       *
       * In fly-to mode, the Camera will dolly to and from the pointer, however the World will always rotate about the Camera position.
       *
       * In plan-view mode, the Camera will dolly to and from the pointer, however the Camera will not rotate.
       *
       * Default is ````false````.
       *
       * See class comments for more info.
       *
       * @param {Boolean} value Set ````true```` to enable the Camera to follow the pointer.
       */
      set followPointer(value) {
          this._configs.followPointer = !!value;
      }
  
      /**
       * Sets whether the {@link Camera} follows the mouse or touch pointer.
       *
       * In orbiting mode, the Camera will orbit about the pointer, and will dolly to and from the pointer.
       *
       * In fly-to mode, the Camera will dolly to and from the pointer, however the World will always rotate about the Camera position.
       *
       * In plan-view mode, the Camera will dolly to and from the pointer, however the Camera will not rotate.
       *
       * Default is ````false````.
       *
       * See class comments for more info.
       *
       * @returns {Boolean} Returns ````true```` if the Camera follows the pointer.
       */
      get followPointer() {
          return this._configs.followPointer;
      }
  
      /**
       * Sets the current World-space 3D target position.
       *
       * Only applies when {@link CameraControl#followPointer} is ````true````.
       *
       * @param {Number[]} worldPos The new World-space 3D target position.
       */
      set pivotPos(worldPos) {
          this._controllers.pivotController.setPivotPos(worldPos);
      }
  
      /**
       * Gets the current World-space 3D pivot position.
       *
       * Only applies when {@link CameraControl#followPointer} is ````true````.
       *
       * @return {Number[]} worldPos The current World-space 3D pivot position.
       */
      get pivotPos() {
          return this._controllers.pivotController.getPivotPos();
      }
  
      /**
       * @deprecated
       * @param {Boolean} value Set ````true```` to enable dolly-to-pointer behaviour.
       */
      set dollyToPointer(value) {
          this.warn("dollyToPointer property is deprecated - replaced with followPointer");
          this.followPointer = value;
      }
  
      /**
       * @deprecated
       * @returns {Boolean} Returns ````true```` if dolly-to-pointer behaviour is enabled.
       */
      get dollyToPointer() {
          this.warn("dollyToPointer property is deprecated - replaced with followPointer");
          return this.followPointer = value;
      }
  
      /**
       * @deprecated
       * @param {Boolean} value Set ````true```` to enable dolly-to-pointer behaviour.
       */
      set panToPointer(value) {
          this.warn("panToPointer property is deprecated - replaced with followPointer");
      }
  
      /**
       * @deprecated
       * @returns {Boolean} Returns ````true```` if dolly-to-pointer behaviour is enabled.
       */
      get panToPointer() {
          this.warn("panToPointer property is deprecated - replaced with followPointer");
          return false;
      }
  
      /**
       * Sets whether this ````CameraControl```` is in plan-view mode.
       *
       * When in plan-view mode, rotation is disabled.
       *
       * Default is ````false````.
       *
       * Deprecated - use {@link CameraControl#navMode} instead.
       *
       * @param {Boolean} value Set ````true```` to enable plan-view mode.
       * @deprecated
       */
      set planView(value) {
          this._configs.planView = !!value;
          this._configs.firstPerson = false;
          if (this._configs.planView) {
              this._controllers.pivotController.hidePivot();
              this._controllers.pivotController.endPivot();
          }
          this.warn("planView property is deprecated - replaced with navMode");
      }
  
      /**
       * Gets whether this ````CameraControl```` is in plan-view mode.
       *
       * When in plan-view mode, rotation is disabled.
       *
       * Default is ````false````.
       *
       * Deprecated - use {@link CameraControl#navMode} instead.
       *
       * @returns {Boolean} Returns ````true```` if plan-view mode is enabled.
       * @deprecated
       */
      get planView() {
          this.warn("planView property is deprecated - replaced with navMode");
          return this._configs.planView;
      }
  
      /**
       * Sets whether this ````CameraControl```` is in first-person mode.
       *
       * In "first person" mode (disabled by default) the look position rotates about the eye position. Otherwise,  {@link Camera#eye} rotates about {@link Camera#look}.
       *
       * Default is ````false````.
       *
       * Deprecated - use {@link CameraControl#navMode} instead.
       *
       * @param {Boolean} value Set ````true```` to enable first-person mode.
       * @deprecated
       */
      set firstPerson(value) {
          this.warn("firstPerson property is deprecated - replaced with navMode");
          this._configs.firstPerson = !!value;
          this._configs.planView = false;
          if (this._configs.firstPerson) {
              this._controllers.pivotController.hidePivot();
              this._controllers.pivotController.endPivot();
          }
      }
  
      /**
       * Gets whether this ````CameraControl```` is in first-person mode.
       *
       * In "first person" mode (disabled by default) the look position rotates about the eye position. Otherwise,  {@link Camera#eye} rotates about {@link Camera#look}.
       *
       * Default is ````false````.
       *
       * Deprecated - use {@link CameraControl#navMode} instead.
       *
       * @returns {Boolean} Returns ````true```` if first-person mode is enabled.
       * @deprecated
       */
      get firstPerson() {
          this.warn("firstPerson property is deprecated - replaced with navMode");
          return this._configs.firstPerson;
      }
  
      /**
       * Sets whether to vertically constrain the {@link Camera} position for first-person navigation.
       *
       * When set ````true````, this constrains {@link Camera#eye} to its current vertical position.
       *
       * Only applies when {@link CameraControl#navMode} is ````"firstPerson"````.
       *
       * Default is ````false````.
       *
       * @param {Boolean} value Set ````true```` to vertically constrain the Camera.
       */
      set constrainVertical(value) {
          this._configs.constrainVertical = !!value;
      }
  
      /**
       * Gets whether to vertically constrain the {@link Camera} position for first-person navigation.
       *
       * When set ````true````, this constrains {@link Camera#eye} to its current vertical position.
       *
       * Only applies when {@link CameraControl#navMode} is ````"firstPerson"````.
       *
       * Default is ````false````.
       *
       * @returns {Boolean} ````true```` when Camera is vertically constrained.
       */
      get constrainVertical() {
          return this._configs.constrainVertical;
      }
  
      /**
       * Sets whether double-picking an {@link Entity} causes the {@link Camera} to fly to its boundary.
       *
       * Default is ````false````.
       *
       * @param {Boolean} value Set ````true```` to enable double-pick-fly-to mode.
       */
      set doublePickFlyTo(value) {
          this._configs.doublePickFlyTo = value !== false;
      }
  
      /**
       * Gets whether double-picking an {@link Entity} causes the {@link Camera} to fly to its boundary.
       *
       * Default is ````false````.
       *
       * @returns {Boolean} Returns ````true```` when double-pick-fly-to mode is enabled.
       */
      get doublePickFlyTo() {
          return this._configs.doublePickFlyTo;
      }
  
      /**
       * Sets whether either right-clicking (true) or middle-clicking (false) pans the {@link Camera}.
       *
       * Default is ````true````.
       *
       * @param {Boolean} value Set ````false```` to disable pan on right-click.
       */
      set panRightClick(value) {
          this._configs.panRightClick = value !== false;
      }
  
      /**
       * Gets whether right-clicking pans the {@link Camera}.
       *
       * Default is ````true````.
       *
       * @returns {Boolean} Returns ````false```` when pan on right-click is disabled.
       */
      get panRightClick() {
          return this._configs.panRightClick;
      }
  
      /**
       * Sets a factor in range ````[0..1]```` indicating how much the {@link Camera} keeps moving after you finish rotating it.
       *
       * A value of ````0.0```` causes it to immediately stop, ````0.5```` causes its movement to decay 50% on each tick,
       * while ````1.0```` causes no decay, allowing it continue moving, by the current rate of rotation.
       *
       * You may choose an inertia of zero when you want be able to precisely rotate the Camera,
       * without interference from inertia. Zero inertia can also mean that less frames are rendered while
       * you are rotating the Camera.
       *
       * Default is ````0.0````.
       *
       * Does not apply when {@link CameraControl#navMode} is ````"planView"````, which disallows rotation.
       *
       * @param {Number} rotationInertia New inertial factor.
       */
      set rotationInertia(rotationInertia) {
          this._configs.rotationInertia = (rotationInertia !== undefined && rotationInertia !== null) ? rotationInertia : 0.0;
      }
  
      /**
       * Gets the rotation inertia factor.
       *
       * Default is ````0.0````.
       *
       * Does not apply when {@link CameraControl#navMode} is ````"planView"````, which disallows rotation.
       *
       * @returns {Number} The inertia factor.
       */
      get rotationInertia() {
          return this._configs.rotationInertia;
      }
  
      /**
       * Sets how much the {@link Camera} pans each second with keyboard input.
       *
       * Default is ````5.0````, to pan the Camera ````5.0```` World-space units every second that
       * a panning key is depressed. See the ````CameraControl```` class documentation for which keys control
       * panning.
       *
       * Panning direction is aligned to our Camera's orientation. When we pan horizontally, we pan
       * to our left and right, when we pan vertically, we pan upwards and downwards, and when we pan forwards
       * and backwards, we pan along the direction the Camera is pointing.
       *
       * Unlike dollying when {@link followPointer} is ````true````, panning does not follow the pointer.
       *
       * @param {Number} keyboardPanRate The new keyboard pan rate.
       */
      set keyboardPanRate(keyboardPanRate) {
          this._configs.keyboardPanRate = (keyboardPanRate !== null && keyboardPanRate !== undefined) ? keyboardPanRate : 5.0;
      }
  
  
      /**
       * Sets how fast the camera pans on touch panning
       *
       * @param {Number} touchPanRate The new touch pan rate.
       */
      set touchPanRate(touchPanRate) {
          this._configs.touchPanRate = (touchPanRate !== null && touchPanRate !== undefined) ? touchPanRate : 1.0;
      }
  
      /**
       * Gets how fast the {@link Camera} pans on touch panning
       *
       * Default is ````1.0````.
       *
       * @returns {Number} The current touch pan rate.
       */
      get touchPanRate() {
          return this._configs.touchPanRate;
      }
  
      /**
       * Gets how much the {@link Camera} pans each second with keyboard input.
       *
       * Default is ````5.0````.
       *
       * @returns {Number} The current keyboard pan rate.
       */
      get keyboardPanRate() {
          return this._configs.keyboardPanRate;
      }
  
      /**
       * Sets how many degrees per second the {@link Camera} rotates/orbits with keyboard input.
       *
       * Default is ````90.0````, to rotate/orbit the Camera ````90.0```` degrees every second that
       * a rotation key is depressed. See the ````CameraControl```` class documentation for which keys control
       * rotation/orbit.
       *
       * @param {Number} keyboardRotationRate The new keyboard rotation rate.
       */
      set keyboardRotationRate(keyboardRotationRate) {
          this._configs.keyboardRotationRate = (keyboardRotationRate !== null && keyboardRotationRate !== undefined) ? keyboardRotationRate : 90.0;
      }
  
      /**
       * Sets how many degrees per second the {@link Camera} rotates/orbits with keyboard input.
       *
       * Default is ````90.0````.
       *
       * @returns {Number} The current keyboard rotation rate.
       */
      get keyboardRotationRate() {
          return this._configs.keyboardRotationRate;
      }
  
      /**
       * Sets the current drag rotation rate.
       *
       * This configures how many degrees the {@link Camera} rotates/orbits for a full sweep of the canvas by mouse or touch dragging.
       *
       * For example, a value of ````360.0```` indicates that the ````Camera```` rotates/orbits ````360.0```` degrees horizontally
       * when we sweep the entire width of the canvas.
       *
       * ````CameraControl```` makes vertical rotation half as sensitive as horizontal rotation, so that we don't tend to
       * flip upside-down. Therefore, a value of ````360.0```` rotates/orbits the ````Camera```` through ````180.0```` degrees
       * vertically when we sweep the entire height of the canvas.
       *
       * Default is ````360.0````.
       *
       * @param {Number} dragRotationRate The new drag rotation rate.
       */
      set dragRotationRate(dragRotationRate) {
          this._configs.dragRotationRate = (dragRotationRate !== null && dragRotationRate !== undefined) ? dragRotationRate : 360.0;
      }
  
      /**
       * Gets the current drag rotation rate.
       *
       * Default is ````360.0````.
       *
       * @returns {Number} The current drag rotation rate.
       */
      get dragRotationRate() {
          return this._configs.dragRotationRate;
      }
  
      /**
       * Sets how much the {@link Camera} dollys each second with keyboard input.
       *
       * Default is ````15.0````, to dolly the {@link Camera} ````15.0```` World-space units per second while we hold down
       * the ````+```` and ````-```` keys.
       *
       * @param {Number} keyboardDollyRate The new keyboard dolly rate.
       */
      set keyboardDollyRate(keyboardDollyRate) {
          this._configs.keyboardDollyRate = (keyboardDollyRate !== null && keyboardDollyRate !== undefined) ? keyboardDollyRate : 15.0;
      }
  
      /**
       * Gets how much the {@link Camera} dollys each second with keyboard input.
       *
       * Default is ````15.0````.
       *
       * @returns {Number} The current keyboard dolly rate.
       */
      get keyboardDollyRate() {
          return this._configs.keyboardDollyRate;
      }
  
      /**
       * Sets how much the {@link Camera} dollys with touch input.
       *
       * Default is ````0.05````
       *
       * @param {Number} touchDollyRate The new touch dolly rate.
       */
      set touchDollyRate(touchDollyRate) {
          this._configs.touchDollyRate = (touchDollyRate !== null && touchDollyRate !== undefined) ? touchDollyRate : 0.05;
      }
  
      /**
       * Gets how much the {@link Camera} dollys each second with touch input.
       *
       * Default is ````0.05````.
       *
       * @returns {Number} The current touch dolly rate.
       */
      get touchDollyRate() {
          return this._configs.touchDollyRate;
      }
  
      /**
       * Sets how much the {@link Camera} dollys each second while the mouse wheel is spinning.
       *
       * Default is ````100.0````, to dolly the {@link Camera} ````10.0```` World-space units per second as we spin
       * the mouse wheel.
       *
       * @param {Number} mouseWheelDollyRate The new mouse wheel dolly rate.
       */
      set mouseWheelDollyRate(mouseWheelDollyRate) {
          this._configs.mouseWheelDollyRate = (mouseWheelDollyRate !== null && mouseWheelDollyRate !== undefined) ? mouseWheelDollyRate : 100.0;
      }
  
      /**
       * Gets how much the {@link Camera} dollys each second while the mouse wheel is spinning.
       *
       * Default is ````100.0````.
       *
       * @returns {Number} The current mouseWheel dolly rate.
       */
      get mouseWheelDollyRate() {
          return this._configs.mouseWheelDollyRate;
      }
  
      /**
       * Sets the dolly inertia factor.
       *
       * This factor configures how much the {@link Camera} keeps moving after you finish dollying it.
       *
       * This factor is a value in range ````[0..1]````. A value of ````0.0```` causes dollying to immediately stop,
       * ````0.5```` causes dollying to decay 50% on each animation frame, while ````1.0```` causes no decay, which allows dollying
       * to continue until further input stops it.
       *
       * You might set ````dollyInertia```` to zero when you want be able to precisely position or rotate the Camera,
       * without interference from inertia. This also means that xeokit renders less frames while dollying the Camera,
       * which can improve rendering performance.
       *
       * Default is ````0````.
       *
       * @param {Number} dollyInertia New dolly inertia factor.
       */
      set dollyInertia(dollyInertia) {
          this._configs.dollyInertia = (dollyInertia !== undefined && dollyInertia !== null) ? dollyInertia : 0;
      }
  
      /**
       * Gets the dolly inertia factor.
       *
       * Default is ````0````.
       *
       * @returns {Number} The current dolly inertia factor.
       */
      get dollyInertia() {
          return this._configs.dollyInertia;
      }
  
      /**
       * Sets the proximity to the closest object below which dolly speed decreases, and above which dolly speed increases.
       *
       * Default is ````35.0````.
       *
       * @param {Number} dollyProximityThreshold New dolly proximity threshold.
       */
      set dollyProximityThreshold(dollyProximityThreshold) {
          this._configs.dollyProximityThreshold = (dollyProximityThreshold !== undefined && dollyProximityThreshold !== null) ? dollyProximityThreshold : 35.0;
      }
  
      /**
       * Gets the proximity to the closest object below which dolly speed decreases, and above which dolly speed increases.
       *
       * Default is ````35.0````.
       *
       * @returns {Number} The current dolly proximity threshold.
       */
      get dollyProximityThreshold() {
          return this._configs.dollyProximityThreshold;
      }
  
      /**
       * Sets the minimum dolly speed.
       *
       * Default is ````0.04````.
       *
       * @param {Number} dollyMinSpeed New dolly minimum speed.
       */
      set dollyMinSpeed(dollyMinSpeed) {
          this._configs.dollyMinSpeed = (dollyMinSpeed !== undefined && dollyMinSpeed !== null) ? dollyMinSpeed : 0.04;
      }
  
      /**
       * Gets the minimum dolly speed.
       *
       * Default is ````0.04````.
       *
       * @returns {Number} The current minimum dolly speed.
       */
      get dollyMinSpeed() {
          return this._configs.dollyMinSpeed;
      }
  
      /**
       * Sets the pan inertia factor.
       *
       * This factor configures how much the {@link Camera} keeps moving after you finish panning it.
       *
       * This factor is a value in range ````[0..1]````. A value of ````0.0```` causes panning to immediately stop,
       * ````0.5```` causes panning to decay 50% on each animation frame, while ````1.0```` causes no decay, which allows panning
       * to continue until further input stops it.
       *
       * You might set ````panInertia```` to zero when you want be able to precisely position or rotate the Camera,
       * without interference from inertia. This also means that xeokit renders less frames while panning the Camera,
       * wich can improve rendering performance.
       *
       * Default is ````0.5````.
       *
       * @param {Number} panInertia New pan inertia factor.
       */
      set panInertia(panInertia) {
          this._configs.panInertia = (panInertia !== undefined && panInertia !== null) ? panInertia : 0.5;
      }
  
      /**
       * Gets the pan inertia factor.
       *
       * Default is ````0.5````.
       *
       * @returns {Number} The current pan inertia factor.
       */
      get panInertia() {
          return this._configs.panInertia;
      }
  
      /**
       * Sets the keyboard layout.
       *
       * Supported layouts are:
       *
       * * ````"qwerty"```` (default)
       * * ````"azerty"````
       *
       * @deprecated
       * @param {String} value Selects the keyboard layout.
       */
      set keyboardLayout(value) {
          // this.warn("keyboardLayout property is deprecated - use keyMap property instead");
          value = value || "qwerty";
          if (value !== "qwerty" && value !== "azerty") {
              this.error("Unsupported value for keyboardLayout - defaulting to 'qwerty'");
              value = "qwerty";
          }
          this._configs.keyboardLayout = value;
          this.keyMap = this._configs.keyboardLayout;
      }
  
      /**
       * Gets the keyboard layout.
       *
       * Supported layouts are:
       *
       * * ````"qwerty"```` (default)
       * * ````"azerty"````
       *
       * @deprecated
       * @returns {String} The current keyboard layout.
       */
      get keyboardLayout() {
          return this._configs.keyboardLayout;
      }
  
      /**
       * Sets whether smart default pivoting is enabled.
       *
       * When ````true````, we'll pivot by default about the 3D position of the mouse/touch pointer on an
       * imaginary sphere that's centered at {@link Camera#eye} and sized to the {@link Scene} boundary.
       *
       * When ````false````, we'll pivot by default about {@link Camera#look}.
       *
       * Default is ````false````.
       *
       * @param {Boolean} enabled Set ````true```` to pivot by default about the selected point on the virtual sphere, or ````false```` to pivot by default about {@link Camera#look}.
       */
      set smartPivot(enabled) {
          this._configs.smartPivot = (enabled !== false);
      }
  
      /**
       * Gets whether smart default pivoting is enabled.
       *
       * When ````true````, we'll pivot by default about the 3D position of the mouse/touch pointer on an
       * imaginary sphere that's centered at {@link Camera#eye} and sized to the {@link Scene} boundary.
       *
       * When ````false````, we'll pivot by default about {@link Camera#look}.
       *
       * Default is ````false````.
       *
       * @returns {Boolean} Returns ````true```` when pivoting by default about the selected point on the virtual sphere, or ````false```` when pivoting by default about {@link Camera#look}.
       */
      get smartPivot() {
          return this._configs.smartPivot;
      }
  
      /**
       * Destroys this ````CameraControl````.
       * @private
       */
      destroy() {
          this._destroyHandlers();
          this._destroyControllers();
          this._cameraUpdater.destroy();
          super.destroy();
      }
  
      _destroyHandlers() {
          for (let i = 0, len = this._handlers.length; i < len; i++) {
              const handler = this._handlers[i];
              if (handler.destroy) {
                  handler.destroy();
              }
          }
      }
  
      _destroyControllers() {
          for (let i = 0, len = this._controllers.length; i < len; i++) {
              const controller = this._controllers[i];
              if (controller.destroy) {
                  controller.destroy();
              }
          }
      }
  }
  
  export {
      CameraControl
  };
  