@babylonjs/core 5.38.0 → 5.40.0

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Files changed (63) hide show
  1. package/Audio/audioSceneComponent.d.ts +11 -6
  2. package/Audio/audioSceneComponent.js +78 -52
  3. package/Audio/audioSceneComponent.js.map +1 -1
  4. package/Audio/sound.js +6 -4
  5. package/Audio/sound.js.map +1 -1
  6. package/Culling/ray.d.ts +1 -1
  7. package/Culling/ray.js.map +1 -1
  8. package/Engines/Extensions/engine.renderTarget.js +3 -3
  9. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  10. package/Engines/nativeEngine.js +2 -1
  11. package/Engines/nativeEngine.js.map +1 -1
  12. package/Engines/thinEngine.js +2 -2
  13. package/Engines/thinEngine.js.map +1 -1
  14. package/Gizmos/gizmo.d.ts +1 -0
  15. package/Gizmos/gizmo.js +1 -0
  16. package/Gizmos/gizmo.js.map +1 -1
  17. package/Gizmos/positionGizmo.d.ts +4 -0
  18. package/Gizmos/positionGizmo.js +4 -0
  19. package/Gizmos/positionGizmo.js.map +1 -1
  20. package/Gizmos/rotationGizmo.d.ts +4 -0
  21. package/Gizmos/rotationGizmo.js +4 -0
  22. package/Gizmos/rotationGizmo.js.map +1 -1
  23. package/Layers/glowLayer.d.ts +3 -3
  24. package/Layers/glowLayer.js +2 -1
  25. package/Layers/glowLayer.js.map +1 -1
  26. package/Materials/Node/Blocks/index.d.ts +2 -0
  27. package/Materials/Node/Blocks/index.js +2 -0
  28. package/Materials/Node/Blocks/index.js.map +1 -1
  29. package/Materials/Node/Blocks/matrixDeterminantBlock.d.ts +27 -0
  30. package/Materials/Node/Blocks/matrixDeterminantBlock.js +46 -0
  31. package/Materials/Node/Blocks/matrixDeterminantBlock.js.map +1 -0
  32. package/Materials/Node/Blocks/matrixTransposeBlock.d.ts +27 -0
  33. package/Materials/Node/Blocks/matrixTransposeBlock.js +46 -0
  34. package/Materials/Node/Blocks/matrixTransposeBlock.js.map +1 -0
  35. package/Materials/Textures/renderTargetTexture.d.ts +32 -28
  36. package/Materials/Textures/renderTargetTexture.js +13 -9
  37. package/Materials/Textures/renderTargetTexture.js.map +1 -1
  38. package/Materials/materialPluginManager.js +25 -4
  39. package/Materials/materialPluginManager.js.map +1 -1
  40. package/Maths/math.vector.d.ts +101 -9
  41. package/Maths/math.vector.js +101 -9
  42. package/Maths/math.vector.js.map +1 -1
  43. package/Meshes/linesMesh.d.ts +3 -1
  44. package/Meshes/linesMesh.js +8 -2
  45. package/Meshes/linesMesh.js.map +1 -1
  46. package/Meshes/subMesh.js +2 -2
  47. package/Meshes/subMesh.js.map +1 -1
  48. package/Misc/screenshotTools.d.ts +5 -2
  49. package/Misc/screenshotTools.js +7 -3
  50. package/Misc/screenshotTools.js.map +1 -1
  51. package/Particles/solidParticleSystem.d.ts +67 -63
  52. package/Particles/solidParticleSystem.js.map +1 -1
  53. package/PostProcesses/volumetricLightScatteringPostProcess.d.ts +5 -0
  54. package/PostProcesses/volumetricLightScatteringPostProcess.js +9 -1
  55. package/PostProcesses/volumetricLightScatteringPostProcess.js.map +1 -1
  56. package/Rendering/boundingBoxRenderer.js +2 -0
  57. package/Rendering/boundingBoxRenderer.js.map +1 -1
  58. package/Rendering/depthRendererSceneComponent.d.ts +2 -1
  59. package/Rendering/depthRendererSceneComponent.js +2 -2
  60. package/Rendering/depthRendererSceneComponent.js.map +1 -1
  61. package/Shaders/ShadersInclude/pbrBlockFinalColorComposition.js +3 -3
  62. package/Shaders/ShadersInclude/pbrBlockFinalColorComposition.js.map +1 -1
  63. package/package.json +1 -1
package/Gizmos/gizmo.d.ts CHANGED
@@ -130,6 +130,7 @@ export declare class Gizmo implements IGizmo {
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  protected _updateGizmoPositionToMatchAttachedMesh: boolean;
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  /**
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  * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
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+ * NOTE: This is only possible for meshes with uniform scaling, as otherwise it's not possible to decompose the rotation
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  */
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  set updateGizmoRotationToMatchAttachedMesh(value: boolean);
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  get updateGizmoRotationToMatchAttachedMesh(): boolean;
package/Gizmos/gizmo.js CHANGED
@@ -104,6 +104,7 @@ export class Gizmo {
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  }
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  /**
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  * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
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+ * NOTE: This is only possible for meshes with uniform scaling, as otherwise it's not possible to decompose the rotation
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  */
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  set updateGizmoRotationToMatchAttachedMesh(value) {
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  this._updateGizmoRotationToMatchAttachedMesh = value;
@@ -1 +1 @@
1
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type { Observer } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { WebVRFreeCamera } from \"../Cameras/VR/webVRCamera\";\r\nimport type { Scene, IDisposable } from \"../scene\";\r\nimport { Quaternion, Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport type { TargetCamera } from \"../Cameras/targetCamera\";\r\nimport type { Node } from \"../node\";\r\nimport type { Bone } from \"../Bones/bone\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport type { LinesMesh } from \"../Meshes/linesMesh\";\r\nimport type { PointerDragBehavior } from \"../Behaviors/Meshes/pointerDragBehavior\";\r\nimport type { ShadowLight } from \"../Lights/shadowLight\";\r\nimport { Light } from \"../Lights/light\";\r\n\r\n/**\r\n * Cache built by each axis. Used for managing state between all elements of gizmo for enhanced UI\r\n */\r\nexport interface GizmoAxisCache {\r\n /** Mesh used to render the Gizmo */\r\n gizmoMeshes: Mesh[];\r\n /** Mesh used to detect user interaction with Gizmo */\r\n colliderMeshes: Mesh[];\r\n /** Material used to indicate color of gizmo mesh */\r\n material: StandardMaterial;\r\n /** Material used to indicate hover state of the Gizmo */\r\n hoverMaterial: StandardMaterial;\r\n /** Material used to indicate disabled state of the Gizmo */\r\n disableMaterial: StandardMaterial;\r\n /** Used to indicate Active state of the Gizmo */\r\n active: boolean;\r\n /** DragBehavior */\r\n dragBehavior: PointerDragBehavior;\r\n}\r\n\r\n/**\r\n * Interface for basic gizmo\r\n */\r\nexport interface IGizmo extends IDisposable {\r\n /** True when the mouse pointer is hovered a gizmo mesh */\r\n readonly isHovered: boolean;\r\n /** The root mesh of the gizmo */\r\n _rootMesh: Mesh;\r\n /** Ratio for the scale of the gizmo */\r\n scaleRatio: number;\r\n /**\r\n * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)\r\n * * When set, interactions will be enabled\r\n */\r\n attachedMesh: Nullable<AbstractMesh>;\r\n /**\r\n * Node that the gizmo will be attached to. (eg. on a drag gizmo the mesh, bone or NodeTransform that will be dragged)\r\n * * When set, interactions will be enabled\r\n */\r\n attachedNode: Nullable<Node>;\r\n /**\r\n * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)\r\n */\r\n updateGizmoRotationToMatchAttachedMesh: boolean;\r\n /** The utility layer the gizmo will be added to */\r\n gizmoLayer: UtilityLayerRenderer;\r\n /**\r\n * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)\r\n */\r\n updateGizmoPositionToMatchAttachedMesh: boolean;\r\n /**\r\n * When set, the gizmo will always appear the same size no matter where the camera is (default: true)\r\n */\r\n updateScale: boolean;\r\n /**\r\n * posture that the gizmo will be display\r\n * When set null, default value will be used (Quaternion(0, 0, 0, 1))\r\n */\r\n customRotationQuaternion: Nullable<Quaternion>;\r\n /** Disposes and replaces the current meshes in the gizmo with the specified mesh */\r\n setCustomMesh(mesh: Mesh): void;\r\n}\r\n/**\r\n * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.\r\n */\r\nexport class Gizmo implements IGizmo {\r\n /**\r\n * The root mesh of the gizmo\r\n */\r\n public _rootMesh: Mesh;\r\n protected _attachedMesh: Nullable<AbstractMesh> = null;\r\n protected _attachedNode: Nullable<Node> = null;\r\n protected _customRotationQuaternion: Nullable<Quaternion> = null;\r\n /**\r\n * Ratio for the scale of the gizmo (Default: 1)\r\n */\r\n protected _scaleRatio = 1;\r\n\r\n /**\r\n * boolean updated by pointermove when a gizmo mesh is hovered\r\n */\r\n protected _isHovered = false;\r\n\r\n /**\r\n * When enabled, any gizmo operation will perserve scaling sign. Default is off.\r\n * Only valid for TransformNode derived classes (Mesh, AbstractMesh, ...)\r\n */\r\n public static PreserveScaling = false;\r\n\r\n /**\r\n * Ratio for the scale of the gizmo (Default: 1)\r\n */\r\n public set scaleRatio(value: number) {\r\n this._scaleRatio = value;\r\n }\r\n\r\n public get scaleRatio() {\r\n return this._scaleRatio;\r\n }\r\n\r\n /**\r\n * True when the mouse pointer is hovered a gizmo mesh\r\n */\r\n public get isHovered() {\r\n return this._isHovered;\r\n }\r\n\r\n /**\r\n * If a custom mesh has been set (Default: false)\r\n */\r\n protected _customMeshSet = false;\r\n /**\r\n * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)\r\n * * When set, interactions will be enabled\r\n */\r\n public get attachedMesh() {\r\n return this._attachedMesh;\r\n }\r\n public set attachedMesh(value) {\r\n this._attachedMesh = value;\r\n if (value) {\r\n this._attachedNode = value;\r\n }\r\n this._rootMesh.setEnabled(value ? true : false);\r\n this._attachedNodeChanged(value);\r\n }\r\n /**\r\n * Node that the gizmo will be attached to. (eg. on a drag gizmo the mesh, bone or NodeTransform that will be dragged)\r\n * * When set, interactions will be enabled\r\n */\r\n public get attachedNode() {\r\n return this._attachedNode;\r\n }\r\n public set attachedNode(value) {\r\n this._attachedNode = value;\r\n this._attachedMesh = null;\r\n this._rootMesh.setEnabled(value ? true : false);\r\n this._attachedNodeChanged(value);\r\n }\r\n\r\n /**\r\n * Disposes and replaces the current meshes in the gizmo with the specified mesh\r\n * @param mesh The mesh to replace the default mesh of the gizmo\r\n */\r\n public setCustomMesh(mesh: Mesh) {\r\n if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {\r\n throw \"When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)\";\r\n }\r\n this._rootMesh.getChildMeshes().forEach((c) => {\r\n c.dispose();\r\n });\r\n mesh.parent = this._rootMesh;\r\n this._customMeshSet = true;\r\n }\r\n\r\n protected _updateGizmoRotationToMatchAttachedMesh = true;\r\n protected _updateGizmoPositionToMatchAttachedMesh = true;\r\n\r\n /**\r\n * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)\r\n */\r\n public set updateGizmoRotationToMatchAttachedMesh(value: boolean) {\r\n this._updateGizmoRotationToMatchAttachedMesh = value;\r\n }\r\n public get updateGizmoRotationToMatchAttachedMesh() {\r\n return this._updateGizmoRotationToMatchAttachedMesh;\r\n }\r\n /**\r\n * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)\r\n */\r\n public set updateGizmoPositionToMatchAttachedMesh(value: boolean) {\r\n this._updateGizmoPositionToMatchAttachedMesh = value;\r\n }\r\n public get updateGizmoPositionToMatchAttachedMesh() {\r\n return this._updateGizmoPositionToMatchAttachedMesh;\r\n }\r\n /**\r\n * When set, the gizmo will always appear the same size no matter where the camera is (default: true)\r\n */\r\n protected _updateScale = true;\r\n public set updateScale(value: boolean) {\r\n this._updateScale = value;\r\n }\r\n public get updateScale() {\r\n return this._updateScale;\r\n }\r\n protected _interactionsEnabled = true;\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _attachedNodeChanged(value: Nullable<Node>) {}\r\n\r\n protected _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n private _rightHandtoLeftHandMatrix = Matrix.RotationY(Math.PI);\r\n\r\n /**\r\n * Creates a gizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n */\r\n constructor(\r\n /** The utility layer the gizmo will be added to */\r\n public gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer\r\n ) {\r\n this._rootMesh = new Mesh(\"gizmoRootNode\", gizmoLayer.utilityLayerScene);\r\n this._rootMesh.rotationQuaternion = Quaternion.Identity();\r\n\r\n this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(() => {\r\n this._update();\r\n });\r\n }\r\n\r\n /**\r\n * posture that the gizmo will be display\r\n * When set null, default value will be used (Quaternion(0, 0, 0, 1))\r\n */\r\n public get customRotationQuaternion(): Nullable<Quaternion> {\r\n return this._customRotationQuaternion;\r\n }\r\n\r\n public set customRotationQuaternion(customRotationQuaternion: Nullable<Quaternion>) {\r\n this._customRotationQuaternion = customRotationQuaternion;\r\n }\r\n\r\n /**\r\n * Updates the gizmo to match the attached mesh's position/rotation\r\n */\r\n protected _update() {\r\n if (this.attachedNode) {\r\n let effectiveNode = this.attachedNode;\r\n if (this.attachedMesh) {\r\n effectiveNode = this.attachedMesh || this.attachedNode;\r\n }\r\n\r\n // Position\r\n if (this.updateGizmoPositionToMatchAttachedMesh) {\r\n const row = effectiveNode.getWorldMatrix().getRow(3);\r\n const position = row ? row.toVector3() : new Vector3(0, 0, 0);\r\n this._rootMesh.position.copyFrom(position);\r\n }\r\n\r\n // Rotation\r\n if (this.updateGizmoRotationToMatchAttachedMesh) {\r\n const supportedNode =\r\n (<Mesh>effectiveNode)._isMesh ||\r\n effectiveNode.getClassName() === \"AbstractMesh\" ||\r\n effectiveNode.getClassName() === \"TransformNode\" ||\r\n effectiveNode.getClassName() === \"InstancedMesh\";\r\n const transformNode = supportedNode ? (effectiveNode as TransformNode) : undefined;\r\n effectiveNode.getWorldMatrix().decompose(undefined, this._rootMesh.rotationQuaternion!, undefined, Gizmo.PreserveScaling ? transformNode : undefined);\r\n } else {\r\n if (this._customRotationQuaternion) {\r\n this._rootMesh.rotationQuaternion!.copyFrom(this._customRotationQuaternion);\r\n } else {\r\n this._rootMesh.rotationQuaternion!.set(0, 0, 0, 1);\r\n }\r\n }\r\n\r\n // Scale\r\n if (this.updateScale) {\r\n const activeCamera = this.gizmoLayer.utilityLayerScene.activeCamera!;\r\n let cameraPosition = activeCamera.globalPosition;\r\n if ((<WebVRFreeCamera>activeCamera).devicePosition) {\r\n cameraPosition = (<WebVRFreeCamera>activeCamera).devicePosition;\r\n }\r\n this._rootMesh.position.subtractToRef(cameraPosition, TmpVectors.Vector3[0]);\r\n let scale = this.scaleRatio;\r\n if (activeCamera.mode == Camera.ORTHOGRAPHIC_CAMERA) {\r\n if (activeCamera.orthoTop && activeCamera.orthoBottom) {\r\n const orthoHeight = activeCamera.orthoTop - activeCamera.orthoBottom;\r\n scale *= orthoHeight;\r\n }\r\n } else {\r\n const camForward = activeCamera.getScene().useRightHandedSystem ? Vector3.RightHandedForwardReadOnly : Vector3.LeftHandedForwardReadOnly;\r\n const direction = activeCamera.getDirection(camForward);\r\n scale *= Vector3.Dot(TmpVectors.Vector3[0], direction);\r\n }\r\n this._rootMesh.scaling.setAll(scale);\r\n\r\n // Account for handedness, similar to Matrix.decompose\r\n if (effectiveNode._getWorldMatrixDeterminant() < 0 && !Gizmo.PreserveScaling) {\r\n this._rootMesh.scaling.y *= -1;\r\n }\r\n } else {\r\n this._rootMesh.scaling.setAll(this.scaleRatio);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Handle position/translation when using an attached node using pivot\r\n */\r\n protected _handlePivot() {\r\n const attachedNodeTransform = this._attachedNode as any;\r\n // check there is an active pivot for the TransformNode attached\r\n if (attachedNodeTransform.isUsingPivotMatrix && attachedNodeTransform.isUsingPivotMatrix() && attachedNodeTransform.position) {\r\n // When a TransformNode has an active pivot, even without parenting,\r\n // translation from the world matrix is different from TransformNode.position.\r\n // Pivot works like a virtual parent that's using the node orientation.\r\n // As the world matrix is transformed by the gizmo and then decomposed to TRS\r\n // its translation part must be set to the Node's position.\r\n attachedNodeTransform.getWorldMatrix().setTranslation(attachedNodeTransform.position);\r\n }\r\n }\r\n /**\r\n * computes the rotation/scaling/position of the transform once the Node world matrix has changed.\r\n */\r\n protected _matrixChanged() {\r\n if (!this._attachedNode) {\r\n return;\r\n }\r\n\r\n if ((<Camera>this._attachedNode)._isCamera) {\r\n const camera = this._attachedNode as Camera;\r\n let worldMatrix;\r\n let worldMatrixUC;\r\n if (camera.parent) {\r\n const parentInv = TmpVectors.Matrix[1];\r\n camera.parent._worldMatrix.invertToRef(parentInv);\r\n this._attachedNode._worldMatrix.multiplyToRef(parentInv, TmpVectors.Matrix[0]);\r\n worldMatrix = TmpVectors.Matrix[0];\r\n } else {\r\n worldMatrix = this._attachedNode._worldMatrix;\r\n }\r\n\r\n if (camera.getScene().useRightHandedSystem) {\r\n // avoid desync with RH matrix computation. Otherwise, rotation of PI around Y axis happens each frame resulting in axis flipped because worldMatrix is computed as inverse of viewMatrix.\r\n this._rightHandtoLeftHandMatrix.multiplyToRef(worldMatrix, TmpVectors.Matrix[1]);\r\n worldMatrixUC = TmpVectors.Matrix[1];\r\n } else {\r\n worldMatrixUC = worldMatrix;\r\n }\r\n\r\n worldMatrixUC.decompose(TmpVectors.Vector3[1], TmpVectors.Quaternion[0], TmpVectors.Vector3[0]);\r\n\r\n const inheritsTargetCamera =\r\n this._attachedNode.getClassName() === \"FreeCamera\" ||\r\n this._attachedNode.getClassName() === \"FlyCamera\" ||\r\n this._attachedNode.getClassName() === \"ArcFollowCamera\" ||\r\n this._attachedNode.getClassName() === \"TargetCamera\" ||\r\n this._attachedNode.getClassName() === \"TouchCamera\" ||\r\n this._attachedNode.getClassName() === \"UniversalCamera\";\r\n\r\n if (inheritsTargetCamera) {\r\n const targetCamera = this._attachedNode as TargetCamera;\r\n targetCamera.rotation = TmpVectors.Quaternion[0].toEulerAngles();\r\n\r\n if (targetCamera.rotationQuaternion) {\r\n targetCamera.rotationQuaternion.copyFrom(TmpVectors.Quaternion[0]);\r\n targetCamera.rotationQuaternion.normalize();\r\n }\r\n }\r\n\r\n camera.position.copyFrom(TmpVectors.Vector3[0]);\r\n } else if (\r\n (<Mesh>this._attachedNode)._isMesh ||\r\n this._attachedNode.getClassName() === \"AbstractMesh\" ||\r\n this._attachedNode.getClassName() === \"TransformNode\" ||\r\n this._attachedNode.getClassName() === \"InstancedMesh\"\r\n ) {\r\n const transform = this._attachedNode as TransformNode;\r\n if (transform.parent) {\r\n const parentInv = TmpVectors.Matrix[0];\r\n const localMat = TmpVectors.Matrix[1];\r\n transform.parent.getWorldMatrix().invertToRef(parentInv);\r\n this._attachedNode.getWorldMatrix().multiplyToRef(parentInv, localMat);\r\n localMat.decompose(TmpVectors.Vector3[0], TmpVectors.Quaternion[0], transform.position, Gizmo.PreserveScaling ? transform : undefined);\r\n } else {\r\n this._attachedNode._worldMatrix.decompose(TmpVectors.Vector3[0], TmpVectors.Quaternion[0], transform.position, Gizmo.PreserveScaling ? transform : undefined);\r\n }\r\n transform.scaling.copyFrom(TmpVectors.Vector3[0]);\r\n if (!transform.billboardMode) {\r\n if (transform.rotationQuaternion) {\r\n transform.rotationQuaternion.copyFrom(TmpVectors.Quaternion[0]);\r\n transform.rotationQuaternion.normalize();\r\n } else {\r\n transform.rotation = TmpVectors.Quaternion[0].toEulerAngles();\r\n }\r\n }\r\n } else if (this._attachedNode.getClassName() === \"Bone\") {\r\n const bone = this._attachedNode as Bone;\r\n const parent = bone.getParent();\r\n\r\n if (parent) {\r\n const invParent = TmpVectors.Matrix[0];\r\n const boneLocalMatrix = TmpVectors.Matrix[1];\r\n parent.getWorldMatrix().invertToRef(invParent);\r\n bone.getWorldMatrix().multiplyToRef(invParent, boneLocalMatrix);\r\n const lmat = bone.getLocalMatrix();\r\n lmat.copyFrom(boneLocalMatrix);\r\n } else {\r\n const lmat = bone.getLocalMatrix();\r\n lmat.copyFrom(bone.getWorldMatrix());\r\n }\r\n bone.markAsDirty();\r\n } else {\r\n const light = this._attachedNode as ShadowLight;\r\n if (light.getTypeID) {\r\n const type = light.getTypeID();\r\n if (type === Light.LIGHTTYPEID_DIRECTIONALLIGHT || type === Light.LIGHTTYPEID_SPOTLIGHT || type === Light.LIGHTTYPEID_POINTLIGHT) {\r\n const parent = light.parent;\r\n\r\n if (parent) {\r\n const invParent = TmpVectors.Matrix[0];\r\n const nodeLocalMatrix = TmpVectors.Matrix[1];\r\n parent.getWorldMatrix().invertToRef(invParent);\r\n light.getWorldMatrix().multiplyToRef(invParent, nodeLocalMatrix);\r\n nodeLocalMatrix.decompose(undefined, TmpVectors.Quaternion[0], TmpVectors.Vector3[0]);\r\n } else {\r\n this._attachedNode._worldMatrix.decompose(undefined, TmpVectors.Quaternion[0], TmpVectors.Vector3[0]);\r\n }\r\n // setter doesn't copy values. Need a new Vector3\r\n light.position = new Vector3(TmpVectors.Vector3[0].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[0].z);\r\n if (light.direction) {\r\n light.direction = new Vector3(light.direction.x, light.direction.y, light.direction.z);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * refresh gizmo mesh material\r\n * @param gizmoMeshes\r\n * @param material material to apply\r\n */\r\n protected _setGizmoMeshMaterial(gizmoMeshes: Mesh[], material: StandardMaterial) {\r\n if (gizmoMeshes) {\r\n gizmoMeshes.forEach((m: Mesh) => {\r\n m.material = material;\r\n if ((<LinesMesh>m).color) {\r\n (<LinesMesh>m).color = material.diffuseColor;\r\n }\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Subscribes to pointer up, down, and hover events. Used for responsive gizmos.\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param gizmoAxisCache Gizmo axis definition used for reactive gizmo UI\r\n * @returns {Observer<PointerInfo>} pointerObserver\r\n */\r\n public static GizmoAxisPointerObserver(gizmoLayer: UtilityLayerRenderer, gizmoAxisCache: Map<Mesh, GizmoAxisCache>): Observer<PointerInfo> {\r\n let dragging = false;\r\n\r\n const pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (pointerInfo.pickInfo) {\r\n // On Hover Logic\r\n if (pointerInfo.type === PointerEventTypes.POINTERMOVE) {\r\n if (dragging) {\r\n return;\r\n }\r\n gizmoAxisCache.forEach((cache) => {\r\n if (cache.colliderMeshes && cache.gizmoMeshes) {\r\n const isHovered = cache.colliderMeshes?.indexOf(pointerInfo?.pickInfo?.pickedMesh as Mesh) != -1;\r\n const material = cache.dragBehavior.enabled ? (isHovered || cache.active ? cache.hoverMaterial : cache.material) : cache.disableMaterial;\r\n cache.gizmoMeshes.forEach((m: Mesh) => {\r\n m.material = material;\r\n if ((m as LinesMesh).color) {\r\n (m as LinesMesh).color = material.diffuseColor;\r\n }\r\n });\r\n }\r\n });\r\n }\r\n\r\n // On Mouse Down\r\n if (pointerInfo.type === PointerEventTypes.POINTERDOWN) {\r\n // If user Clicked Gizmo\r\n if (gizmoAxisCache.has(pointerInfo.pickInfo.pickedMesh?.parent as Mesh)) {\r\n dragging = true;\r\n const statusMap = gizmoAxisCache.get(pointerInfo.pickInfo.pickedMesh?.parent as Mesh);\r\n statusMap!.active = true;\r\n gizmoAxisCache.forEach((cache) => {\r\n const isHovered = cache.colliderMeshes?.indexOf(pointerInfo?.pickInfo?.pickedMesh as Mesh) != -1;\r\n const material = (isHovered || cache.active) && cache.dragBehavior.enabled ? cache.hoverMaterial : cache.disableMaterial;\r\n cache.gizmoMeshes.forEach((m: Mesh) => {\r\n m.material = material;\r\n if ((m as LinesMesh).color) {\r\n (m as LinesMesh).color = material.diffuseColor;\r\n }\r\n });\r\n });\r\n }\r\n }\r\n\r\n // On Mouse Up\r\n if (pointerInfo.type === PointerEventTypes.POINTERUP) {\r\n gizmoAxisCache.forEach((cache) => {\r\n cache.active = false;\r\n dragging = false;\r\n cache.gizmoMeshes.forEach((m: Mesh) => {\r\n m.material = cache.dragBehavior.enabled ? cache.material : cache.disableMaterial;\r\n if ((m as LinesMesh).color) {\r\n (m as LinesMesh).color = cache.material.diffuseColor;\r\n }\r\n });\r\n });\r\n }\r\n }\r\n });\r\n\r\n return pointerObserver!;\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public dispose() {\r\n this._rootMesh.dispose();\r\n if (this._beforeRenderObserver) {\r\n this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type { Observer } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport type { WebVRFreeCamera } from \"../Cameras/VR/webVRCamera\";\r\nimport type { Scene, IDisposable } from \"../scene\";\r\nimport { Quaternion, Vector3, Matrix, TmpVectors } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport { Mesh } from \"../Meshes/mesh\";\r\nimport { Camera } from \"../Cameras/camera\";\r\nimport type { TargetCamera } from \"../Cameras/targetCamera\";\r\nimport type { Node } from \"../node\";\r\nimport type { Bone } from \"../Bones/bone\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { StandardMaterial } from \"../Materials/standardMaterial\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../Events/pointerEvents\";\r\nimport type { LinesMesh } from \"../Meshes/linesMesh\";\r\nimport type { PointerDragBehavior } from \"../Behaviors/Meshes/pointerDragBehavior\";\r\nimport type { ShadowLight } from \"../Lights/shadowLight\";\r\nimport { Light } from \"../Lights/light\";\r\n\r\n/**\r\n * Cache built by each axis. Used for managing state between all elements of gizmo for enhanced UI\r\n */\r\nexport interface GizmoAxisCache {\r\n /** Mesh used to render the Gizmo */\r\n gizmoMeshes: Mesh[];\r\n /** Mesh used to detect user interaction with Gizmo */\r\n colliderMeshes: Mesh[];\r\n /** Material used to indicate color of gizmo mesh */\r\n material: StandardMaterial;\r\n /** Material used to indicate hover state of the Gizmo */\r\n hoverMaterial: StandardMaterial;\r\n /** Material used to indicate disabled state of the Gizmo */\r\n disableMaterial: StandardMaterial;\r\n /** Used to indicate Active state of the Gizmo */\r\n active: boolean;\r\n /** DragBehavior */\r\n dragBehavior: PointerDragBehavior;\r\n}\r\n\r\n/**\r\n * Interface for basic gizmo\r\n */\r\nexport interface IGizmo extends IDisposable {\r\n /** True when the mouse pointer is hovered a gizmo mesh */\r\n readonly isHovered: boolean;\r\n /** The root mesh of the gizmo */\r\n _rootMesh: Mesh;\r\n /** Ratio for the scale of the gizmo */\r\n scaleRatio: number;\r\n /**\r\n * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)\r\n * * When set, interactions will be enabled\r\n */\r\n attachedMesh: Nullable<AbstractMesh>;\r\n /**\r\n * Node that the gizmo will be attached to. (eg. on a drag gizmo the mesh, bone or NodeTransform that will be dragged)\r\n * * When set, interactions will be enabled\r\n */\r\n attachedNode: Nullable<Node>;\r\n /**\r\n * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)\r\n */\r\n updateGizmoRotationToMatchAttachedMesh: boolean;\r\n /** The utility layer the gizmo will be added to */\r\n gizmoLayer: UtilityLayerRenderer;\r\n /**\r\n * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)\r\n */\r\n updateGizmoPositionToMatchAttachedMesh: boolean;\r\n /**\r\n * When set, the gizmo will always appear the same size no matter where the camera is (default: true)\r\n */\r\n updateScale: boolean;\r\n /**\r\n * posture that the gizmo will be display\r\n * When set null, default value will be used (Quaternion(0, 0, 0, 1))\r\n */\r\n customRotationQuaternion: Nullable<Quaternion>;\r\n /** Disposes and replaces the current meshes in the gizmo with the specified mesh */\r\n setCustomMesh(mesh: Mesh): void;\r\n}\r\n/**\r\n * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.\r\n */\r\nexport class Gizmo implements IGizmo {\r\n /**\r\n * The root mesh of the gizmo\r\n */\r\n public _rootMesh: Mesh;\r\n protected _attachedMesh: Nullable<AbstractMesh> = null;\r\n protected _attachedNode: Nullable<Node> = null;\r\n protected _customRotationQuaternion: Nullable<Quaternion> = null;\r\n /**\r\n * Ratio for the scale of the gizmo (Default: 1)\r\n */\r\n protected _scaleRatio = 1;\r\n\r\n /**\r\n * boolean updated by pointermove when a gizmo mesh is hovered\r\n */\r\n protected _isHovered = false;\r\n\r\n /**\r\n * When enabled, any gizmo operation will perserve scaling sign. Default is off.\r\n * Only valid for TransformNode derived classes (Mesh, AbstractMesh, ...)\r\n */\r\n public static PreserveScaling = false;\r\n\r\n /**\r\n * Ratio for the scale of the gizmo (Default: 1)\r\n */\r\n public set scaleRatio(value: number) {\r\n this._scaleRatio = value;\r\n }\r\n\r\n public get scaleRatio() {\r\n return this._scaleRatio;\r\n }\r\n\r\n /**\r\n * True when the mouse pointer is hovered a gizmo mesh\r\n */\r\n public get isHovered() {\r\n return this._isHovered;\r\n }\r\n\r\n /**\r\n * If a custom mesh has been set (Default: false)\r\n */\r\n protected _customMeshSet = false;\r\n /**\r\n * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)\r\n * * When set, interactions will be enabled\r\n */\r\n public get attachedMesh() {\r\n return this._attachedMesh;\r\n }\r\n public set attachedMesh(value) {\r\n this._attachedMesh = value;\r\n if (value) {\r\n this._attachedNode = value;\r\n }\r\n this._rootMesh.setEnabled(value ? true : false);\r\n this._attachedNodeChanged(value);\r\n }\r\n /**\r\n * Node that the gizmo will be attached to. (eg. on a drag gizmo the mesh, bone or NodeTransform that will be dragged)\r\n * * When set, interactions will be enabled\r\n */\r\n public get attachedNode() {\r\n return this._attachedNode;\r\n }\r\n public set attachedNode(value) {\r\n this._attachedNode = value;\r\n this._attachedMesh = null;\r\n this._rootMesh.setEnabled(value ? true : false);\r\n this._attachedNodeChanged(value);\r\n }\r\n\r\n /**\r\n * Disposes and replaces the current meshes in the gizmo with the specified mesh\r\n * @param mesh The mesh to replace the default mesh of the gizmo\r\n */\r\n public setCustomMesh(mesh: Mesh) {\r\n if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {\r\n throw \"When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)\";\r\n }\r\n this._rootMesh.getChildMeshes().forEach((c) => {\r\n c.dispose();\r\n });\r\n mesh.parent = this._rootMesh;\r\n this._customMeshSet = true;\r\n }\r\n\r\n protected _updateGizmoRotationToMatchAttachedMesh = true;\r\n protected _updateGizmoPositionToMatchAttachedMesh = true;\r\n\r\n /**\r\n * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)\r\n * NOTE: This is only possible for meshes with uniform scaling, as otherwise it's not possible to decompose the rotation\r\n */\r\n public set updateGizmoRotationToMatchAttachedMesh(value: boolean) {\r\n this._updateGizmoRotationToMatchAttachedMesh = value;\r\n }\r\n public get updateGizmoRotationToMatchAttachedMesh() {\r\n return this._updateGizmoRotationToMatchAttachedMesh;\r\n }\r\n /**\r\n * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)\r\n */\r\n public set updateGizmoPositionToMatchAttachedMesh(value: boolean) {\r\n this._updateGizmoPositionToMatchAttachedMesh = value;\r\n }\r\n public get updateGizmoPositionToMatchAttachedMesh() {\r\n return this._updateGizmoPositionToMatchAttachedMesh;\r\n }\r\n /**\r\n * When set, the gizmo will always appear the same size no matter where the camera is (default: true)\r\n */\r\n protected _updateScale = true;\r\n public set updateScale(value: boolean) {\r\n this._updateScale = value;\r\n }\r\n public get updateScale() {\r\n return this._updateScale;\r\n }\r\n protected _interactionsEnabled = true;\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _attachedNodeChanged(value: Nullable<Node>) {}\r\n\r\n protected _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n private _rightHandtoLeftHandMatrix = Matrix.RotationY(Math.PI);\r\n\r\n /**\r\n * Creates a gizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n */\r\n constructor(\r\n /** The utility layer the gizmo will be added to */\r\n public gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer\r\n ) {\r\n this._rootMesh = new Mesh(\"gizmoRootNode\", gizmoLayer.utilityLayerScene);\r\n this._rootMesh.rotationQuaternion = Quaternion.Identity();\r\n\r\n this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(() => {\r\n this._update();\r\n });\r\n }\r\n\r\n /**\r\n * posture that the gizmo will be display\r\n * When set null, default value will be used (Quaternion(0, 0, 0, 1))\r\n */\r\n public get customRotationQuaternion(): Nullable<Quaternion> {\r\n return this._customRotationQuaternion;\r\n }\r\n\r\n public set customRotationQuaternion(customRotationQuaternion: Nullable<Quaternion>) {\r\n this._customRotationQuaternion = customRotationQuaternion;\r\n }\r\n\r\n /**\r\n * Updates the gizmo to match the attached mesh's position/rotation\r\n */\r\n protected _update() {\r\n if (this.attachedNode) {\r\n let effectiveNode = this.attachedNode;\r\n if (this.attachedMesh) {\r\n effectiveNode = this.attachedMesh || this.attachedNode;\r\n }\r\n\r\n // Position\r\n if (this.updateGizmoPositionToMatchAttachedMesh) {\r\n const row = effectiveNode.getWorldMatrix().getRow(3);\r\n const position = row ? row.toVector3() : new Vector3(0, 0, 0);\r\n this._rootMesh.position.copyFrom(position);\r\n }\r\n\r\n // Rotation\r\n if (this.updateGizmoRotationToMatchAttachedMesh) {\r\n const supportedNode =\r\n (<Mesh>effectiveNode)._isMesh ||\r\n effectiveNode.getClassName() === \"AbstractMesh\" ||\r\n effectiveNode.getClassName() === \"TransformNode\" ||\r\n effectiveNode.getClassName() === \"InstancedMesh\";\r\n const transformNode = supportedNode ? (effectiveNode as TransformNode) : undefined;\r\n effectiveNode.getWorldMatrix().decompose(undefined, this._rootMesh.rotationQuaternion!, undefined, Gizmo.PreserveScaling ? transformNode : undefined);\r\n } else {\r\n if (this._customRotationQuaternion) {\r\n this._rootMesh.rotationQuaternion!.copyFrom(this._customRotationQuaternion);\r\n } else {\r\n this._rootMesh.rotationQuaternion!.set(0, 0, 0, 1);\r\n }\r\n }\r\n\r\n // Scale\r\n if (this.updateScale) {\r\n const activeCamera = this.gizmoLayer.utilityLayerScene.activeCamera!;\r\n let cameraPosition = activeCamera.globalPosition;\r\n if ((<WebVRFreeCamera>activeCamera).devicePosition) {\r\n cameraPosition = (<WebVRFreeCamera>activeCamera).devicePosition;\r\n }\r\n this._rootMesh.position.subtractToRef(cameraPosition, TmpVectors.Vector3[0]);\r\n let scale = this.scaleRatio;\r\n if (activeCamera.mode == Camera.ORTHOGRAPHIC_CAMERA) {\r\n if (activeCamera.orthoTop && activeCamera.orthoBottom) {\r\n const orthoHeight = activeCamera.orthoTop - activeCamera.orthoBottom;\r\n scale *= orthoHeight;\r\n }\r\n } else {\r\n const camForward = activeCamera.getScene().useRightHandedSystem ? Vector3.RightHandedForwardReadOnly : Vector3.LeftHandedForwardReadOnly;\r\n const direction = activeCamera.getDirection(camForward);\r\n scale *= Vector3.Dot(TmpVectors.Vector3[0], direction);\r\n }\r\n this._rootMesh.scaling.setAll(scale);\r\n\r\n // Account for handedness, similar to Matrix.decompose\r\n if (effectiveNode._getWorldMatrixDeterminant() < 0 && !Gizmo.PreserveScaling) {\r\n this._rootMesh.scaling.y *= -1;\r\n }\r\n } else {\r\n this._rootMesh.scaling.setAll(this.scaleRatio);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Handle position/translation when using an attached node using pivot\r\n */\r\n protected _handlePivot() {\r\n const attachedNodeTransform = this._attachedNode as any;\r\n // check there is an active pivot for the TransformNode attached\r\n if (attachedNodeTransform.isUsingPivotMatrix && attachedNodeTransform.isUsingPivotMatrix() && attachedNodeTransform.position) {\r\n // When a TransformNode has an active pivot, even without parenting,\r\n // translation from the world matrix is different from TransformNode.position.\r\n // Pivot works like a virtual parent that's using the node orientation.\r\n // As the world matrix is transformed by the gizmo and then decomposed to TRS\r\n // its translation part must be set to the Node's position.\r\n attachedNodeTransform.getWorldMatrix().setTranslation(attachedNodeTransform.position);\r\n }\r\n }\r\n /**\r\n * computes the rotation/scaling/position of the transform once the Node world matrix has changed.\r\n */\r\n protected _matrixChanged() {\r\n if (!this._attachedNode) {\r\n return;\r\n }\r\n\r\n if ((<Camera>this._attachedNode)._isCamera) {\r\n const camera = this._attachedNode as Camera;\r\n let worldMatrix;\r\n let worldMatrixUC;\r\n if (camera.parent) {\r\n const parentInv = TmpVectors.Matrix[1];\r\n camera.parent._worldMatrix.invertToRef(parentInv);\r\n this._attachedNode._worldMatrix.multiplyToRef(parentInv, TmpVectors.Matrix[0]);\r\n worldMatrix = TmpVectors.Matrix[0];\r\n } else {\r\n worldMatrix = this._attachedNode._worldMatrix;\r\n }\r\n\r\n if (camera.getScene().useRightHandedSystem) {\r\n // avoid desync with RH matrix computation. Otherwise, rotation of PI around Y axis happens each frame resulting in axis flipped because worldMatrix is computed as inverse of viewMatrix.\r\n this._rightHandtoLeftHandMatrix.multiplyToRef(worldMatrix, TmpVectors.Matrix[1]);\r\n worldMatrixUC = TmpVectors.Matrix[1];\r\n } else {\r\n worldMatrixUC = worldMatrix;\r\n }\r\n\r\n worldMatrixUC.decompose(TmpVectors.Vector3[1], TmpVectors.Quaternion[0], TmpVectors.Vector3[0]);\r\n\r\n const inheritsTargetCamera =\r\n this._attachedNode.getClassName() === \"FreeCamera\" ||\r\n this._attachedNode.getClassName() === \"FlyCamera\" ||\r\n this._attachedNode.getClassName() === \"ArcFollowCamera\" ||\r\n this._attachedNode.getClassName() === \"TargetCamera\" ||\r\n this._attachedNode.getClassName() === \"TouchCamera\" ||\r\n this._attachedNode.getClassName() === \"UniversalCamera\";\r\n\r\n if (inheritsTargetCamera) {\r\n const targetCamera = this._attachedNode as TargetCamera;\r\n targetCamera.rotation = TmpVectors.Quaternion[0].toEulerAngles();\r\n\r\n if (targetCamera.rotationQuaternion) {\r\n targetCamera.rotationQuaternion.copyFrom(TmpVectors.Quaternion[0]);\r\n targetCamera.rotationQuaternion.normalize();\r\n }\r\n }\r\n\r\n camera.position.copyFrom(TmpVectors.Vector3[0]);\r\n } else if (\r\n (<Mesh>this._attachedNode)._isMesh ||\r\n this._attachedNode.getClassName() === \"AbstractMesh\" ||\r\n this._attachedNode.getClassName() === \"TransformNode\" ||\r\n this._attachedNode.getClassName() === \"InstancedMesh\"\r\n ) {\r\n const transform = this._attachedNode as TransformNode;\r\n if (transform.parent) {\r\n const parentInv = TmpVectors.Matrix[0];\r\n const localMat = TmpVectors.Matrix[1];\r\n transform.parent.getWorldMatrix().invertToRef(parentInv);\r\n this._attachedNode.getWorldMatrix().multiplyToRef(parentInv, localMat);\r\n localMat.decompose(TmpVectors.Vector3[0], TmpVectors.Quaternion[0], transform.position, Gizmo.PreserveScaling ? transform : undefined);\r\n } else {\r\n this._attachedNode._worldMatrix.decompose(TmpVectors.Vector3[0], TmpVectors.Quaternion[0], transform.position, Gizmo.PreserveScaling ? transform : undefined);\r\n }\r\n transform.scaling.copyFrom(TmpVectors.Vector3[0]);\r\n if (!transform.billboardMode) {\r\n if (transform.rotationQuaternion) {\r\n transform.rotationQuaternion.copyFrom(TmpVectors.Quaternion[0]);\r\n transform.rotationQuaternion.normalize();\r\n } else {\r\n transform.rotation = TmpVectors.Quaternion[0].toEulerAngles();\r\n }\r\n }\r\n } else if (this._attachedNode.getClassName() === \"Bone\") {\r\n const bone = this._attachedNode as Bone;\r\n const parent = bone.getParent();\r\n\r\n if (parent) {\r\n const invParent = TmpVectors.Matrix[0];\r\n const boneLocalMatrix = TmpVectors.Matrix[1];\r\n parent.getWorldMatrix().invertToRef(invParent);\r\n bone.getWorldMatrix().multiplyToRef(invParent, boneLocalMatrix);\r\n const lmat = bone.getLocalMatrix();\r\n lmat.copyFrom(boneLocalMatrix);\r\n } else {\r\n const lmat = bone.getLocalMatrix();\r\n lmat.copyFrom(bone.getWorldMatrix());\r\n }\r\n bone.markAsDirty();\r\n } else {\r\n const light = this._attachedNode as ShadowLight;\r\n if (light.getTypeID) {\r\n const type = light.getTypeID();\r\n if (type === Light.LIGHTTYPEID_DIRECTIONALLIGHT || type === Light.LIGHTTYPEID_SPOTLIGHT || type === Light.LIGHTTYPEID_POINTLIGHT) {\r\n const parent = light.parent;\r\n\r\n if (parent) {\r\n const invParent = TmpVectors.Matrix[0];\r\n const nodeLocalMatrix = TmpVectors.Matrix[1];\r\n parent.getWorldMatrix().invertToRef(invParent);\r\n light.getWorldMatrix().multiplyToRef(invParent, nodeLocalMatrix);\r\n nodeLocalMatrix.decompose(undefined, TmpVectors.Quaternion[0], TmpVectors.Vector3[0]);\r\n } else {\r\n this._attachedNode._worldMatrix.decompose(undefined, TmpVectors.Quaternion[0], TmpVectors.Vector3[0]);\r\n }\r\n // setter doesn't copy values. Need a new Vector3\r\n light.position = new Vector3(TmpVectors.Vector3[0].x, TmpVectors.Vector3[0].y, TmpVectors.Vector3[0].z);\r\n if (light.direction) {\r\n light.direction = new Vector3(light.direction.x, light.direction.y, light.direction.z);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * refresh gizmo mesh material\r\n * @param gizmoMeshes\r\n * @param material material to apply\r\n */\r\n protected _setGizmoMeshMaterial(gizmoMeshes: Mesh[], material: StandardMaterial) {\r\n if (gizmoMeshes) {\r\n gizmoMeshes.forEach((m: Mesh) => {\r\n m.material = material;\r\n if ((<LinesMesh>m).color) {\r\n (<LinesMesh>m).color = material.diffuseColor;\r\n }\r\n });\r\n }\r\n }\r\n\r\n /**\r\n * Subscribes to pointer up, down, and hover events. Used for responsive gizmos.\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param gizmoAxisCache Gizmo axis definition used for reactive gizmo UI\r\n * @returns {Observer<PointerInfo>} pointerObserver\r\n */\r\n public static GizmoAxisPointerObserver(gizmoLayer: UtilityLayerRenderer, gizmoAxisCache: Map<Mesh, GizmoAxisCache>): Observer<PointerInfo> {\r\n let dragging = false;\r\n\r\n const pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add((pointerInfo) => {\r\n if (pointerInfo.pickInfo) {\r\n // On Hover Logic\r\n if (pointerInfo.type === PointerEventTypes.POINTERMOVE) {\r\n if (dragging) {\r\n return;\r\n }\r\n gizmoAxisCache.forEach((cache) => {\r\n if (cache.colliderMeshes && cache.gizmoMeshes) {\r\n const isHovered = cache.colliderMeshes?.indexOf(pointerInfo?.pickInfo?.pickedMesh as Mesh) != -1;\r\n const material = cache.dragBehavior.enabled ? (isHovered || cache.active ? cache.hoverMaterial : cache.material) : cache.disableMaterial;\r\n cache.gizmoMeshes.forEach((m: Mesh) => {\r\n m.material = material;\r\n if ((m as LinesMesh).color) {\r\n (m as LinesMesh).color = material.diffuseColor;\r\n }\r\n });\r\n }\r\n });\r\n }\r\n\r\n // On Mouse Down\r\n if (pointerInfo.type === PointerEventTypes.POINTERDOWN) {\r\n // If user Clicked Gizmo\r\n if (gizmoAxisCache.has(pointerInfo.pickInfo.pickedMesh?.parent as Mesh)) {\r\n dragging = true;\r\n const statusMap = gizmoAxisCache.get(pointerInfo.pickInfo.pickedMesh?.parent as Mesh);\r\n statusMap!.active = true;\r\n gizmoAxisCache.forEach((cache) => {\r\n const isHovered = cache.colliderMeshes?.indexOf(pointerInfo?.pickInfo?.pickedMesh as Mesh) != -1;\r\n const material = (isHovered || cache.active) && cache.dragBehavior.enabled ? cache.hoverMaterial : cache.disableMaterial;\r\n cache.gizmoMeshes.forEach((m: Mesh) => {\r\n m.material = material;\r\n if ((m as LinesMesh).color) {\r\n (m as LinesMesh).color = material.diffuseColor;\r\n }\r\n });\r\n });\r\n }\r\n }\r\n\r\n // On Mouse Up\r\n if (pointerInfo.type === PointerEventTypes.POINTERUP) {\r\n gizmoAxisCache.forEach((cache) => {\r\n cache.active = false;\r\n dragging = false;\r\n cache.gizmoMeshes.forEach((m: Mesh) => {\r\n m.material = cache.dragBehavior.enabled ? cache.material : cache.disableMaterial;\r\n if ((m as LinesMesh).color) {\r\n (m as LinesMesh).color = cache.material.diffuseColor;\r\n }\r\n });\r\n });\r\n }\r\n }\r\n });\r\n\r\n return pointerObserver!;\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public dispose() {\r\n this._rootMesh.dispose();\r\n if (this._beforeRenderObserver) {\r\n this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n }\r\n}\r\n"]}
@@ -111,6 +111,10 @@ export declare class PositionGizmo extends Gizmo implements IPositionGizmo {
111
111
  */
112
112
  set planarGizmoEnabled(value: boolean);
113
113
  get planarGizmoEnabled(): boolean;
114
+ /**
115
+ * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
116
+ * NOTE: This is only possible for meshes with uniform scaling, as otherwise it's not possible to decompose the rotation
117
+ */
114
118
  set updateGizmoRotationToMatchAttachedMesh(value: boolean);
115
119
  get updateGizmoRotationToMatchAttachedMesh(): boolean;
116
120
  set updateGizmoPositionToMatchAttachedMesh(value: boolean);
@@ -121,6 +121,10 @@ export class PositionGizmo extends Gizmo {
121
121
  get planarGizmoEnabled() {
122
122
  return this._planarGizmoEnabled;
123
123
  }
124
+ /**
125
+ * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
126
+ * NOTE: This is only possible for meshes with uniform scaling, as otherwise it's not possible to decompose the rotation
127
+ */
124
128
  set updateGizmoRotationToMatchAttachedMesh(value) {
125
129
  this._updateGizmoRotationToMatchAttachedMesh = value;
126
130
  [this.xGizmo, this.yGizmo, this.zGizmo, this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {
@@ -1 +1 @@
1
- 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{ Logger } from \"../Misc/logger\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Node } from \"../node\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { GizmoAxisCache, IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport type { IAxisDragGizmo } from \"./axisDragGizmo\";\r\nimport { AxisDragGizmo } from \"./axisDragGizmo\";\r\nimport type { IPlaneDragGizmo } from \"./planeDragGizmo\";\r\nimport { PlaneDragGizmo } from \"./planeDragGizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport type { GizmoManager } from \"./gizmoManager\";\r\n\r\n/**\r\n * Interface for position gizmo\r\n */\r\nexport interface IPositionGizmo extends IGizmo {\r\n /** Internal gizmo used for interactions on the x axis */\r\n xGizmo: IAxisDragGizmo;\r\n /** Internal gizmo used for interactions on the y axis */\r\n yGizmo: IAxisDragGizmo;\r\n /** Internal gizmo used for interactions on the z axis */\r\n zGizmo: IAxisDragGizmo;\r\n /** Internal gizmo used for interactions on the yz plane */\r\n xPlaneGizmo: IPlaneDragGizmo;\r\n /** Internal gizmo used for interactions on the xz plane */\r\n yPlaneGizmo: IPlaneDragGizmo;\r\n /** Internal gizmo used for interactions on the xy plane */\r\n zPlaneGizmo: IPlaneDragGizmo;\r\n /** Fires an event when any of it's sub gizmos are dragged */\r\n onDragStartObservable: Observable<unknown>;\r\n /** Fires an event when any of it's sub gizmos are released from dragging */\r\n onDragEndObservable: Observable<unknown>;\r\n /**\r\n * If the planar drag gizmo is enabled\r\n * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.\r\n */\r\n planarGizmoEnabled: boolean;\r\n /** Drag distance in babylon units that the gizmo will snap to when dragged */\r\n snapDistance: number;\r\n /**\r\n * Builds Gizmo Axis Cache to enable features such as hover state preservation and graying out other axis during manipulation\r\n * @param mesh Axis gizmo mesh\r\n * @param cache Gizmo axis definition used for reactive gizmo UI\r\n */\r\n addToAxisCache(mesh: Mesh, cache: GizmoAxisCache): void;\r\n}\r\n\r\n/**\r\n * Gizmo that enables dragging a mesh along 3 axis\r\n */\r\nexport class PositionGizmo extends Gizmo implements IPositionGizmo {\r\n /**\r\n * Internal gizmo used for interactions on the x axis\r\n */\r\n public xGizmo: IAxisDragGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the y axis\r\n */\r\n public yGizmo: IAxisDragGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the z axis\r\n */\r\n public zGizmo: IAxisDragGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the yz plane\r\n */\r\n public xPlaneGizmo: IPlaneDragGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the xz plane\r\n */\r\n public yPlaneGizmo: IPlaneDragGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the xy plane\r\n */\r\n public zPlaneGizmo: IPlaneDragGizmo;\r\n\r\n /**\r\n * protected variables\r\n */\r\n protected _meshAttached: Nullable<AbstractMesh> = null;\r\n protected _nodeAttached: Nullable<Node> = null;\r\n protected _snapDistance: number;\r\n protected _observables: Observer<PointerInfo>[] = [];\r\n\r\n /** Node Caching for quick lookup */\r\n protected _gizmoAxisCache: Map<Mesh, GizmoAxisCache> = new Map();\r\n\r\n /** Fires an event when any of it's sub gizmos are dragged */\r\n public onDragStartObservable = new Observable();\r\n /** Fires an event when any of it's sub gizmos are released from dragging */\r\n public onDragEndObservable = new Observable();\r\n\r\n /**\r\n * If set to true, planar drag is enabled\r\n */\r\n protected _planarGizmoEnabled = false;\r\n\r\n public get attachedMesh() {\r\n return this._meshAttached;\r\n }\r\n public set attachedMesh(mesh: Nullable<AbstractMesh>) {\r\n this._meshAttached = mesh;\r\n this._nodeAttached = mesh;\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n if (gizmo.isEnabled) {\r\n gizmo.attachedMesh = mesh;\r\n } else {\r\n gizmo.attachedMesh = null;\r\n }\r\n });\r\n }\r\n\r\n public get attachedNode() {\r\n return this._nodeAttached;\r\n }\r\n public set attachedNode(node: Nullable<Node>) {\r\n this._meshAttached = null;\r\n this._nodeAttached = node;\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n if (gizmo.isEnabled) {\r\n gizmo.attachedNode = node;\r\n } else {\r\n gizmo.attachedNode = null;\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * True when the mouse pointer is hovering a gizmo mesh\r\n */\r\n public get isHovered() {\r\n let hovered = false;\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n hovered = hovered || gizmo.isHovered;\r\n });\r\n return hovered;\r\n }\r\n\r\n /**\r\n * Creates a PositionGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n @param thickness display gizmo axis thickness\r\n * @param gizmoManager\r\n */\r\n constructor(gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer, thickness: number = 1, gizmoManager?: GizmoManager) {\r\n super(gizmoLayer);\r\n this.xGizmo = new AxisDragGizmo(new Vector3(1, 0, 0), Color3.Red().scale(0.5), gizmoLayer, this, thickness);\r\n this.yGizmo = new AxisDragGizmo(new Vector3(0, 1, 0), Color3.Green().scale(0.5), gizmoLayer, this, thickness);\r\n this.zGizmo = new AxisDragGizmo(new Vector3(0, 0, 1), Color3.Blue().scale(0.5), gizmoLayer, this, thickness);\r\n\r\n this.xPlaneGizmo = new PlaneDragGizmo(new Vector3(1, 0, 0), Color3.Red().scale(0.5), this.gizmoLayer, this);\r\n this.yPlaneGizmo = new PlaneDragGizmo(new Vector3(0, 1, 0), Color3.Green().scale(0.5), this.gizmoLayer, this);\r\n this.zPlaneGizmo = new PlaneDragGizmo(new Vector3(0, 0, 1), Color3.Blue().scale(0.5), this.gizmoLayer, this);\r\n // Relay drag events\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n gizmo.dragBehavior.onDragStartObservable.add(() => {\r\n this.onDragStartObservable.notifyObservers({});\r\n });\r\n gizmo.dragBehavior.onDragEndObservable.add(() => {\r\n this.onDragEndObservable.notifyObservers({});\r\n });\r\n });\r\n\r\n this.attachedMesh = null;\r\n\r\n if (gizmoManager) {\r\n gizmoManager.addToAxisCache(this._gizmoAxisCache);\r\n } else {\r\n // Only subscribe to pointer event if gizmoManager isnt\r\n Gizmo.GizmoAxisPointerObserver(gizmoLayer, this._gizmoAxisCache);\r\n }\r\n }\r\n\r\n /**\r\n * If the planar drag gizmo is enabled\r\n * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.\r\n */\r\n public set planarGizmoEnabled(value: boolean) {\r\n this._planarGizmoEnabled = value;\r\n [this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n if (gizmo) {\r\n gizmo.isEnabled = value;\r\n if (value) {\r\n if (gizmo.attachedMesh) {\r\n gizmo.attachedMesh = this.attachedMesh;\r\n } else {\r\n gizmo.attachedNode = this.attachedNode;\r\n }\r\n }\r\n }\r\n }, this);\r\n }\r\n public get planarGizmoEnabled(): boolean {\r\n return this._planarGizmoEnabled;\r\n }\r\n\r\n public set updateGizmoRotationToMatchAttachedMesh(value: boolean) {\r\n this._updateGizmoRotationToMatchAttachedMesh = value;\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n if (gizmo) {\r\n gizmo.updateGizmoRotationToMatchAttachedMesh = value;\r\n }\r\n });\r\n }\r\n public get updateGizmoRotationToMatchAttachedMesh() {\r\n return this._updateGizmoRotationToMatchAttachedMesh;\r\n }\r\n\r\n public set updateGizmoPositionToMatchAttachedMesh(value: boolean) {\r\n this._updateGizmoPositionToMatchAttachedMesh = value;\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n if (gizmo) {\r\n gizmo.updateGizmoPositionToMatchAttachedMesh = value;\r\n }\r\n });\r\n }\r\n public get updateGizmoPositionToMatchAttachedMesh() {\r\n return this._updateGizmoPositionToMatchAttachedMesh;\r\n }\r\n\r\n public set updateScale(value: boolean) {\r\n if (this.xGizmo) {\r\n this.xGizmo.updateScale = value;\r\n this.yGizmo.updateScale = value;\r\n this.zGizmo.updateScale = value;\r\n }\r\n }\r\n public get updateScale() {\r\n return this.xGizmo.updateScale;\r\n }\r\n /**\r\n * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)\r\n */\r\n public set snapDistance(value: number) {\r\n this._snapDistance = value;\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n if (gizmo) {\r\n gizmo.snapDistance = value;\r\n }\r\n });\r\n }\r\n public get snapDistance() {\r\n return this._snapDistance;\r\n }\r\n\r\n /**\r\n * Ratio for the scale of the gizmo (Default: 1)\r\n */\r\n public set scaleRatio(value: number) {\r\n this._scaleRatio = value;\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n if (gizmo) {\r\n gizmo.scaleRatio = value;\r\n }\r\n });\r\n }\r\n public get scaleRatio() {\r\n return this._scaleRatio;\r\n }\r\n\r\n /**\r\n * Builds Gizmo Axis Cache to enable features such as hover state preservation and graying out other axis during manipulation\r\n * @param mesh Axis gizmo mesh\r\n * @param cache Gizmo axis definition used for reactive gizmo UI\r\n */\r\n public addToAxisCache(mesh: Mesh, cache: GizmoAxisCache) {\r\n this._gizmoAxisCache.set(mesh, cache);\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public dispose() {\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n if (gizmo) {\r\n gizmo.dispose();\r\n }\r\n });\r\n this._observables.forEach((obs) => {\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(obs);\r\n });\r\n this.onDragStartObservable.clear();\r\n this.onDragEndObservable.clear();\r\n }\r\n\r\n /**\r\n * CustomMeshes are not supported by this gizmo\r\n */\r\n public setCustomMesh() {\r\n Logger.Error(\r\n \"Custom meshes are not supported on this gizmo, please set the custom meshes on the gizmos contained within this one (gizmo.xGizmo, gizmo.yGizmo, gizmo.zGizmo,gizmo.xPlaneGizmo, gizmo.yPlaneGizmo, gizmo.zPlaneGizmo)\"\r\n );\r\n }\r\n}\r\n"]}
1
+ 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{ Logger } from \"../Misc/logger\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Node } from \"../node\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { GizmoAxisCache, IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport type { IAxisDragGizmo } from \"./axisDragGizmo\";\r\nimport { AxisDragGizmo } from \"./axisDragGizmo\";\r\nimport type { IPlaneDragGizmo } from \"./planeDragGizmo\";\r\nimport { PlaneDragGizmo } from \"./planeDragGizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport type { GizmoManager } from \"./gizmoManager\";\r\n\r\n/**\r\n * Interface for position gizmo\r\n */\r\nexport interface IPositionGizmo extends IGizmo {\r\n /** Internal gizmo used for interactions on the x axis */\r\n xGizmo: IAxisDragGizmo;\r\n /** Internal gizmo used for interactions on the y axis */\r\n yGizmo: IAxisDragGizmo;\r\n /** Internal gizmo used for interactions on the z axis */\r\n zGizmo: IAxisDragGizmo;\r\n /** Internal gizmo used for interactions on the yz plane */\r\n xPlaneGizmo: IPlaneDragGizmo;\r\n /** Internal gizmo used for interactions on the xz plane */\r\n yPlaneGizmo: IPlaneDragGizmo;\r\n /** Internal gizmo used for interactions on the xy plane */\r\n zPlaneGizmo: IPlaneDragGizmo;\r\n /** Fires an event when any of it's sub gizmos are dragged */\r\n onDragStartObservable: Observable<unknown>;\r\n /** Fires an event when any of it's sub gizmos are released from dragging */\r\n onDragEndObservable: Observable<unknown>;\r\n /**\r\n * If the planar drag gizmo is enabled\r\n * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.\r\n */\r\n planarGizmoEnabled: boolean;\r\n /** Drag distance in babylon units that the gizmo will snap to when dragged */\r\n snapDistance: number;\r\n /**\r\n * Builds Gizmo Axis Cache to enable features such as hover state preservation and graying out other axis during manipulation\r\n * @param mesh Axis gizmo mesh\r\n * @param cache Gizmo axis definition used for reactive gizmo UI\r\n */\r\n addToAxisCache(mesh: Mesh, cache: GizmoAxisCache): void;\r\n}\r\n\r\n/**\r\n * Gizmo that enables dragging a mesh along 3 axis\r\n */\r\nexport class PositionGizmo extends Gizmo implements IPositionGizmo {\r\n /**\r\n * Internal gizmo used for interactions on the x axis\r\n */\r\n public xGizmo: IAxisDragGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the y axis\r\n */\r\n public yGizmo: IAxisDragGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the z axis\r\n */\r\n public zGizmo: IAxisDragGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the yz plane\r\n */\r\n public xPlaneGizmo: IPlaneDragGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the xz plane\r\n */\r\n public yPlaneGizmo: IPlaneDragGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the xy plane\r\n */\r\n public zPlaneGizmo: IPlaneDragGizmo;\r\n\r\n /**\r\n * protected variables\r\n */\r\n protected _meshAttached: Nullable<AbstractMesh> = null;\r\n protected _nodeAttached: Nullable<Node> = null;\r\n protected _snapDistance: number;\r\n protected _observables: Observer<PointerInfo>[] = [];\r\n\r\n /** Node Caching for quick lookup */\r\n protected _gizmoAxisCache: Map<Mesh, GizmoAxisCache> = new Map();\r\n\r\n /** Fires an event when any of it's sub gizmos are dragged */\r\n public onDragStartObservable = new Observable();\r\n /** Fires an event when any of it's sub gizmos are released from dragging */\r\n public onDragEndObservable = new Observable();\r\n\r\n /**\r\n * If set to true, planar drag is enabled\r\n */\r\n protected _planarGizmoEnabled = false;\r\n\r\n public get attachedMesh() {\r\n return this._meshAttached;\r\n }\r\n public set attachedMesh(mesh: Nullable<AbstractMesh>) {\r\n this._meshAttached = mesh;\r\n this._nodeAttached = mesh;\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n if (gizmo.isEnabled) {\r\n gizmo.attachedMesh = mesh;\r\n } else {\r\n gizmo.attachedMesh = null;\r\n }\r\n });\r\n }\r\n\r\n public get attachedNode() {\r\n return this._nodeAttached;\r\n }\r\n public set attachedNode(node: Nullable<Node>) {\r\n this._meshAttached = null;\r\n this._nodeAttached = node;\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n if (gizmo.isEnabled) {\r\n gizmo.attachedNode = node;\r\n } else {\r\n gizmo.attachedNode = null;\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * True when the mouse pointer is hovering a gizmo mesh\r\n */\r\n public get isHovered() {\r\n let hovered = false;\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n hovered = hovered || gizmo.isHovered;\r\n });\r\n return hovered;\r\n }\r\n\r\n /**\r\n * Creates a PositionGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n @param thickness display gizmo axis thickness\r\n * @param gizmoManager\r\n */\r\n constructor(gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer, thickness: number = 1, gizmoManager?: GizmoManager) {\r\n super(gizmoLayer);\r\n this.xGizmo = new AxisDragGizmo(new Vector3(1, 0, 0), Color3.Red().scale(0.5), gizmoLayer, this, thickness);\r\n this.yGizmo = new AxisDragGizmo(new Vector3(0, 1, 0), Color3.Green().scale(0.5), gizmoLayer, this, thickness);\r\n this.zGizmo = new AxisDragGizmo(new Vector3(0, 0, 1), Color3.Blue().scale(0.5), gizmoLayer, this, thickness);\r\n\r\n this.xPlaneGizmo = new PlaneDragGizmo(new Vector3(1, 0, 0), Color3.Red().scale(0.5), this.gizmoLayer, this);\r\n this.yPlaneGizmo = new PlaneDragGizmo(new Vector3(0, 1, 0), Color3.Green().scale(0.5), this.gizmoLayer, this);\r\n this.zPlaneGizmo = new PlaneDragGizmo(new Vector3(0, 0, 1), Color3.Blue().scale(0.5), this.gizmoLayer, this);\r\n // Relay drag events\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n gizmo.dragBehavior.onDragStartObservable.add(() => {\r\n this.onDragStartObservable.notifyObservers({});\r\n });\r\n gizmo.dragBehavior.onDragEndObservable.add(() => {\r\n this.onDragEndObservable.notifyObservers({});\r\n });\r\n });\r\n\r\n this.attachedMesh = null;\r\n\r\n if (gizmoManager) {\r\n gizmoManager.addToAxisCache(this._gizmoAxisCache);\r\n } else {\r\n // Only subscribe to pointer event if gizmoManager isnt\r\n Gizmo.GizmoAxisPointerObserver(gizmoLayer, this._gizmoAxisCache);\r\n }\r\n }\r\n\r\n /**\r\n * If the planar drag gizmo is enabled\r\n * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.\r\n */\r\n public set planarGizmoEnabled(value: boolean) {\r\n this._planarGizmoEnabled = value;\r\n [this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n if (gizmo) {\r\n gizmo.isEnabled = value;\r\n if (value) {\r\n if (gizmo.attachedMesh) {\r\n gizmo.attachedMesh = this.attachedMesh;\r\n } else {\r\n gizmo.attachedNode = this.attachedNode;\r\n }\r\n }\r\n }\r\n }, this);\r\n }\r\n public get planarGizmoEnabled(): boolean {\r\n return this._planarGizmoEnabled;\r\n }\r\n\r\n /**\r\n * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)\r\n * NOTE: This is only possible for meshes with uniform scaling, as otherwise it's not possible to decompose the rotation\r\n */\r\n public set updateGizmoRotationToMatchAttachedMesh(value: boolean) {\r\n this._updateGizmoRotationToMatchAttachedMesh = value;\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n if (gizmo) {\r\n gizmo.updateGizmoRotationToMatchAttachedMesh = value;\r\n }\r\n });\r\n }\r\n public get updateGizmoRotationToMatchAttachedMesh() {\r\n return this._updateGizmoRotationToMatchAttachedMesh;\r\n }\r\n\r\n public set updateGizmoPositionToMatchAttachedMesh(value: boolean) {\r\n this._updateGizmoPositionToMatchAttachedMesh = value;\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n if (gizmo) {\r\n gizmo.updateGizmoPositionToMatchAttachedMesh = value;\r\n }\r\n });\r\n }\r\n public get updateGizmoPositionToMatchAttachedMesh() {\r\n return this._updateGizmoPositionToMatchAttachedMesh;\r\n }\r\n\r\n public set updateScale(value: boolean) {\r\n if (this.xGizmo) {\r\n this.xGizmo.updateScale = value;\r\n this.yGizmo.updateScale = value;\r\n this.zGizmo.updateScale = value;\r\n }\r\n }\r\n public get updateScale() {\r\n return this.xGizmo.updateScale;\r\n }\r\n /**\r\n * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)\r\n */\r\n public set snapDistance(value: number) {\r\n this._snapDistance = value;\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n if (gizmo) {\r\n gizmo.snapDistance = value;\r\n }\r\n });\r\n }\r\n public get snapDistance() {\r\n return this._snapDistance;\r\n }\r\n\r\n /**\r\n * Ratio for the scale of the gizmo (Default: 1)\r\n */\r\n public set scaleRatio(value: number) {\r\n this._scaleRatio = value;\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n if (gizmo) {\r\n gizmo.scaleRatio = value;\r\n }\r\n });\r\n }\r\n public get scaleRatio() {\r\n return this._scaleRatio;\r\n }\r\n\r\n /**\r\n * Builds Gizmo Axis Cache to enable features such as hover state preservation and graying out other axis during manipulation\r\n * @param mesh Axis gizmo mesh\r\n * @param cache Gizmo axis definition used for reactive gizmo UI\r\n */\r\n public addToAxisCache(mesh: Mesh, cache: GizmoAxisCache) {\r\n this._gizmoAxisCache.set(mesh, cache);\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public dispose() {\r\n [this.xGizmo, this.yGizmo, this.zGizmo, this.xPlaneGizmo, this.yPlaneGizmo, this.zPlaneGizmo].forEach((gizmo) => {\r\n if (gizmo) {\r\n gizmo.dispose();\r\n }\r\n });\r\n this._observables.forEach((obs) => {\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(obs);\r\n });\r\n this.onDragStartObservable.clear();\r\n this.onDragEndObservable.clear();\r\n }\r\n\r\n /**\r\n * CustomMeshes are not supported by this gizmo\r\n */\r\n public setCustomMesh() {\r\n Logger.Error(\r\n \"Custom meshes are not supported on this gizmo, please set the custom meshes on the gizmos contained within this one (gizmo.xGizmo, gizmo.yGizmo, gizmo.zGizmo,gizmo.xPlaneGizmo, gizmo.yPlaneGizmo, gizmo.zPlaneGizmo)\"\r\n );\r\n }\r\n}\r\n"]}
@@ -109,6 +109,10 @@ export declare class RotationGizmo extends Gizmo implements IRotationGizmo {
109
109
  * @param options More options
110
110
  */
111
111
  constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean, thickness?: number, gizmoManager?: GizmoManager, options?: RotationGizmoOptions);
112
+ /**
113
+ * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
114
+ * NOTE: This is only possible for meshes with uniform scaling, as otherwise it's not possible to decompose the rotation
115
+ */
112
116
  set updateGizmoRotationToMatchAttachedMesh(value: boolean);
113
117
  get updateGizmoRotationToMatchAttachedMesh(): boolean;
114
118
  set updateGizmoPositionToMatchAttachedMesh(value: boolean);
@@ -104,6 +104,10 @@ export class RotationGizmo extends Gizmo {
104
104
  });
105
105
  return hovered;
106
106
  }
107
+ /**
108
+ * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
109
+ * NOTE: This is only possible for meshes with uniform scaling, as otherwise it's not possible to decompose the rotation
110
+ */
107
111
  set updateGizmoRotationToMatchAttachedMesh(value) {
108
112
  if (this.xGizmo) {
109
113
  this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
@@ -1 +1 @@
1
- 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{ Logger } from \"../Misc/logger\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { GizmoAxisCache, IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport type { IPlaneRotationGizmo } from \"./planeRotationGizmo\";\r\nimport { PlaneRotationGizmo } from \"./planeRotationGizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport type { Node } from \"../node\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { GizmoManager } from \"./gizmoManager\";\r\n\r\n/**\r\n * Interface for rotation gizmo\r\n */\r\nexport interface IRotationGizmo extends IGizmo {\r\n /** Internal gizmo used for interactions on the x axis */\r\n xGizmo: IPlaneRotationGizmo;\r\n /** Internal gizmo used for interactions on the y axis */\r\n yGizmo: IPlaneRotationGizmo;\r\n /** Internal gizmo used for interactions on the z axis */\r\n zGizmo: IPlaneRotationGizmo;\r\n /** Fires an event when any of it's sub gizmos are dragged */\r\n onDragStartObservable: Observable<unknown>;\r\n /** Fires an event when any of it's sub gizmos are released from dragging */\r\n onDragEndObservable: Observable<unknown>;\r\n /** Drag distance in babylon units that the gizmo will snap to when dragged */\r\n snapDistance: number;\r\n /**\r\n * Builds Gizmo Axis Cache to enable features such as hover state preservation and graying out other axis during manipulation\r\n * @param mesh Axis gizmo mesh\r\n * @param cache Gizmo axis definition used for reactive gizmo UI\r\n */\r\n addToAxisCache(mesh: Mesh, cache: GizmoAxisCache): void;\r\n}\r\n\r\n/**\r\n * Options for each individual plane rotation gizmo contained within RotationGizmo\r\n * @since 5.0.0\r\n */\r\nexport interface PlaneRotationGizmoOptions {\r\n /**\r\n * Color to use for the plane rotation gizmo\r\n */\r\n color?: Color3;\r\n}\r\n\r\n/**\r\n * Additional options for each rotation gizmo\r\n */\r\nexport interface RotationGizmoOptions {\r\n /**\r\n * When set, the gizmo will always appear the same size no matter where the camera is (default: true)\r\n */\r\n updateScale?: boolean;\r\n\r\n /**\r\n * Specific options for xGizmo\r\n */\r\n xOptions?: PlaneRotationGizmoOptions;\r\n\r\n /**\r\n * Specific options for yGizmo\r\n */\r\n yOptions?: PlaneRotationGizmoOptions;\r\n\r\n /**\r\n * Specific options for zGizmo\r\n */\r\n zOptions?: PlaneRotationGizmoOptions;\r\n}\r\n\r\n/**\r\n * Gizmo that enables rotating a mesh along 3 axis\r\n */\r\nexport class RotationGizmo extends Gizmo implements IRotationGizmo {\r\n /**\r\n * Internal gizmo used for interactions on the x axis\r\n */\r\n public xGizmo: IPlaneRotationGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the y axis\r\n */\r\n public yGizmo: IPlaneRotationGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the z axis\r\n */\r\n public zGizmo: IPlaneRotationGizmo;\r\n\r\n /** Fires an event when any of it's sub gizmos are dragged */\r\n public onDragStartObservable = new Observable();\r\n /** Fires an event when any of it's sub gizmos are released from dragging */\r\n public onDragEndObservable = new Observable();\r\n\r\n protected _meshAttached: Nullable<AbstractMesh>;\r\n protected _nodeAttached: Nullable<Node>;\r\n protected _observables: Observer<PointerInfo>[] = [];\r\n\r\n /** Node Caching for quick lookup */\r\n protected _gizmoAxisCache: Map<Mesh, GizmoAxisCache> = new Map();\r\n\r\n public get attachedMesh() {\r\n return this._meshAttached;\r\n }\r\n public set attachedMesh(mesh: Nullable<AbstractMesh>) {\r\n this._meshAttached = mesh;\r\n this._nodeAttached = mesh;\r\n this._checkBillboardTransform();\r\n [this.xGizmo, this.yGizmo, this.zGizmo].forEach((gizmo) => {\r\n if (gizmo.isEnabled) {\r\n gizmo.attachedMesh = mesh;\r\n } else {\r\n gizmo.attachedMesh = null;\r\n }\r\n });\r\n }\r\n\r\n public get attachedNode() {\r\n return this._nodeAttached;\r\n }\r\n public set attachedNode(node: Nullable<Node>) {\r\n this._meshAttached = null;\r\n this._nodeAttached = node;\r\n this._checkBillboardTransform();\r\n [this.xGizmo, this.yGizmo, this.zGizmo].forEach((gizmo) => {\r\n if (gizmo.isEnabled) {\r\n gizmo.attachedNode = node;\r\n } else {\r\n gizmo.attachedNode = null;\r\n }\r\n });\r\n }\r\n\r\n protected _checkBillboardTransform() {\r\n if (this._nodeAttached && (<TransformNode>this._nodeAttached).billboardMode) {\r\n console.log(\"Rotation Gizmo will not work with transforms in billboard mode.\");\r\n }\r\n }\r\n\r\n /**\r\n * True when the mouse pointer is hovering a gizmo mesh\r\n */\r\n public get isHovered() {\r\n let hovered = false;\r\n [this.xGizmo, this.yGizmo, this.zGizmo].forEach((gizmo) => {\r\n hovered = hovered || gizmo.isHovered;\r\n });\r\n return hovered;\r\n }\r\n\r\n /**\r\n * Creates a RotationGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param tessellation Amount of tessellation to be used when creating rotation circles\r\n * @param useEulerRotation Use and update Euler angle instead of quaternion\r\n * @param thickness display gizmo axis thickness\r\n * @param gizmoManager Gizmo manager\r\n * @param options More options\r\n */\r\n constructor(\r\n gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer,\r\n tessellation = 32,\r\n useEulerRotation = false,\r\n thickness: number = 1,\r\n gizmoManager?: GizmoManager,\r\n options?: RotationGizmoOptions\r\n ) {\r\n super(gizmoLayer);\r\n const xColor = options && options.xOptions && options.xOptions.color ? options.xOptions.color : Color3.Red().scale(0.5);\r\n const yColor = options && options.yOptions && options.yOptions.color ? options.yOptions.color : Color3.Green().scale(0.5);\r\n const zColor = options && options.zOptions && options.zOptions.color ? options.zOptions.color : Color3.Blue().scale(0.5);\r\n this.xGizmo = new PlaneRotationGizmo(new Vector3(1, 0, 0), xColor, gizmoLayer, tessellation, this, useEulerRotation, thickness);\r\n this.yGizmo = new PlaneRotationGizmo(new Vector3(0, 1, 0), yColor, gizmoLayer, tessellation, this, useEulerRotation, thickness);\r\n this.zGizmo = new PlaneRotationGizmo(new Vector3(0, 0, 1), zColor, gizmoLayer, tessellation, this, useEulerRotation, thickness);\r\n // Relay drag events and set update scale\r\n [this.xGizmo, this.yGizmo, this.zGizmo].forEach((gizmo) => {\r\n //must set updateScale on each gizmo, as setting it on root RotationGizmo doesnt prevent individual gizmos from updating\r\n //currently updateScale is a property with no getter/setter, so no good way to override behavior at runtime, so we will at least set it on startup\r\n if (options && options.updateScale != undefined) {\r\n gizmo.updateScale = options.updateScale;\r\n }\r\n gizmo.dragBehavior.onDragStartObservable.add(() => {\r\n this.onDragStartObservable.notifyObservers({});\r\n });\r\n gizmo.dragBehavior.onDragEndObservable.add(() => {\r\n this.onDragEndObservable.notifyObservers({});\r\n });\r\n });\r\n\r\n this.attachedMesh = null;\r\n this.attachedNode = null;\r\n\r\n if (gizmoManager) {\r\n gizmoManager.addToAxisCache(this._gizmoAxisCache);\r\n } else {\r\n // Only subscribe to pointer event if gizmoManager isnt\r\n Gizmo.GizmoAxisPointerObserver(gizmoLayer, this._gizmoAxisCache);\r\n }\r\n }\r\n\r\n public set updateGizmoRotationToMatchAttachedMesh(value: boolean) {\r\n if (this.xGizmo) {\r\n this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;\r\n this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;\r\n this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;\r\n }\r\n }\r\n public get updateGizmoRotationToMatchAttachedMesh() {\r\n return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;\r\n }\r\n\r\n public set updateGizmoPositionToMatchAttachedMesh(value: boolean) {\r\n if (this.xGizmo) {\r\n this.xGizmo.updateGizmoPositionToMatchAttachedMesh = value;\r\n this.yGizmo.updateGizmoPositionToMatchAttachedMesh = value;\r\n this.zGizmo.updateGizmoPositionToMatchAttachedMesh = value;\r\n }\r\n }\r\n public get updateGizmoPositionToMatchAttachedMesh() {\r\n return this.xGizmo.updateGizmoPositionToMatchAttachedMesh;\r\n }\r\n\r\n public set updateScale(value: boolean) {\r\n if (this.xGizmo) {\r\n this.xGizmo.updateScale = value;\r\n this.yGizmo.updateScale = value;\r\n this.zGizmo.updateScale = value;\r\n }\r\n }\r\n public get updateScale() {\r\n return this.xGizmo.updateScale;\r\n }\r\n /**\r\n * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)\r\n */\r\n public set snapDistance(value: number) {\r\n if (this.xGizmo) {\r\n this.xGizmo.snapDistance = value;\r\n this.yGizmo.snapDistance = value;\r\n this.zGizmo.snapDistance = value;\r\n }\r\n }\r\n public get snapDistance() {\r\n return this.xGizmo.snapDistance;\r\n }\r\n\r\n /**\r\n * Ratio for the scale of the gizmo (Default: 1)\r\n */\r\n public set scaleRatio(value: number) {\r\n if (this.xGizmo) {\r\n this.xGizmo.scaleRatio = value;\r\n this.yGizmo.scaleRatio = value;\r\n this.zGizmo.scaleRatio = value;\r\n }\r\n }\r\n public get scaleRatio() {\r\n return this.xGizmo.scaleRatio;\r\n }\r\n\r\n /**\r\n * Builds Gizmo Axis Cache to enable features such as hover state preservation and graying out other axis during manipulation\r\n * @param mesh Axis gizmo mesh\r\n * @param cache Gizmo axis definition used for reactive gizmo UI\r\n */\r\n public addToAxisCache(mesh: Mesh, cache: GizmoAxisCache) {\r\n this._gizmoAxisCache.set(mesh, cache);\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public dispose() {\r\n this.xGizmo.dispose();\r\n this.yGizmo.dispose();\r\n this.zGizmo.dispose();\r\n this.onDragStartObservable.clear();\r\n this.onDragEndObservable.clear();\r\n this._observables.forEach((obs) => {\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(obs);\r\n });\r\n }\r\n\r\n /**\r\n * CustomMeshes are not supported by this gizmo\r\n */\r\n public setCustomMesh() {\r\n Logger.Error(\r\n \"Custom meshes are not supported on this gizmo, please set the custom meshes on the gizmos contained within this one (gizmo.xGizmo, gizmo.yGizmo, gizmo.zGizmo)\"\r\n );\r\n }\r\n}\r\n"]}
1
+ 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{ Logger } from \"../Misc/logger\";\r\nimport type { Observer } from \"../Misc/observable\";\r\nimport { Observable } from \"../Misc/observable\";\r\nimport type { Nullable } from \"../types\";\r\nimport { Vector3 } from \"../Maths/math.vector\";\r\nimport { Color3 } from \"../Maths/math.color\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport type { GizmoAxisCache, IGizmo } from \"./gizmo\";\r\nimport { Gizmo } from \"./gizmo\";\r\nimport type { IPlaneRotationGizmo } from \"./planeRotationGizmo\";\r\nimport { PlaneRotationGizmo } from \"./planeRotationGizmo\";\r\nimport { UtilityLayerRenderer } from \"../Rendering/utilityLayerRenderer\";\r\nimport type { Node } from \"../node\";\r\nimport type { PointerInfo } from \"../Events/pointerEvents\";\r\nimport type { TransformNode } from \"../Meshes/transformNode\";\r\nimport type { GizmoManager } from \"./gizmoManager\";\r\n\r\n/**\r\n * Interface for rotation gizmo\r\n */\r\nexport interface IRotationGizmo extends IGizmo {\r\n /** Internal gizmo used for interactions on the x axis */\r\n xGizmo: IPlaneRotationGizmo;\r\n /** Internal gizmo used for interactions on the y axis */\r\n yGizmo: IPlaneRotationGizmo;\r\n /** Internal gizmo used for interactions on the z axis */\r\n zGizmo: IPlaneRotationGizmo;\r\n /** Fires an event when any of it's sub gizmos are dragged */\r\n onDragStartObservable: Observable<unknown>;\r\n /** Fires an event when any of it's sub gizmos are released from dragging */\r\n onDragEndObservable: Observable<unknown>;\r\n /** Drag distance in babylon units that the gizmo will snap to when dragged */\r\n snapDistance: number;\r\n /**\r\n * Builds Gizmo Axis Cache to enable features such as hover state preservation and graying out other axis during manipulation\r\n * @param mesh Axis gizmo mesh\r\n * @param cache Gizmo axis definition used for reactive gizmo UI\r\n */\r\n addToAxisCache(mesh: Mesh, cache: GizmoAxisCache): void;\r\n}\r\n\r\n/**\r\n * Options for each individual plane rotation gizmo contained within RotationGizmo\r\n * @since 5.0.0\r\n */\r\nexport interface PlaneRotationGizmoOptions {\r\n /**\r\n * Color to use for the plane rotation gizmo\r\n */\r\n color?: Color3;\r\n}\r\n\r\n/**\r\n * Additional options for each rotation gizmo\r\n */\r\nexport interface RotationGizmoOptions {\r\n /**\r\n * When set, the gizmo will always appear the same size no matter where the camera is (default: true)\r\n */\r\n updateScale?: boolean;\r\n\r\n /**\r\n * Specific options for xGizmo\r\n */\r\n xOptions?: PlaneRotationGizmoOptions;\r\n\r\n /**\r\n * Specific options for yGizmo\r\n */\r\n yOptions?: PlaneRotationGizmoOptions;\r\n\r\n /**\r\n * Specific options for zGizmo\r\n */\r\n zOptions?: PlaneRotationGizmoOptions;\r\n}\r\n\r\n/**\r\n * Gizmo that enables rotating a mesh along 3 axis\r\n */\r\nexport class RotationGizmo extends Gizmo implements IRotationGizmo {\r\n /**\r\n * Internal gizmo used for interactions on the x axis\r\n */\r\n public xGizmo: IPlaneRotationGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the y axis\r\n */\r\n public yGizmo: IPlaneRotationGizmo;\r\n /**\r\n * Internal gizmo used for interactions on the z axis\r\n */\r\n public zGizmo: IPlaneRotationGizmo;\r\n\r\n /** Fires an event when any of it's sub gizmos are dragged */\r\n public onDragStartObservable = new Observable();\r\n /** Fires an event when any of it's sub gizmos are released from dragging */\r\n public onDragEndObservable = new Observable();\r\n\r\n protected _meshAttached: Nullable<AbstractMesh>;\r\n protected _nodeAttached: Nullable<Node>;\r\n protected _observables: Observer<PointerInfo>[] = [];\r\n\r\n /** Node Caching for quick lookup */\r\n protected _gizmoAxisCache: Map<Mesh, GizmoAxisCache> = new Map();\r\n\r\n public get attachedMesh() {\r\n return this._meshAttached;\r\n }\r\n public set attachedMesh(mesh: Nullable<AbstractMesh>) {\r\n this._meshAttached = mesh;\r\n this._nodeAttached = mesh;\r\n this._checkBillboardTransform();\r\n [this.xGizmo, this.yGizmo, this.zGizmo].forEach((gizmo) => {\r\n if (gizmo.isEnabled) {\r\n gizmo.attachedMesh = mesh;\r\n } else {\r\n gizmo.attachedMesh = null;\r\n }\r\n });\r\n }\r\n\r\n public get attachedNode() {\r\n return this._nodeAttached;\r\n }\r\n public set attachedNode(node: Nullable<Node>) {\r\n this._meshAttached = null;\r\n this._nodeAttached = node;\r\n this._checkBillboardTransform();\r\n [this.xGizmo, this.yGizmo, this.zGizmo].forEach((gizmo) => {\r\n if (gizmo.isEnabled) {\r\n gizmo.attachedNode = node;\r\n } else {\r\n gizmo.attachedNode = null;\r\n }\r\n });\r\n }\r\n\r\n protected _checkBillboardTransform() {\r\n if (this._nodeAttached && (<TransformNode>this._nodeAttached).billboardMode) {\r\n console.log(\"Rotation Gizmo will not work with transforms in billboard mode.\");\r\n }\r\n }\r\n\r\n /**\r\n * True when the mouse pointer is hovering a gizmo mesh\r\n */\r\n public get isHovered() {\r\n let hovered = false;\r\n [this.xGizmo, this.yGizmo, this.zGizmo].forEach((gizmo) => {\r\n hovered = hovered || gizmo.isHovered;\r\n });\r\n return hovered;\r\n }\r\n\r\n /**\r\n * Creates a RotationGizmo\r\n * @param gizmoLayer The utility layer the gizmo will be added to\r\n * @param tessellation Amount of tessellation to be used when creating rotation circles\r\n * @param useEulerRotation Use and update Euler angle instead of quaternion\r\n * @param thickness display gizmo axis thickness\r\n * @param gizmoManager Gizmo manager\r\n * @param options More options\r\n */\r\n constructor(\r\n gizmoLayer: UtilityLayerRenderer = UtilityLayerRenderer.DefaultUtilityLayer,\r\n tessellation = 32,\r\n useEulerRotation = false,\r\n thickness: number = 1,\r\n gizmoManager?: GizmoManager,\r\n options?: RotationGizmoOptions\r\n ) {\r\n super(gizmoLayer);\r\n const xColor = options && options.xOptions && options.xOptions.color ? options.xOptions.color : Color3.Red().scale(0.5);\r\n const yColor = options && options.yOptions && options.yOptions.color ? options.yOptions.color : Color3.Green().scale(0.5);\r\n const zColor = options && options.zOptions && options.zOptions.color ? options.zOptions.color : Color3.Blue().scale(0.5);\r\n this.xGizmo = new PlaneRotationGizmo(new Vector3(1, 0, 0), xColor, gizmoLayer, tessellation, this, useEulerRotation, thickness);\r\n this.yGizmo = new PlaneRotationGizmo(new Vector3(0, 1, 0), yColor, gizmoLayer, tessellation, this, useEulerRotation, thickness);\r\n this.zGizmo = new PlaneRotationGizmo(new Vector3(0, 0, 1), zColor, gizmoLayer, tessellation, this, useEulerRotation, thickness);\r\n // Relay drag events and set update scale\r\n [this.xGizmo, this.yGizmo, this.zGizmo].forEach((gizmo) => {\r\n //must set updateScale on each gizmo, as setting it on root RotationGizmo doesnt prevent individual gizmos from updating\r\n //currently updateScale is a property with no getter/setter, so no good way to override behavior at runtime, so we will at least set it on startup\r\n if (options && options.updateScale != undefined) {\r\n gizmo.updateScale = options.updateScale;\r\n }\r\n gizmo.dragBehavior.onDragStartObservable.add(() => {\r\n this.onDragStartObservable.notifyObservers({});\r\n });\r\n gizmo.dragBehavior.onDragEndObservable.add(() => {\r\n this.onDragEndObservable.notifyObservers({});\r\n });\r\n });\r\n\r\n this.attachedMesh = null;\r\n this.attachedNode = null;\r\n\r\n if (gizmoManager) {\r\n gizmoManager.addToAxisCache(this._gizmoAxisCache);\r\n } else {\r\n // Only subscribe to pointer event if gizmoManager isnt\r\n Gizmo.GizmoAxisPointerObserver(gizmoLayer, this._gizmoAxisCache);\r\n }\r\n }\r\n\r\n /**\r\n * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)\r\n * NOTE: This is only possible for meshes with uniform scaling, as otherwise it's not possible to decompose the rotation\r\n */\r\n public set updateGizmoRotationToMatchAttachedMesh(value: boolean) {\r\n if (this.xGizmo) {\r\n this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;\r\n this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;\r\n this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;\r\n }\r\n }\r\n public get updateGizmoRotationToMatchAttachedMesh() {\r\n return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;\r\n }\r\n\r\n public set updateGizmoPositionToMatchAttachedMesh(value: boolean) {\r\n if (this.xGizmo) {\r\n this.xGizmo.updateGizmoPositionToMatchAttachedMesh = value;\r\n this.yGizmo.updateGizmoPositionToMatchAttachedMesh = value;\r\n this.zGizmo.updateGizmoPositionToMatchAttachedMesh = value;\r\n }\r\n }\r\n public get updateGizmoPositionToMatchAttachedMesh() {\r\n return this.xGizmo.updateGizmoPositionToMatchAttachedMesh;\r\n }\r\n\r\n public set updateScale(value: boolean) {\r\n if (this.xGizmo) {\r\n this.xGizmo.updateScale = value;\r\n this.yGizmo.updateScale = value;\r\n this.zGizmo.updateScale = value;\r\n }\r\n }\r\n public get updateScale() {\r\n return this.xGizmo.updateScale;\r\n }\r\n /**\r\n * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)\r\n */\r\n public set snapDistance(value: number) {\r\n if (this.xGizmo) {\r\n this.xGizmo.snapDistance = value;\r\n this.yGizmo.snapDistance = value;\r\n this.zGizmo.snapDistance = value;\r\n }\r\n }\r\n public get snapDistance() {\r\n return this.xGizmo.snapDistance;\r\n }\r\n\r\n /**\r\n * Ratio for the scale of the gizmo (Default: 1)\r\n */\r\n public set scaleRatio(value: number) {\r\n if (this.xGizmo) {\r\n this.xGizmo.scaleRatio = value;\r\n this.yGizmo.scaleRatio = value;\r\n this.zGizmo.scaleRatio = value;\r\n }\r\n }\r\n public get scaleRatio() {\r\n return this.xGizmo.scaleRatio;\r\n }\r\n\r\n /**\r\n * Builds Gizmo Axis Cache to enable features such as hover state preservation and graying out other axis during manipulation\r\n * @param mesh Axis gizmo mesh\r\n * @param cache Gizmo axis definition used for reactive gizmo UI\r\n */\r\n public addToAxisCache(mesh: Mesh, cache: GizmoAxisCache) {\r\n this._gizmoAxisCache.set(mesh, cache);\r\n }\r\n\r\n /**\r\n * Disposes of the gizmo\r\n */\r\n public dispose() {\r\n this.xGizmo.dispose();\r\n this.yGizmo.dispose();\r\n this.zGizmo.dispose();\r\n this.onDragStartObservable.clear();\r\n this.onDragEndObservable.clear();\r\n this._observables.forEach((obs) => {\r\n this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(obs);\r\n });\r\n }\r\n\r\n /**\r\n * CustomMeshes are not supported by this gizmo\r\n */\r\n public setCustomMesh() {\r\n Logger.Error(\r\n \"Custom meshes are not supported on this gizmo, please set the custom meshes on the gizmos contained within this one (gizmo.xGizmo, gizmo.yGizmo, gizmo.zGizmo)\"\r\n );\r\n }\r\n}\r\n"]}
@@ -15,9 +15,9 @@ import "../Layers/effectLayerSceneComponent";
15
15
  declare module "../abstractScene" {
16
16
  interface AbstractScene {
17
17
  /**
18
- * Return a the first highlight layer of the scene with a given name.
19
- * @param name The name of the highlight layer to look for.
20
- * @returns The highlight layer if found otherwise null.
18
+ * Return the first glow layer of the scene with a given name.
19
+ * @param name The name of the glow layer to look for.
20
+ * @returns The glow layer if found otherwise null.
21
21
  */
22
22
  getGlowLayerByName(name: string): Nullable<GlowLayer>;
23
23
  }
@@ -17,7 +17,8 @@ import "../Shaders/glowMapMerge.fragment.js";
17
17
  import "../Shaders/glowMapMerge.vertex.js";
18
18
  import "../Layers/effectLayerSceneComponent.js";
19
19
  AbstractScene.prototype.getGlowLayerByName = function (name) {
20
- for (let index = 0; index < this.effectLayers.length; index++) {
20
+ var _a;
21
+ for (let index = 0; index < ((_a = this.effectLayers) === null || _a === void 0 ? void 0 : _a.length); index++) {
21
22
  if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {
22
23
  return this.effectLayers[index];
23
24
  }