@babylonjs/gui 5.0.0-alpha.6 → 5.0.0-alpha.63

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (275) hide show
  1. package/2D/adtInstrumentation.js +1 -1
  2. package/2D/advancedDynamicTexture.d.ts +165 -125
  3. package/2D/advancedDynamicTexture.js +342 -181
  4. package/2D/advancedDynamicTexture.js.map +1 -1
  5. package/2D/controls/button.js +10 -10
  6. package/2D/controls/button.js.map +1 -1
  7. package/2D/controls/checkbox.d.ts +2 -1
  8. package/2D/controls/checkbox.js +10 -8
  9. package/2D/controls/checkbox.js.map +1 -1
  10. package/2D/controls/colorpicker.d.ts +4 -3
  11. package/2D/controls/colorpicker.js +40 -23
  12. package/2D/controls/colorpicker.js.map +1 -1
  13. package/2D/controls/container.d.ts +16 -5
  14. package/2D/controls/container.js +93 -15
  15. package/2D/controls/container.js.map +1 -1
  16. package/2D/controls/control.d.ts +99 -44
  17. package/2D/controls/control.js +267 -129
  18. package/2D/controls/control.js.map +1 -1
  19. package/2D/controls/displayGrid.d.ts +2 -1
  20. package/2D/controls/displayGrid.js +6 -6
  21. package/2D/controls/displayGrid.js.map +1 -1
  22. package/2D/controls/ellipse.d.ts +5 -3
  23. package/2D/controls/ellipse.js +9 -5
  24. package/2D/controls/ellipse.js.map +1 -1
  25. package/2D/controls/focusableButton.d.ts +4 -2
  26. package/2D/controls/focusableButton.js +9 -6
  27. package/2D/controls/focusableButton.js.map +1 -1
  28. package/2D/controls/focusableControl.d.ts +2 -1
  29. package/2D/controls/focusableControl.js.map +1 -1
  30. package/2D/controls/grid.d.ts +13 -2
  31. package/2D/controls/grid.js +108 -24
  32. package/2D/controls/grid.js.map +1 -1
  33. package/2D/controls/image.d.ts +20 -12
  34. package/2D/controls/image.js +154 -111
  35. package/2D/controls/image.js.map +1 -1
  36. package/2D/controls/index.js +29 -29
  37. package/2D/controls/inputPassword.js +4 -4
  38. package/2D/controls/inputPassword.js.map +1 -1
  39. package/2D/controls/inputText.d.ts +6 -4
  40. package/2D/controls/inputText.js +40 -14
  41. package/2D/controls/inputText.js.map +1 -1
  42. package/2D/controls/line.d.ts +3 -2
  43. package/2D/controls/line.js +8 -8
  44. package/2D/controls/line.js.map +1 -1
  45. package/2D/controls/multiLine.d.ts +4 -3
  46. package/2D/controls/multiLine.js +6 -6
  47. package/2D/controls/multiLine.js.map +1 -1
  48. package/2D/controls/radioButton.d.ts +2 -1
  49. package/2D/controls/radioButton.js +10 -7
  50. package/2D/controls/radioButton.js.map +1 -1
  51. package/2D/controls/rectangle.d.ts +8 -3
  52. package/2D/controls/rectangle.js +21 -5
  53. package/2D/controls/rectangle.js.map +1 -1
  54. package/2D/controls/scrollViewers/scrollViewer.d.ts +3 -2
  55. package/2D/controls/scrollViewers/scrollViewer.js +9 -9
  56. package/2D/controls/scrollViewers/scrollViewer.js.map +1 -1
  57. package/2D/controls/scrollViewers/scrollViewerWindow.d.ts +4 -3
  58. package/2D/controls/scrollViewers/scrollViewerWindow.js +4 -4
  59. package/2D/controls/scrollViewers/scrollViewerWindow.js.map +1 -1
  60. package/2D/controls/selector.js +8 -8
  61. package/2D/controls/selector.js.map +1 -1
  62. package/2D/controls/sliders/baseSlider.d.ts +1 -1
  63. package/2D/controls/sliders/baseSlider.js +12 -10
  64. package/2D/controls/sliders/baseSlider.js.map +1 -1
  65. package/2D/controls/sliders/imageBasedSlider.d.ts +10 -1
  66. package/2D/controls/sliders/imageBasedSlider.js +29 -5
  67. package/2D/controls/sliders/imageBasedSlider.js.map +1 -1
  68. package/2D/controls/sliders/imageScrollBar.d.ts +2 -1
  69. package/2D/controls/sliders/imageScrollBar.js +3 -3
  70. package/2D/controls/sliders/imageScrollBar.js.map +1 -1
  71. package/2D/controls/sliders/scrollBar.d.ts +2 -1
  72. package/2D/controls/sliders/scrollBar.js +3 -3
  73. package/2D/controls/sliders/scrollBar.js.map +1 -1
  74. package/2D/controls/sliders/slider.d.ts +2 -1
  75. package/2D/controls/sliders/slider.js +4 -4
  76. package/2D/controls/sliders/slider.js.map +1 -1
  77. package/2D/controls/stackPanel.d.ts +10 -3
  78. package/2D/controls/stackPanel.js +35 -13
  79. package/2D/controls/stackPanel.js.map +1 -1
  80. package/2D/controls/statics.js +3 -3
  81. package/2D/controls/statics.js.map +1 -1
  82. package/2D/controls/textBlock.d.ts +9 -8
  83. package/2D/controls/textBlock.js +30 -20
  84. package/2D/controls/textBlock.js.map +1 -1
  85. package/2D/controls/textWrapper.js +2 -2
  86. package/2D/controls/textWrapper.js.map +1 -1
  87. package/2D/controls/toggleButton.d.ts +1 -13
  88. package/2D/controls/toggleButton.js +29 -38
  89. package/2D/controls/toggleButton.js.map +1 -1
  90. package/2D/controls/virtualKeyboard.js +5 -5
  91. package/2D/controls/virtualKeyboard.js.map +1 -1
  92. package/2D/index.d.ts +1 -1
  93. package/2D/index.js +9 -9
  94. package/2D/index.js.map +1 -1
  95. package/2D/math2D.js +2 -2
  96. package/2D/measure.js +1 -1
  97. package/2D/measure.js.map +1 -1
  98. package/2D/multiLinePoint.js +3 -3
  99. package/2D/style.js +2 -2
  100. package/2D/valueAndUnit.d.ts +21 -6
  101. package/2D/valueAndUnit.js +57 -13
  102. package/2D/valueAndUnit.js.map +1 -1
  103. package/2D/xmlLoader.d.ts +17 -3
  104. package/2D/xmlLoader.js +54 -15
  105. package/2D/xmlLoader.js.map +1 -1
  106. package/3D/behaviors/defaultBehavior.d.ts +73 -0
  107. package/3D/behaviors/defaultBehavior.js +122 -0
  108. package/3D/behaviors/defaultBehavior.js.map +1 -0
  109. package/3D/controls/abstractButton3D.d.ts +2 -2
  110. package/3D/controls/abstractButton3D.js +3 -3
  111. package/3D/controls/abstractButton3D.js.map +1 -1
  112. package/3D/controls/button3D.d.ts +0 -24
  113. package/3D/controls/button3D.js +7 -83
  114. package/3D/controls/button3D.js.map +1 -1
  115. package/3D/controls/container3D.js +2 -2
  116. package/3D/controls/contentDisplay3D.d.ts +30 -0
  117. package/3D/controls/contentDisplay3D.js +79 -0
  118. package/3D/controls/contentDisplay3D.js.map +1 -0
  119. package/3D/controls/control3D.d.ts +10 -7
  120. package/3D/controls/control3D.js +42 -28
  121. package/3D/controls/control3D.js.map +1 -1
  122. package/3D/controls/cylinderPanel.js +5 -5
  123. package/3D/controls/handMenu.d.ts +28 -0
  124. package/3D/controls/handMenu.js +48 -0
  125. package/3D/controls/handMenu.js.map +1 -0
  126. package/3D/controls/holographicBackplate.d.ts +48 -0
  127. package/3D/controls/holographicBackplate.js +121 -0
  128. package/3D/controls/holographicBackplate.js.map +1 -0
  129. package/3D/controls/holographicButton.d.ts +1 -1
  130. package/3D/controls/holographicButton.js +27 -24
  131. package/3D/controls/holographicButton.js.map +1 -1
  132. package/3D/controls/holographicSlate.d.ts +118 -0
  133. package/3D/controls/holographicSlate.js +360 -0
  134. package/3D/controls/holographicSlate.js.map +1 -0
  135. package/3D/controls/index.d.ts +10 -0
  136. package/3D/controls/index.js +22 -12
  137. package/3D/controls/index.js.map +1 -1
  138. package/3D/controls/meshButton3D.js +2 -2
  139. package/3D/controls/meshButton3D.js.map +1 -1
  140. package/3D/controls/nearMenu.d.ts +45 -0
  141. package/3D/controls/nearMenu.js +111 -0
  142. package/3D/controls/nearMenu.js.map +1 -0
  143. package/3D/controls/planePanel.js +3 -3
  144. package/3D/controls/scatterPanel.js +4 -4
  145. package/3D/controls/slider3D.d.ts +80 -0
  146. package/3D/controls/slider3D.js +268 -0
  147. package/3D/controls/slider3D.js.map +1 -0
  148. package/3D/controls/spherePanel.js +5 -5
  149. package/3D/controls/stackPanel3D.js +3 -3
  150. package/3D/controls/touchButton3D.d.ts +43 -0
  151. package/3D/controls/touchButton3D.js +133 -0
  152. package/3D/controls/touchButton3D.js.map +1 -0
  153. package/3D/controls/touchHolographicButton.d.ts +100 -0
  154. package/3D/controls/touchHolographicButton.js +408 -0
  155. package/3D/controls/touchHolographicButton.js.map +1 -0
  156. package/3D/controls/touchHolographicMenu.d.ts +61 -0
  157. package/3D/controls/touchHolographicMenu.js +149 -0
  158. package/3D/controls/touchHolographicMenu.js.map +1 -0
  159. package/3D/controls/touchMeshButton3D.d.ts +22 -0
  160. package/3D/controls/touchMeshButton3D.js +63 -0
  161. package/3D/controls/touchMeshButton3D.js.map +1 -0
  162. package/3D/controls/touchToggleButton3D.d.ts +35 -0
  163. package/3D/controls/touchToggleButton3D.js +60 -0
  164. package/3D/controls/touchToggleButton3D.js.map +1 -0
  165. package/3D/controls/volumeBasedPanel.d.ts +1 -1
  166. package/3D/controls/volumeBasedPanel.js +5 -5
  167. package/3D/controls/volumeBasedPanel.js.map +1 -1
  168. package/3D/gizmos/gizmoHandle.d.ts +108 -0
  169. package/3D/gizmos/gizmoHandle.js +210 -0
  170. package/3D/gizmos/gizmoHandle.js.map +1 -0
  171. package/3D/gizmos/index.d.ts +2 -0
  172. package/3D/gizmos/index.js +3 -0
  173. package/3D/gizmos/index.js.map +1 -0
  174. package/3D/gizmos/slateGizmo.d.ts +59 -0
  175. package/3D/gizmos/slateGizmo.js +364 -0
  176. package/3D/gizmos/slateGizmo.js.map +1 -0
  177. package/3D/gui3DManager.d.ts +19 -0
  178. package/3D/gui3DManager.js +73 -13
  179. package/3D/gui3DManager.js.map +1 -1
  180. package/3D/index.d.ts +3 -2
  181. package/3D/index.js +5 -4
  182. package/3D/index.js.map +1 -1
  183. package/3D/materials/fluent/fluentMaterial.d.ts +90 -0
  184. package/3D/materials/fluent/fluentMaterial.js +282 -0
  185. package/3D/materials/fluent/fluentMaterial.js.map +1 -0
  186. package/3D/materials/fluent/index.d.ts +1 -0
  187. package/3D/materials/fluent/index.js +2 -0
  188. package/3D/materials/fluent/index.js.map +1 -0
  189. package/3D/materials/{shaders → fluent/shaders}/fluent.fragment.d.ts +0 -0
  190. package/3D/materials/fluent/shaders/fluent.fragment.js +7 -0
  191. package/3D/materials/fluent/shaders/fluent.fragment.js.map +1 -0
  192. package/3D/materials/{shaders → fluent/shaders}/fluent.vertex.d.ts +0 -0
  193. package/3D/materials/{shaders → fluent/shaders}/fluent.vertex.js +2 -2
  194. package/3D/materials/fluent/shaders/fluent.vertex.js.map +1 -0
  195. package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +154 -0
  196. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +435 -0
  197. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -0
  198. package/3D/materials/fluentBackplate/index.d.ts +1 -0
  199. package/3D/materials/fluentBackplate/index.js +2 -0
  200. package/3D/materials/fluentBackplate/index.js.map +1 -0
  201. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.d.ts +5 -0
  202. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js +7 -0
  203. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js.map +1 -0
  204. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.d.ts +5 -0
  205. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js +7 -0
  206. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js.map +1 -0
  207. package/3D/materials/fluentButton/fluentButtonMaterial.d.ts +189 -0
  208. package/3D/materials/fluentButton/fluentButtonMaterial.js +538 -0
  209. package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -0
  210. package/3D/materials/fluentButton/index.d.ts +1 -0
  211. package/3D/materials/fluentButton/index.js +2 -0
  212. package/3D/materials/fluentButton/index.js.map +1 -0
  213. package/3D/materials/fluentButton/shaders/fluentButton.fragment.d.ts +5 -0
  214. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js +7 -0
  215. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js.map +1 -0
  216. package/3D/materials/fluentButton/shaders/fluentButton.vertex.d.ts +5 -0
  217. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js +7 -0
  218. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js.map +1 -0
  219. package/3D/materials/fluentMaterial.d.ts +2 -88
  220. package/3D/materials/fluentMaterial.js +2 -277
  221. package/3D/materials/fluentMaterial.js.map +1 -1
  222. package/3D/materials/handle/handleMaterial.d.ts +68 -0
  223. package/3D/materials/handle/handleMaterial.js +127 -0
  224. package/3D/materials/handle/handleMaterial.js.map +1 -0
  225. package/3D/materials/handle/index.d.ts +1 -0
  226. package/3D/materials/handle/index.js +2 -0
  227. package/3D/materials/handle/index.js.map +1 -0
  228. package/3D/materials/handle/shaders/handle.fragment.d.ts +5 -0
  229. package/3D/materials/handle/shaders/handle.fragment.js +7 -0
  230. package/3D/materials/handle/shaders/handle.fragment.js.map +1 -0
  231. package/3D/materials/handle/shaders/handle.vertex.d.ts +5 -0
  232. package/3D/materials/handle/shaders/handle.vertex.js +7 -0
  233. package/3D/materials/handle/shaders/handle.vertex.js.map +1 -0
  234. package/3D/materials/index.d.ts +5 -1
  235. package/3D/materials/index.js +5 -1
  236. package/3D/materials/index.js.map +1 -1
  237. package/3D/materials/mrdl/index.d.ts +3 -0
  238. package/3D/materials/mrdl/index.js +4 -0
  239. package/3D/materials/mrdl/index.js.map +1 -0
  240. package/3D/materials/mrdl/mrdlBackplateMaterial.d.ts +147 -0
  241. package/3D/materials/mrdl/mrdlBackplateMaterial.js +410 -0
  242. package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -0
  243. package/3D/materials/mrdl/mrdlSliderBarMaterial.d.ts +333 -0
  244. package/3D/materials/mrdl/mrdlSliderBarMaterial.js +787 -0
  245. package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -0
  246. package/3D/materials/mrdl/mrdlSliderThumbMaterial.d.ts +333 -0
  247. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +787 -0
  248. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -0
  249. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.d.ts +5 -0
  250. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js +7 -0
  251. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js.map +1 -0
  252. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.d.ts +5 -0
  253. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js +7 -0
  254. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js.map +1 -0
  255. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.d.ts +5 -0
  256. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js +7 -0
  257. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js.map +1 -0
  258. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.d.ts +5 -0
  259. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js +7 -0
  260. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js.map +1 -0
  261. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.d.ts +5 -0
  262. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js +7 -0
  263. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js.map +1 -0
  264. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.d.ts +5 -0
  265. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js +7 -0
  266. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js.map +1 -0
  267. package/3D/vector3WithInfo.js +1 -1
  268. package/index.d.ts +2 -2
  269. package/index.js +2 -2
  270. package/index.js.map +1 -1
  271. package/legacy/legacy.js +2 -2
  272. package/package.json +126 -9
  273. package/3D/materials/shaders/fluent.fragment.js +0 -7
  274. package/3D/materials/shaders/fluent.fragment.js.map +0 -1
  275. package/3D/materials/shaders/fluent.vertex.js.map +0 -1
@@ -1,11 +1,9 @@
1
1
  import { __extends } from "tslib";
2
- import { Vector4 } from "@babylonjs/core/Maths/math.vector";
3
- import { BoxBuilder } from "@babylonjs/core/Meshes/Builders/boxBuilder";
4
- import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial";
5
- import { Texture } from "@babylonjs/core/Materials/Textures/texture";
6
- import { AbstractButton3D } from "./abstractButton3D";
7
- import { AdvancedDynamicTexture } from "../../2D/advancedDynamicTexture";
8
- import { Color3 } from '@babylonjs/core/Maths/math.color';
2
+ import { Vector4 } from "@babylonjs/core/Maths/math.vector.js";
3
+ import { CreateBox } from "@babylonjs/core/Meshes/Builders/boxBuilder.js";
4
+ import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
5
+ import { AbstractButton3D } from "./abstractButton3D.js";
6
+ import { Color3 } from "@babylonjs/core/Maths/math.color.js";
9
7
  /**
10
8
  * Class used to create a button in 3D
11
9
  */
@@ -17,8 +15,6 @@ var Button3D = /** @class */ (function (_super) {
17
15
  */
18
16
  function Button3D(name) {
19
17
  var _this = _super.call(this, name) || this;
20
- _this._contentResolution = 512;
21
- _this._contentScaleRatio = 2;
22
18
  // Default animations
23
19
  _this.pointerEnterAnimation = function () {
24
20
  if (!_this.mesh) {
@@ -43,80 +39,8 @@ var Button3D = /** @class */ (function (_super) {
43
39
  };
44
40
  return _this;
45
41
  }
46
- Object.defineProperty(Button3D.prototype, "contentResolution", {
47
- /**
48
- * Gets or sets the texture resolution used to render content (512 by default)
49
- */
50
- get: function () {
51
- return this._contentResolution;
52
- },
53
- set: function (value) {
54
- if (this._contentResolution === value) {
55
- return;
56
- }
57
- this._contentResolution = value;
58
- this._resetContent();
59
- },
60
- enumerable: false,
61
- configurable: true
62
- });
63
- Object.defineProperty(Button3D.prototype, "contentScaleRatio", {
64
- /**
65
- * Gets or sets the texture scale ratio used to render content (2 by default)
66
- */
67
- get: function () {
68
- return this._contentScaleRatio;
69
- },
70
- set: function (value) {
71
- if (this._contentScaleRatio === value) {
72
- return;
73
- }
74
- this._contentScaleRatio = value;
75
- this._resetContent();
76
- },
77
- enumerable: false,
78
- configurable: true
79
- });
80
- Button3D.prototype._disposeFacadeTexture = function () {
81
- if (this._facadeTexture) {
82
- this._facadeTexture.dispose();
83
- this._facadeTexture = null;
84
- }
85
- };
86
- Button3D.prototype._resetContent = function () {
87
- this._disposeFacadeTexture();
88
- this.content = this._content;
89
- };
90
- Object.defineProperty(Button3D.prototype, "content", {
91
- /**
92
- * Gets or sets the GUI 2D content used to display the button's facade
93
- */
94
- get: function () {
95
- return this._content;
96
- },
97
- set: function (value) {
98
- this._content = value;
99
- if (!this._host || !this._host.utilityLayer) {
100
- return;
101
- }
102
- if (!this._facadeTexture) {
103
- this._facadeTexture = new AdvancedDynamicTexture("Facade", this._contentResolution, this._contentResolution, this._host.utilityLayer.utilityLayerScene, true, Texture.TRILINEAR_SAMPLINGMODE);
104
- this._facadeTexture.rootContainer.scaleX = this._contentScaleRatio;
105
- this._facadeTexture.rootContainer.scaleY = this._contentScaleRatio;
106
- this._facadeTexture.premulAlpha = true;
107
- }
108
- else {
109
- this._facadeTexture.rootContainer.clearControls();
110
- }
111
- this._facadeTexture.addControl(value);
112
- this._applyFacade(this._facadeTexture);
113
- },
114
- enumerable: false,
115
- configurable: true
116
- });
117
42
  /**
118
43
  * Apply the facade texture (created from the content property).
119
- * This function can be overloaded by child classes
120
44
  * @param facadeTexture defines the AdvancedDynamicTexture to use
121
45
  */
122
46
  Button3D.prototype._applyFacade = function (facadeTexture) {
@@ -132,11 +56,11 @@ var Button3D = /** @class */ (function (_super) {
132
56
  faceUV[i] = new Vector4(0, 0, 0, 0);
133
57
  }
134
58
  faceUV[1] = new Vector4(0, 0, 1, 1);
135
- var mesh = BoxBuilder.CreateBox(this.name + "_rootMesh", {
59
+ var mesh = CreateBox(this.name + "_rootMesh", {
136
60
  width: 1.0,
137
61
  height: 1.0,
138
62
  depth: 0.08,
139
- faceUV: faceUV
63
+ faceUV: faceUV,
140
64
  }, scene);
141
65
  return mesh;
142
66
  };
@@ -1 +1 @@
1
- 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{ int, Nullable } from \"@babylonjs/core/types\";\r\nimport { Vector4 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { BoxBuilder } from \"@babylonjs/core/Meshes/Builders/boxBuilder\";\r\nimport { Material } from \"@babylonjs/core/Materials/material\";\r\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\n\r\nimport { AbstractButton3D } from \"./abstractButton3D\";\r\nimport { AdvancedDynamicTexture } from \"../../2D/advancedDynamicTexture\";\r\nimport { Control } from \"../../2D/controls/control\";\r\nimport { Color3 } from '@babylonjs/core/Maths/math.color';\r\n\r\n/**\r\n * Class used to create a button in 3D\r\n */\r\nexport class Button3D extends AbstractButton3D {\r\n /** @hidden */\r\n protected _currentMaterial: Material;\r\n private _facadeTexture: Nullable<AdvancedDynamicTexture>;\r\n private _content: Control;\r\n private _contentResolution = 512;\r\n private _contentScaleRatio = 2;\r\n\r\n /**\r\n * Gets or sets the texture resolution used to render content (512 by default)\r\n */\r\n public get contentResolution(): int {\r\n return this._contentResolution;\r\n }\r\n\r\n public set contentResolution(value: int) {\r\n if (this._contentResolution === value) {\r\n return;\r\n }\r\n\r\n this._contentResolution = value;\r\n this._resetContent();\r\n }\r\n\r\n /**\r\n * Gets or sets the texture scale ratio used to render content (2 by default)\r\n */\r\n public get contentScaleRatio(): number {\r\n return this._contentScaleRatio;\r\n }\r\n\r\n public set contentScaleRatio(value: number) {\r\n if (this._contentScaleRatio === value) {\r\n return;\r\n }\r\n\r\n this._contentScaleRatio = value;\r\n this._resetContent();\r\n }\r\n\r\n protected _disposeFacadeTexture() {\r\n if (this._facadeTexture) {\r\n this._facadeTexture.dispose();\r\n this._facadeTexture = null;\r\n }\r\n }\r\n\r\n protected _resetContent() {\r\n this._disposeFacadeTexture();\r\n this.content = this._content;\r\n }\r\n\r\n /**\r\n * Creates a new button\r\n * @param name defines the control name\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n\r\n // Default animations\r\n\r\n this.pointerEnterAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n (<StandardMaterial>this._currentMaterial).emissiveColor = Color3.Red();\r\n };\r\n\r\n this.pointerOutAnimation = () => {\r\n (<StandardMaterial>this._currentMaterial).emissiveColor = Color3.Black();\r\n };\r\n\r\n this.pointerDownAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n\r\n this.mesh.scaling.scaleInPlace(0.95);\r\n };\r\n\r\n this.pointerUpAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n\r\n this.mesh.scaling.scaleInPlace(1.0 / 0.95);\r\n };\r\n }\r\n\r\n /**\r\n * Gets or sets the GUI 2D content used to display the button's facade\r\n */\r\n public get content(): Control {\r\n return this._content;\r\n }\r\n\r\n public set content(value: Control) {\r\n this._content = value;\r\n\r\n if (!this._host || !this._host.utilityLayer) {\r\n return;\r\n }\r\n\r\n if (!this._facadeTexture) {\r\n this._facadeTexture = new AdvancedDynamicTexture(\"Facade\", this._contentResolution, this._contentResolution, this._host.utilityLayer.utilityLayerScene, true, Texture.TRILINEAR_SAMPLINGMODE);\r\n this._facadeTexture.rootContainer.scaleX = this._contentScaleRatio;\r\n this._facadeTexture.rootContainer.scaleY = this._contentScaleRatio;\r\n this._facadeTexture.premulAlpha = true;\r\n }\r\n else {\r\n this._facadeTexture.rootContainer.clearControls();\r\n }\r\n\r\n this._facadeTexture.addControl(value);\r\n\r\n this._applyFacade(this._facadeTexture);\r\n }\r\n\r\n /**\r\n * Apply the facade texture (created from the content property).\r\n * This function can be overloaded by child classes\r\n * @param facadeTexture defines the AdvancedDynamicTexture to use\r\n */\r\n protected _applyFacade(facadeTexture: AdvancedDynamicTexture) {\r\n (<any>this._currentMaterial).emissiveTexture = facadeTexture;\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"Button3D\";\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n var faceUV = new Array(6);\r\n\r\n for (var i = 0; i < 6; i++) {\r\n faceUV[i] = new Vector4(0, 0, 0, 0);\r\n }\r\n faceUV[1] = new Vector4(0, 0, 1, 1);\r\n\r\n let mesh = BoxBuilder.CreateBox(this.name + \"_rootMesh\", {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: 0.08,\r\n faceUV: faceUV\r\n }, scene);\r\n\r\n return mesh;\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n let material = new StandardMaterial(this.name + \"Material\", mesh.getScene());\r\n material.specularColor = Color3.Black();\r\n\r\n mesh.material = material;\r\n this._currentMaterial = material;\r\n\r\n this._resetContent();\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose();\r\n\r\n this._disposeFacadeTexture();\r\n\r\n if (this._currentMaterial) {\r\n this._currentMaterial.dispose();\r\n }\r\n }\r\n}"]}
1
+ {"version":3,"file":"button3D.js","sourceRoot":"","sources":["../../../../sourceES6/gui/src/3D/controls/button3D.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,mCAAmC,CAAC;AAG5D,OAAO,EAAE,SAAS,EAAE,MAAM,4CAA4C,CAAC;AAEvE,OAAO,EAAE,gBAAgB,EAAE,MAAM,4CAA4C,CAAC;AAG9E,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAEtD,OAAO,EAAE,MAAM,EAAE,MAAM,kCAAkC,CAAC;AAE1D;;GAEG;AACH;IAA8B,4BAAgB;IAI1C;;;OAGG;IACH,kBAAY,IAAa;QAAzB,YACI,kBAAM,IAAI,CAAC,SA8Bd;QA5BG,qBAAqB;QAErB,KAAI,CAAC,qBAAqB,GAAG;YACzB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YACkB,KAAI,CAAC,gBAAiB,CAAC,aAAa,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC;QAC3E,CAAC,CAAC;QAEF,KAAI,CAAC,mBAAmB,GAAG;YACJ,KAAI,CAAC,gBAAiB,CAAC,aAAa,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;QAC7E,CAAC,CAAC;QAEF,KAAI,CAAC,oBAAoB,GAAG;YACxB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YAED,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;QACzC,CAAC,CAAC;QAEF,KAAI,CAAC,kBAAkB,GAAG;YACtB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YAED,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,GAAG,IAAI,CAAC,CAAC;QAC/C,CAAC,CAAC;;IACN,CAAC;IAED;;;OAGG;IACO,+BAAY,GAAtB,UAAuB,aAAqC;QAClD,IAAI,CAAC,gBAAiB,CAAC,eAAe,GAAG,aAAa,CAAC;IACjE,CAAC;IAES,+BAAY,GAAtB;QACI,OAAO,UAAU,CAAC;IACtB,CAAC;IAED,mBAAmB;IACT,8BAAW,GAArB,UAAsB,KAAY;QAC9B,IAAI,MAAM,GAAG,IAAI,KAAK,CAAC,CAAC,CAAC,CAAC;QAE1B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;YACxB,MAAM,CAAC,CAAC,CAAC,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;SACvC;QACD,MAAM,CAAC,CAAC,CAAC,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAEpC,IAAI,IAAI,GAAG,SAAS,CAChB,IAAI,CAAC,IAAI,GAAG,WAAW,EACvB;YACI,KAAK,EAAE,GAAG;YACV,MAAM,EAAE,GAAG;YACX,KAAK,EAAE,IAAI;YACX,MAAM,EAAE,MAAM;SACjB,EACD,KAAK,CACR,CAAC;QAEF,OAAO,IAAI,CAAC;IAChB,CAAC;IAES,kCAAe,GAAzB,UAA0B,IAAkB;QACxC,IAAI,QAAQ,GAAG,IAAI,gBAAgB,CAAC,IAAI,CAAC,IAAI,GAAG,UAAU,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,CAAC;QAC7E,QAAQ,CAAC,aAAa,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;QAExC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;QACzB,IAAI,CAAC,gBAAgB,GAAG,QAAQ,CAAC;QAEjC,IAAI,CAAC,aAAa,EAAE,CAAC;IACzB,CAAC;IAED;;OAEG;IACI,0BAAO,GAAd;QACI,iBAAM,OAAO,WAAE,CAAC;QAEhB,IAAI,CAAC,qBAAqB,EAAE,CAAC;QAE7B,IAAI,IAAI,CAAC,gBAAgB,EAAE;YACvB,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,CAAC;SACnC;IACL,CAAC;IACL,eAAC;AAAD,CAAC,AAlGD,CAA8B,gBAAgB,GAkG7C","sourcesContent":["import { Vector4 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { CreateBox } from \"@babylonjs/core/Meshes/Builders/boxBuilder\";\r\nimport { Material } from \"@babylonjs/core/Materials/material\";\r\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\n\r\nimport { AbstractButton3D } from \"./abstractButton3D\";\r\nimport { AdvancedDynamicTexture } from \"../../2D/advancedDynamicTexture\";\r\nimport { Color3 } from \"@babylonjs/core/Maths/math.color\";\r\n\r\n/**\r\n * Class used to create a button in 3D\r\n */\r\nexport class Button3D extends AbstractButton3D {\r\n /** @hidden */\r\n protected _currentMaterial: Material;\r\n\r\n /**\r\n * Creates a new button\r\n * @param name defines the control name\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n\r\n // Default animations\r\n\r\n this.pointerEnterAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n (<StandardMaterial>this._currentMaterial).emissiveColor = Color3.Red();\r\n };\r\n\r\n this.pointerOutAnimation = () => {\r\n (<StandardMaterial>this._currentMaterial).emissiveColor = Color3.Black();\r\n };\r\n\r\n this.pointerDownAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n\r\n this.mesh.scaling.scaleInPlace(0.95);\r\n };\r\n\r\n this.pointerUpAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n\r\n this.mesh.scaling.scaleInPlace(1.0 / 0.95);\r\n };\r\n }\r\n\r\n /**\r\n * Apply the facade texture (created from the content property).\r\n * @param facadeTexture defines the AdvancedDynamicTexture to use\r\n */\r\n protected _applyFacade(facadeTexture: AdvancedDynamicTexture) {\r\n (<any>this._currentMaterial).emissiveTexture = facadeTexture;\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"Button3D\";\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n var faceUV = new Array(6);\r\n\r\n for (var i = 0; i < 6; i++) {\r\n faceUV[i] = new Vector4(0, 0, 0, 0);\r\n }\r\n faceUV[1] = new Vector4(0, 0, 1, 1);\r\n\r\n let mesh = CreateBox(\r\n this.name + \"_rootMesh\",\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: 0.08,\r\n faceUV: faceUV,\r\n },\r\n scene\r\n );\r\n\r\n return mesh;\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n let material = new StandardMaterial(this.name + \"Material\", mesh.getScene());\r\n material.specularColor = Color3.Black();\r\n\r\n mesh.material = material;\r\n this._currentMaterial = material;\r\n\r\n this._resetContent();\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose();\r\n\r\n this._disposeFacadeTexture();\r\n\r\n if (this._currentMaterial) {\r\n this._currentMaterial.dispose();\r\n }\r\n }\r\n}\r\n"]}
@@ -1,6 +1,6 @@
1
1
  import { __extends } from "tslib";
2
- import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
3
- import { Control3D } from "./control3D";
2
+ import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
3
+ import { Control3D } from "./control3D.js";
4
4
  /**
5
5
  * Class used to create containers for controls
6
6
  */
@@ -0,0 +1,30 @@
1
+ import { Control } from "../../2D/controls/control";
2
+ import { AdvancedDynamicTexture } from "../../2D/advancedDynamicTexture";
3
+ import { Control3D } from "./control3D";
4
+ /**
5
+ * The base class for controls that display content
6
+ */
7
+ export declare class ContentDisplay3D extends Control3D {
8
+ private _content;
9
+ private _facadeTexture;
10
+ protected _contentResolution: number;
11
+ protected _contentScaleRatio: number;
12
+ /**
13
+ * Gets or sets the GUI 2D content used to display the button's facade
14
+ */
15
+ get content(): Control;
16
+ set content(value: Control);
17
+ /**
18
+ * Gets or sets the texture resolution used to render content (512 by default)
19
+ */
20
+ get contentResolution(): number;
21
+ set contentResolution(value: number);
22
+ protected _disposeFacadeTexture(): void;
23
+ protected _resetContent(): void;
24
+ /**
25
+ * Apply the facade texture (created from the content property).
26
+ * This function can be overloaded by child classes
27
+ * @param facadeTexture defines the AdvancedDynamicTexture to use
28
+ */
29
+ protected _applyFacade(facadeTexture: AdvancedDynamicTexture): void;
30
+ }
@@ -0,0 +1,79 @@
1
+ import { __extends } from "tslib";
2
+ import { AdvancedDynamicTexture } from "../../2D/advancedDynamicTexture.js";
3
+ import { Control3D } from "./control3D.js";
4
+ import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
5
+ /**
6
+ * The base class for controls that display content
7
+ */
8
+ var ContentDisplay3D = /** @class */ (function (_super) {
9
+ __extends(ContentDisplay3D, _super);
10
+ function ContentDisplay3D() {
11
+ var _this = _super !== null && _super.apply(this, arguments) || this;
12
+ _this._contentResolution = 512;
13
+ _this._contentScaleRatio = 2;
14
+ return _this;
15
+ }
16
+ Object.defineProperty(ContentDisplay3D.prototype, "content", {
17
+ /**
18
+ * Gets or sets the GUI 2D content used to display the button's facade
19
+ */
20
+ get: function () {
21
+ return this._content;
22
+ },
23
+ set: function (value) {
24
+ this._content = value;
25
+ if (!this._host || !this._host.utilityLayer) {
26
+ return;
27
+ }
28
+ if (!this._facadeTexture) {
29
+ this._facadeTexture = new AdvancedDynamicTexture("Facade", this._contentResolution, this._contentResolution, this._host.utilityLayer.utilityLayerScene, true, Texture.TRILINEAR_SAMPLINGMODE);
30
+ this._facadeTexture.rootContainer.scaleX = this._contentScaleRatio;
31
+ this._facadeTexture.rootContainer.scaleY = this._contentScaleRatio;
32
+ this._facadeTexture.premulAlpha = true;
33
+ }
34
+ else {
35
+ this._facadeTexture.rootContainer.clearControls();
36
+ }
37
+ this._facadeTexture.addControl(value);
38
+ this._applyFacade(this._facadeTexture);
39
+ },
40
+ enumerable: false,
41
+ configurable: true
42
+ });
43
+ Object.defineProperty(ContentDisplay3D.prototype, "contentResolution", {
44
+ /**
45
+ * Gets or sets the texture resolution used to render content (512 by default)
46
+ */
47
+ get: function () {
48
+ return this._contentResolution;
49
+ },
50
+ set: function (value) {
51
+ if (this._contentResolution === value) {
52
+ return;
53
+ }
54
+ this._contentResolution = value;
55
+ this._resetContent();
56
+ },
57
+ enumerable: false,
58
+ configurable: true
59
+ });
60
+ ContentDisplay3D.prototype._disposeFacadeTexture = function () {
61
+ if (this._facadeTexture) {
62
+ this._facadeTexture.dispose();
63
+ this._facadeTexture = null;
64
+ }
65
+ };
66
+ ContentDisplay3D.prototype._resetContent = function () {
67
+ this._disposeFacadeTexture();
68
+ this.content = this._content;
69
+ };
70
+ /**
71
+ * Apply the facade texture (created from the content property).
72
+ * This function can be overloaded by child classes
73
+ * @param facadeTexture defines the AdvancedDynamicTexture to use
74
+ */
75
+ ContentDisplay3D.prototype._applyFacade = function (facadeTexture) { };
76
+ return ContentDisplay3D;
77
+ }(Control3D));
78
+ export { ContentDisplay3D };
79
+ //# sourceMappingURL=contentDisplay3D.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"contentDisplay3D.js","sourceRoot":"","sources":["../../../../sourceES6/gui/src/3D/controls/contentDisplay3D.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,sBAAsB,EAAE,MAAM,iCAAiC,CAAC;AAEzE,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,OAAO,EAAE,MAAM,4CAA4C,CAAC;AAErE;;GAEG;AACH;IAAsC,oCAAS;IAA/C;QAAA,qEA2EC;QAxEa,wBAAkB,GAAG,GAAG,CAAC;QACzB,wBAAkB,GAAG,CAAC,CAAC;;IAuErC,CAAC;IAlEG,sBAAW,qCAAO;QAHlB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,QAAQ,CAAC;QACzB,CAAC;aAED,UAAmB,KAAc;YAC7B,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;YAEtB,IAAI,CAAC,IAAI,CAAC,KAAK,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,YAAY,EAAE;gBACzC,OAAO;aACV;YAED,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE;gBACtB,IAAI,CAAC,cAAc,GAAG,IAAI,sBAAsB,CAC5C,QAAQ,EACR,IAAI,CAAC,kBAAkB,EACvB,IAAI,CAAC,kBAAkB,EACvB,IAAI,CAAC,KAAK,CAAC,YAAY,CAAC,iBAAiB,EACzC,IAAI,EACJ,OAAO,CAAC,sBAAsB,CACjC,CAAC;gBACF,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,MAAM,GAAG,IAAI,CAAC,kBAAkB,CAAC;gBACnE,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,MAAM,GAAG,IAAI,CAAC,kBAAkB,CAAC;gBACnE,IAAI,CAAC,cAAc,CAAC,WAAW,GAAG,IAAI,CAAC;aAC1C;iBAAM;gBACH,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,aAAa,EAAE,CAAC;aACrD;YAED,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;YAEtC,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;QAC3C,CAAC;;;OA5BA;IAiCD,sBAAW,+CAAiB;QAH5B;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,kBAAkB,CAAC;QACnC,CAAC;aAED,UAA6B,KAAa;YACtC,IAAI,IAAI,CAAC,kBAAkB,KAAK,KAAK,EAAE;gBACnC,OAAO;aACV;YAED,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;YAChC,IAAI,CAAC,aAAa,EAAE,CAAC;QACzB,CAAC;;;OATA;IAWS,gDAAqB,GAA/B;QACI,IAAI,IAAI,CAAC,cAAc,EAAE;YACrB,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YAC9B,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;SAC9B;IACL,CAAC;IAES,wCAAa,GAAvB;QACI,IAAI,CAAC,qBAAqB,EAAE,CAAC;QAC7B,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC;IACjC,CAAC;IAED;;;;OAIG;IACO,uCAAY,GAAtB,UAAuB,aAAqC,IAAI,CAAC;IACrE,uBAAC;AAAD,CAAC,AA3ED,CAAsC,SAAS,GA2E9C","sourcesContent":["import { Control } from \"../../2D/controls/control\";\r\nimport { AdvancedDynamicTexture } from \"../../2D/advancedDynamicTexture\";\r\nimport { Nullable } from \"@babylonjs/core/types\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\n\r\n/**\r\n * The base class for controls that display content\r\n */\r\nexport class ContentDisplay3D extends Control3D {\r\n private _content: Control;\r\n private _facadeTexture: Nullable<AdvancedDynamicTexture>;\r\n protected _contentResolution = 512;\r\n protected _contentScaleRatio = 2;\r\n\r\n /**\r\n * Gets or sets the GUI 2D content used to display the button's facade\r\n */\r\n public get content(): Control {\r\n return this._content;\r\n }\r\n\r\n public set content(value: Control) {\r\n this._content = value;\r\n\r\n if (!this._host || !this._host.utilityLayer) {\r\n return;\r\n }\r\n\r\n if (!this._facadeTexture) {\r\n this._facadeTexture = new AdvancedDynamicTexture(\r\n \"Facade\",\r\n this._contentResolution,\r\n this._contentResolution,\r\n this._host.utilityLayer.utilityLayerScene,\r\n true,\r\n Texture.TRILINEAR_SAMPLINGMODE\r\n );\r\n this._facadeTexture.rootContainer.scaleX = this._contentScaleRatio;\r\n this._facadeTexture.rootContainer.scaleY = this._contentScaleRatio;\r\n this._facadeTexture.premulAlpha = true;\r\n } else {\r\n this._facadeTexture.rootContainer.clearControls();\r\n }\r\n\r\n this._facadeTexture.addControl(value);\r\n\r\n this._applyFacade(this._facadeTexture);\r\n }\r\n\r\n /**\r\n * Gets or sets the texture resolution used to render content (512 by default)\r\n */\r\n public get contentResolution(): number {\r\n return this._contentResolution;\r\n }\r\n\r\n public set contentResolution(value: number) {\r\n if (this._contentResolution === value) {\r\n return;\r\n }\r\n\r\n this._contentResolution = value;\r\n this._resetContent();\r\n }\r\n\r\n protected _disposeFacadeTexture() {\r\n if (this._facadeTexture) {\r\n this._facadeTexture.dispose();\r\n this._facadeTexture = null;\r\n }\r\n }\r\n\r\n protected _resetContent() {\r\n this._disposeFacadeTexture();\r\n this.content = this._content;\r\n }\r\n\r\n /**\r\n * Apply the facade texture (created from the content property).\r\n * This function can be overloaded by child classes\r\n * @param facadeTexture defines the AdvancedDynamicTexture to use\r\n */\r\n protected _applyFacade(facadeTexture: AdvancedDynamicTexture) { }\r\n}\r\n"]}
@@ -21,10 +21,12 @@ export declare class Control3D implements IDisposable, IBehaviorAware<Control3D>
21
21
  private _enterCount;
22
22
  private _downPointerIds;
23
23
  private _isVisible;
24
- /** Gets or sets the control position in world space */
24
+ /** @hidden */
25
+ _isScaledByManager: boolean;
26
+ /** Gets or sets the control position in world space */
25
27
  get position(): Vector3;
26
28
  set position(value: Vector3);
27
- /** Gets or sets the control scaling in world space */
29
+ /** Gets or sets the control scaling in world space */
28
30
  get scaling(): Vector3;
29
31
  set scaling(value: Vector3);
30
32
  /** Callback used to start pointer enter animation */
@@ -36,11 +38,11 @@ export declare class Control3D implements IDisposable, IBehaviorAware<Control3D>
36
38
  /** Callback used to start pointer up animation */
37
39
  pointerUpAnimation: () => void;
38
40
  /**
39
- * An event triggered when the pointer move over the control
40
- */
41
+ * An event triggered when the pointer moves over the control
42
+ */
41
43
  onPointerMoveObservable: Observable<Vector3>;
42
44
  /**
43
- * An event triggered when the pointer move out of the control
45
+ * An event triggered when the pointer moves out of the control
44
46
  */
45
47
  onPointerOutObservable: Observable<Control3D>;
46
48
  /**
@@ -126,7 +128,7 @@ export declare class Control3D implements IDisposable, IBehaviorAware<Control3D>
126
128
  linkToTransformNode(node: Nullable<TransformNode>): Control3D;
127
129
  /** @hidden **/
128
130
  _prepareNode(scene: Scene): void;
129
- protected _injectGUI3DMetadata(node: TransformNode): any;
131
+ protected _injectGUI3DReservedDataStore(node: TransformNode): any;
130
132
  /**
131
133
  * Node creation.
132
134
  * Can be overriden by children
@@ -139,6 +141,7 @@ export declare class Control3D implements IDisposable, IBehaviorAware<Control3D>
139
141
  * @param mesh defines the mesh which will represent the control
140
142
  */
141
143
  protected _affectMaterial(mesh: AbstractMesh): void;
144
+ private _IsTouchButton3D;
142
145
  /** @hidden */
143
146
  _onPointerMove(target: Control3D, coordinates: Vector3): void;
144
147
  /** @hidden */
@@ -152,7 +155,7 @@ export declare class Control3D implements IDisposable, IBehaviorAware<Control3D>
152
155
  /** @hidden */
153
156
  forcePointerUp(pointerId?: Nullable<number>): void;
154
157
  /** @hidden */
155
- _processObservables(type: number, pickedPoint: Vector3, pointerId: number, buttonIndex: number): boolean;
158
+ _processObservables(type: number, pickedPoint: Vector3, originMeshPosition: Nullable<Vector3>, pointerId: number, buttonIndex: number): boolean;
156
159
  /** @hidden */
157
160
  _disposeNode(): void;
158
161
  /**
@@ -1,8 +1,8 @@
1
- import { Observable } from "@babylonjs/core/Misc/observable";
2
- import { Vector3 } from "@babylonjs/core/Maths/math.vector";
3
- import { PointerEventTypes } from "@babylonjs/core/Events/pointerEvents";
4
- import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh";
5
- import { Vector3WithInfo } from "../vector3WithInfo";
1
+ import { Observable } from "@babylonjs/core/Misc/observable.js";
2
+ import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
3
+ import { PointerEventTypes } from "@babylonjs/core/Events/pointerEvents.js";
4
+ import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
5
+ import { Vector3WithInfo } from "../vector3WithInfo.js";
6
6
  /**
7
7
  * Class used as base class for controls
8
8
  */
@@ -17,14 +17,16 @@ var Control3D = /** @class */ (function () {
17
17
  this.name = name;
18
18
  this._downCount = 0;
19
19
  this._enterCount = -1;
20
- this._downPointerIds = {};
20
+ this._downPointerIds = {}; // Store number of pointer downs per ID, from near and far interactions
21
21
  this._isVisible = true;
22
+ /** @hidden */
23
+ this._isScaledByManager = false;
22
24
  /**
23
- * An event triggered when the pointer move over the control
24
- */
25
+ * An event triggered when the pointer moves over the control
26
+ */
25
27
  this.onPointerMoveObservable = new Observable();
26
28
  /**
27
- * An event triggered when the pointer move out of the control
29
+ * An event triggered when the pointer moves out of the control
28
30
  */
29
31
  this.onPointerOutObservable = new Observable();
30
32
  /**
@@ -47,7 +49,7 @@ var Control3D = /** @class */ (function () {
47
49
  this._behaviors = new Array();
48
50
  }
49
51
  Object.defineProperty(Control3D.prototype, "position", {
50
- /** Gets or sets the control position in world space */
52
+ /** Gets or sets the control position in world space */
51
53
  get: function () {
52
54
  if (!this._node) {
53
55
  return Vector3.Zero();
@@ -64,7 +66,7 @@ var Control3D = /** @class */ (function () {
64
66
  configurable: true
65
67
  });
66
68
  Object.defineProperty(Control3D.prototype, "scaling", {
67
- /** Gets or sets the control scaling in world space */
69
+ /** Gets or sets the control scaling in world space */
68
70
  get: function () {
69
71
  if (!this._node) {
70
72
  return new Vector3(1, 1, 1);
@@ -75,6 +77,7 @@ var Control3D = /** @class */ (function () {
75
77
  if (!this._node) {
76
78
  return;
77
79
  }
80
+ this._isScaledByManager = false;
78
81
  this._node.scaling = value;
79
82
  },
80
83
  enumerable: false,
@@ -226,9 +229,7 @@ var Control3D = /** @class */ (function () {
226
229
  if (!this.node) {
227
230
  return;
228
231
  }
229
- this._injectGUI3DMetadata(this._node).control = this; // Store the control on the metadata field in order to get it when picking
230
- this._node.position = this.position;
231
- this._node.scaling = this.scaling;
232
+ this._injectGUI3DReservedDataStore(this.node).control = this; // Store the control on the reservedDataStore field in order to get it when picking
232
233
  var mesh = this.mesh;
233
234
  if (mesh) {
234
235
  mesh.isPickable = true;
@@ -236,11 +237,11 @@ var Control3D = /** @class */ (function () {
236
237
  }
237
238
  }
238
239
  };
239
- Control3D.prototype._injectGUI3DMetadata = function (node) {
240
+ Control3D.prototype._injectGUI3DReservedDataStore = function (node) {
240
241
  var _a, _b;
241
- node.metadata = (_a = node.metadata) !== null && _a !== void 0 ? _a : {};
242
- node.metadata.GUI3D = (_b = node.metadata.GUI3D) !== null && _b !== void 0 ? _b : {};
243
- return node.metadata.GUI3D;
242
+ node.reservedDataStore = (_a = node.reservedDataStore) !== null && _a !== void 0 ? _a : {};
243
+ node.reservedDataStore.GUI3D = (_b = node.reservedDataStore.GUI3D) !== null && _b !== void 0 ? _b : {};
244
+ return node.reservedDataStore.GUI3D;
244
245
  };
245
246
  /**
246
247
  * Node creation.
@@ -259,6 +260,9 @@ var Control3D = /** @class */ (function () {
259
260
  Control3D.prototype._affectMaterial = function (mesh) {
260
261
  mesh.material = null;
261
262
  };
263
+ Control3D.prototype._IsTouchButton3D = function (control) {
264
+ return control._generatePointerEventType !== undefined;
265
+ };
262
266
  // Pointers
263
267
  /** @hidden */
264
268
  Control3D.prototype._onPointerMove = function (target, coordinates) {
@@ -266,13 +270,14 @@ var Control3D = /** @class */ (function () {
266
270
  };
267
271
  /** @hidden */
268
272
  Control3D.prototype._onPointerEnter = function (target) {
269
- if (this._enterCount > 0) {
270
- return false;
271
- }
272
- if (this._enterCount === -1) { // -1 is for touch input, we are now sure we are with a mouse or pencil
273
+ if (this._enterCount === -1) {
274
+ // -1 is for touch input, we are now sure we are with a mouse or pencil
273
275
  this._enterCount = 0;
274
276
  }
275
277
  this._enterCount++;
278
+ if (this._enterCount > 1) {
279
+ return false;
280
+ }
276
281
  this.onPointerEnterObservable.notifyObservers(this, -1, target, this);
277
282
  if (this.pointerEnterAnimation) {
278
283
  this.pointerEnterAnimation();
@@ -281,6 +286,10 @@ var Control3D = /** @class */ (function () {
281
286
  };
282
287
  /** @hidden */
283
288
  Control3D.prototype._onPointerOut = function (target) {
289
+ this._enterCount--;
290
+ if (this._enterCount > 0) {
291
+ return;
292
+ }
284
293
  this._enterCount = 0;
285
294
  this.onPointerOutObservable.notifyObservers(this, -1, target, this);
286
295
  if (this.pointerOutAnimation) {
@@ -289,12 +298,11 @@ var Control3D = /** @class */ (function () {
289
298
  };
290
299
  /** @hidden */
291
300
  Control3D.prototype._onPointerDown = function (target, coordinates, pointerId, buttonIndex) {
292
- if (this._downCount !== 0) {
293
- this._downCount++;
301
+ this._downCount++;
302
+ this._downPointerIds[pointerId] = this._downPointerIds[pointerId] + 1 || 1;
303
+ if (this._downCount !== 1) {
294
304
  return false;
295
305
  }
296
- this._downCount++;
297
- this._downPointerIds[pointerId] = true;
298
306
  this.onPointerDownObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);
299
307
  if (this.pointerDownAnimation) {
300
308
  this.pointerDownAnimation();
@@ -304,7 +312,10 @@ var Control3D = /** @class */ (function () {
304
312
  /** @hidden */
305
313
  Control3D.prototype._onPointerUp = function (target, coordinates, pointerId, buttonIndex, notifyClick) {
306
314
  this._downCount--;
307
- delete this._downPointerIds[pointerId];
315
+ this._downPointerIds[pointerId]--;
316
+ if (this._downPointerIds[pointerId] <= 0) {
317
+ delete this._downPointerIds[pointerId];
318
+ }
308
319
  if (this._downCount < 0) {
309
320
  // Handle if forcePointerUp was called prior to this
310
321
  this._downCount = 0;
@@ -337,7 +348,10 @@ var Control3D = /** @class */ (function () {
337
348
  }
338
349
  };
339
350
  /** @hidden */
340
- Control3D.prototype._processObservables = function (type, pickedPoint, pointerId, buttonIndex) {
351
+ Control3D.prototype._processObservables = function (type, pickedPoint, originMeshPosition, pointerId, buttonIndex) {
352
+ if (this._IsTouchButton3D(this) && originMeshPosition) {
353
+ type = this._generatePointerEventType(type, originMeshPosition, this._downCount);
354
+ }
341
355
  if (type === PointerEventTypes.POINTERMOVE) {
342
356
  this._onPointerMove(this, pickedPoint);
343
357
  var previousControlOver = this._host._lastControlOver[pointerId];
@@ -1 +1 @@
1
- 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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { PointerEventTypes } from \"@babylonjs/core/Events/pointerEvents\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { IBehaviorAware, Behavior } from \"@babylonjs/core/Behaviors/behavior\";\r\nimport { IDisposable, Scene } from \"@babylonjs/core/scene\";\r\n\r\nimport { GUI3DManager } from \"../gui3DManager\";\r\nimport { Vector3WithInfo } from \"../vector3WithInfo\";\r\nimport { Container3D } from \"./container3D\";\r\n\r\n/**\r\n * Class used as base class for controls\r\n */\r\nexport class Control3D implements IDisposable, IBehaviorAware<Control3D> {\r\n /** @hidden */\r\n public _host: GUI3DManager;\r\n private _node: Nullable<TransformNode>;\r\n private _downCount = 0;\r\n private _enterCount = -1;\r\n private _downPointerIds: { [id: number]: boolean } = {};\r\n private _isVisible = true;\r\n\r\n /** Gets or sets the control position in world space */\r\n public get position(): Vector3 {\r\n if (!this._node) {\r\n return Vector3.Zero();\r\n }\r\n\r\n return this._node.position;\r\n }\r\n\r\n public set position(value: Vector3) {\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._node.position = value;\r\n }\r\n\r\n /** Gets or sets the control scaling in world space */\r\n public get scaling(): Vector3 {\r\n if (!this._node) {\r\n return new Vector3(1, 1, 1);\r\n }\r\n\r\n return this._node.scaling;\r\n }\r\n\r\n public set scaling(value: Vector3) {\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._node.scaling = value;\r\n }\r\n\r\n /** Callback used to start pointer enter animation */\r\n public pointerEnterAnimation: () => void;\r\n /** Callback used to start pointer out animation */\r\n public pointerOutAnimation: () => void;\r\n /** Callback used to start pointer down animation */\r\n public pointerDownAnimation: () => void;\r\n /** Callback used to start pointer up animation */\r\n public pointerUpAnimation: () => void;\r\n\r\n /**\r\n * An event triggered when the pointer move over the control\r\n */\r\n public onPointerMoveObservable = new Observable<Vector3>();\r\n\r\n /**\r\n * An event triggered when the pointer move out of the control\r\n */\r\n public onPointerOutObservable = new Observable<Control3D>();\r\n\r\n /**\r\n * An event triggered when the pointer taps the control\r\n */\r\n public onPointerDownObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when pointer is up\r\n */\r\n public onPointerUpObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when a control is clicked on (with a mouse)\r\n */\r\n public onPointerClickObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when pointer enters the control\r\n */\r\n public onPointerEnterObservable = new Observable<Control3D>();\r\n\r\n /**\r\n * Gets or sets the parent container\r\n */\r\n public parent: Nullable<Container3D>;\r\n\r\n // Behaviors\r\n private _behaviors = new Array<Behavior<Control3D>>();\r\n\r\n /**\r\n * Gets the list of attached behaviors\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n */\r\n public get behaviors(): Behavior<Control3D>[] {\r\n return this._behaviors;\r\n }\r\n\r\n /**\r\n * Attach a behavior to the control\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current control\r\n */\r\n public addBehavior(behavior: Behavior<Control3D>): Control3D {\r\n var index = this._behaviors.indexOf(behavior);\r\n\r\n if (index !== -1) {\r\n return this;\r\n }\r\n\r\n behavior.init();\r\n let scene = this._host.scene;\r\n if (scene.isLoading) {\r\n // We defer the attach when the scene will be loaded\r\n scene.onDataLoadedObservable.addOnce(() => {\r\n behavior.attach(this);\r\n });\r\n } else {\r\n behavior.attach(this);\r\n }\r\n this._behaviors.push(behavior);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove an attached behavior\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current control\r\n */\r\n public removeBehavior(behavior: Behavior<Control3D>): Control3D {\r\n var index = this._behaviors.indexOf(behavior);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._behaviors[index].detach();\r\n this._behaviors.splice(index, 1);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets an attached behavior by name\r\n * @param name defines the name of the behavior to look for\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @returns null if behavior was not found else the requested behavior\r\n */\r\n public getBehaviorByName(name: string): Nullable<Behavior<Control3D>> {\r\n for (var behavior of this._behaviors) {\r\n if (behavior.name === name) {\r\n return behavior;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the control is visible */\r\n public get isVisible(): boolean {\r\n return this._isVisible;\r\n }\r\n\r\n public set isVisible(value: boolean) {\r\n if (this._isVisible === value) {\r\n return;\r\n }\r\n\r\n this._isVisible = value;\r\n\r\n let mesh = this.mesh;\r\n if (mesh) {\r\n mesh.setEnabled(value);\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new control\r\n * @param name defines the control name\r\n */\r\n constructor(\r\n /** Defines the control name */\r\n public name?: string) {\r\n }\r\n\r\n /**\r\n * Gets a string representing the class name\r\n */\r\n public get typeName(): string {\r\n return this._getTypeName();\r\n }\r\n\r\n /**\r\n * Get the current class name of the control.\r\n * @returns current class name\r\n */\r\n public getClassName(): string {\r\n return this._getTypeName();\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"Control3D\";\r\n }\r\n\r\n /**\r\n * Gets the transform node used by this control\r\n */\r\n public get node(): Nullable<TransformNode> {\r\n return this._node;\r\n }\r\n\r\n /**\r\n * Gets the mesh used to render this control\r\n */\r\n public get mesh(): Nullable<AbstractMesh> {\r\n if (this._node instanceof AbstractMesh) {\r\n return this._node as AbstractMesh;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Link the control as child of the given node\r\n * @param node defines the node to link to. Use null to unlink the control\r\n * @returns the current control\r\n */\r\n public linkToTransformNode(node: Nullable<TransformNode>): Control3D {\r\n if (this._node) {\r\n this._node.parent = node;\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden **/\r\n public _prepareNode(scene: Scene): void {\r\n if (!this._node) {\r\n this._node = this._createNode(scene);\r\n\r\n if (!this.node) {\r\n return;\r\n }\r\n this._injectGUI3DMetadata(this._node!).control = this; // Store the control on the metadata field in order to get it when picking\r\n this._node!.position = this.position;\r\n this._node!.scaling = this.scaling;\r\n\r\n let mesh = this.mesh;\r\n if (mesh) {\r\n mesh.isPickable = true;\r\n\r\n this._affectMaterial(mesh);\r\n }\r\n }\r\n }\r\n\r\n protected _injectGUI3DMetadata(node: TransformNode): any {\r\n node.metadata = node.metadata ?? {};\r\n node.metadata.GUI3D = node.metadata.GUI3D ?? {};\r\n return node.metadata.GUI3D;\r\n }\r\n\r\n /**\r\n * Node creation.\r\n * Can be overriden by children\r\n * @param scene defines the scene where the node must be attached\r\n * @returns the attached node or null if none. Must return a Mesh or AbstractMesh if there is an atttached visible object\r\n */\r\n protected _createNode(scene: Scene): Nullable<TransformNode> {\r\n // Do nothing by default\r\n return null;\r\n }\r\n\r\n /**\r\n * Affect a material to the given mesh\r\n * @param mesh defines the mesh which will represent the control\r\n */\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n mesh.material = null;\r\n }\r\n\r\n // Pointers\r\n\r\n /** @hidden */\r\n public _onPointerMove(target: Control3D, coordinates: Vector3): void {\r\n this.onPointerMoveObservable.notifyObservers(coordinates, -1, target, this);\r\n }\r\n\r\n /** @hidden */\r\n public _onPointerEnter(target: Control3D): boolean {\r\n if (this._enterCount > 0) {\r\n return false;\r\n }\r\n\r\n if (this._enterCount === -1) { // -1 is for touch input, we are now sure we are with a mouse or pencil\r\n this._enterCount = 0;\r\n }\r\n\r\n this._enterCount++;\r\n\r\n this.onPointerEnterObservable.notifyObservers(this, -1, target, this);\r\n\r\n if (this.pointerEnterAnimation) {\r\n this.pointerEnterAnimation();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _onPointerOut(target: Control3D): void {\r\n this._enterCount = 0;\r\n\r\n this.onPointerOutObservable.notifyObservers(this, -1, target, this);\r\n\r\n if (this.pointerOutAnimation) {\r\n this.pointerOutAnimation();\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _onPointerDown(target: Control3D, coordinates: Vector3, pointerId: number, buttonIndex: number): boolean {\r\n if (this._downCount !== 0) {\r\n this._downCount++;\r\n return false;\r\n }\r\n\r\n this._downCount++;\r\n\r\n this._downPointerIds[pointerId] = true;\r\n\r\n this.onPointerDownObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n\r\n if (this.pointerDownAnimation) {\r\n this.pointerDownAnimation();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _onPointerUp(target: Control3D, coordinates: Vector3, pointerId: number, buttonIndex: number, notifyClick: boolean): void {\r\n this._downCount--;\r\n delete this._downPointerIds[pointerId];\r\n\r\n if (this._downCount < 0) {\r\n // Handle if forcePointerUp was called prior to this\r\n this._downCount = 0;\r\n return;\r\n }\r\n\r\n if (this._downCount == 0) {\r\n if (notifyClick && (this._enterCount > 0 || this._enterCount === -1)) {\r\n this.onPointerClickObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n }\r\n this.onPointerUpObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n\r\n if (this.pointerUpAnimation) {\r\n this.pointerUpAnimation();\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public forcePointerUp(pointerId: Nullable<number> = null) {\r\n if (pointerId !== null) {\r\n this._onPointerUp(this, Vector3.Zero(), pointerId, 0, true);\r\n } else {\r\n for (var key in this._downPointerIds) {\r\n this._onPointerUp(this, Vector3.Zero(), +key as number, 0, true);\r\n }\r\n if (this._downCount > 0) {\r\n this._downCount = 1;\r\n this._onPointerUp(this, Vector3.Zero(), 0, 0, true);\r\n }\r\n\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _processObservables(type: number, pickedPoint: Vector3, pointerId: number, buttonIndex: number): boolean {\r\n if (type === PointerEventTypes.POINTERMOVE) {\r\n this._onPointerMove(this, pickedPoint);\r\n\r\n var previousControlOver = this._host._lastControlOver[pointerId];\r\n if (previousControlOver && previousControlOver !== this) {\r\n previousControlOver._onPointerOut(this);\r\n }\r\n\r\n if (previousControlOver !== this) {\r\n this._onPointerEnter(this);\r\n }\r\n\r\n this._host._lastControlOver[pointerId] = this;\r\n return true;\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERDOWN) {\r\n this._onPointerDown(this, pickedPoint, pointerId, buttonIndex);\r\n this._host._lastControlDown[pointerId] = this;\r\n this._host._lastPickedControl = this;\r\n return true;\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERUP || type === PointerEventTypes.POINTERDOUBLETAP) {\r\n if (this._host._lastControlDown[pointerId]) {\r\n this._host._lastControlDown[pointerId]._onPointerUp(this, pickedPoint, pointerId, buttonIndex, true);\r\n }\r\n delete this._host._lastControlDown[pointerId];\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _disposeNode(): void {\r\n if (this._node) {\r\n this._node.dispose();\r\n this._node = null;\r\n }\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n this.onPointerDownObservable.clear();\r\n this.onPointerEnterObservable.clear();\r\n this.onPointerMoveObservable.clear();\r\n this.onPointerOutObservable.clear();\r\n this.onPointerUpObservable.clear();\r\n this.onPointerClickObservable.clear();\r\n\r\n this._disposeNode();\r\n\r\n // Behaviors\r\n for (var behavior of this._behaviors) {\r\n behavior.detach();\r\n }\r\n }\r\n}"]}
1
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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { PointerEventTypes } from \"@babylonjs/core/Events/pointerEvents\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { IBehaviorAware, Behavior } from \"@babylonjs/core/Behaviors/behavior\";\r\nimport { IDisposable, Scene } from \"@babylonjs/core/scene\";\r\n\r\nimport { GUI3DManager } from \"../gui3DManager\";\r\nimport { Vector3WithInfo } from \"../vector3WithInfo\";\r\nimport { Container3D } from \"./container3D\";\r\n\r\ndeclare type TouchButton3D = import(\"./touchButton3D\").TouchButton3D;\r\n\r\n/**\r\n * Class used as base class for controls\r\n */\r\nexport class Control3D implements IDisposable, IBehaviorAware<Control3D> {\r\n /** @hidden */\r\n public _host: GUI3DManager;\r\n private _node: Nullable<TransformNode>;\r\n private _downCount = 0;\r\n private _enterCount = -1;\r\n private _downPointerIds: { [id: number]: number } = {}; // Store number of pointer downs per ID, from near and far interactions\r\n private _isVisible = true;\r\n /** @hidden */\r\n public _isScaledByManager = false;\r\n\r\n /** Gets or sets the control position in world space */\r\n public get position(): Vector3 {\r\n if (!this._node) {\r\n return Vector3.Zero();\r\n }\r\n\r\n return this._node.position;\r\n }\r\n\r\n public set position(value: Vector3) {\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._node.position = value;\r\n }\r\n\r\n /** Gets or sets the control scaling in world space */\r\n public get scaling(): Vector3 {\r\n if (!this._node) {\r\n return new Vector3(1, 1, 1);\r\n }\r\n\r\n return this._node.scaling;\r\n }\r\n\r\n public set scaling(value: Vector3) {\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._isScaledByManager = false;\r\n this._node.scaling = value;\r\n }\r\n\r\n /** Callback used to start pointer enter animation */\r\n public pointerEnterAnimation: () => void;\r\n /** Callback used to start pointer out animation */\r\n public pointerOutAnimation: () => void;\r\n /** Callback used to start pointer down animation */\r\n public pointerDownAnimation: () => void;\r\n /** Callback used to start pointer up animation */\r\n public pointerUpAnimation: () => void;\r\n\r\n /**\r\n * An event triggered when the pointer moves over the control\r\n */\r\n public onPointerMoveObservable = new Observable<Vector3>();\r\n\r\n /**\r\n * An event triggered when the pointer moves out of the control\r\n */\r\n public onPointerOutObservable = new Observable<Control3D>();\r\n\r\n /**\r\n * An event triggered when the pointer taps the control\r\n */\r\n public onPointerDownObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when pointer is up\r\n */\r\n public onPointerUpObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when a control is clicked on (with a mouse)\r\n */\r\n public onPointerClickObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when pointer enters the control\r\n */\r\n public onPointerEnterObservable = new Observable<Control3D>();\r\n\r\n /**\r\n * Gets or sets the parent container\r\n */\r\n public parent: Nullable<Container3D>;\r\n\r\n // Behaviors\r\n private _behaviors = new Array<Behavior<Control3D>>();\r\n\r\n /**\r\n * Gets the list of attached behaviors\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n */\r\n public get behaviors(): Behavior<Control3D>[] {\r\n return this._behaviors;\r\n }\r\n\r\n /**\r\n * Attach a behavior to the control\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current control\r\n */\r\n public addBehavior(behavior: Behavior<Control3D>): Control3D {\r\n var index = this._behaviors.indexOf(behavior);\r\n\r\n if (index !== -1) {\r\n return this;\r\n }\r\n\r\n behavior.init();\r\n let scene = this._host.scene;\r\n if (scene.isLoading) {\r\n // We defer the attach when the scene will be loaded\r\n scene.onDataLoadedObservable.addOnce(() => {\r\n behavior.attach(this);\r\n });\r\n } else {\r\n behavior.attach(this);\r\n }\r\n this._behaviors.push(behavior);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove an attached behavior\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current control\r\n */\r\n public removeBehavior(behavior: Behavior<Control3D>): Control3D {\r\n var index = this._behaviors.indexOf(behavior);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._behaviors[index].detach();\r\n this._behaviors.splice(index, 1);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets an attached behavior by name\r\n * @param name defines the name of the behavior to look for\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @returns null if behavior was not found else the requested behavior\r\n */\r\n public getBehaviorByName(name: string): Nullable<Behavior<Control3D>> {\r\n for (var behavior of this._behaviors) {\r\n if (behavior.name === name) {\r\n return behavior;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the control is visible */\r\n public get isVisible(): boolean {\r\n return this._isVisible;\r\n }\r\n\r\n public set isVisible(value: boolean) {\r\n if (this._isVisible === value) {\r\n return;\r\n }\r\n\r\n this._isVisible = value;\r\n\r\n let mesh = this.mesh;\r\n if (mesh) {\r\n mesh.setEnabled(value);\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new control\r\n * @param name defines the control name\r\n */\r\n constructor(\r\n /** Defines the control name */\r\n public name?: string\r\n ) { }\r\n\r\n /**\r\n * Gets a string representing the class name\r\n */\r\n public get typeName(): string {\r\n return this._getTypeName();\r\n }\r\n\r\n /**\r\n * Get the current class name of the control.\r\n * @returns current class name\r\n */\r\n public getClassName(): string {\r\n return this._getTypeName();\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"Control3D\";\r\n }\r\n\r\n /**\r\n * Gets the transform node used by this control\r\n */\r\n public get node(): Nullable<TransformNode> {\r\n return this._node;\r\n }\r\n\r\n /**\r\n * Gets the mesh used to render this control\r\n */\r\n public get mesh(): Nullable<AbstractMesh> {\r\n if (this._node instanceof AbstractMesh) {\r\n return this._node as AbstractMesh;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Link the control as child of the given node\r\n * @param node defines the node to link to. Use null to unlink the control\r\n * @returns the current control\r\n */\r\n public linkToTransformNode(node: Nullable<TransformNode>): Control3D {\r\n if (this._node) {\r\n this._node.parent = node;\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden **/\r\n public _prepareNode(scene: Scene): void {\r\n if (!this._node) {\r\n this._node = this._createNode(scene);\r\n\r\n if (!this.node) {\r\n return;\r\n }\r\n this._injectGUI3DReservedDataStore(this.node).control = this; // Store the control on the reservedDataStore field in order to get it when picking\r\n\r\n let mesh = this.mesh;\r\n if (mesh) {\r\n mesh.isPickable = true;\r\n\r\n this._affectMaterial(mesh);\r\n }\r\n }\r\n }\r\n\r\n protected _injectGUI3DReservedDataStore(node: TransformNode): any {\r\n node.reservedDataStore = node.reservedDataStore ?? {};\r\n node.reservedDataStore.GUI3D = node.reservedDataStore.GUI3D ?? {};\r\n return node.reservedDataStore.GUI3D;\r\n }\r\n\r\n /**\r\n * Node creation.\r\n * Can be overriden by children\r\n * @param scene defines the scene where the node must be attached\r\n * @returns the attached node or null if none. Must return a Mesh or AbstractMesh if there is an atttached visible object\r\n */\r\n protected _createNode(scene: Scene): Nullable<TransformNode> {\r\n // Do nothing by default\r\n return null;\r\n }\r\n\r\n /**\r\n * Affect a material to the given mesh\r\n * @param mesh defines the mesh which will represent the control\r\n */\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n mesh.material = null;\r\n }\r\n\r\n private _IsTouchButton3D(control: Control3D): control is TouchButton3D {\r\n return (control as TouchButton3D)._generatePointerEventType !== undefined;\r\n }\r\n\r\n // Pointers\r\n\r\n /** @hidden */\r\n public _onPointerMove(target: Control3D, coordinates: Vector3): void {\r\n this.onPointerMoveObservable.notifyObservers(coordinates, -1, target, this);\r\n }\r\n\r\n /** @hidden */\r\n public _onPointerEnter(target: Control3D): boolean {\r\n if (this._enterCount === -1) {\r\n // -1 is for touch input, we are now sure we are with a mouse or pencil\r\n this._enterCount = 0;\r\n }\r\n\r\n this._enterCount++;\r\n\r\n if (this._enterCount > 1) {\r\n return false;\r\n }\r\n\r\n this.onPointerEnterObservable.notifyObservers(this, -1, target, this);\r\n\r\n if (this.pointerEnterAnimation) {\r\n this.pointerEnterAnimation();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _onPointerOut(target: Control3D): void {\r\n this._enterCount--;\r\n\r\n if (this._enterCount > 0) {\r\n return;\r\n }\r\n\r\n this._enterCount = 0;\r\n\r\n this.onPointerOutObservable.notifyObservers(this, -1, target, this);\r\n\r\n if (this.pointerOutAnimation) {\r\n this.pointerOutAnimation();\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _onPointerDown(target: Control3D, coordinates: Vector3, pointerId: number, buttonIndex: number): boolean {\r\n this._downCount++;\r\n this._downPointerIds[pointerId] = this._downPointerIds[pointerId] + 1 || 1;\r\n\r\n if (this._downCount !== 1) {\r\n return false;\r\n }\r\n\r\n this.onPointerDownObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n\r\n if (this.pointerDownAnimation) {\r\n this.pointerDownAnimation();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _onPointerUp(target: Control3D, coordinates: Vector3, pointerId: number, buttonIndex: number, notifyClick: boolean): void {\r\n this._downCount--;\r\n this._downPointerIds[pointerId]--;\r\n\r\n if (this._downPointerIds[pointerId] <= 0) {\r\n delete this._downPointerIds[pointerId];\r\n }\r\n\r\n if (this._downCount < 0) {\r\n // Handle if forcePointerUp was called prior to this\r\n this._downCount = 0;\r\n return;\r\n }\r\n\r\n if (this._downCount == 0) {\r\n if (notifyClick && (this._enterCount > 0 || this._enterCount === -1)) {\r\n this.onPointerClickObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n }\r\n this.onPointerUpObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n\r\n if (this.pointerUpAnimation) {\r\n this.pointerUpAnimation();\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public forcePointerUp(pointerId: Nullable<number> = null) {\r\n if (pointerId !== null) {\r\n this._onPointerUp(this, Vector3.Zero(), pointerId, 0, true);\r\n } else {\r\n for (var key in this._downPointerIds) {\r\n this._onPointerUp(this, Vector3.Zero(), +key as number, 0, true);\r\n }\r\n if (this._downCount > 0) {\r\n this._downCount = 1;\r\n this._onPointerUp(this, Vector3.Zero(), 0, 0, true);\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _processObservables(type: number, pickedPoint: Vector3, originMeshPosition: Nullable<Vector3>, pointerId: number, buttonIndex: number): boolean {\r\n if (this._IsTouchButton3D(this) && originMeshPosition) {\r\n type = this._generatePointerEventType(type, originMeshPosition, this._downCount);\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERMOVE) {\r\n this._onPointerMove(this, pickedPoint);\r\n\r\n var previousControlOver = this._host._lastControlOver[pointerId];\r\n if (previousControlOver && previousControlOver !== this) {\r\n previousControlOver._onPointerOut(this);\r\n }\r\n\r\n if (previousControlOver !== this) {\r\n this._onPointerEnter(this);\r\n }\r\n\r\n this._host._lastControlOver[pointerId] = this;\r\n return true;\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERDOWN) {\r\n this._onPointerDown(this, pickedPoint, pointerId, buttonIndex);\r\n this._host._lastControlDown[pointerId] = this;\r\n this._host._lastPickedControl = this;\r\n return true;\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERUP || type === PointerEventTypes.POINTERDOUBLETAP) {\r\n if (this._host._lastControlDown[pointerId]) {\r\n this._host._lastControlDown[pointerId]._onPointerUp(this, pickedPoint, pointerId, buttonIndex, true);\r\n }\r\n delete this._host._lastControlDown[pointerId];\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _disposeNode(): void {\r\n if (this._node) {\r\n this._node.dispose();\r\n this._node = null;\r\n }\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n this.onPointerDownObservable.clear();\r\n this.onPointerEnterObservable.clear();\r\n this.onPointerMoveObservable.clear();\r\n this.onPointerOutObservable.clear();\r\n this.onPointerUpObservable.clear();\r\n this.onPointerClickObservable.clear();\r\n\r\n this._disposeNode();\r\n\r\n // Behaviors\r\n for (var behavior of this._behaviors) {\r\n behavior.detach();\r\n }\r\n }\r\n}\r\n"]}