@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.
- package/2D/adtInstrumentation.js +1 -1
- package/2D/advancedDynamicTexture.d.ts +165 -125
- package/2D/advancedDynamicTexture.js +342 -181
- package/2D/advancedDynamicTexture.js.map +1 -1
- package/2D/controls/button.js +10 -10
- package/2D/controls/button.js.map +1 -1
- package/2D/controls/checkbox.d.ts +2 -1
- package/2D/controls/checkbox.js +10 -8
- package/2D/controls/checkbox.js.map +1 -1
- package/2D/controls/colorpicker.d.ts +4 -3
- package/2D/controls/colorpicker.js +40 -23
- package/2D/controls/colorpicker.js.map +1 -1
- package/2D/controls/container.d.ts +16 -5
- package/2D/controls/container.js +93 -15
- package/2D/controls/container.js.map +1 -1
- package/2D/controls/control.d.ts +99 -44
- package/2D/controls/control.js +267 -129
- package/2D/controls/control.js.map +1 -1
- package/2D/controls/displayGrid.d.ts +2 -1
- package/2D/controls/displayGrid.js +6 -6
- package/2D/controls/displayGrid.js.map +1 -1
- package/2D/controls/ellipse.d.ts +5 -3
- package/2D/controls/ellipse.js +9 -5
- package/2D/controls/ellipse.js.map +1 -1
- package/2D/controls/focusableButton.d.ts +4 -2
- package/2D/controls/focusableButton.js +9 -6
- package/2D/controls/focusableButton.js.map +1 -1
- package/2D/controls/focusableControl.d.ts +2 -1
- package/2D/controls/focusableControl.js.map +1 -1
- package/2D/controls/grid.d.ts +13 -2
- package/2D/controls/grid.js +108 -24
- package/2D/controls/grid.js.map +1 -1
- package/2D/controls/image.d.ts +20 -12
- package/2D/controls/image.js +154 -111
- package/2D/controls/image.js.map +1 -1
- package/2D/controls/index.js +29 -29
- package/2D/controls/inputPassword.js +4 -4
- package/2D/controls/inputPassword.js.map +1 -1
- package/2D/controls/inputText.d.ts +6 -4
- package/2D/controls/inputText.js +40 -14
- package/2D/controls/inputText.js.map +1 -1
- package/2D/controls/line.d.ts +3 -2
- package/2D/controls/line.js +8 -8
- package/2D/controls/line.js.map +1 -1
- package/2D/controls/multiLine.d.ts +4 -3
- package/2D/controls/multiLine.js +6 -6
- package/2D/controls/multiLine.js.map +1 -1
- package/2D/controls/radioButton.d.ts +2 -1
- package/2D/controls/radioButton.js +10 -7
- package/2D/controls/radioButton.js.map +1 -1
- package/2D/controls/rectangle.d.ts +8 -3
- package/2D/controls/rectangle.js +21 -5
- package/2D/controls/rectangle.js.map +1 -1
- package/2D/controls/scrollViewers/scrollViewer.d.ts +3 -2
- package/2D/controls/scrollViewers/scrollViewer.js +9 -9
- package/2D/controls/scrollViewers/scrollViewer.js.map +1 -1
- package/2D/controls/scrollViewers/scrollViewerWindow.d.ts +4 -3
- package/2D/controls/scrollViewers/scrollViewerWindow.js +4 -4
- package/2D/controls/scrollViewers/scrollViewerWindow.js.map +1 -1
- package/2D/controls/selector.js +8 -8
- package/2D/controls/selector.js.map +1 -1
- package/2D/controls/sliders/baseSlider.d.ts +1 -1
- package/2D/controls/sliders/baseSlider.js +12 -10
- package/2D/controls/sliders/baseSlider.js.map +1 -1
- package/2D/controls/sliders/imageBasedSlider.d.ts +10 -1
- package/2D/controls/sliders/imageBasedSlider.js +29 -5
- package/2D/controls/sliders/imageBasedSlider.js.map +1 -1
- package/2D/controls/sliders/imageScrollBar.d.ts +2 -1
- package/2D/controls/sliders/imageScrollBar.js +3 -3
- package/2D/controls/sliders/imageScrollBar.js.map +1 -1
- package/2D/controls/sliders/scrollBar.d.ts +2 -1
- package/2D/controls/sliders/scrollBar.js +3 -3
- package/2D/controls/sliders/scrollBar.js.map +1 -1
- package/2D/controls/sliders/slider.d.ts +2 -1
- package/2D/controls/sliders/slider.js +4 -4
- package/2D/controls/sliders/slider.js.map +1 -1
- package/2D/controls/stackPanel.d.ts +10 -3
- package/2D/controls/stackPanel.js +35 -13
- package/2D/controls/stackPanel.js.map +1 -1
- package/2D/controls/statics.js +3 -3
- package/2D/controls/statics.js.map +1 -1
- package/2D/controls/textBlock.d.ts +9 -8
- package/2D/controls/textBlock.js +30 -20
- package/2D/controls/textBlock.js.map +1 -1
- package/2D/controls/textWrapper.js +2 -2
- package/2D/controls/textWrapper.js.map +1 -1
- package/2D/controls/toggleButton.d.ts +1 -13
- package/2D/controls/toggleButton.js +29 -38
- package/2D/controls/toggleButton.js.map +1 -1
- package/2D/controls/virtualKeyboard.js +5 -5
- package/2D/controls/virtualKeyboard.js.map +1 -1
- package/2D/index.d.ts +1 -1
- package/2D/index.js +9 -9
- package/2D/index.js.map +1 -1
- package/2D/math2D.js +2 -2
- package/2D/measure.js +1 -1
- package/2D/measure.js.map +1 -1
- package/2D/multiLinePoint.js +3 -3
- package/2D/style.js +2 -2
- package/2D/valueAndUnit.d.ts +21 -6
- package/2D/valueAndUnit.js +57 -13
- package/2D/valueAndUnit.js.map +1 -1
- package/2D/xmlLoader.d.ts +17 -3
- package/2D/xmlLoader.js +54 -15
- package/2D/xmlLoader.js.map +1 -1
- package/3D/behaviors/defaultBehavior.d.ts +73 -0
- package/3D/behaviors/defaultBehavior.js +122 -0
- package/3D/behaviors/defaultBehavior.js.map +1 -0
- package/3D/controls/abstractButton3D.d.ts +2 -2
- package/3D/controls/abstractButton3D.js +3 -3
- package/3D/controls/abstractButton3D.js.map +1 -1
- package/3D/controls/button3D.d.ts +0 -24
- package/3D/controls/button3D.js +7 -83
- package/3D/controls/button3D.js.map +1 -1
- package/3D/controls/container3D.js +2 -2
- package/3D/controls/contentDisplay3D.d.ts +30 -0
- package/3D/controls/contentDisplay3D.js +79 -0
- package/3D/controls/contentDisplay3D.js.map +1 -0
- package/3D/controls/control3D.d.ts +10 -7
- package/3D/controls/control3D.js +42 -28
- package/3D/controls/control3D.js.map +1 -1
- package/3D/controls/cylinderPanel.js +5 -5
- package/3D/controls/handMenu.d.ts +28 -0
- package/3D/controls/handMenu.js +48 -0
- package/3D/controls/handMenu.js.map +1 -0
- package/3D/controls/holographicBackplate.d.ts +48 -0
- package/3D/controls/holographicBackplate.js +121 -0
- package/3D/controls/holographicBackplate.js.map +1 -0
- package/3D/controls/holographicButton.d.ts +1 -1
- package/3D/controls/holographicButton.js +27 -24
- package/3D/controls/holographicButton.js.map +1 -1
- package/3D/controls/holographicSlate.d.ts +118 -0
- package/3D/controls/holographicSlate.js +360 -0
- package/3D/controls/holographicSlate.js.map +1 -0
- package/3D/controls/index.d.ts +10 -0
- package/3D/controls/index.js +22 -12
- package/3D/controls/index.js.map +1 -1
- package/3D/controls/meshButton3D.js +2 -2
- package/3D/controls/meshButton3D.js.map +1 -1
- package/3D/controls/nearMenu.d.ts +45 -0
- package/3D/controls/nearMenu.js +111 -0
- package/3D/controls/nearMenu.js.map +1 -0
- package/3D/controls/planePanel.js +3 -3
- package/3D/controls/scatterPanel.js +4 -4
- package/3D/controls/slider3D.d.ts +80 -0
- package/3D/controls/slider3D.js +268 -0
- package/3D/controls/slider3D.js.map +1 -0
- package/3D/controls/spherePanel.js +5 -5
- package/3D/controls/stackPanel3D.js +3 -3
- package/3D/controls/touchButton3D.d.ts +43 -0
- package/3D/controls/touchButton3D.js +133 -0
- package/3D/controls/touchButton3D.js.map +1 -0
- package/3D/controls/touchHolographicButton.d.ts +100 -0
- package/3D/controls/touchHolographicButton.js +408 -0
- package/3D/controls/touchHolographicButton.js.map +1 -0
- package/3D/controls/touchHolographicMenu.d.ts +61 -0
- package/3D/controls/touchHolographicMenu.js +149 -0
- package/3D/controls/touchHolographicMenu.js.map +1 -0
- package/3D/controls/touchMeshButton3D.d.ts +22 -0
- package/3D/controls/touchMeshButton3D.js +63 -0
- package/3D/controls/touchMeshButton3D.js.map +1 -0
- package/3D/controls/touchToggleButton3D.d.ts +35 -0
- package/3D/controls/touchToggleButton3D.js +60 -0
- package/3D/controls/touchToggleButton3D.js.map +1 -0
- package/3D/controls/volumeBasedPanel.d.ts +1 -1
- package/3D/controls/volumeBasedPanel.js +5 -5
- package/3D/controls/volumeBasedPanel.js.map +1 -1
- package/3D/gizmos/gizmoHandle.d.ts +108 -0
- package/3D/gizmos/gizmoHandle.js +210 -0
- package/3D/gizmos/gizmoHandle.js.map +1 -0
- package/3D/gizmos/index.d.ts +2 -0
- package/3D/gizmos/index.js +3 -0
- package/3D/gizmos/index.js.map +1 -0
- package/3D/gizmos/slateGizmo.d.ts +59 -0
- package/3D/gizmos/slateGizmo.js +364 -0
- package/3D/gizmos/slateGizmo.js.map +1 -0
- package/3D/gui3DManager.d.ts +19 -0
- package/3D/gui3DManager.js +73 -13
- package/3D/gui3DManager.js.map +1 -1
- package/3D/index.d.ts +3 -2
- package/3D/index.js +5 -4
- package/3D/index.js.map +1 -1
- package/3D/materials/fluent/fluentMaterial.d.ts +90 -0
- package/3D/materials/fluent/fluentMaterial.js +282 -0
- package/3D/materials/fluent/fluentMaterial.js.map +1 -0
- package/3D/materials/fluent/index.d.ts +1 -0
- package/3D/materials/fluent/index.js +2 -0
- package/3D/materials/fluent/index.js.map +1 -0
- package/3D/materials/{shaders → fluent/shaders}/fluent.fragment.d.ts +0 -0
- package/3D/materials/fluent/shaders/fluent.fragment.js +7 -0
- package/3D/materials/fluent/shaders/fluent.fragment.js.map +1 -0
- package/3D/materials/{shaders → fluent/shaders}/fluent.vertex.d.ts +0 -0
- package/3D/materials/{shaders → fluent/shaders}/fluent.vertex.js +2 -2
- package/3D/materials/fluent/shaders/fluent.vertex.js.map +1 -0
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +154 -0
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +435 -0
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -0
- package/3D/materials/fluentBackplate/index.d.ts +1 -0
- package/3D/materials/fluentBackplate/index.js +2 -0
- package/3D/materials/fluentBackplate/index.js.map +1 -0
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.d.ts +5 -0
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js +7 -0
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js.map +1 -0
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.d.ts +5 -0
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js +7 -0
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js.map +1 -0
- package/3D/materials/fluentButton/fluentButtonMaterial.d.ts +189 -0
- package/3D/materials/fluentButton/fluentButtonMaterial.js +538 -0
- package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -0
- package/3D/materials/fluentButton/index.d.ts +1 -0
- package/3D/materials/fluentButton/index.js +2 -0
- package/3D/materials/fluentButton/index.js.map +1 -0
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.d.ts +5 -0
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.js +7 -0
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.js.map +1 -0
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.d.ts +5 -0
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.js +7 -0
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.js.map +1 -0
- package/3D/materials/fluentMaterial.d.ts +2 -88
- package/3D/materials/fluentMaterial.js +2 -277
- package/3D/materials/fluentMaterial.js.map +1 -1
- package/3D/materials/handle/handleMaterial.d.ts +68 -0
- package/3D/materials/handle/handleMaterial.js +127 -0
- package/3D/materials/handle/handleMaterial.js.map +1 -0
- package/3D/materials/handle/index.d.ts +1 -0
- package/3D/materials/handle/index.js +2 -0
- package/3D/materials/handle/index.js.map +1 -0
- package/3D/materials/handle/shaders/handle.fragment.d.ts +5 -0
- package/3D/materials/handle/shaders/handle.fragment.js +7 -0
- package/3D/materials/handle/shaders/handle.fragment.js.map +1 -0
- package/3D/materials/handle/shaders/handle.vertex.d.ts +5 -0
- package/3D/materials/handle/shaders/handle.vertex.js +7 -0
- package/3D/materials/handle/shaders/handle.vertex.js.map +1 -0
- package/3D/materials/index.d.ts +5 -1
- package/3D/materials/index.js +5 -1
- package/3D/materials/index.js.map +1 -1
- package/3D/materials/mrdl/index.d.ts +3 -0
- package/3D/materials/mrdl/index.js +4 -0
- package/3D/materials/mrdl/index.js.map +1 -0
- package/3D/materials/mrdl/mrdlBackplateMaterial.d.ts +147 -0
- package/3D/materials/mrdl/mrdlBackplateMaterial.js +410 -0
- package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -0
- package/3D/materials/mrdl/mrdlSliderBarMaterial.d.ts +333 -0
- package/3D/materials/mrdl/mrdlSliderBarMaterial.js +787 -0
- package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -0
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.d.ts +333 -0
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +787 -0
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js +7 -0
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js +7 -0
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js +7 -0
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js +7 -0
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js +7 -0
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js +7 -0
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js.map +1 -0
- package/3D/vector3WithInfo.js +1 -1
- package/index.d.ts +2 -2
- package/index.js +2 -2
- package/index.js.map +1 -1
- package/legacy/legacy.js +2 -2
- package/package.json +126 -9
- package/3D/materials/shaders/fluent.fragment.js +0 -7
- package/3D/materials/shaders/fluent.fragment.js.map +0 -1
- package/3D/materials/shaders/fluent.vertex.js.map +0 -1
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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { Observer } from \"@babylonjs/core/Misc/observable\";\r\nimport { Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { CreatePlane } from \"@babylonjs/core/Meshes/Builders/planeBuilder\";\r\nimport { CreateBox } from \"@babylonjs/core/Meshes/Builders/boxBuilder\";\r\nimport { FadeInOutBehavior } from \"@babylonjs/core/Behaviors/Meshes/fadeInOutBehavior\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { FluentButtonMaterial } from \"../materials/fluentButton/fluentButtonMaterial\";\r\nimport { StackPanel } from \"../../2D/controls/stackPanel\";\r\nimport { Image } from \"../../2D/controls/image\";\r\nimport { TextBlock } from \"../../2D/controls/textBlock\";\r\nimport { AdvancedDynamicTexture } from \"../../2D/advancedDynamicTexture\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { Color3 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { TouchButton3D } from \"./touchButton3D\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { SceneLoader } from \"@babylonjs/core/Loading/sceneLoader\";\r\nimport { DomManagement } from \"@babylonjs/core/Misc/domManagement\";\r\nimport { Scalar } from \"@babylonjs/core/Maths/math.scalar\";\r\n\r\n/**\r\n * Class used to create a holographic button in 3D\r\n * @since 5.0.0\r\n */\r\nexport class TouchHolographicButton extends TouchButton3D {\r\n /**\r\n * Base Url for the button model.\r\n */\r\n public static MODEL_BASE_URL: string = \"https://assets.babylonjs.com/meshes/MRTK/\";\r\n /**\r\n * File name for the button model.\r\n */\r\n public static MODEL_FILENAME: string = \"mrtk-fluent-button.glb\";\r\n\r\n private _backPlate: Mesh;\r\n private _textPlate: Mesh;\r\n private _frontPlate: AbstractMesh;\r\n private _text: string;\r\n private _imageUrl: string;\r\n private _shareMaterials = true;\r\n private _isBackplateVisible = true;\r\n private _frontMaterial: FluentButtonMaterial;\r\n private _backMaterial: StandardMaterial;\r\n private _plateMaterial: StandardMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\r\n private _pointerHoverObserver: Nullable<Observer<Vector3>>;\r\n private _frontPlateDepth = 0.5;\r\n private _backPlateDepth = 0.04;\r\n\r\n // Tooltip\r\n private _tooltipFade: Nullable<FadeInOutBehavior>;\r\n private _tooltipTextBlock: Nullable<TextBlock>;\r\n private _tooltipTexture: Nullable<AdvancedDynamicTexture>;\r\n private _tooltipMesh: Nullable<Mesh>;\r\n private _tooltipHoverObserver: Nullable<Observer<Control3D>>;\r\n private _tooltipOutObserver: Nullable<Observer<Control3D>>;\r\n\r\n private _disposeTooltip() {\r\n this._tooltipFade = null;\r\n if (this._tooltipTextBlock) {\r\n this._tooltipTextBlock.dispose();\r\n }\r\n if (this._tooltipTexture) {\r\n this._tooltipTexture.dispose();\r\n }\r\n if (this._tooltipMesh) {\r\n this._tooltipMesh.dispose();\r\n }\r\n this.onPointerEnterObservable.remove(this._tooltipHoverObserver);\r\n this.onPointerOutObservable.remove(this._tooltipOutObserver);\r\n }\r\n\r\n /**\r\n * Rendering ground id of all the mesh in the button\r\n */\r\n public set renderingGroupId(id: number) {\r\n this._backPlate.renderingGroupId = id;\r\n this._textPlate.renderingGroupId = id;\r\n this._frontPlate.renderingGroupId = id;\r\n\r\n if (this._tooltipMesh) {\r\n this._tooltipMesh.renderingGroupId = id;\r\n }\r\n }\r\n public get renderingGroupId(): number {\r\n return this._backPlate.renderingGroupId;\r\n }\r\n\r\n /**\r\n * Text to be displayed on the tooltip shown when hovering on the button. When set to null tooltip is disabled. (Default: null)\r\n */\r\n public set tooltipText(text: Nullable<string>) {\r\n if (!text) {\r\n this._disposeTooltip();\r\n return;\r\n }\r\n if (!this._tooltipFade) {\r\n // Create tooltip with mesh and text\r\n this._tooltipMesh = CreatePlane(\"\", { size: 1 }, this._backPlate._scene);\r\n var tooltipBackground = CreatePlane(\"\", { size: 1, sideOrientation: Mesh.DOUBLESIDE }, this._backPlate._scene);\r\n var mat = new StandardMaterial(\"\", this._backPlate._scene);\r\n mat.diffuseColor = Color3.FromHexString(\"#212121\");\r\n tooltipBackground.material = mat;\r\n tooltipBackground.isPickable = false;\r\n this._tooltipMesh.addChild(tooltipBackground);\r\n tooltipBackground.position.z = 0.05;\r\n this._tooltipMesh.scaling.y = 1 / 3;\r\n this._tooltipMesh.position.y = 0.7;\r\n this._tooltipMesh.position.z = -0.15;\r\n this._tooltipMesh.isPickable = false;\r\n this._tooltipMesh.parent = this._backPlate;\r\n\r\n // Create text texture for the tooltip\r\n this._tooltipTexture = AdvancedDynamicTexture.CreateForMesh(this._tooltipMesh);\r\n this._tooltipTextBlock = new TextBlock();\r\n this._tooltipTextBlock.scaleY = 3;\r\n this._tooltipTextBlock.color = \"white\";\r\n this._tooltipTextBlock.fontSize = 130;\r\n this._tooltipTexture.addControl(this._tooltipTextBlock);\r\n\r\n // Add hover action to tooltip\r\n this._tooltipFade = new FadeInOutBehavior();\r\n this._tooltipFade.delay = 500;\r\n this._tooltipMesh.addBehavior(this._tooltipFade);\r\n this._tooltipHoverObserver = this.onPointerEnterObservable.add(() => {\r\n if (this._tooltipFade) {\r\n this._tooltipFade.fadeIn(true);\r\n }\r\n });\r\n this._tooltipOutObserver = this.onPointerOutObservable.add(() => {\r\n if (this._tooltipFade) {\r\n this._tooltipFade.fadeIn(false);\r\n }\r\n });\r\n }\r\n if (this._tooltipTextBlock) {\r\n this._tooltipTextBlock.text = text;\r\n }\r\n }\r\n\r\n public get tooltipText() {\r\n if (this._tooltipTextBlock) {\r\n return this._tooltipTextBlock.text;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets or sets text for the button\r\n */\r\n public get text(): string {\r\n return this._text;\r\n }\r\n\r\n public set text(value: string) {\r\n if (this._text === value) {\r\n return;\r\n }\r\n\r\n this._text = value;\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Gets or sets the image url for the button\r\n */\r\n public get imageUrl(): string {\r\n return this._imageUrl;\r\n }\r\n\r\n public set imageUrl(value: string) {\r\n if (this._imageUrl === value) {\r\n return;\r\n }\r\n\r\n this._imageUrl = value;\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Gets the back material used by this button\r\n */\r\n public get backMaterial(): StandardMaterial {\r\n return this._backMaterial;\r\n }\r\n\r\n /**\r\n * Gets the front material used by this button\r\n */\r\n public get frontMaterial(): FluentButtonMaterial {\r\n return this._frontMaterial;\r\n }\r\n\r\n /**\r\n * Gets the plate material used by this button\r\n */\r\n public get plateMaterial(): StandardMaterial {\r\n return this._plateMaterial;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this button shares its material with other HolographicButtons\r\n */\r\n public get shareMaterials(): boolean {\r\n return this._shareMaterials;\r\n }\r\n\r\n /**\r\n * Sets whether the backplate is visible or hidden. Hiding the backplate is not recommended without some sort of replacement\r\n */\r\n public set isBackplateVisible(isVisible: boolean) {\r\n if (this.mesh && !!this._backMaterial) {\r\n if (isVisible && !this._isBackplateVisible) {\r\n this._backPlate.visibility = 1;\r\n }\r\n else if (!isVisible && this._isBackplateVisible) {\r\n this._backPlate.visibility = 0;\r\n }\r\n }\r\n\r\n this._isBackplateVisible = isVisible;\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, shareMaterials = true) {\r\n super(name);\r\n\r\n this._shareMaterials = shareMaterials;\r\n\r\n this.pointerEnterAnimation = () => {\r\n this._frontMaterial.leftBlobEnable = true;\r\n this._frontMaterial.rightBlobEnable = true;\r\n };\r\n\r\n this.pointerOutAnimation = () => {\r\n this._frontMaterial.leftBlobEnable = false;\r\n this._frontMaterial.rightBlobEnable = false;\r\n };\r\n\r\n this.pointerDownAnimation = () => {\r\n if (this._frontPlate && !this._isNearPressed) {\r\n this._frontPlate.scaling.z = this._frontPlateDepth * 0.2;\r\n this._frontPlate.position.z = (this._frontPlateDepth - (0.2 * this._frontPlateDepth)) / 2;\r\n this._textPlate.position.z = -(this._backPlateDepth + (0.2 * this._frontPlateDepth)) / 2;\r\n }\r\n };\r\n this.pointerUpAnimation = () => {\r\n if (this._frontPlate) {\r\n this._frontPlate.scaling.z = this._frontPlateDepth;\r\n this._frontPlate.position.z = (this._frontPlateDepth - this._frontPlateDepth) / 2;\r\n this._textPlate.position.z = -(this._backPlateDepth + this._frontPlateDepth) / 2;\r\n }\r\n };\r\n\r\n this.onPointerMoveObservable.add((position) => {\r\n if (this._frontPlate && this._isNearPressed) {\r\n const scale = Vector3.Zero();\r\n if (this._backPlate.getWorldMatrix().decompose(scale, undefined, undefined)) {\r\n let interactionHeight = this._getInteractionHeight(position, this._backPlate.position) / scale.z;\r\n interactionHeight = Scalar.Clamp(interactionHeight - (this._backPlateDepth / 2), 0.2 * this._frontPlateDepth, this._frontPlateDepth);\r\n\r\n this._frontPlate.scaling.z = interactionHeight;\r\n this._frontPlate.position.z = (this._frontPlateDepth - interactionHeight) / 2;\r\n this._textPlate.position.z = -(this._backPlateDepth + interactionHeight) / 2;\r\n }\r\n }\r\n });\r\n\r\n this._pointerHoverObserver = this.onPointerMoveObservable.add((hoverPosition: Vector3) => {\r\n this._frontMaterial.globalLeftIndexTipPosition = hoverPosition;\r\n });\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"TouchHolographicButton\";\r\n }\r\n\r\n private _rebuildContent(): void {\r\n this._disposeFacadeTexture();\r\n\r\n let panel = new StackPanel();\r\n panel.isVertical = true;\r\n\r\n if (DomManagement.IsDocumentAvailable() && !!document.createElement) {\r\n if (this._imageUrl) {\r\n let image = new Image();\r\n image.source = this._imageUrl;\r\n image.paddingTop = \"40px\";\r\n image.height = \"180px\";\r\n image.width = \"100px\";\r\n image.paddingBottom = \"40px\";\r\n panel.addControl(image);\r\n }\r\n }\r\n\r\n if (this._text) {\r\n let text = new TextBlock();\r\n text.text = this._text;\r\n text.color = \"white\";\r\n text.height = \"30px\";\r\n text.fontSize = 24;\r\n panel.addControl(text);\r\n }\r\n\r\n this.content = panel;\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n this.name = this.name ?? \"TouchHolographicButton\";\r\n const collisionMesh = CreateBox(`${this.name}_collisionMesh`, {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: this._frontPlateDepth,\r\n }, scene);\r\n collisionMesh.isPickable = true;\r\n collisionMesh.isNearPickable = true;\r\n collisionMesh.visibility = 0;\r\n collisionMesh.position.z = -this._frontPlateDepth / 2;\r\n\r\n SceneLoader.ImportMeshAsync(\r\n undefined,\r\n TouchHolographicButton.MODEL_BASE_URL,\r\n TouchHolographicButton.MODEL_FILENAME,\r\n scene)\r\n .then((result) => {\r\n var importedFrontPlate = result.meshes[1];\r\n importedFrontPlate.name = `${this.name}_frontPlate`;\r\n importedFrontPlate.isPickable = false;\r\n importedFrontPlate.scaling.z = this._frontPlateDepth;\r\n importedFrontPlate.parent = collisionMesh;\r\n if (!!this._frontMaterial) {\r\n importedFrontPlate.material = this._frontMaterial;\r\n }\r\n this._frontPlate = importedFrontPlate;\r\n });\r\n\r\n this._backPlate = CreateBox(\r\n `${this.name}_backPlate`,\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: this._backPlateDepth,\r\n },\r\n scene\r\n );\r\n\r\n this._backPlate.position.z = this._backPlateDepth / 2;\r\n this._backPlate.isPickable = false;\r\n\r\n this._textPlate = <Mesh>super._createNode(scene);\r\n this._textPlate.name = `${this.name}_textPlate`;\r\n this._textPlate.isPickable = false;\r\n this._textPlate.position.z = -this._frontPlateDepth / 2;\r\n\r\n this._backPlate.addChild(collisionMesh);\r\n this._backPlate.addChild(this._textPlate);\r\n\r\n this.collisionMesh = collisionMesh;\r\n this.collidableFrontDirection = this._backPlate.forward.negate(); // Mesh is facing the wrong way\r\n\r\n return this._backPlate;\r\n }\r\n\r\n protected _applyFacade(facadeTexture: AdvancedDynamicTexture) {\r\n this._plateMaterial.emissiveTexture = facadeTexture;\r\n this._plateMaterial.opacityTexture = facadeTexture;\r\n this._plateMaterial.diffuseColor = new Color3(0.4, 0.4, 0.4);\r\n }\r\n\r\n private _createBackMaterial(mesh: Mesh) {\r\n this._backMaterial = new StandardMaterial(this.name + \"Back Material\", mesh.getScene());\r\n this._backMaterial.diffuseColor = new Color3(0.5, 0.5, 0.5);\r\n }\r\n\r\n private _createFrontMaterial(mesh: Mesh) {\r\n this._frontMaterial = new FluentButtonMaterial(this.name + \"Front Material\", mesh.getScene());\r\n }\r\n\r\n private _createPlateMaterial(mesh: Mesh) {\r\n this._plateMaterial = new StandardMaterial(this.name + \"Plate Material\", mesh.getScene());\r\n this._plateMaterial.specularColor = Color3.Black();\r\n }\r\n\r\n protected _affectMaterial(mesh: Mesh) {\r\n if (this._shareMaterials) {\r\n // Back\r\n if (!this._host._touchSharedMaterials[\"backFluentMaterial\"]) {\r\n this._createBackMaterial(mesh);\r\n this._host._touchSharedMaterials[\"backFluentMaterial\"] = this._backMaterial;\r\n } else {\r\n this._backMaterial = this._host._touchSharedMaterials[\"backFluentMaterial\"] as StandardMaterial;\r\n }\r\n\r\n // Front\r\n if (!this._host._touchSharedMaterials[\"frontFluentMaterial\"]) {\r\n this._createFrontMaterial(mesh);\r\n this._host._touchSharedMaterials[\"frontFluentMaterial\"] = this._frontMaterial;\r\n } else {\r\n this._frontMaterial = this._host._touchSharedMaterials[\"frontFluentMaterial\"] as FluentButtonMaterial;\r\n }\r\n } else {\r\n this._createBackMaterial(mesh);\r\n this._createFrontMaterial(mesh);\r\n }\r\n\r\n this._createPlateMaterial(mesh);\r\n this._backPlate.material = this._backMaterial;\r\n this._textPlate.material = this._plateMaterial;\r\n\r\n if (!this._isBackplateVisible) {\r\n this._backPlate.visibility = 0;\r\n }\r\n if (!!this._frontPlate) {\r\n this._frontPlate.material = this._frontMaterial;\r\n }\r\n\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose(); // will dispose main mesh ie. back plate\r\n\r\n this._disposeTooltip();\r\n this.onPointerMoveObservable.remove(this._pointerHoverObserver);\r\n\r\n if (!this.shareMaterials) {\r\n this._backMaterial.dispose();\r\n this._frontMaterial.dispose();\r\n this._plateMaterial.dispose();\r\n\r\n if (this._pickedPointObserver) {\r\n this._host.onPickedPointChangedObservable.remove(this._pickedPointObserver);\r\n this._pickedPointObserver = null;\r\n }\r\n }\r\n }\r\n}\r\n"]}
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import { Scene } from "@babylonjs/core/scene";
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import { Vector3 } from "@babylonjs/core/Maths/math.vector";
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import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
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import { Nullable } from "@babylonjs/core/types";
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import { Control3D } from "./control3D";
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import { VolumeBasedPanel } from "./volumeBasedPanel";
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import { Mesh } from "@babylonjs/core/Meshes/mesh";
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import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh";
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import { Container3D } from "./container3D";
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import { TouchHolographicButton } from "./touchHolographicButton";
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/**
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* Simple menu that can contain holographic buttons
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*/
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export declare class TouchHolographicMenu extends VolumeBasedPanel {
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protected _backPlate: Mesh;
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private _backPlateMaterial;
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private _pickedPointObserver;
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private _currentMin;
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private _currentMax;
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private _backPlateMargin;
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/**
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* Scale for the buttons added to the menu
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*/
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protected static MENU_BUTTON_SCALE: number;
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/**
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* Gets or sets the margin size of the backplate in button size units.
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* Setting this to 1, will make the backPlate margin the size of 1 button
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*/
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get backPlateMargin(): number;
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set backPlateMargin(value: number);
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protected _createNode(scene: Scene): Nullable<TransformNode>;
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protected _affectMaterial(mesh: AbstractMesh): void;
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protected _mapGridNode(control: Control3D, nodePosition: Vector3): void;
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protected _finalProcessing(): void;
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private _updateCurrentMinMax;
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private _updateMargins;
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/**
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* Creates a holographic menu GUI 3D control
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* @param name name of the menu
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*/
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constructor(name?: string);
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/**
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* Adds a button to the menu.
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* Please note that the back material of the button will be set to transparent as it is attached to the menu.
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*
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* @param button Button to add
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* @returns This menu
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*/
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addButton(button: TouchHolographicButton): TouchHolographicMenu;
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/**
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* This method should not be used directly. It is inherited from `Container3D`.
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* Please use `addButton` instead.
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* @param _control
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* @returns
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*/
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addControl(_control: Control3D): Container3D;
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/**
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* Disposes the menu
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*/
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dispose(): void;
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}
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import { __extends } from "tslib";
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import { VolumeBasedPanel } from "./volumeBasedPanel.js";
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import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
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import { CreateBox } from "@babylonjs/core/Meshes/Builders/boxBuilder.js";
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import { FluentMaterial } from "../materials/fluent/fluentMaterial.js";
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import { Color3 } from "@babylonjs/core/Maths/math.color.js";
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import { Logger } from "@babylonjs/core/Misc/logger.js";
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/**
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* Simple menu that can contain holographic buttons
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*/
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var TouchHolographicMenu = /** @class */ (function (_super) {
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__extends(TouchHolographicMenu, _super);
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/**
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* Creates a holographic menu GUI 3D control
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* @param name name of the menu
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*/
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function TouchHolographicMenu(name) {
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var _this = _super.call(this, name) || this;
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_this._backPlateMargin = 1.25;
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return _this;
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}
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Object.defineProperty(TouchHolographicMenu.prototype, "backPlateMargin", {
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/**
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* Gets or sets the margin size of the backplate in button size units.
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* Setting this to 1, will make the backPlate margin the size of 1 button
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*/
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get: function () {
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return this._backPlateMargin;
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},
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set: function (value) {
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var _this = this;
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this._backPlateMargin = value;
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if (this._children.length >= 1) {
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this.children.forEach(function (control) {
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_this._updateCurrentMinMax(control.position);
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});
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this._updateMargins();
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}
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},
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enumerable: false,
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configurable: true
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});
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+
TouchHolographicMenu.prototype._createNode = function (scene) {
|
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+
var node = new Mesh("menu_" + this.name, scene);
|
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+
this._backPlate = CreateBox("backPlate" + this.name, { size: 1 }, scene);
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+
this._backPlate.parent = node;
|
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return node;
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};
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+
TouchHolographicMenu.prototype._affectMaterial = function (mesh) {
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var _this = this;
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+
this._backPlateMaterial = new FluentMaterial(this.name + "backPlateMaterial", mesh.getScene());
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this._backPlateMaterial.albedoColor = new Color3(0.08, 0.15, 0.55);
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this._backPlateMaterial.renderBorders = true;
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this._backPlateMaterial.renderHoverLight = true;
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this._pickedPointObserver = this._host.onPickedPointChangedObservable.add(function (pickedPoint) {
|
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+
if (pickedPoint) {
|
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+
_this._backPlateMaterial.hoverPosition = pickedPoint;
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_this._backPlateMaterial.hoverColor.a = 1.0;
|
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+
}
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else {
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+
_this._backPlateMaterial.hoverColor.a = 0;
|
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+
}
|
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+
});
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+
this._backPlate.material = this._backPlateMaterial;
|
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+
};
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+
TouchHolographicMenu.prototype._mapGridNode = function (control, nodePosition) {
|
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+
// Simple plane mapping for the menu
|
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+
var mesh = control.mesh;
|
|
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|
+
if (!mesh) {
|
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|
+
return;
|
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71
|
+
}
|
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|
+
control.position = nodePosition.clone();
|
|
73
|
+
this._updateCurrentMinMax(nodePosition);
|
|
74
|
+
};
|
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75
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+
TouchHolographicMenu.prototype._finalProcessing = function () {
|
|
76
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+
this._updateMargins();
|
|
77
|
+
};
|
|
78
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+
TouchHolographicMenu.prototype._updateCurrentMinMax = function (nodePosition) {
|
|
79
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+
if (!this._currentMin) {
|
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80
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+
this._currentMin = nodePosition.clone();
|
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|
+
this._currentMax = nodePosition.clone();
|
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82
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+
}
|
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83
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+
this._currentMin.minimizeInPlace(nodePosition);
|
|
84
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+
this._currentMax.maximizeInPlace(nodePosition);
|
|
85
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+
};
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|
86
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+
TouchHolographicMenu.prototype._updateMargins = function () {
|
|
87
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+
if (this._children.length > 0) {
|
|
88
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+
this._currentMin.addInPlaceFromFloats(-this._cellWidth / 2, -this._cellHeight / 2, 0);
|
|
89
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+
this._currentMax.addInPlaceFromFloats(this._cellWidth / 2, this._cellHeight / 2, 0);
|
|
90
|
+
var extendSize = this._currentMax.subtract(this._currentMin);
|
|
91
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+
// Also add a % margin
|
|
92
|
+
this._backPlate.scaling.x = extendSize.x + this._cellWidth * this.backPlateMargin;
|
|
93
|
+
this._backPlate.scaling.y = extendSize.y + this._cellHeight * this.backPlateMargin;
|
|
94
|
+
this._backPlate.scaling.z = 0.001;
|
|
95
|
+
for (var i = 0; i < this._children.length; i++) {
|
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96
|
+
this._children[i].position.subtractInPlace(this._currentMin).subtractInPlace(extendSize.scale(0.5));
|
|
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|
+
this._children[i].position.z -= 0.01;
|
|
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|
+
}
|
|
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|
+
}
|
|
100
|
+
this._currentMin = null;
|
|
101
|
+
this._currentMax = null;
|
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|
+
};
|
|
103
|
+
/**
|
|
104
|
+
* Adds a button to the menu.
|
|
105
|
+
* Please note that the back material of the button will be set to transparent as it is attached to the menu.
|
|
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|
+
*
|
|
107
|
+
* @param button Button to add
|
|
108
|
+
* @returns This menu
|
|
109
|
+
*/
|
|
110
|
+
TouchHolographicMenu.prototype.addButton = function (button) {
|
|
111
|
+
// Block updating the layout until the button is resized (which has to happen after node creation)
|
|
112
|
+
var wasLayoutBlocked = this.blockLayout;
|
|
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|
+
if (!wasLayoutBlocked) {
|
|
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|
+
this.blockLayout = true;
|
|
115
|
+
}
|
|
116
|
+
_super.prototype.addControl.call(this, button);
|
|
117
|
+
button.isBackplateVisible = false;
|
|
118
|
+
button.scaling.scaleInPlace(TouchHolographicMenu.MENU_BUTTON_SCALE);
|
|
119
|
+
// Unblocking the layout triggers the pending layout update that uses the size of the buttons to determine the size of the backing mesh
|
|
120
|
+
if (!wasLayoutBlocked) {
|
|
121
|
+
this.blockLayout = false;
|
|
122
|
+
}
|
|
123
|
+
return this;
|
|
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|
+
};
|
|
125
|
+
/**
|
|
126
|
+
* This method should not be used directly. It is inherited from `Container3D`.
|
|
127
|
+
* Please use `addButton` instead.
|
|
128
|
+
* @param _control
|
|
129
|
+
* @returns
|
|
130
|
+
*/
|
|
131
|
+
TouchHolographicMenu.prototype.addControl = function (_control) {
|
|
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|
+
Logger.Warn("TouchHolographicMenu can only contain buttons. Please use the method `addButton` instead.");
|
|
133
|
+
return this;
|
|
134
|
+
};
|
|
135
|
+
/**
|
|
136
|
+
* Disposes the menu
|
|
137
|
+
*/
|
|
138
|
+
TouchHolographicMenu.prototype.dispose = function () {
|
|
139
|
+
_super.prototype.dispose.call(this);
|
|
140
|
+
this._host.onPickedPointChangedObservable.remove(this._pickedPointObserver);
|
|
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|
+
};
|
|
142
|
+
/**
|
|
143
|
+
* Scale for the buttons added to the menu
|
|
144
|
+
*/
|
|
145
|
+
TouchHolographicMenu.MENU_BUTTON_SCALE = 1;
|
|
146
|
+
return TouchHolographicMenu;
|
|
147
|
+
}(VolumeBasedPanel));
|
|
148
|
+
export { TouchHolographicMenu };
|
|
149
|
+
//# sourceMappingURL=touchHolographicMenu.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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{ Scene } from \"@babylonjs/core/scene\";\r\nimport { Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { Nullable } from \"@babylonjs/core/types\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { VolumeBasedPanel } from \"./volumeBasedPanel\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { CreateBox } from \"@babylonjs/core/Meshes/Builders/boxBuilder\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { FluentMaterial } from \"../materials/fluent/fluentMaterial\";\r\nimport { Color3 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { Observer } from \"@babylonjs/core/Misc/observable\";\r\nimport { Logger } from \"@babylonjs/core/Misc/logger\";\r\nimport { Container3D } from \"./container3D\";\r\nimport { TouchHolographicButton } from \"./touchHolographicButton\";\r\n\r\n/**\r\n * Simple menu that can contain holographic buttons\r\n */\r\nexport class TouchHolographicMenu extends VolumeBasedPanel {\r\n protected _backPlate: Mesh;\r\n private _backPlateMaterial: FluentMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\r\n\r\n private _currentMin: Nullable<Vector3>;\r\n private _currentMax: Nullable<Vector3>;\r\n\r\n private _backPlateMargin = 1.25;\r\n\r\n /**\r\n * Scale for the buttons added to the menu\r\n */\r\n protected static MENU_BUTTON_SCALE: number = 1;\r\n\r\n /**\r\n * Gets or sets the margin size of the backplate in button size units.\r\n * Setting this to 1, will make the backPlate margin the size of 1 button\r\n */\r\n public get backPlateMargin(): number {\r\n return this._backPlateMargin;\r\n }\r\n\r\n public set backPlateMargin(value: number) {\r\n this._backPlateMargin = value;\r\n\r\n if (this._children.length >= 1) {\r\n this.children.forEach((control) => {\r\n this._updateCurrentMinMax(control.position);\r\n });\r\n\r\n this._updateMargins();\r\n }\r\n }\r\n\r\n protected _createNode(scene: Scene): Nullable<TransformNode> {\r\n const node = new Mesh(`menu_${this.name}`, scene);\r\n\r\n this._backPlate = CreateBox(\"backPlate\" + this.name, { size: 1 }, scene);\r\n this._backPlate.parent = node;\r\n\r\n return node;\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n this._backPlateMaterial = new FluentMaterial(this.name + \"backPlateMaterial\", mesh.getScene());\r\n this._backPlateMaterial.albedoColor = new Color3(0.08, 0.15, 0.55);\r\n this._backPlateMaterial.renderBorders = true;\r\n this._backPlateMaterial.renderHoverLight = true;\r\n\r\n this._pickedPointObserver = this._host.onPickedPointChangedObservable.add((pickedPoint) => {\r\n if (pickedPoint) {\r\n this._backPlateMaterial.hoverPosition = pickedPoint;\r\n this._backPlateMaterial.hoverColor.a = 1.0;\r\n } else {\r\n this._backPlateMaterial.hoverColor.a = 0;\r\n }\r\n });\r\n\r\n this._backPlate.material = this._backPlateMaterial;\r\n }\r\n\r\n protected _mapGridNode(control: Control3D, nodePosition: Vector3) {\r\n // Simple plane mapping for the menu\r\n const mesh = control.mesh;\r\n\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n control.position = nodePosition.clone();\r\n\r\n this._updateCurrentMinMax(nodePosition);\r\n }\r\n\r\n protected _finalProcessing() {\r\n this._updateMargins();\r\n }\r\n\r\n private _updateCurrentMinMax(nodePosition: Vector3) {\r\n if (!this._currentMin) {\r\n this._currentMin = nodePosition.clone();\r\n this._currentMax = nodePosition.clone();\r\n }\r\n\r\n this._currentMin.minimizeInPlace(nodePosition);\r\n this._currentMax!.maximizeInPlace(nodePosition);\r\n }\r\n\r\n private _updateMargins() {\r\n if (this._children.length > 0) {\r\n this._currentMin!.addInPlaceFromFloats(-this._cellWidth / 2, -this._cellHeight / 2, 0);\r\n this._currentMax!.addInPlaceFromFloats(this._cellWidth / 2, this._cellHeight / 2, 0);\r\n const extendSize = this._currentMax!.subtract(this._currentMin!);\r\n\r\n // Also add a % margin\r\n this._backPlate.scaling.x = extendSize.x + this._cellWidth * this.backPlateMargin;\r\n this._backPlate.scaling.y = extendSize.y + this._cellHeight * this.backPlateMargin;\r\n this._backPlate.scaling.z = 0.001;\r\n\r\n for (let i = 0; i < this._children.length; i++) {\r\n this._children[i].position.subtractInPlace(this._currentMin!).subtractInPlace(extendSize.scale(0.5));\r\n this._children[i].position.z -= 0.01;\r\n }\r\n }\r\n\r\n this._currentMin = null;\r\n this._currentMax = null;\r\n }\r\n\r\n /**\r\n * Creates a holographic menu GUI 3D control\r\n * @param name name of the menu\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Adds a button to the menu.\r\n * Please note that the back material of the button will be set to transparent as it is attached to the menu.\r\n *\r\n * @param button Button to add\r\n * @returns This menu\r\n */\r\n public addButton(button: TouchHolographicButton): TouchHolographicMenu {\r\n // Block updating the layout until the button is resized (which has to happen after node creation)\r\n let wasLayoutBlocked = this.blockLayout;\r\n if (!wasLayoutBlocked) {\r\n this.blockLayout = true;\r\n }\r\n\r\n super.addControl(button);\r\n\r\n button.isBackplateVisible = false;\r\n button.scaling.scaleInPlace(TouchHolographicMenu.MENU_BUTTON_SCALE);\r\n\r\n // Unblocking the layout triggers the pending layout update that uses the size of the buttons to determine the size of the backing mesh\r\n if (!wasLayoutBlocked) {\r\n this.blockLayout = false;\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * This method should not be used directly. It is inherited from `Container3D`.\r\n * Please use `addButton` instead.\r\n * @param _control\r\n * @returns\r\n */\r\n public addControl(_control: Control3D): Container3D {\r\n Logger.Warn(\"TouchHolographicMenu can only contain buttons. Please use the method `addButton` instead.\");\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes the menu\r\n */\r\n public dispose() {\r\n super.dispose();\r\n\r\n this._host.onPickedPointChangedObservable.remove(this._pickedPointObserver);\r\n }\r\n}\r\n"]}
|
|
@@ -0,0 +1,22 @@
|
|
|
1
|
+
import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
|
|
2
|
+
import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh";
|
|
3
|
+
import { Mesh } from "@babylonjs/core/Meshes/mesh";
|
|
4
|
+
import { Scene } from "@babylonjs/core/scene";
|
|
5
|
+
import { TouchButton3D } from "./touchButton3D";
|
|
6
|
+
/**
|
|
7
|
+
* Class used to create an interactable object. It's a touchable 3D button using a mesh coming from the current scene
|
|
8
|
+
* @since 5.0.0
|
|
9
|
+
*/
|
|
10
|
+
export declare class TouchMeshButton3D extends TouchButton3D {
|
|
11
|
+
/** @hidden */
|
|
12
|
+
protected _currentMesh: Mesh;
|
|
13
|
+
/**
|
|
14
|
+
* Creates a new 3D button based on a mesh
|
|
15
|
+
* @param mesh mesh to become a 3D button. By default this is also the mesh for near interaction collision checking
|
|
16
|
+
* @param name defines the control name
|
|
17
|
+
*/
|
|
18
|
+
constructor(mesh: Mesh, name?: string);
|
|
19
|
+
protected _getTypeName(): string;
|
|
20
|
+
protected _createNode(scene: Scene): TransformNode;
|
|
21
|
+
protected _affectMaterial(mesh: AbstractMesh): void;
|
|
22
|
+
}
|
|
@@ -0,0 +1,63 @@
|
|
|
1
|
+
import { __extends } from "tslib";
|
|
2
|
+
import { TouchButton3D } from "./touchButton3D.js";
|
|
3
|
+
/**
|
|
4
|
+
* Class used to create an interactable object. It's a touchable 3D button using a mesh coming from the current scene
|
|
5
|
+
* @since 5.0.0
|
|
6
|
+
*/
|
|
7
|
+
var TouchMeshButton3D = /** @class */ (function (_super) {
|
|
8
|
+
__extends(TouchMeshButton3D, _super);
|
|
9
|
+
/**
|
|
10
|
+
* Creates a new 3D button based on a mesh
|
|
11
|
+
* @param mesh mesh to become a 3D button. By default this is also the mesh for near interaction collision checking
|
|
12
|
+
* @param name defines the control name
|
|
13
|
+
*/
|
|
14
|
+
function TouchMeshButton3D(mesh, name) {
|
|
15
|
+
var _this = _super.call(this, name, mesh) || this;
|
|
16
|
+
_this._currentMesh = mesh;
|
|
17
|
+
/**
|
|
18
|
+
* Provides a default behavior on hover/out & up/down
|
|
19
|
+
* Override those function to create your own desired behavior specific to your mesh
|
|
20
|
+
*/
|
|
21
|
+
_this.pointerEnterAnimation = function () {
|
|
22
|
+
if (!_this.mesh) {
|
|
23
|
+
return;
|
|
24
|
+
}
|
|
25
|
+
_this.mesh.scaling.scaleInPlace(1.1);
|
|
26
|
+
};
|
|
27
|
+
_this.pointerOutAnimation = function () {
|
|
28
|
+
if (!_this.mesh) {
|
|
29
|
+
return;
|
|
30
|
+
}
|
|
31
|
+
_this.mesh.scaling.scaleInPlace(1.0 / 1.1);
|
|
32
|
+
};
|
|
33
|
+
_this.pointerDownAnimation = function () {
|
|
34
|
+
if (!_this.mesh) {
|
|
35
|
+
return;
|
|
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}
|
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+
_this.mesh.scaling.scaleInPlace(0.95);
|
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};
|
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+
_this.pointerUpAnimation = function () {
|
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if (!_this.mesh) {
|
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return;
|
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}
|
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_this.mesh.scaling.scaleInPlace(1.0 / 0.95);
|
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};
|
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return _this;
|
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}
|
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+
TouchMeshButton3D.prototype._getTypeName = function () {
|
|
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|
+
return "TouchMeshButton3D";
|
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+
};
|
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+
// Mesh association
|
|
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+
TouchMeshButton3D.prototype._createNode = function (scene) {
|
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var _this = this;
|
|
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+
this._currentMesh.getChildMeshes().forEach(function (mesh) {
|
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+
_this._injectGUI3DReservedDataStore(mesh).control = _this;
|
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+
});
|
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return this._currentMesh;
|
|
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};
|
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|
+
TouchMeshButton3D.prototype._affectMaterial = function (mesh) {
|
|
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|
+
};
|
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|
+
return TouchMeshButton3D;
|
|
61
|
+
}(TouchButton3D));
|
|
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|
+
export { TouchMeshButton3D };
|
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|
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//# sourceMappingURL=touchMeshButton3D.js.map
|
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@@ -0,0 +1 @@
|
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1
|
+
{"version":3,"file":"touchMeshButton3D.js","sourceRoot":"","sources":["../../../../sourceES6/gui/src/3D/controls/touchMeshButton3D.ts"],"names":[],"mappings":";AAKA,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD;;;GAGG;AACH;IAAuC,qCAAa;IAIhD;;;;OAIG;IACH,2BAAY,IAAU,EAAE,IAAa;QAArC,YACI,kBAAM,IAAI,EAAE,IAAI,CAAC,SAmCpB;QAjCG,KAAI,CAAC,YAAY,GAAG,IAAI,CAAC;QAEzB;;;WAGG;QACH,KAAI,CAAC,qBAAqB,GAAG;YACzB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YACD,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,CAAC,CAAC;QACxC,CAAC,CAAC;QAEF,KAAI,CAAC,mBAAmB,GAAG;YACvB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YACD,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC;QAC9C,CAAC,CAAC;QAEF,KAAI,CAAC,oBAAoB,GAAG;YACxB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YACD,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;YACD,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,GAAG,IAAI,CAAC,CAAC;QAC/C,CAAC,CAAC;;IACN,CAAC;IAES,wCAAY,GAAtB;QACI,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED,mBAAmB;IACT,uCAAW,GAArB,UAAsB,KAAY;QAAlC,iBAMC;QALG,IAAI,CAAC,YAAY,CAAC,cAAc,EAAE,CAAC,OAAO,CAAC,UAAC,IAAI;YAC5C,KAAI,CAAC,6BAA6B,CAAC,IAAI,CAAC,CAAC,OAAO,GAAG,KAAI,CAAC;QAC5D,CAAC,CAAC,CAAC;QAEH,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAES,2CAAe,GAAzB,UAA0B,IAAkB;IAC5C,CAAC;IACL,wBAAC;AAAD,CAAC,AA9DD,CAAuC,aAAa,GA8DnD","sourcesContent":["import { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\n\r\nimport { TouchButton3D } from \"./touchButton3D\";\r\n\r\n/**\r\n * Class used to create an interactable object. It's a touchable 3D button using a mesh coming from the current scene\r\n * @since 5.0.0\r\n */\r\nexport class TouchMeshButton3D extends TouchButton3D {\r\n /** @hidden */\r\n protected _currentMesh: Mesh;\r\n\r\n /**\r\n * Creates a new 3D button based on a mesh\r\n * @param mesh mesh to become a 3D button. By default this is also the mesh for near interaction collision checking\r\n * @param name defines the control name\r\n */\r\n constructor(mesh: Mesh, name?: string) {\r\n super(name, mesh);\r\n\r\n this._currentMesh = mesh;\r\n\r\n /**\r\n * Provides a default behavior on hover/out & up/down\r\n * Override those function to create your own desired behavior specific to your mesh\r\n */\r\n this.pointerEnterAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n this.mesh.scaling.scaleInPlace(1.1);\r\n };\r\n\r\n this.pointerOutAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n this.mesh.scaling.scaleInPlace(1.0 / 1.1);\r\n };\r\n\r\n this.pointerDownAnimation = () => {\r\n if (!this.mesh) {\r\n return;\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 this.mesh.scaling.scaleInPlace(1.0 / 0.95);\r\n };\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"TouchMeshButton3D\";\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n this._currentMesh.getChildMeshes().forEach((mesh) => {\r\n this._injectGUI3DReservedDataStore(mesh).control = this;\r\n });\r\n\r\n return this._currentMesh;\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n }\r\n}"]}
|
|
@@ -0,0 +1,35 @@
|
|
|
1
|
+
import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh";
|
|
2
|
+
import { Mesh } from "@babylonjs/core/Meshes/mesh";
|
|
3
|
+
import { Observable } from "@babylonjs/core/Misc/observable";
|
|
4
|
+
import { Scene } from "@babylonjs/core/scene";
|
|
5
|
+
import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
|
|
6
|
+
import { Vector3 } from "@babylonjs/core/Maths/math.vector";
|
|
7
|
+
import { TouchButton3D } from "./touchButton3D";
|
|
8
|
+
/**
|
|
9
|
+
* Class used as base class for touch-enabled toggleable buttons
|
|
10
|
+
*/
|
|
11
|
+
export declare class TouchToggleButton3D extends TouchButton3D {
|
|
12
|
+
private _isPressed;
|
|
13
|
+
/**
|
|
14
|
+
* An event triggered when the button is toggled on
|
|
15
|
+
*/
|
|
16
|
+
onToggleOnObservable: Observable<Vector3>;
|
|
17
|
+
/**
|
|
18
|
+
* An event triggered when the button is toggled off
|
|
19
|
+
*/
|
|
20
|
+
onToggleOffObservable: Observable<Vector3>;
|
|
21
|
+
/**
|
|
22
|
+
* Creates a new button
|
|
23
|
+
* @param name defines the control name
|
|
24
|
+
* @param collisionMesh defines the mesh to track near interactions with
|
|
25
|
+
*/
|
|
26
|
+
constructor(name?: string, collisionMesh?: Mesh);
|
|
27
|
+
private _onToggle;
|
|
28
|
+
protected _getTypeName(): string;
|
|
29
|
+
protected _createNode(scene: Scene): TransformNode;
|
|
30
|
+
protected _affectMaterial(mesh: AbstractMesh): void;
|
|
31
|
+
/**
|
|
32
|
+
* Releases all associated resources
|
|
33
|
+
*/
|
|
34
|
+
dispose(): void;
|
|
35
|
+
}
|
|
@@ -0,0 +1,60 @@
|
|
|
1
|
+
import { __extends } from "tslib";
|
|
2
|
+
import { Observable } from "@babylonjs/core/Misc/observable.js";
|
|
3
|
+
import { TouchButton3D } from "./touchButton3D.js";
|
|
4
|
+
/**
|
|
5
|
+
* Class used as base class for touch-enabled toggleable buttons
|
|
6
|
+
*/
|
|
7
|
+
var TouchToggleButton3D = /** @class */ (function (_super) {
|
|
8
|
+
__extends(TouchToggleButton3D, _super);
|
|
9
|
+
/**
|
|
10
|
+
* Creates a new button
|
|
11
|
+
* @param name defines the control name
|
|
12
|
+
* @param collisionMesh defines the mesh to track near interactions with
|
|
13
|
+
*/
|
|
14
|
+
function TouchToggleButton3D(name, collisionMesh) {
|
|
15
|
+
var _this = _super.call(this, name, collisionMesh) || this;
|
|
16
|
+
_this._isPressed = false;
|
|
17
|
+
/**
|
|
18
|
+
* An event triggered when the button is toggled on
|
|
19
|
+
*/
|
|
20
|
+
_this.onToggleOnObservable = new Observable();
|
|
21
|
+
/**
|
|
22
|
+
* An event triggered when the button is toggled off
|
|
23
|
+
*/
|
|
24
|
+
_this.onToggleOffObservable = new Observable();
|
|
25
|
+
_this.onPointerUpObservable.add(function (posVecWithInfo) {
|
|
26
|
+
_this._onToggle(posVecWithInfo);
|
|
27
|
+
});
|
|
28
|
+
return _this;
|
|
29
|
+
}
|
|
30
|
+
TouchToggleButton3D.prototype._onToggle = function (position) {
|
|
31
|
+
this._isPressed = !this._isPressed;
|
|
32
|
+
if (this._isPressed) {
|
|
33
|
+
this.onToggleOnObservable.notifyObservers(position);
|
|
34
|
+
}
|
|
35
|
+
else {
|
|
36
|
+
this.onToggleOffObservable.notifyObservers(position);
|
|
37
|
+
}
|
|
38
|
+
};
|
|
39
|
+
TouchToggleButton3D.prototype._getTypeName = function () {
|
|
40
|
+
return "TouchToggleButton3D";
|
|
41
|
+
};
|
|
42
|
+
// Mesh association
|
|
43
|
+
TouchToggleButton3D.prototype._createNode = function (scene) {
|
|
44
|
+
return _super.prototype._createNode.call(this, scene);
|
|
45
|
+
};
|
|
46
|
+
TouchToggleButton3D.prototype._affectMaterial = function (mesh) {
|
|
47
|
+
_super.prototype._affectMaterial.call(this, mesh);
|
|
48
|
+
};
|
|
49
|
+
/**
|
|
50
|
+
* Releases all associated resources
|
|
51
|
+
*/
|
|
52
|
+
TouchToggleButton3D.prototype.dispose = function () {
|
|
53
|
+
this.onToggleOnObservable.clear();
|
|
54
|
+
this.onToggleOffObservable.clear();
|
|
55
|
+
_super.prototype.dispose.call(this);
|
|
56
|
+
};
|
|
57
|
+
return TouchToggleButton3D;
|
|
58
|
+
}(TouchButton3D));
|
|
59
|
+
export { TouchToggleButton3D };
|
|
60
|
+
//# sourceMappingURL=touchToggleButton3D.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"touchToggleButton3D.js","sourceRoot":"","sources":["../../../../sourceES6/gui/src/3D/controls/touchToggleButton3D.ts"],"names":[],"mappings":";AAEA,OAAO,EAAE,UAAU,EAAE,MAAM,iCAAiC,CAAC;AAK7D,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD;;GAEG;AACH;IAAyC,uCAAa;IAalD;;;;OAIG;IACH,6BAAY,IAAa,EAAE,aAAoB;QAA/C,YACI,kBAAM,IAAI,EAAE,aAAa,CAAC,SAI7B;QAtBO,gBAAU,GAAG,KAAK,CAAC;QAE3B;;WAEG;QACI,0BAAoB,GAAG,IAAI,UAAU,EAAW,CAAC;QAExD;;WAEG;QACI,2BAAqB,GAAG,IAAI,UAAU,EAAW,CAAC;QASrD,KAAI,CAAC,qBAAqB,CAAC,GAAG,CAAC,UAAC,cAAc;YAC1C,KAAI,CAAC,SAAS,CAAC,cAAc,CAAC,CAAC;QACnC,CAAC,CAAC,CAAC;;IACP,CAAC;IAEO,uCAAS,GAAjB,UAAkB,QAAiB;QAC/B,IAAI,CAAC,UAAU,GAAG,CAAC,IAAI,CAAC,UAAU,CAAC;QAEnC,IAAI,IAAI,CAAC,UAAU,EAAE;YACjB,IAAI,CAAC,oBAAoB,CAAC,eAAe,CAAC,QAAQ,CAAC,CAAC;SACvD;aACI;YACD,IAAI,CAAC,qBAAqB,CAAC,eAAe,CAAC,QAAQ,CAAC,CAAC;SACxD;IACL,CAAC;IAES,0CAAY,GAAtB;QACI,OAAO,qBAAqB,CAAC;IACjC,CAAC;IAED,mBAAmB;IACT,yCAAW,GAArB,UAAsB,KAAY;QAC9B,OAAO,iBAAM,WAAW,YAAC,KAAK,CAAC,CAAC;IACpC,CAAC;IAES,6CAAe,GAAzB,UAA0B,IAAkB;QACxC,iBAAM,eAAe,YAAC,IAAI,CAAC,CAAC;IAChC,CAAC;IAED;;OAEG;IACI,qCAAO,GAAd;QACI,IAAI,CAAC,oBAAoB,CAAC,KAAK,EAAE,CAAC;QAClC,IAAI,CAAC,qBAAqB,CAAC,KAAK,EAAE,CAAC;QAEnC,iBAAM,OAAO,WAAE,CAAC;IACpB,CAAC;IACL,0BAAC;AAAD,CAAC,AA1DD,CAAyC,aAAa,GA0DrD","sourcesContent":["import { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\n\r\nimport { TouchButton3D } from \"./touchButton3D\";\r\n\r\n/**\r\n * Class used as base class for touch-enabled toggleable buttons\r\n */\r\nexport class TouchToggleButton3D extends TouchButton3D {\r\n private _isPressed = false;\r\n\r\n /**\r\n * An event triggered when the button is toggled on\r\n */\r\n public onToggleOnObservable = new Observable<Vector3>();\r\n\r\n /**\r\n * An event triggered when the button is toggled off\r\n */\r\n public onToggleOffObservable = new Observable<Vector3>();\r\n\r\n /**\r\n * Creates a new button\r\n * @param name defines the control name\r\n * @param collisionMesh defines the mesh to track near interactions with\r\n */\r\n constructor(name?: string, collisionMesh?: Mesh) {\r\n super(name, collisionMesh);\r\n this.onPointerUpObservable.add((posVecWithInfo) => {\r\n this._onToggle(posVecWithInfo);\r\n });\r\n }\r\n\r\n private _onToggle(position: Vector3) {\r\n this._isPressed = !this._isPressed;\r\n\r\n if (this._isPressed) {\r\n this.onToggleOnObservable.notifyObservers(position);\r\n }\r\n else {\r\n this.onToggleOffObservable.notifyObservers(position);\r\n }\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"TouchToggleButton3D\";\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n return super._createNode(scene);\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n super._affectMaterial(mesh);\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n this.onToggleOnObservable.clear();\r\n this.onToggleOffObservable.clear();\r\n\r\n super.dispose();\r\n }\r\n}"]}
|
|
@@ -43,7 +43,7 @@ export declare abstract class VolumeBasedPanel extends Container3D {
|
|
|
43
43
|
/**
|
|
44
44
|
* Creates new VolumeBasedPanel
|
|
45
45
|
*/
|
|
46
|
-
constructor();
|
|
46
|
+
constructor(name?: string);
|
|
47
47
|
protected _arrangeChildren(): void;
|
|
48
48
|
/** Child classes must implement this function to provide correct control positioning */
|
|
49
49
|
protected abstract _mapGridNode(control: Control3D, nodePosition: Vector3): void;
|
|
@@ -1,7 +1,7 @@
|
|
|
1
1
|
import { __extends } from "tslib";
|
|
2
|
-
import { Tools } from "@babylonjs/core/Misc/tools";
|
|
3
|
-
import { Matrix, Vector3, TmpVectors } from "@babylonjs/core/Maths/math.vector";
|
|
4
|
-
import { Container3D } from "./container3D";
|
|
2
|
+
import { Tools } from "@babylonjs/core/Misc/tools.js";
|
|
3
|
+
import { Matrix, Vector3, TmpVectors } from "@babylonjs/core/Maths/math.vector.js";
|
|
4
|
+
import { Container3D } from "./container3D.js";
|
|
5
5
|
/**
|
|
6
6
|
* Abstract class used to create a container panel deployed on the surface of a volume
|
|
7
7
|
*/
|
|
@@ -10,8 +10,8 @@ var VolumeBasedPanel = /** @class */ (function (_super) {
|
|
|
10
10
|
/**
|
|
11
11
|
* Creates new VolumeBasedPanel
|
|
12
12
|
*/
|
|
13
|
-
function VolumeBasedPanel() {
|
|
14
|
-
var _this = _super.call(this) || this;
|
|
13
|
+
function VolumeBasedPanel(name) {
|
|
14
|
+
var _this = _super.call(this, name) || this;
|
|
15
15
|
_this._columns = 10;
|
|
16
16
|
_this._rows = 0;
|
|
17
17
|
_this._rowThenColum = true;
|
|
@@ -1 +1 @@
|
|
|
1
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-
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{ Tools } from \"@babylonjs/core/Misc/tools\";\r\nimport { Matrix, Vector3, TmpVectors } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { int } from \"@babylonjs/core/types\";\r\n\r\nimport { Container3D } from \"./container3D\";\r\nimport { Control3D } from \"./control3D\";\r\n\r\n/**\r\n * Abstract class used to create a container panel deployed on the surface of a volume\r\n */\r\nexport abstract class VolumeBasedPanel extends Container3D {\r\n private _columns = 10;\r\n private _rows = 0;\r\n private _rowThenColum = true;\r\n\r\n private _orientation = Container3D.FACEORIGIN_ORIENTATION;\r\n\r\n protected _cellWidth: number;\r\n protected _cellHeight: number;\r\n\r\n /**\r\n * Gets or sets the distance between elements\r\n */\r\n public margin = 0;\r\n\r\n /**\r\n * Gets or sets the orientation to apply to all controls (BABYLON.Container3D.FaceOriginReversedOrientation by default)\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 0 | UNSET_ORIENTATION | Control rotation will remain unchanged |\r\n * | 1 | FACEORIGIN_ORIENTATION | Control will rotate to make it look at sphere central axis |\r\n * | 2 | FACEORIGINREVERSED_ORIENTATION | Control will rotate to make it look back at sphere central axis |\r\n * | 3 | FACEFORWARD_ORIENTATION | Control will rotate to look at z axis (0, 0, 1) |\r\n * | 4 | FACEFORWARDREVERSED_ORIENTATION | Control will rotate to look at negative z axis (0, 0, -1) |\r\n */\r\n public get orientation(): number {\r\n return this._orientation;\r\n }\r\n\r\n public set orientation(value: number) {\r\n if (this._orientation === value) {\r\n return;\r\n }\r\n\r\n this._orientation = value;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Gets or sets the number of columns requested (10 by default).\r\n * The panel will automatically compute the number of rows based on number of child controls.\r\n */\r\n public get columns(): int {\r\n return this._columns;\r\n }\r\n\r\n public set columns(value: int) {\r\n if (this._columns === value) {\r\n return;\r\n }\r\n\r\n this._columns = value;\r\n this._rowThenColum = true;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Gets or sets a the number of rows requested.\r\n * The panel will automatically compute the number of columns based on number of child controls.\r\n */\r\n public get rows(): int {\r\n return this._rows;\r\n }\r\n\r\n public set rows(value: int) {\r\n if (this._rows === value) {\r\n return;\r\n }\r\n\r\n this._rows = value;\r\n this._rowThenColum = false;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Creates new VolumeBasedPanel\r\n */\r\n public constructor() {\r\n super();\r\n }\r\n\r\n protected _arrangeChildren() {\r\n this._cellWidth = 0;\r\n this._cellHeight = 0;\r\n let rows = 0;\r\n let columns = 0;\r\n let controlCount = 0;\r\n\r\n let currentInverseWorld = Matrix.Invert(this.node!.computeWorldMatrix(true));\r\n\r\n // Measure\r\n for (var child of this._children) {\r\n if (!child.mesh) {\r\n continue;\r\n }\r\n\r\n controlCount++;\r\n child.mesh.computeWorldMatrix(true);\r\n // child.mesh.getWorldMatrix().multiplyToRef(currentInverseWorld, Tmp.Matrix[0]);\r\n\r\n let boundingBox = child.mesh.getHierarchyBoundingVectors();\r\n let extendSize = TmpVectors.Vector3[0];\r\n let diff = TmpVectors.Vector3[1];\r\n\r\n boundingBox.max.subtractToRef(boundingBox.min, diff);\r\n\r\n diff.scaleInPlace(0.5);\r\n\r\n Vector3.TransformNormalToRef(diff, currentInverseWorld, extendSize);\r\n\r\n this._cellWidth = Math.max(this._cellWidth, extendSize.x * 2);\r\n this._cellHeight = Math.max(this._cellHeight, extendSize.y * 2);\r\n }\r\n\r\n this._cellWidth += this.margin * 2;\r\n this._cellHeight += this.margin * 2;\r\n\r\n // Arrange\r\n if (this._rowThenColum) {\r\n columns = this._columns;\r\n rows = Math.ceil(controlCount / this._columns);\r\n } else {\r\n rows = this._rows;\r\n columns = Math.ceil(controlCount / this._rows);\r\n }\r\n\r\n let startOffsetX = (columns * 0.5) * this._cellWidth;\r\n let startOffsetY = (rows * 0.5) * this._cellHeight;\r\n let nodeGrid = [];\r\n let cellCounter = 0;\r\n\r\n if (this._rowThenColum) {\r\n for (var r = 0; r < rows; r++) {\r\n for (var c = 0; c < columns; c++) {\r\n nodeGrid.push(new Vector3((c * this._cellWidth) - startOffsetX + this._cellWidth / 2, (r * this._cellHeight) - startOffsetY + this._cellHeight / 2, 0));\r\n cellCounter++;\r\n if (cellCounter > controlCount) {\r\n break;\r\n }\r\n }\r\n }\r\n } else {\r\n for (var c = 0; c < columns; c++) {\r\n for (var r = 0; r < rows; r++) {\r\n nodeGrid.push(new Vector3((c * this._cellWidth) - startOffsetX + this._cellWidth / 2, (r * this._cellHeight) - startOffsetY + this._cellHeight / 2, 0));\r\n cellCounter++;\r\n if (cellCounter > controlCount) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n cellCounter = 0;\r\n for (var child of this._children) {\r\n if (!child.mesh) {\r\n continue;\r\n }\r\n\r\n this._mapGridNode(child, nodeGrid[cellCounter]);\r\n\r\n cellCounter++;\r\n }\r\n\r\n this._finalProcessing();\r\n }\r\n\r\n /** Child classes must implement this function to provide correct control positioning */\r\n protected abstract _mapGridNode(control: Control3D, nodePosition: Vector3): void;\r\n\r\n /** Child classes can implement this function to provide additional processing */\r\n protected _finalProcessing() {\r\n\r\n }\r\n}\r\n"]}
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{ Tools } from \"@babylonjs/core/Misc/tools\";\r\nimport { Matrix, Vector3, TmpVectors } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { int } from \"@babylonjs/core/types\";\r\n\r\nimport { Container3D } from \"./container3D\";\r\nimport { Control3D } from \"./control3D\";\r\n\r\n/**\r\n * Abstract class used to create a container panel deployed on the surface of a volume\r\n */\r\nexport abstract class VolumeBasedPanel extends Container3D {\r\n private _columns = 10;\r\n private _rows = 0;\r\n private _rowThenColum = true;\r\n\r\n private _orientation = Container3D.FACEORIGIN_ORIENTATION;\r\n\r\n protected _cellWidth: number;\r\n protected _cellHeight: number;\r\n\r\n /**\r\n * Gets or sets the distance between elements\r\n */\r\n public margin = 0;\r\n\r\n /**\r\n * Gets or sets the orientation to apply to all controls (BABYLON.Container3D.FaceOriginReversedOrientation by default)\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 0 | UNSET_ORIENTATION | Control rotation will remain unchanged |\r\n * | 1 | FACEORIGIN_ORIENTATION | Control will rotate to make it look at sphere central axis |\r\n * | 2 | FACEORIGINREVERSED_ORIENTATION | Control will rotate to make it look back at sphere central axis |\r\n * | 3 | FACEFORWARD_ORIENTATION | Control will rotate to look at z axis (0, 0, 1) |\r\n * | 4 | FACEFORWARDREVERSED_ORIENTATION | Control will rotate to look at negative z axis (0, 0, -1) |\r\n */\r\n public get orientation(): number {\r\n return this._orientation;\r\n }\r\n\r\n public set orientation(value: number) {\r\n if (this._orientation === value) {\r\n return;\r\n }\r\n\r\n this._orientation = value;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Gets or sets the number of columns requested (10 by default).\r\n * The panel will automatically compute the number of rows based on number of child controls.\r\n */\r\n public get columns(): int {\r\n return this._columns;\r\n }\r\n\r\n public set columns(value: int) {\r\n if (this._columns === value) {\r\n return;\r\n }\r\n\r\n this._columns = value;\r\n this._rowThenColum = true;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Gets or sets a the number of rows requested.\r\n * The panel will automatically compute the number of columns based on number of child controls.\r\n */\r\n public get rows(): int {\r\n return this._rows;\r\n }\r\n\r\n public set rows(value: int) {\r\n if (this._rows === value) {\r\n return;\r\n }\r\n\r\n this._rows = value;\r\n this._rowThenColum = false;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Creates new VolumeBasedPanel\r\n */\r\n public constructor(name?: string) {\r\n super(name);\r\n }\r\n\r\n protected _arrangeChildren() {\r\n this._cellWidth = 0;\r\n this._cellHeight = 0;\r\n let rows = 0;\r\n let columns = 0;\r\n let controlCount = 0;\r\n\r\n let currentInverseWorld = Matrix.Invert(this.node!.computeWorldMatrix(true));\r\n\r\n // Measure\r\n for (var child of this._children) {\r\n if (!child.mesh) {\r\n continue;\r\n }\r\n\r\n controlCount++;\r\n child.mesh.computeWorldMatrix(true);\r\n // child.mesh.getWorldMatrix().multiplyToRef(currentInverseWorld, Tmp.Matrix[0]);\r\n\r\n let boundingBox = child.mesh.getHierarchyBoundingVectors();\r\n let extendSize = TmpVectors.Vector3[0];\r\n let diff = TmpVectors.Vector3[1];\r\n\r\n boundingBox.max.subtractToRef(boundingBox.min, diff);\r\n\r\n diff.scaleInPlace(0.5);\r\n\r\n Vector3.TransformNormalToRef(diff, currentInverseWorld, extendSize);\r\n\r\n this._cellWidth = Math.max(this._cellWidth, extendSize.x * 2);\r\n this._cellHeight = Math.max(this._cellHeight, extendSize.y * 2);\r\n }\r\n\r\n this._cellWidth += this.margin * 2;\r\n this._cellHeight += this.margin * 2;\r\n\r\n // Arrange\r\n if (this._rowThenColum) {\r\n columns = this._columns;\r\n rows = Math.ceil(controlCount / this._columns);\r\n } else {\r\n rows = this._rows;\r\n columns = Math.ceil(controlCount / this._rows);\r\n }\r\n\r\n let startOffsetX = (columns * 0.5) * this._cellWidth;\r\n let startOffsetY = (rows * 0.5) * this._cellHeight;\r\n let nodeGrid = [];\r\n let cellCounter = 0;\r\n\r\n if (this._rowThenColum) {\r\n for (var r = 0; r < rows; r++) {\r\n for (var c = 0; c < columns; c++) {\r\n nodeGrid.push(new Vector3((c * this._cellWidth) - startOffsetX + this._cellWidth / 2, (r * this._cellHeight) - startOffsetY + this._cellHeight / 2, 0));\r\n cellCounter++;\r\n if (cellCounter > controlCount) {\r\n break;\r\n }\r\n }\r\n }\r\n } else {\r\n for (var c = 0; c < columns; c++) {\r\n for (var r = 0; r < rows; r++) {\r\n nodeGrid.push(new Vector3((c * this._cellWidth) - startOffsetX + this._cellWidth / 2, (r * this._cellHeight) - startOffsetY + this._cellHeight / 2, 0));\r\n cellCounter++;\r\n if (cellCounter > controlCount) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n cellCounter = 0;\r\n for (var child of this._children) {\r\n if (!child.mesh) {\r\n continue;\r\n }\r\n\r\n this._mapGridNode(child, nodeGrid[cellCounter]);\r\n\r\n cellCounter++;\r\n }\r\n\r\n this._finalProcessing();\r\n }\r\n\r\n /** Child classes must implement this function to provide correct control positioning */\r\n protected abstract _mapGridNode(control: Control3D, nodePosition: Vector3): void;\r\n\r\n /** Child classes can implement this function to provide additional processing */\r\n protected _finalProcessing() {\r\n\r\n }\r\n}\r\n"]}
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