@babylonjs/gui 5.0.0-alpha.63 → 5.0.0-alpha.64
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/advancedDynamicTexture.js +2 -2
- package/2D/advancedDynamicTexture.js.map +1 -1
- package/2D/controls/container.js +2 -2
- package/2D/controls/container.js.map +1 -1
- package/2D/controls/control.d.ts +7 -3
- package/2D/controls/control.js +23 -13
- package/2D/controls/control.js.map +1 -1
- package/2D/math2D.d.ts +5 -0
- package/2D/math2D.js +12 -0
- package/2D/math2D.js.map +1 -1
- package/3D/controls/button3D.js +8 -1
- package/3D/controls/button3D.js.map +1 -1
- package/3D/controls/holographicButton.js +9 -8
- package/3D/controls/holographicButton.js.map +1 -1
- package/3D/controls/holographicSlate.js +6 -1
- package/3D/controls/holographicSlate.js.map +1 -1
- package/3D/controls/touchHolographicButton.js +12 -12
- package/3D/controls/touchHolographicButton.js.map +1 -1
- package/package.json +2 -2
package/2D/math2D.d.ts
CHANGED
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@@ -71,6 +71,11 @@ export declare class Matrix2D {
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* @returns a new matrix
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*/
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static Identity(): Matrix2D;
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+
/**
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* Creates an identity matrix and stores it in a target matrix
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* @param result defines the target matrix
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*/
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+
static IdentityToRef(result: Matrix2D): void;
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/**
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* Creates a translation matrix and stores it in a target matrix
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* @param x defines the x coordinate of the translation
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package/2D/math2D.js
CHANGED
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@@ -144,6 +144,18 @@ var Matrix2D = /** @class */ (function () {
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Matrix2D.Identity = function () {
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return new Matrix2D(1, 0, 0, 1, 0, 0);
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};
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+
/**
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* Creates an identity matrix and stores it in a target matrix
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* @param result defines the target matrix
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*/
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Matrix2D.IdentityToRef = function (result) {
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152
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result.m[0] = 1;
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153
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result.m[1] = 0;
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154
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result.m[2] = 0;
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result.m[3] = 1;
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result.m[4] = 0;
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result.m[5] = 0;
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};
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/**
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* Creates a translation matrix and stores it in a target matrix
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* @param x defines the x coordinate of the translation
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package/2D/math2D.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { Vector2 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Epsilon } from '@babylonjs/core/Maths/math.constants';\r\n\r\n/**\r\n * Class used to transport Vector2 information for pointer events\r\n */\r\nexport class Vector2WithInfo extends Vector2 {\r\n /**\r\n * Creates a new Vector2WithInfo\r\n * @param source defines the vector2 data to transport\r\n * @param buttonIndex defines the current mouse button index\r\n */\r\n public constructor(source: Vector2,\r\n /** defines the current mouse button index */\r\n public buttonIndex: number = 0) {\r\n super(source.x, source.y);\r\n }\r\n}\r\n\r\n/** Class used to provide 2D matrix features */\r\nexport class Matrix2D {\r\n /** Gets the internal array of 6 floats used to store matrix data */\r\n public m = new Float32Array(6);\r\n\r\n /**\r\n * Creates a new matrix\r\n * @param m00 defines value for (0, 0)\r\n * @param m01 defines value for (0, 1)\r\n * @param m10 defines value for (1, 0)\r\n * @param m11 defines value for (1, 1)\r\n * @param m20 defines value for (2, 0)\r\n * @param m21 defines value for (2, 1)\r\n */\r\n constructor(m00: number, m01: number, m10: number, m11: number, m20: number, m21: number) {\r\n this.fromValues(m00, m01, m10, m11, m20, m21);\r\n }\r\n\r\n /**\r\n * Fills the matrix from direct values\r\n * @param m00 defines value for (0, 0)\r\n * @param m01 defines value for (0, 1)\r\n * @param m10 defines value for (1, 0)\r\n * @param m11 defines value for (1, 1)\r\n * @param m20 defines value for (2, 0)\r\n * @param m21 defines value for (2, 1)\r\n * @returns the current modified matrix\r\n */\r\n public fromValues(m00: number, m01: number, m10: number, m11: number, m20: number, m21: number): Matrix2D {\r\n this.m[0] = m00; this.m[1] = m01;\r\n this.m[2] = m10; this.m[3] = m11;\r\n this.m[4] = m20; this.m[5] = m21;\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets matrix determinant\r\n * @returns the determinant\r\n */\r\n public determinant(): number {\r\n return this.m[0] * this.m[3] - this.m[1] * this.m[2];\r\n }\r\n\r\n /**\r\n * Inverses the matrix and stores it in a target matrix\r\n * @param result defines the target matrix\r\n * @returns the current matrix\r\n */\r\n public invertToRef(result: Matrix2D): Matrix2D {\r\n let l0 = this.m[0]; let l1 = this.m[1];\r\n let l2 = this.m[2]; let l3 = this.m[3];\r\n let l4 = this.m[4]; let l5 = this.m[5];\r\n\r\n let det = this.determinant();\r\n if (det < (Epsilon * Epsilon)) {\r\n result.m[0] = 0; result.m[1] = 0;\r\n result.m[2] = 0; result.m[3] = 0;\r\n result.m[4] = 0; result.m[5] = 0;\r\n return this;\r\n }\r\n\r\n let detDiv = 1 / det;\r\n\r\n let det4 = l2 * l5 - l3 * l4;\r\n let det5 = l1 * l4 - l0 * l5;\r\n\r\n result.m[0] = l3 * detDiv; result.m[1] = -l1 * detDiv;\r\n result.m[2] = -l2 * detDiv; result.m[3] = l0 * detDiv;\r\n result.m[4] = det4 * detDiv; result.m[5] = det5 * detDiv;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Multiplies the current matrix with another one\r\n * @param other defines the second operand\r\n * @param result defines the target matrix\r\n * @returns the current matrix\r\n */\r\n public multiplyToRef(other: Matrix2D, result: Matrix2D): Matrix2D {\r\n let l0 = this.m[0]; let l1 = this.m[1];\r\n let l2 = this.m[2]; let l3 = this.m[3];\r\n let l4 = this.m[4]; let l5 = this.m[5];\r\n\r\n let r0 = other.m[0]; let r1 = other.m[1];\r\n let r2 = other.m[2]; let r3 = other.m[3];\r\n let r4 = other.m[4]; let r5 = other.m[5];\r\n\r\n result.m[0] = l0 * r0 + l1 * r2; result.m[1] = l0 * r1 + l1 * r3;\r\n result.m[2] = l2 * r0 + l3 * r2; result.m[3] = l2 * r1 + l3 * r3;\r\n result.m[4] = l4 * r0 + l5 * r2 + r4; result.m[5] = l4 * r1 + l5 * r3 + r5;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Applies the current matrix to a set of 2 floats and stores the result in a vector2\r\n * @param x defines the x coordinate to transform\r\n * @param y defines the x coordinate to transform\r\n * @param result defines the target vector2\r\n * @returns the current matrix\r\n */\r\n public transformCoordinates(x: number, y: number, result: Vector2): Matrix2D {\r\n result.x = x * this.m[0] + y * this.m[2] + this.m[4];\r\n result.y = x * this.m[1] + y * this.m[3] + this.m[5];\r\n\r\n return this;\r\n }\r\n\r\n // Statics\r\n /**\r\n * Creates an identity matrix\r\n * @returns a new matrix\r\n */\r\n public static Identity(): Matrix2D {\r\n return new Matrix2D(1, 0, 0, 1, 0, 0);\r\n }\r\n\r\n /**\r\n * Creates a translation matrix and stores it in a target matrix\r\n * @param x defines the x coordinate of the translation\r\n * @param y defines the y coordinate of the translation\r\n * @param result defines the target matrix\r\n */\r\n public static TranslationToRef(x: number, y: number, result: Matrix2D): void {\r\n result.fromValues(1, 0, 0, 1, x, y);\r\n }\r\n\r\n /**\r\n * Creates a scaling matrix and stores it in a target matrix\r\n * @param x defines the x coordinate of the scaling\r\n * @param y defines the y coordinate of the scaling\r\n * @param result defines the target matrix\r\n */\r\n public static ScalingToRef(x: number, y: number, result: Matrix2D): void {\r\n result.fromValues(x, 0, 0, y, 0, 0);\r\n }\r\n\r\n /**\r\n * Creates a rotation matrix and stores it in a target matrix\r\n * @param angle defines the rotation angle\r\n * @param result defines the target matrix\r\n */\r\n public static RotationToRef(angle: number, result: Matrix2D): void {\r\n var s = Math.sin(angle);\r\n var c = Math.cos(angle);\r\n\r\n result.fromValues(c, s, -s, c, 0, 0);\r\n }\r\n\r\n private static _TempPreTranslationMatrix = Matrix2D.Identity();\r\n private static _TempPostTranslationMatrix = Matrix2D.Identity();\r\n private static _TempRotationMatrix = Matrix2D.Identity();\r\n private static _TempScalingMatrix = Matrix2D.Identity();\r\n private static _TempCompose0 = Matrix2D.Identity();\r\n private static _TempCompose1 = Matrix2D.Identity();\r\n private static _TempCompose2 = Matrix2D.Identity();\r\n\r\n /**\r\n * Composes a matrix from translation, rotation, scaling and parent matrix and stores it in a target matrix\r\n * @param tx defines the x coordinate of the translation\r\n * @param ty defines the y coordinate of the translation\r\n * @param angle defines the rotation angle\r\n * @param scaleX defines the x coordinate of the scaling\r\n * @param scaleY defines the y coordinate of the scaling\r\n * @param parentMatrix defines the parent matrix to multiply by (can be null)\r\n * @param result defines the target matrix\r\n */\r\n public static ComposeToRef(tx: number, ty: number, angle: number, scaleX: number, scaleY: number, parentMatrix: Nullable<Matrix2D>, result: Matrix2D): void {\r\n Matrix2D.TranslationToRef(tx, ty, Matrix2D._TempPreTranslationMatrix);\r\n\r\n Matrix2D.ScalingToRef(scaleX, scaleY, Matrix2D._TempScalingMatrix);\r\n\r\n Matrix2D.RotationToRef(angle, Matrix2D._TempRotationMatrix);\r\n\r\n Matrix2D.TranslationToRef(-tx, -ty, Matrix2D._TempPostTranslationMatrix);\r\n\r\n Matrix2D._TempPreTranslationMatrix.multiplyToRef(Matrix2D._TempScalingMatrix, Matrix2D._TempCompose0);\r\n Matrix2D._TempCompose0.multiplyToRef(Matrix2D._TempRotationMatrix, Matrix2D._TempCompose1);\r\n if (parentMatrix) {\r\n Matrix2D._TempCompose1.multiplyToRef(Matrix2D._TempPostTranslationMatrix, Matrix2D._TempCompose2);\r\n Matrix2D._TempCompose2.multiplyToRef(parentMatrix, result);\r\n } else {\r\n Matrix2D._TempCompose1.multiplyToRef(Matrix2D._TempPostTranslationMatrix, result);\r\n }\r\n }\r\n}"]}
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1
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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { Vector2 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Epsilon } from '@babylonjs/core/Maths/math.constants';\r\n\r\n/**\r\n * Class used to transport Vector2 information for pointer events\r\n */\r\nexport class Vector2WithInfo extends Vector2 {\r\n /**\r\n * Creates a new Vector2WithInfo\r\n * @param source defines the vector2 data to transport\r\n * @param buttonIndex defines the current mouse button index\r\n */\r\n public constructor(source: Vector2,\r\n /** defines the current mouse button index */\r\n public buttonIndex: number = 0) {\r\n super(source.x, source.y);\r\n }\r\n}\r\n\r\n/** Class used to provide 2D matrix features */\r\nexport class Matrix2D {\r\n /** Gets the internal array of 6 floats used to store matrix data */\r\n public m = new Float32Array(6);\r\n\r\n /**\r\n * Creates a new matrix\r\n * @param m00 defines value for (0, 0)\r\n * @param m01 defines value for (0, 1)\r\n * @param m10 defines value for (1, 0)\r\n * @param m11 defines value for (1, 1)\r\n * @param m20 defines value for (2, 0)\r\n * @param m21 defines value for (2, 1)\r\n */\r\n constructor(m00: number, m01: number, m10: number, m11: number, m20: number, m21: number) {\r\n this.fromValues(m00, m01, m10, m11, m20, m21);\r\n }\r\n\r\n /**\r\n * Fills the matrix from direct values\r\n * @param m00 defines value for (0, 0)\r\n * @param m01 defines value for (0, 1)\r\n * @param m10 defines value for (1, 0)\r\n * @param m11 defines value for (1, 1)\r\n * @param m20 defines value for (2, 0)\r\n * @param m21 defines value for (2, 1)\r\n * @returns the current modified matrix\r\n */\r\n public fromValues(m00: number, m01: number, m10: number, m11: number, m20: number, m21: number): Matrix2D {\r\n this.m[0] = m00; this.m[1] = m01;\r\n this.m[2] = m10; this.m[3] = m11;\r\n this.m[4] = m20; this.m[5] = m21;\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets matrix determinant\r\n * @returns the determinant\r\n */\r\n public determinant(): number {\r\n return this.m[0] * this.m[3] - this.m[1] * this.m[2];\r\n }\r\n\r\n /**\r\n * Inverses the matrix and stores it in a target matrix\r\n * @param result defines the target matrix\r\n * @returns the current matrix\r\n */\r\n public invertToRef(result: Matrix2D): Matrix2D {\r\n let l0 = this.m[0]; let l1 = this.m[1];\r\n let l2 = this.m[2]; let l3 = this.m[3];\r\n let l4 = this.m[4]; let l5 = this.m[5];\r\n\r\n let det = this.determinant();\r\n if (det < (Epsilon * Epsilon)) {\r\n result.m[0] = 0; result.m[1] = 0;\r\n result.m[2] = 0; result.m[3] = 0;\r\n result.m[4] = 0; result.m[5] = 0;\r\n return this;\r\n }\r\n\r\n let detDiv = 1 / det;\r\n\r\n let det4 = l2 * l5 - l3 * l4;\r\n let det5 = l1 * l4 - l0 * l5;\r\n\r\n result.m[0] = l3 * detDiv; result.m[1] = -l1 * detDiv;\r\n result.m[2] = -l2 * detDiv; result.m[3] = l0 * detDiv;\r\n result.m[4] = det4 * detDiv; result.m[5] = det5 * detDiv;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Multiplies the current matrix with another one\r\n * @param other defines the second operand\r\n * @param result defines the target matrix\r\n * @returns the current matrix\r\n */\r\n public multiplyToRef(other: Matrix2D, result: Matrix2D): Matrix2D {\r\n let l0 = this.m[0]; let l1 = this.m[1];\r\n let l2 = this.m[2]; let l3 = this.m[3];\r\n let l4 = this.m[4]; let l5 = this.m[5];\r\n\r\n let r0 = other.m[0]; let r1 = other.m[1];\r\n let r2 = other.m[2]; let r3 = other.m[3];\r\n let r4 = other.m[4]; let r5 = other.m[5];\r\n\r\n result.m[0] = l0 * r0 + l1 * r2; result.m[1] = l0 * r1 + l1 * r3;\r\n result.m[2] = l2 * r0 + l3 * r2; result.m[3] = l2 * r1 + l3 * r3;\r\n result.m[4] = l4 * r0 + l5 * r2 + r4; result.m[5] = l4 * r1 + l5 * r3 + r5;\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Applies the current matrix to a set of 2 floats and stores the result in a vector2\r\n * @param x defines the x coordinate to transform\r\n * @param y defines the x coordinate to transform\r\n * @param result defines the target vector2\r\n * @returns the current matrix\r\n */\r\n public transformCoordinates(x: number, y: number, result: Vector2): Matrix2D {\r\n result.x = x * this.m[0] + y * this.m[2] + this.m[4];\r\n result.y = x * this.m[1] + y * this.m[3] + this.m[5];\r\n\r\n return this;\r\n }\r\n\r\n // Statics\r\n /**\r\n * Creates an identity matrix\r\n * @returns a new matrix\r\n */\r\n public static Identity(): Matrix2D {\r\n return new Matrix2D(1, 0, 0, 1, 0, 0);\r\n }\r\n\r\n /**\r\n * Creates an identity matrix and stores it in a target matrix\r\n * @param result defines the target matrix\r\n */\r\n public static IdentityToRef(result: Matrix2D): void {\r\n result.m[0] = 1;\r\n result.m[1] = 0;\r\n result.m[2] = 0;\r\n result.m[3] = 1;\r\n result.m[4] = 0;\r\n result.m[5] = 0;\r\n }\r\n\r\n /**\r\n * Creates a translation matrix and stores it in a target matrix\r\n * @param x defines the x coordinate of the translation\r\n * @param y defines the y coordinate of the translation\r\n * @param result defines the target matrix\r\n */\r\n public static TranslationToRef(x: number, y: number, result: Matrix2D): void {\r\n result.fromValues(1, 0, 0, 1, x, y);\r\n }\r\n\r\n /**\r\n * Creates a scaling matrix and stores it in a target matrix\r\n * @param x defines the x coordinate of the scaling\r\n * @param y defines the y coordinate of the scaling\r\n * @param result defines the target matrix\r\n */\r\n public static ScalingToRef(x: number, y: number, result: Matrix2D): void {\r\n result.fromValues(x, 0, 0, y, 0, 0);\r\n }\r\n\r\n /**\r\n * Creates a rotation matrix and stores it in a target matrix\r\n * @param angle defines the rotation angle\r\n * @param result defines the target matrix\r\n */\r\n public static RotationToRef(angle: number, result: Matrix2D): void {\r\n var s = Math.sin(angle);\r\n var c = Math.cos(angle);\r\n\r\n result.fromValues(c, s, -s, c, 0, 0);\r\n }\r\n\r\n private static _TempPreTranslationMatrix = Matrix2D.Identity();\r\n private static _TempPostTranslationMatrix = Matrix2D.Identity();\r\n private static _TempRotationMatrix = Matrix2D.Identity();\r\n private static _TempScalingMatrix = Matrix2D.Identity();\r\n private static _TempCompose0 = Matrix2D.Identity();\r\n private static _TempCompose1 = Matrix2D.Identity();\r\n private static _TempCompose2 = Matrix2D.Identity();\r\n\r\n /**\r\n * Composes a matrix from translation, rotation, scaling and parent matrix and stores it in a target matrix\r\n * @param tx defines the x coordinate of the translation\r\n * @param ty defines the y coordinate of the translation\r\n * @param angle defines the rotation angle\r\n * @param scaleX defines the x coordinate of the scaling\r\n * @param scaleY defines the y coordinate of the scaling\r\n * @param parentMatrix defines the parent matrix to multiply by (can be null)\r\n * @param result defines the target matrix\r\n */\r\n public static ComposeToRef(tx: number, ty: number, angle: number, scaleX: number, scaleY: number, parentMatrix: Nullable<Matrix2D>, result: Matrix2D): void {\r\n Matrix2D.TranslationToRef(tx, ty, Matrix2D._TempPreTranslationMatrix);\r\n\r\n Matrix2D.ScalingToRef(scaleX, scaleY, Matrix2D._TempScalingMatrix);\r\n\r\n Matrix2D.RotationToRef(angle, Matrix2D._TempRotationMatrix);\r\n\r\n Matrix2D.TranslationToRef(-tx, -ty, Matrix2D._TempPostTranslationMatrix);\r\n\r\n Matrix2D._TempPreTranslationMatrix.multiplyToRef(Matrix2D._TempScalingMatrix, Matrix2D._TempCompose0);\r\n Matrix2D._TempCompose0.multiplyToRef(Matrix2D._TempRotationMatrix, Matrix2D._TempCompose1);\r\n if (parentMatrix) {\r\n Matrix2D._TempCompose1.multiplyToRef(Matrix2D._TempPostTranslationMatrix, Matrix2D._TempCompose2);\r\n Matrix2D._TempCompose2.multiplyToRef(parentMatrix, result);\r\n } else {\r\n Matrix2D._TempCompose1.multiplyToRef(Matrix2D._TempPostTranslationMatrix, result);\r\n }\r\n }\r\n}"]}
|
package/3D/controls/button3D.js
CHANGED
|
@@ -55,12 +55,19 @@ var Button3D = /** @class */ (function (_super) {
|
|
|
55
55
|
for (var i = 0; i < 6; i++) {
|
|
56
56
|
faceUV[i] = new Vector4(0, 0, 0, 0);
|
|
57
57
|
}
|
|
58
|
-
|
|
58
|
+
if (scene.useRightHandedSystem) {
|
|
59
|
+
// Flip the u on the texture
|
|
60
|
+
faceUV[0].copyFromFloats(1, 0, 0, 1);
|
|
61
|
+
}
|
|
62
|
+
else {
|
|
63
|
+
faceUV[1].copyFromFloats(0, 0, 1, 1);
|
|
64
|
+
}
|
|
59
65
|
var mesh = CreateBox(this.name + "_rootMesh", {
|
|
60
66
|
width: 1.0,
|
|
61
67
|
height: 1.0,
|
|
62
68
|
depth: 0.08,
|
|
63
69
|
faceUV: faceUV,
|
|
70
|
+
wrap: true,
|
|
64
71
|
}, scene);
|
|
65
72
|
return mesh;
|
|
66
73
|
};
|
|
@@ -1 +1 @@
|
|
|
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,
|
|
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,IAAI,KAAK,CAAC,oBAAoB,EAAE;YAC5B,4BAA4B;YAC5B,MAAM,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;SACxC;aAAM;YACH,MAAM,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;SACxC;QAED,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;YACd,IAAI,EAAE,IAAI;SACb,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,AAxGD,CAA8B,gBAAgB,GAwG7C","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 if (scene.useRightHandedSystem) {\r\n // Flip the u on the texture\r\n faceUV[0].copyFromFloats(1, 0, 0, 1);\r\n } else {\r\n faceUV[1].copyFromFloats(0, 0, 1, 1);\r\n }\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 wrap: true,\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"]}
|
|
@@ -1,5 +1,6 @@
|
|
|
1
1
|
import { __extends } from "tslib";
|
|
2
2
|
import { Button3D } from "./button3D.js";
|
|
3
|
+
import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
|
|
3
4
|
import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
|
|
4
5
|
import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
|
|
5
6
|
import { CreatePlane } from "@babylonjs/core/Meshes/Builders/planeBuilder.js";
|
|
@@ -10,7 +11,7 @@ import { StackPanel } from "../../2D/controls/stackPanel.js";
|
|
|
10
11
|
import { Image } from "../../2D/controls/image.js";
|
|
11
12
|
import { TextBlock } from "../../2D/controls/textBlock.js";
|
|
12
13
|
import { AdvancedDynamicTexture } from "../../2D/advancedDynamicTexture.js";
|
|
13
|
-
import { Color3 } from
|
|
14
|
+
import { Color3 } from "@babylonjs/core/Maths/math.color.js";
|
|
14
15
|
import { DomManagement } from "@babylonjs/core/Misc/domManagement.js";
|
|
15
16
|
/**
|
|
16
17
|
* Class used to create a holographic button in 3D
|
|
@@ -90,6 +91,7 @@ var HolographicButton = /** @class */ (function (_super) {
|
|
|
90
91
|
return;
|
|
91
92
|
}
|
|
92
93
|
if (!this._tooltipFade) {
|
|
94
|
+
var rightHandedScene = this._backPlate._scene.useRightHandedSystem;
|
|
93
95
|
// Create tooltip with mesh and text
|
|
94
96
|
this._tooltipMesh = CreatePlane("", { size: 1 }, this._backPlate._scene);
|
|
95
97
|
var tooltipBackground = CreatePlane("", { size: 1, sideOrientation: Mesh.DOUBLESIDE }, this._backPlate._scene);
|
|
@@ -98,10 +100,9 @@ var HolographicButton = /** @class */ (function (_super) {
|
|
|
98
100
|
tooltipBackground.material = mat;
|
|
99
101
|
tooltipBackground.isPickable = false;
|
|
100
102
|
this._tooltipMesh.addChild(tooltipBackground);
|
|
101
|
-
tooltipBackground.position
|
|
103
|
+
tooltipBackground.position = Vector3.Forward(rightHandedScene).scale(0.05);
|
|
102
104
|
this._tooltipMesh.scaling.y = 1 / 3;
|
|
103
|
-
this._tooltipMesh.position
|
|
104
|
-
this._tooltipMesh.position.z = -0.15;
|
|
105
|
+
this._tooltipMesh.position = Vector3.Up().scale(0.7).add(Vector3.Forward(rightHandedScene).scale(-0.15));
|
|
105
106
|
this._tooltipMesh.isPickable = false;
|
|
106
107
|
this._tooltipMesh.parent = this._backPlate;
|
|
107
108
|
// Create text texture for the tooltip
|
|
@@ -242,20 +243,20 @@ var HolographicButton = /** @class */ (function (_super) {
|
|
|
242
243
|
this._backPlate = CreateBox(this.name + "BackMesh", {
|
|
243
244
|
width: 1.0,
|
|
244
245
|
height: 1.0,
|
|
245
|
-
depth: 0.08
|
|
246
|
+
depth: 0.08,
|
|
246
247
|
}, scene);
|
|
247
248
|
this._frontPlate = CreateBox(this.name + "FrontMesh", {
|
|
248
249
|
width: 1.0,
|
|
249
250
|
height: 1.0,
|
|
250
|
-
depth: 0.08
|
|
251
|
+
depth: 0.08,
|
|
251
252
|
}, scene);
|
|
252
253
|
this._frontPlate.parent = this._backPlate;
|
|
253
|
-
this._frontPlate.position
|
|
254
|
+
this._frontPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-0.08);
|
|
254
255
|
this._frontPlate.isPickable = false;
|
|
255
256
|
this._frontPlate.setEnabled(false);
|
|
256
257
|
this._textPlate = _super.prototype._createNode.call(this, scene);
|
|
257
258
|
this._textPlate.parent = this._backPlate;
|
|
258
|
-
this._textPlate.position
|
|
259
|
+
this._textPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-0.08);
|
|
259
260
|
this._textPlate.isPickable = false;
|
|
260
261
|
return this._backPlate;
|
|
261
262
|
};
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ Button3D } from \"./button3D\";\r\n\r\nimport { 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\n\r\nimport { FluentMaterial } from \"../materials/fluent/fluentMaterial\";\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 { DomManagement } from \"@babylonjs/core/Misc/domManagement\";\r\n\r\n/**\r\n * Class used to create a holographic button in 3D\r\n */\r\nexport class HolographicButton extends Button3D {\r\n private _backPlate: Mesh;\r\n private _textPlate: Mesh;\r\n private _frontPlate: Mesh;\r\n private _text: string;\r\n private _imageUrl: string;\r\n private _shareMaterials = true;\r\n private _frontMaterial: FluentMaterial;\r\n private _backMaterial: FluentMaterial;\r\n private _plateMaterial: StandardMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\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(): FluentMaterial {\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(): FluentMaterial {\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 * 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 // Default animations\r\n this.pointerEnterAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n this._frontPlate.setEnabled(true);\r\n };\r\n\r\n this.pointerOutAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n this._frontPlate.setEnabled(false);\r\n };\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"HolographicButton\";\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 if (this._frontPlate) {\r\n this.content = panel;\r\n }\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n this._backPlate = CreateBox(this.name + \"BackMesh\", {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: 0.08\r\n }, scene);\r\n\r\n this._frontPlate = CreateBox(this.name + \"FrontMesh\", {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: 0.08\r\n }, scene);\r\n\r\n this._frontPlate.parent = this._backPlate;\r\n this._frontPlate.position.z = -0.08;\r\n this._frontPlate.isPickable = false;\r\n this._frontPlate.setEnabled(false);\r\n\r\n this._textPlate = <Mesh>super._createNode(scene);\r\n this._textPlate.parent = this._backPlate;\r\n this._textPlate.position.z = -0.08;\r\n this._textPlate.isPickable = false;\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 }\r\n\r\n private _createBackMaterial(mesh: Mesh) {\r\n this._backMaterial = new FluentMaterial(this.name + \"Back Material\", mesh.getScene());\r\n this._backMaterial.renderHoverLight = true;\r\n this._pickedPointObserver = this._host.onPickedPointChangedObservable.add((pickedPoint) => {\r\n if (pickedPoint) {\r\n this._backMaterial.hoverPosition = pickedPoint;\r\n this._backMaterial.hoverColor.a = 1.0;\r\n } else {\r\n this._backMaterial.hoverColor.a = 0;\r\n }\r\n });\r\n }\r\n\r\n private _createFrontMaterial(mesh: Mesh) {\r\n this._frontMaterial = new FluentMaterial(this.name + \"Front Material\", mesh.getScene());\r\n this._frontMaterial.innerGlowColorIntensity = 0; // No inner glow\r\n this._frontMaterial.alpha = 0.5; // Additive\r\n this._frontMaterial.renderBorders = true;\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 // Back\r\n if (this._shareMaterials) {\r\n if (!this._host._sharedMaterials[\"backFluentMaterial\"]) {\r\n this._createBackMaterial(mesh);\r\n this._host._sharedMaterials[\"backFluentMaterial\"] = this._backMaterial;\r\n } else {\r\n this._backMaterial = this._host._sharedMaterials[\"backFluentMaterial\"] as FluentMaterial;\r\n }\r\n\r\n // Front\r\n if (!this._host._sharedMaterials[\"frontFluentMaterial\"]) {\r\n this._createFrontMaterial(mesh);\r\n this._host._sharedMaterials[\"frontFluentMaterial\"] = this._frontMaterial;\r\n } else {\r\n this._frontMaterial = this._host._sharedMaterials[\"frontFluentMaterial\"] as FluentMaterial;\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._frontPlate.material = this._frontMaterial;\r\n this._textPlate.material = this._plateMaterial;\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\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}"]}
|
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1
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+
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{ Button3D } from \"./button3D\";\r\n\r\nimport { 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\n\r\nimport { FluentMaterial } from \"../materials/fluent/fluentMaterial\";\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 { DomManagement } from \"@babylonjs/core/Misc/domManagement\";\r\n\r\n/**\r\n * Class used to create a holographic button in 3D\r\n */\r\nexport class HolographicButton extends Button3D {\r\n private _backPlate: Mesh;\r\n private _textPlate: Mesh;\r\n private _frontPlate: Mesh;\r\n private _text: string;\r\n private _imageUrl: string;\r\n private _shareMaterials = true;\r\n private _frontMaterial: FluentMaterial;\r\n private _backMaterial: FluentMaterial;\r\n private _plateMaterial: StandardMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\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 const rightHandedScene = this._backPlate._scene.useRightHandedSystem;\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 = Vector3.Forward(rightHandedScene).scale(0.05);\r\n this._tooltipMesh.scaling.y = 1 / 3;\r\n this._tooltipMesh.position = Vector3.Up().scale(0.7).add(Vector3.Forward(rightHandedScene).scale(-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(): FluentMaterial {\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(): FluentMaterial {\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 * 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 // Default animations\r\n this.pointerEnterAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n this._frontPlate.setEnabled(true);\r\n };\r\n\r\n this.pointerOutAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n this._frontPlate.setEnabled(false);\r\n };\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"HolographicButton\";\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 if (this._frontPlate) {\r\n this.content = panel;\r\n }\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n this._backPlate = CreateBox(\r\n this.name + \"BackMesh\",\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: 0.08,\r\n },\r\n scene\r\n );\r\n\r\n this._frontPlate = CreateBox(\r\n this.name + \"FrontMesh\",\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: 0.08,\r\n },\r\n scene\r\n );\r\n\r\n this._frontPlate.parent = this._backPlate;\r\n this._frontPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-0.08);\r\n this._frontPlate.isPickable = false;\r\n this._frontPlate.setEnabled(false);\r\n\r\n this._textPlate = <Mesh>super._createNode(scene);\r\n this._textPlate.parent = this._backPlate;\r\n this._textPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-0.08);\r\n this._textPlate.isPickable = false;\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 }\r\n\r\n private _createBackMaterial(mesh: Mesh) {\r\n this._backMaterial = new FluentMaterial(this.name + \"Back Material\", mesh.getScene());\r\n this._backMaterial.renderHoverLight = true;\r\n this._pickedPointObserver = this._host.onPickedPointChangedObservable.add((pickedPoint) => {\r\n if (pickedPoint) {\r\n this._backMaterial.hoverPosition = pickedPoint;\r\n this._backMaterial.hoverColor.a = 1.0;\r\n } else {\r\n this._backMaterial.hoverColor.a = 0;\r\n }\r\n });\r\n }\r\n\r\n private _createFrontMaterial(mesh: Mesh) {\r\n this._frontMaterial = new FluentMaterial(this.name + \"Front Material\", mesh.getScene());\r\n this._frontMaterial.innerGlowColorIntensity = 0; // No inner glow\r\n this._frontMaterial.alpha = 0.5; // Additive\r\n this._frontMaterial.renderBorders = true;\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 // Back\r\n if (this._shareMaterials) {\r\n if (!this._host._sharedMaterials[\"backFluentMaterial\"]) {\r\n this._createBackMaterial(mesh);\r\n this._host._sharedMaterials[\"backFluentMaterial\"] = this._backMaterial;\r\n } else {\r\n this._backMaterial = this._host._sharedMaterials[\"backFluentMaterial\"] as FluentMaterial;\r\n }\r\n\r\n // Front\r\n if (!this._host._sharedMaterials[\"frontFluentMaterial\"]) {\r\n this._createFrontMaterial(mesh);\r\n this._host._sharedMaterials[\"frontFluentMaterial\"] = this._frontMaterial;\r\n } else {\r\n this._frontMaterial = this._host._sharedMaterials[\"frontFluentMaterial\"] as FluentMaterial;\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._frontPlate.material = this._frontMaterial;\r\n this._textPlate.material = this._plateMaterial;\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\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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@@ -13,6 +13,7 @@ import { PointerDragBehavior } from "@babylonjs/core/Behaviors/Meshes/pointerDra
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13
13
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import { Scalar } from "@babylonjs/core/Maths/math.scalar.js";
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14
14
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import { FluentBackplateMaterial } from "../materials/fluentBackplate/fluentBackplateMaterial.js";
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15
15
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import { DomManagement } from "@babylonjs/core/Misc/domManagement.js";
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16
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+
import { Vector4 } from "@babylonjs/core/Maths/math.js";
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16
17
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/**
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17
18
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* Class used to create a holographic slate
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18
19
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* @since 5.0.0
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@@ -201,7 +202,11 @@ var HolographicSlate = /** @class */ (function (_super) {
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201
202
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var _this = this;
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202
203
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var node = new Mesh("slate" + this.name, scene);
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204
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this._backPlate = CreateBox("backPlate" + this.name, { size: 1 }, scene);
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204
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-
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205
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+
var faceUV = new Array(6).fill(new Vector4(0, 0, 1, 1));
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206
|
+
if (scene.useRightHandedSystem) {
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207
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+
faceUV[0].copyFromFloats(0, 1, 1, 0);
|
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208
|
+
}
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209
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+
this._contentPlate = CreateBox("contentPlate" + this.name, { size: 1, faceUV: faceUV }, scene);
|
|
205
210
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this._backPlate.parent = node;
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206
211
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this._backPlate.isNearGrabbable = true;
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this._contentPlate.parent = node;
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@@ -1 +1 @@
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1
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-
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{ AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { CreateBox } from \"@babylonjs/core/Meshes/Builders/boxBuilder\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { FluentMaterial } from \"../materials/fluent/fluentMaterial\";\r\nimport { TouchHolographicButton } from \"./touchHolographicButton\";\r\nimport { Nullable } from \"@babylonjs/core/types\";\r\nimport { Observer } from \"@babylonjs/core/Misc/observable\";\r\nimport { Matrix, Quaternion, Vector2, Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { ContentDisplay3D } from \"./contentDisplay3D\";\r\nimport { AdvancedDynamicTexture } from \"../../2D/advancedDynamicTexture\";\r\nimport { Image } from \"../../2D/controls/image\";\r\nimport { SlateGizmo } from \"../gizmos/slateGizmo\";\r\nimport { DefaultBehavior } from \"../behaviors/defaultBehavior\";\r\nimport { Viewport } from \"@babylonjs/core/Maths/math.viewport\";\r\nimport { PointerDragBehavior } from \"@babylonjs/core/Behaviors/Meshes/pointerDragBehavior\";\r\nimport { Scalar } from \"@babylonjs/core/Maths/math.scalar\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { FluentBackplateMaterial } from \"../materials/fluentBackplate/fluentBackplateMaterial\";\r\nimport { DomManagement } from \"@babylonjs/core/Misc/domManagement\";\r\n\r\n/**\r\n * Class used to create a holographic slate\r\n * @since 5.0.0\r\n */\r\nexport class HolographicSlate extends ContentDisplay3D {\r\n /**\r\n * Base Url for the assets.\r\n */\r\n public static ASSETS_BASE_URL: string = \"https://assets.babylonjs.com/meshes/MRTK/\";\r\n /**\r\n * File name for the close icon.\r\n */\r\n public static CLOSE_ICON_FILENAME: string = \"IconClose.png\";\r\n /**\r\n * File name for the close icon.\r\n */\r\n public static FOLLOW_ICON_FILENAME: string = \"IconFollowMe.png\";\r\n\r\n /**\r\n * Dimensions of the slate\r\n */\r\n public dimensions = new Vector3(21.875, 12.5, 0.001);\r\n\r\n /**\r\n * Minimum dimensions of the slate\r\n */\r\n public minDimensions = new Vector3(15.625, 6.25, 0.001);\r\n\r\n /**\r\n * Default dimensions of the slate\r\n */\r\n public readonly defaultDimensions = this.dimensions.clone();\r\n\r\n /**\r\n * Dimensions of the backplate\r\n */\r\n public backplateDimensions = new Vector3(21.875, 0.625, 0.001);\r\n\r\n /**\r\n * Margin between backplate and contentplate\r\n */\r\n public backPlateMargin = 0.005;\r\n\r\n /**\r\n * Origin in local coordinates (top left corner)\r\n */\r\n public origin = new Vector3(0, 0, 0);\r\n\r\n private _backPlateMaterial: FluentBackplateMaterial;\r\n private _contentMaterial: FluentMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\r\n private _positionChangedObserver: Nullable<Observer<{ position: Vector3 }>>;\r\n private _imageUrl: string;\r\n\r\n private _contentViewport: Viewport;\r\n private _contentDragBehavior: PointerDragBehavior;\r\n\r\n private _defaultBehavior: DefaultBehavior;\r\n /**\r\n * Regroups all mesh behaviors for the slate\r\n */\r\n public get defaultBehavior(): DefaultBehavior {\r\n return this._defaultBehavior;\r\n }\r\n\r\n /** @hidden */\r\n public _gizmo: SlateGizmo;\r\n\r\n protected _backPlate: Mesh;\r\n protected _contentPlate: Mesh;\r\n protected _followButton: TouchHolographicButton;\r\n protected _closeButton: TouchHolographicButton;\r\n protected _contentScaleRatio = 1;\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._contentPlate.renderingGroupId = id;\r\n }\r\n public get renderingGroupId(): number {\r\n return this._backPlate.renderingGroupId;\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 this._resetContentPositionAndZoom();\r\n this._applyContentViewport();\r\n }\r\n\r\n /**\r\n * Creates a new slate\r\n * @param name defines the control name\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n\r\n this._followButton = new TouchHolographicButton(\"followButton\" + this.name);\r\n this._closeButton = new TouchHolographicButton(\"closeButton\" + this.name);\r\n\r\n this._contentViewport = new Viewport(0, 0, 1, 1);\r\n this._contentDragBehavior = new PointerDragBehavior({\r\n dragPlaneNormal: new Vector3(0, 0, -1),\r\n });\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 this._contentMaterial.albedoTexture = facadeTexture;\r\n }\r\n\r\n private _rebuildContent(): void {\r\n this._disposeFacadeTexture();\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\r\n if (this._contentPlate) {\r\n this.content = image;\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _addControl(control: Control3D): void {\r\n control._host = this._host;\r\n if (this._host.utilityLayer) {\r\n control._prepareNode(this._host.utilityLayer.utilityLayerScene);\r\n }\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"HolographicSlate\";\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _positionElements() {\r\n const followButtonMesh = this._followButton.mesh;\r\n const closeButtonMesh = this._closeButton.mesh;\r\n const backPlate = this._backPlate;\r\n const contentPlate = this._contentPlate;\r\n\r\n if (followButtonMesh && closeButtonMesh && backPlate) {\r\n // World size of a button with 1 scaling\r\n const buttonBaseSize = 1;\r\n\r\n // Buttons take full backPlate on Y axis\r\n const backPlateYScale = this.backplateDimensions.y / buttonBaseSize;\r\n\r\n closeButtonMesh.scaling.setAll(backPlateYScale);\r\n followButtonMesh.scaling.setAll(backPlateYScale);\r\n closeButtonMesh.position\r\n .copyFromFloats(\r\n this.backplateDimensions.x - backPlateYScale / 2,\r\n -this.backplateDimensions.y / 2,\r\n (-this.backplateDimensions.z / 2) * (this._host.scene.useRightHandedSystem ? -1 : 1)\r\n )\r\n .addInPlace(this.origin);\r\n followButtonMesh.position\r\n .copyFromFloats(\r\n this.backplateDimensions.x - (3 * backPlateYScale) / 2,\r\n -this.backplateDimensions.y / 2,\r\n (-this.backplateDimensions.z / 2) * (this._host.scene.useRightHandedSystem ? -1 : 1)\r\n )\r\n .addInPlace(this.origin);\r\n\r\n const contentPlateHeight = this.dimensions.y - this.backplateDimensions.y - this.backPlateMargin;\r\n backPlate.scaling.copyFrom(this.backplateDimensions);\r\n contentPlate.scaling.copyFromFloats(this.dimensions.x, contentPlateHeight, this.dimensions.z);\r\n backPlate.position.copyFromFloats(this.backplateDimensions.x / 2, -(this.backplateDimensions.y / 2), 0).addInPlace(this.origin);\r\n contentPlate.position.copyFromFloats(this.dimensions.x / 2, -(this.backplateDimensions.y + this.backPlateMargin + contentPlateHeight / 2), 0).addInPlace(this.origin);\r\n\r\n const aspectRatio = this.dimensions.x / contentPlateHeight;\r\n this._contentViewport.width = this._contentScaleRatio;\r\n this._contentViewport.height = this._contentScaleRatio / aspectRatio;\r\n\r\n this._applyContentViewport();\r\n }\r\n }\r\n\r\n private _applyContentViewport() {\r\n if (this._contentPlate.material && (this._contentPlate.material as FluentMaterial).albedoTexture) {\r\n const tex = (this._contentPlate.material as FluentMaterial).albedoTexture as Texture;\r\n tex.uScale = this._contentScaleRatio;\r\n tex.vScale = (this._contentScaleRatio / this._contentViewport.width) * this._contentViewport.height;\r\n tex.uOffset = this._contentViewport.x;\r\n tex.vOffset = this._contentViewport.y;\r\n }\r\n }\r\n\r\n private _resetContentPositionAndZoom() {\r\n this._contentViewport.x = 0;\r\n this._contentViewport.y = 1 - this._contentViewport.height / this._contentViewport.width;\r\n this._contentScaleRatio = 1;\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _updatePivot() {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n\r\n // Update pivot point so it is at the center of geometry\r\n const center = this.dimensions.scale(0.5);\r\n // As origin is topleft corner in 2D, dimensions are calculated towards bottom right corner, thus y axis is downwards\r\n center.y *= -1;\r\n center.addInPlace(this.origin);\r\n center.z = 0;\r\n\r\n const origin = new Vector3(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(origin, this.mesh.computeWorldMatrix(true), origin);\r\n this.mesh.setPivotPoint(center);\r\n const origin2 = new Vector3(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(origin2, this.mesh.computeWorldMatrix(true), origin2);\r\n this.mesh.position.addInPlace(origin).subtractInPlace(origin2);\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n const node = new Mesh(\"slate\" + this.name, scene);\r\n\r\n this._backPlate = CreateBox(\"backPlate\" + this.name, { size: 1 }, scene);\r\n this._contentPlate = CreateBox(\"contentPlate\" + this.name, { size: 1 }, scene);\r\n\r\n this._backPlate.parent = node;\r\n this._backPlate.isNearGrabbable = true;\r\n this._contentPlate.parent = node;\r\n this._attachContentPlateBehavior();\r\n\r\n this._addControl(this._followButton);\r\n this._addControl(this._closeButton);\r\n\r\n const followButtonMesh = this._followButton.mesh!;\r\n const closeButtonMesh = this._closeButton.mesh!;\r\n followButtonMesh.parent = node;\r\n closeButtonMesh.parent = node;\r\n\r\n this._positionElements();\r\n\r\n this._followButton.imageUrl = HolographicSlate.ASSETS_BASE_URL + HolographicSlate.FOLLOW_ICON_FILENAME;\r\n this._closeButton.imageUrl = HolographicSlate.ASSETS_BASE_URL + HolographicSlate.CLOSE_ICON_FILENAME;\r\n\r\n this._followButton.isBackplateVisible = false;\r\n this._closeButton.isBackplateVisible = false;\r\n\r\n this._followButton.onPointerClickObservable.add(() => {\r\n this._defaultBehavior.followBehaviorEnabled = !this._defaultBehavior.followBehaviorEnabled;\r\n if (this._defaultBehavior.followBehaviorEnabled) {\r\n this._defaultBehavior.followBehavior.recenter();\r\n }\r\n });\r\n\r\n this._closeButton.onPointerClickObservable.add(() => {\r\n this.dispose();\r\n });\r\n\r\n node.rotationQuaternion = Quaternion.Identity();\r\n node.isVisible = false;\r\n\r\n return node;\r\n }\r\n\r\n private _attachContentPlateBehavior() {\r\n this._contentDragBehavior.attach(this._contentPlate);\r\n this._contentDragBehavior.moveAttached = false;\r\n this._contentDragBehavior.useObjectOrientationForDragging = true;\r\n this._contentDragBehavior.updateDragPlane = false;\r\n\r\n const origin = new Vector3();\r\n const worldDimensions = new Vector3();\r\n const upWorld = new Vector3();\r\n const rightWorld = new Vector3();\r\n const projectedOffset = new Vector2();\r\n let startViewport: Viewport;\r\n let worldMatrix: Matrix;\r\n\r\n this._contentDragBehavior.onDragStartObservable.add((event) => {\r\n if (!this.node) {\r\n return;\r\n }\r\n startViewport = this._contentViewport.clone();\r\n worldMatrix = this.node.computeWorldMatrix(true);\r\n\r\n origin.copyFrom(event.dragPlanePoint);\r\n worldDimensions.copyFrom(this.dimensions);\r\n worldDimensions.y -= this.backplateDimensions.y + this.backPlateMargin;\r\n Vector3.TransformNormalToRef(worldDimensions, worldMatrix, worldDimensions);\r\n upWorld.copyFromFloats(0, 1, 0);\r\n Vector3.TransformNormalToRef(upWorld, worldMatrix, upWorld);\r\n rightWorld.copyFromFloats(1, 0, 0);\r\n Vector3.TransformNormalToRef(rightWorld, worldMatrix, rightWorld);\r\n upWorld.normalize();\r\n upWorld.scaleInPlace(1 / Vector3.Dot(upWorld, worldDimensions));\r\n rightWorld.normalize();\r\n rightWorld.scaleInPlace(1 / Vector3.Dot(rightWorld, worldDimensions));\r\n });\r\n\r\n const offset = new Vector3();\r\n this._contentDragBehavior.onDragObservable.add((event) => {\r\n offset.copyFrom(event.dragPlanePoint);\r\n offset.subtractInPlace(origin);\r\n projectedOffset.copyFromFloats(Vector3.Dot(offset, rightWorld), Vector3.Dot(offset, upWorld));\r\n\r\n // By default, content takes full width available and height is cropped to keep aspect ratio\r\n this._contentViewport.x = Scalar.Clamp(startViewport.x - offset.x, 0, 1 - this._contentViewport.width * this._contentScaleRatio);\r\n this._contentViewport.y = Scalar.Clamp(startViewport.y - offset.y, 0, 1 - this._contentViewport.height * this._contentScaleRatio);\r\n this._applyContentViewport();\r\n });\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n // TODO share materials\r\n this._backPlateMaterial = new FluentBackplateMaterial(`${this.name} plateMaterial`, mesh.getScene());\r\n\r\n this._pickedPointObserver = this._host.onPickedPointChangedObservable.add((pickedPoint) => {\r\n // if (pickedPoint) {\r\n // this._backPlateMaterial. = 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._contentMaterial = new FluentMaterial(this.name + \"contentMaterial\", mesh.getScene());\r\n this._contentMaterial.renderBorders = true;\r\n\r\n this._backPlate.material = this._backPlateMaterial;\r\n this._contentPlate.material = this._contentMaterial;\r\n\r\n this._rebuildContent();\r\n this._applyContentViewport();\r\n }\r\n\r\n /** @hidden **/\r\n public _prepareNode(scene: Scene): void {\r\n super._prepareNode(scene);\r\n this._gizmo = new SlateGizmo(this._host.utilityLayer!);\r\n this._gizmo.attachedSlate = this;\r\n this._defaultBehavior = new DefaultBehavior();\r\n this._defaultBehavior.attach(this.node as Mesh, [this._backPlate]);\r\n\r\n this._positionChangedObserver = this._defaultBehavior.sixDofDragBehavior.onPositionChangedObservable.add(() => {\r\n this._gizmo.updateBoundingBox();\r\n });\r\n\r\n this._updatePivot();\r\n this.resetDefaultAspectAndPose();\r\n }\r\n\r\n /**\r\n * Resets the aspect and pose of the slate so it is right in front of the active camera, facing towards it.\r\n */\r\n public resetDefaultAspectAndPose() {\r\n if (!this._host || !this._host.utilityLayer || !this.node) {\r\n return;\r\n }\r\n const scene = this._host.utilityLayer.utilityLayerScene;\r\n const camera = scene.activeCamera;\r\n if (camera) {\r\n const worldMatrix = camera.getWorldMatrix();\r\n const backward = Vector3.TransformNormal(Vector3.Backward(scene.useRightHandedSystem), worldMatrix);\r\n this.dimensions.copyFrom(this.defaultDimensions);\r\n this.origin.setAll(0);\r\n this._gizmo.updateBoundingBox();\r\n const pivot = this.node.getAbsolutePivotPoint();\r\n this.node.position.copyFrom(camera.position).subtractInPlace(backward).subtractInPlace(pivot);\r\n this.node.rotationQuaternion = Quaternion.FromLookDirectionLH(backward, new Vector3(0, 1, 0));\r\n }\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose();\r\n this._backPlateMaterial.dispose();\r\n this._contentMaterial.dispose();\r\n\r\n this._backPlate.dispose();\r\n this._contentPlate.dispose();\r\n\r\n this._followButton.dispose();\r\n this._closeButton.dispose();\r\n\r\n this._host.onPickedPointChangedObservable.remove(this._pickedPointObserver);\r\n this._defaultBehavior.sixDofDragBehavior.onPositionChangedObservable.remove(this._positionChangedObserver);\r\n\r\n this._defaultBehavior.detach();\r\n this._gizmo.dispose();\r\n this._contentDragBehavior.detach();\r\n }\r\n}\r\n"]}
|
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1
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+
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{ AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { CreateBox } from \"@babylonjs/core/Meshes/Builders/boxBuilder\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { FluentMaterial } from \"../materials/fluent/fluentMaterial\";\r\nimport { TouchHolographicButton } from \"./touchHolographicButton\";\r\nimport { Nullable } from \"@babylonjs/core/types\";\r\nimport { Observer } from \"@babylonjs/core/Misc/observable\";\r\nimport { Matrix, Quaternion, Vector2, Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { ContentDisplay3D } from \"./contentDisplay3D\";\r\nimport { AdvancedDynamicTexture } from \"../../2D/advancedDynamicTexture\";\r\nimport { Image } from \"../../2D/controls/image\";\r\nimport { SlateGizmo } from \"../gizmos/slateGizmo\";\r\nimport { DefaultBehavior } from \"../behaviors/defaultBehavior\";\r\nimport { Viewport } from \"@babylonjs/core/Maths/math.viewport\";\r\nimport { PointerDragBehavior } from \"@babylonjs/core/Behaviors/Meshes/pointerDragBehavior\";\r\nimport { Scalar } from \"@babylonjs/core/Maths/math.scalar\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { FluentBackplateMaterial } from \"../materials/fluentBackplate/fluentBackplateMaterial\";\r\nimport { DomManagement } from \"@babylonjs/core/Misc/domManagement\";\r\nimport { Vector4 } from \"@babylonjs/core/Maths/math\";\r\n\r\n/**\r\n * Class used to create a holographic slate\r\n * @since 5.0.0\r\n */\r\nexport class HolographicSlate extends ContentDisplay3D {\r\n /**\r\n * Base Url for the assets.\r\n */\r\n public static ASSETS_BASE_URL: string = \"https://assets.babylonjs.com/meshes/MRTK/\";\r\n /**\r\n * File name for the close icon.\r\n */\r\n public static CLOSE_ICON_FILENAME: string = \"IconClose.png\";\r\n /**\r\n * File name for the close icon.\r\n */\r\n public static FOLLOW_ICON_FILENAME: string = \"IconFollowMe.png\";\r\n\r\n /**\r\n * Dimensions of the slate\r\n */\r\n public dimensions = new Vector3(21.875, 12.5, 0.001);\r\n\r\n /**\r\n * Minimum dimensions of the slate\r\n */\r\n public minDimensions = new Vector3(15.625, 6.25, 0.001);\r\n\r\n /**\r\n * Default dimensions of the slate\r\n */\r\n public readonly defaultDimensions = this.dimensions.clone();\r\n\r\n /**\r\n * Dimensions of the backplate\r\n */\r\n public backplateDimensions = new Vector3(21.875, 0.625, 0.001);\r\n\r\n /**\r\n * Margin between backplate and contentplate\r\n */\r\n public backPlateMargin = 0.005;\r\n\r\n /**\r\n * Origin in local coordinates (top left corner)\r\n */\r\n public origin = new Vector3(0, 0, 0);\r\n\r\n private _backPlateMaterial: FluentBackplateMaterial;\r\n private _contentMaterial: FluentMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\r\n private _positionChangedObserver: Nullable<Observer<{ position: Vector3 }>>;\r\n private _imageUrl: string;\r\n\r\n private _contentViewport: Viewport;\r\n private _contentDragBehavior: PointerDragBehavior;\r\n\r\n private _defaultBehavior: DefaultBehavior;\r\n /**\r\n * Regroups all mesh behaviors for the slate\r\n */\r\n public get defaultBehavior(): DefaultBehavior {\r\n return this._defaultBehavior;\r\n }\r\n\r\n /** @hidden */\r\n public _gizmo: SlateGizmo;\r\n\r\n protected _backPlate: Mesh;\r\n protected _contentPlate: Mesh;\r\n protected _followButton: TouchHolographicButton;\r\n protected _closeButton: TouchHolographicButton;\r\n protected _contentScaleRatio = 1;\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._contentPlate.renderingGroupId = id;\r\n }\r\n public get renderingGroupId(): number {\r\n return this._backPlate.renderingGroupId;\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 this._resetContentPositionAndZoom();\r\n this._applyContentViewport();\r\n }\r\n\r\n /**\r\n * Creates a new slate\r\n * @param name defines the control name\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n\r\n this._followButton = new TouchHolographicButton(\"followButton\" + this.name);\r\n this._closeButton = new TouchHolographicButton(\"closeButton\" + this.name);\r\n\r\n this._contentViewport = new Viewport(0, 0, 1, 1);\r\n this._contentDragBehavior = new PointerDragBehavior({\r\n dragPlaneNormal: new Vector3(0, 0, -1),\r\n });\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 this._contentMaterial.albedoTexture = facadeTexture;\r\n }\r\n\r\n private _rebuildContent(): void {\r\n this._disposeFacadeTexture();\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\r\n if (this._contentPlate) {\r\n this.content = image;\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _addControl(control: Control3D): void {\r\n control._host = this._host;\r\n if (this._host.utilityLayer) {\r\n control._prepareNode(this._host.utilityLayer.utilityLayerScene);\r\n }\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"HolographicSlate\";\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _positionElements() {\r\n const followButtonMesh = this._followButton.mesh;\r\n const closeButtonMesh = this._closeButton.mesh;\r\n const backPlate = this._backPlate;\r\n const contentPlate = this._contentPlate;\r\n\r\n if (followButtonMesh && closeButtonMesh && backPlate) {\r\n // World size of a button with 1 scaling\r\n const buttonBaseSize = 1;\r\n\r\n // Buttons take full backPlate on Y axis\r\n const backPlateYScale = this.backplateDimensions.y / buttonBaseSize;\r\n\r\n closeButtonMesh.scaling.setAll(backPlateYScale);\r\n followButtonMesh.scaling.setAll(backPlateYScale);\r\n closeButtonMesh.position\r\n .copyFromFloats(\r\n this.backplateDimensions.x - backPlateYScale / 2,\r\n -this.backplateDimensions.y / 2,\r\n (-this.backplateDimensions.z / 2) * (this._host.scene.useRightHandedSystem ? -1 : 1)\r\n )\r\n .addInPlace(this.origin);\r\n followButtonMesh.position\r\n .copyFromFloats(\r\n this.backplateDimensions.x - (3 * backPlateYScale) / 2,\r\n -this.backplateDimensions.y / 2,\r\n (-this.backplateDimensions.z / 2) * (this._host.scene.useRightHandedSystem ? -1 : 1)\r\n )\r\n .addInPlace(this.origin);\r\n\r\n const contentPlateHeight = this.dimensions.y - this.backplateDimensions.y - this.backPlateMargin;\r\n backPlate.scaling.copyFrom(this.backplateDimensions);\r\n contentPlate.scaling.copyFromFloats(this.dimensions.x, contentPlateHeight, this.dimensions.z);\r\n backPlate.position.copyFromFloats(this.backplateDimensions.x / 2, -(this.backplateDimensions.y / 2), 0).addInPlace(this.origin);\r\n contentPlate.position.copyFromFloats(this.dimensions.x / 2, -(this.backplateDimensions.y + this.backPlateMargin + contentPlateHeight / 2), 0).addInPlace(this.origin);\r\n\r\n const aspectRatio = this.dimensions.x / contentPlateHeight;\r\n this._contentViewport.width = this._contentScaleRatio;\r\n this._contentViewport.height = this._contentScaleRatio / aspectRatio;\r\n\r\n this._applyContentViewport();\r\n }\r\n }\r\n\r\n private _applyContentViewport() {\r\n if (this._contentPlate.material && (this._contentPlate.material as FluentMaterial).albedoTexture) {\r\n const tex = (this._contentPlate.material as FluentMaterial).albedoTexture as Texture;\r\n tex.uScale = this._contentScaleRatio;\r\n tex.vScale = (this._contentScaleRatio / this._contentViewport.width) * this._contentViewport.height;\r\n tex.uOffset = this._contentViewport.x;\r\n tex.vOffset = this._contentViewport.y;\r\n }\r\n }\r\n\r\n private _resetContentPositionAndZoom() {\r\n this._contentViewport.x = 0;\r\n this._contentViewport.y = 1 - this._contentViewport.height / this._contentViewport.width;\r\n this._contentScaleRatio = 1;\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _updatePivot() {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n\r\n // Update pivot point so it is at the center of geometry\r\n const center = this.dimensions.scale(0.5);\r\n // As origin is topleft corner in 2D, dimensions are calculated towards bottom right corner, thus y axis is downwards\r\n center.y *= -1;\r\n center.addInPlace(this.origin);\r\n center.z = 0;\r\n\r\n const origin = new Vector3(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(origin, this.mesh.computeWorldMatrix(true), origin);\r\n this.mesh.setPivotPoint(center);\r\n const origin2 = new Vector3(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(origin2, this.mesh.computeWorldMatrix(true), origin2);\r\n this.mesh.position.addInPlace(origin).subtractInPlace(origin2);\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n const node = new Mesh(\"slate\" + this.name, scene);\r\n\r\n this._backPlate = CreateBox(\"backPlate\" + this.name, { size: 1 }, scene);\r\n const faceUV = new Array(6).fill(new Vector4(0, 0, 1, 1));\r\n if (scene.useRightHandedSystem) {\r\n faceUV[0].copyFromFloats(0, 1, 1, 0);\r\n }\r\n this._contentPlate = CreateBox(\"contentPlate\" + this.name, { size: 1, faceUV }, scene);\r\n\r\n this._backPlate.parent = node;\r\n this._backPlate.isNearGrabbable = true;\r\n this._contentPlate.parent = node;\r\n this._attachContentPlateBehavior();\r\n\r\n this._addControl(this._followButton);\r\n this._addControl(this._closeButton);\r\n\r\n const followButtonMesh = this._followButton.mesh!;\r\n const closeButtonMesh = this._closeButton.mesh!;\r\n followButtonMesh.parent = node;\r\n closeButtonMesh.parent = node;\r\n\r\n this._positionElements();\r\n\r\n this._followButton.imageUrl = HolographicSlate.ASSETS_BASE_URL + HolographicSlate.FOLLOW_ICON_FILENAME;\r\n this._closeButton.imageUrl = HolographicSlate.ASSETS_BASE_URL + HolographicSlate.CLOSE_ICON_FILENAME;\r\n\r\n this._followButton.isBackplateVisible = false;\r\n this._closeButton.isBackplateVisible = false;\r\n\r\n this._followButton.onPointerClickObservable.add(() => {\r\n this._defaultBehavior.followBehaviorEnabled = !this._defaultBehavior.followBehaviorEnabled;\r\n if (this._defaultBehavior.followBehaviorEnabled) {\r\n this._defaultBehavior.followBehavior.recenter();\r\n }\r\n });\r\n\r\n this._closeButton.onPointerClickObservable.add(() => {\r\n this.dispose();\r\n });\r\n\r\n node.rotationQuaternion = Quaternion.Identity();\r\n node.isVisible = false;\r\n\r\n return node;\r\n }\r\n\r\n private _attachContentPlateBehavior() {\r\n this._contentDragBehavior.attach(this._contentPlate);\r\n this._contentDragBehavior.moveAttached = false;\r\n this._contentDragBehavior.useObjectOrientationForDragging = true;\r\n this._contentDragBehavior.updateDragPlane = false;\r\n\r\n const origin = new Vector3();\r\n const worldDimensions = new Vector3();\r\n const upWorld = new Vector3();\r\n const rightWorld = new Vector3();\r\n const projectedOffset = new Vector2();\r\n let startViewport: Viewport;\r\n let worldMatrix: Matrix;\r\n\r\n this._contentDragBehavior.onDragStartObservable.add((event) => {\r\n if (!this.node) {\r\n return;\r\n }\r\n startViewport = this._contentViewport.clone();\r\n worldMatrix = this.node.computeWorldMatrix(true);\r\n\r\n origin.copyFrom(event.dragPlanePoint);\r\n worldDimensions.copyFrom(this.dimensions);\r\n worldDimensions.y -= this.backplateDimensions.y + this.backPlateMargin;\r\n Vector3.TransformNormalToRef(worldDimensions, worldMatrix, worldDimensions);\r\n upWorld.copyFromFloats(0, 1, 0);\r\n Vector3.TransformNormalToRef(upWorld, worldMatrix, upWorld);\r\n rightWorld.copyFromFloats(1, 0, 0);\r\n Vector3.TransformNormalToRef(rightWorld, worldMatrix, rightWorld);\r\n upWorld.normalize();\r\n upWorld.scaleInPlace(1 / Vector3.Dot(upWorld, worldDimensions));\r\n rightWorld.normalize();\r\n rightWorld.scaleInPlace(1 / Vector3.Dot(rightWorld, worldDimensions));\r\n });\r\n\r\n const offset = new Vector3();\r\n this._contentDragBehavior.onDragObservable.add((event) => {\r\n offset.copyFrom(event.dragPlanePoint);\r\n offset.subtractInPlace(origin);\r\n projectedOffset.copyFromFloats(Vector3.Dot(offset, rightWorld), Vector3.Dot(offset, upWorld));\r\n\r\n // By default, content takes full width available and height is cropped to keep aspect ratio\r\n this._contentViewport.x = Scalar.Clamp(startViewport.x - offset.x, 0, 1 - this._contentViewport.width * this._contentScaleRatio);\r\n this._contentViewport.y = Scalar.Clamp(startViewport.y - offset.y, 0, 1 - this._contentViewport.height * this._contentScaleRatio);\r\n this._applyContentViewport();\r\n });\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n // TODO share materials\r\n this._backPlateMaterial = new FluentBackplateMaterial(`${this.name} plateMaterial`, mesh.getScene());\r\n\r\n this._pickedPointObserver = this._host.onPickedPointChangedObservable.add((pickedPoint) => {\r\n // if (pickedPoint) {\r\n // this._backPlateMaterial. = 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._contentMaterial = new FluentMaterial(this.name + \"contentMaterial\", mesh.getScene());\r\n this._contentMaterial.renderBorders = true;\r\n\r\n this._backPlate.material = this._backPlateMaterial;\r\n this._contentPlate.material = this._contentMaterial;\r\n\r\n this._rebuildContent();\r\n this._applyContentViewport();\r\n }\r\n\r\n /** @hidden **/\r\n public _prepareNode(scene: Scene): void {\r\n super._prepareNode(scene);\r\n this._gizmo = new SlateGizmo(this._host.utilityLayer!);\r\n this._gizmo.attachedSlate = this;\r\n this._defaultBehavior = new DefaultBehavior();\r\n this._defaultBehavior.attach(this.node as Mesh, [this._backPlate]);\r\n\r\n this._positionChangedObserver = this._defaultBehavior.sixDofDragBehavior.onPositionChangedObservable.add(() => {\r\n this._gizmo.updateBoundingBox();\r\n });\r\n\r\n this._updatePivot();\r\n this.resetDefaultAspectAndPose();\r\n }\r\n\r\n /**\r\n * Resets the aspect and pose of the slate so it is right in front of the active camera, facing towards it.\r\n */\r\n public resetDefaultAspectAndPose() {\r\n if (!this._host || !this._host.utilityLayer || !this.node) {\r\n return;\r\n }\r\n const scene = this._host.utilityLayer.utilityLayerScene;\r\n const camera = scene.activeCamera;\r\n if (camera) {\r\n const worldMatrix = camera.getWorldMatrix();\r\n const backward = Vector3.TransformNormal(Vector3.Backward(scene.useRightHandedSystem), worldMatrix);\r\n this.dimensions.copyFrom(this.defaultDimensions);\r\n this.origin.setAll(0);\r\n this._gizmo.updateBoundingBox();\r\n const pivot = this.node.getAbsolutePivotPoint();\r\n this.node.position.copyFrom(camera.position).subtractInPlace(backward).subtractInPlace(pivot);\r\n this.node.rotationQuaternion = Quaternion.FromLookDirectionLH(backward, new Vector3(0, 1, 0));\r\n }\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose();\r\n this._backPlateMaterial.dispose();\r\n this._contentMaterial.dispose();\r\n\r\n this._backPlate.dispose();\r\n this._contentPlate.dispose();\r\n\r\n this._followButton.dispose();\r\n this._closeButton.dispose();\r\n\r\n this._host.onPickedPointChangedObservable.remove(this._pickedPointObserver);\r\n this._defaultBehavior.sixDofDragBehavior.onPositionChangedObservable.remove(this._positionChangedObserver);\r\n\r\n this._defaultBehavior.detach();\r\n this._gizmo.dispose();\r\n this._contentDragBehavior.detach();\r\n }\r\n}\r\n"]}
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@@ -44,15 +44,15 @@ var TouchHolographicButton = /** @class */ (function (_super) {
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_this.pointerDownAnimation = function () {
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if (_this._frontPlate && !_this._isNearPressed) {
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_this._frontPlate.scaling.z = _this._frontPlateDepth * 0.2;
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_this._frontPlate.position = Vector3.Forward(_this._frontPlate._scene.useRightHandedSystem).scale((_this._frontPlateDepth - (0.2 * _this._frontPlateDepth)) / 2);
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_this._textPlate.position = Vector3.Forward(_this._textPlate._scene.useRightHandedSystem).scale(-(_this._backPlateDepth + (0.2 * _this._frontPlateDepth)) / 2);
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}
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};
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_this.pointerUpAnimation = function () {
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if (_this._frontPlate) {
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_this._frontPlate.scaling.z = _this._frontPlateDepth;
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_this._frontPlate.position
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_this._frontPlate.position = Vector3.Forward(_this._frontPlate._scene.useRightHandedSystem).scale((_this._frontPlateDepth - _this._frontPlateDepth) / 2);
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_this._textPlate.position = Vector3.Forward(_this._textPlate._scene.useRightHandedSystem).scale(-(_this._backPlateDepth + _this._frontPlateDepth) / 2);
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}
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};
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_this.onPointerMoveObservable.add(function (position) {
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@@ -62,8 +62,8 @@ var TouchHolographicButton = /** @class */ (function (_super) {
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var interactionHeight = _this._getInteractionHeight(position, _this._backPlate.position) / scale.z;
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interactionHeight = Scalar.Clamp(interactionHeight - (_this._backPlateDepth / 2), 0.2 * _this._frontPlateDepth, _this._frontPlateDepth);
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_this._frontPlate.scaling.z = interactionHeight;
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_this._frontPlate.position
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_this._frontPlate.position = Vector3.Forward(_this._frontPlate._scene.useRightHandedSystem).scale((_this._frontPlateDepth - interactionHeight) / 2);
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_this._textPlate.position = Vector3.Forward(_this._textPlate._scene.useRightHandedSystem).scale(-(_this._backPlateDepth + interactionHeight) / 2);
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}
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}
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});
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@@ -121,6 +121,7 @@ var TouchHolographicButton = /** @class */ (function (_super) {
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return;
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}
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if (!this._tooltipFade) {
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var rightHandedScene = this._backPlate._scene.useRightHandedSystem;
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// Create tooltip with mesh and text
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this._tooltipMesh = CreatePlane("", { size: 1 }, this._backPlate._scene);
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var tooltipBackground = CreatePlane("", { size: 1, sideOrientation: Mesh.DOUBLESIDE }, this._backPlate._scene);
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@@ -129,10 +130,9 @@ var TouchHolographicButton = /** @class */ (function (_super) {
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tooltipBackground.material = mat;
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tooltipBackground.isPickable = false;
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this._tooltipMesh.addChild(tooltipBackground);
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tooltipBackground.position
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tooltipBackground.position = Vector3.Forward(rightHandedScene).scale(0.05);
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this._tooltipMesh.scaling.y = 1 / 3;
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this._tooltipMesh.position.z = -0.15;
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this._tooltipMesh.position = Vector3.Up().scale(0.7).add(Vector3.Forward(rightHandedScene).scale(-0.15));
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this._tooltipMesh.isPickable = false;
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this._tooltipMesh.parent = this._backPlate;
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// Create text texture for the tooltip
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@@ -297,7 +297,7 @@ var TouchHolographicButton = /** @class */ (function (_super) {
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collisionMesh.isPickable = true;
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collisionMesh.isNearPickable = true;
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collisionMesh.visibility = 0;
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collisionMesh.position
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collisionMesh.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);
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SceneLoader.ImportMeshAsync(undefined, TouchHolographicButton.MODEL_BASE_URL, TouchHolographicButton.MODEL_FILENAME, scene)
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.then(function (result) {
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var importedFrontPlate = result.meshes[1];
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@@ -315,12 +315,12 @@ var TouchHolographicButton = /** @class */ (function (_super) {
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height: 1.0,
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depth: this._backPlateDepth,
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}, scene);
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this._backPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._backPlateDepth / 2);
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this._backPlate.isPickable = false;
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this._textPlate = _super.prototype._createNode.call(this, scene);
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this._textPlate.name = this.name + "_textPlate";
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this._textPlate.isPickable = false;
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this._textPlate.position
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this._textPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);
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this._backPlate.addChild(collisionMesh);
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this._backPlate.addChild(this._textPlate);
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this.collisionMesh = collisionMesh;
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