@babylonjs/gui 5.0.0-alpha.7 → 5.0.0-beta.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (276) hide show
  1. package/2D/adtInstrumentation.js +1 -1
  2. package/2D/advancedDynamicTexture.d.ts +165 -125
  3. package/2D/advancedDynamicTexture.js +342 -181
  4. package/2D/advancedDynamicTexture.js.map +1 -1
  5. package/2D/controls/button.d.ts +8 -0
  6. package/2D/controls/button.js +33 -10
  7. package/2D/controls/button.js.map +1 -1
  8. package/2D/controls/checkbox.d.ts +2 -1
  9. package/2D/controls/checkbox.js +10 -8
  10. package/2D/controls/checkbox.js.map +1 -1
  11. package/2D/controls/colorpicker.d.ts +4 -3
  12. package/2D/controls/colorpicker.js +40 -23
  13. package/2D/controls/colorpicker.js.map +1 -1
  14. package/2D/controls/container.d.ts +16 -5
  15. package/2D/controls/container.js +91 -13
  16. package/2D/controls/container.js.map +1 -1
  17. package/2D/controls/control.d.ts +103 -44
  18. package/2D/controls/control.js +278 -129
  19. package/2D/controls/control.js.map +1 -1
  20. package/2D/controls/displayGrid.d.ts +2 -1
  21. package/2D/controls/displayGrid.js +6 -6
  22. package/2D/controls/displayGrid.js.map +1 -1
  23. package/2D/controls/ellipse.d.ts +5 -3
  24. package/2D/controls/ellipse.js +9 -5
  25. package/2D/controls/ellipse.js.map +1 -1
  26. package/2D/controls/focusableButton.d.ts +1 -0
  27. package/2D/controls/focusableButton.js +9 -6
  28. package/2D/controls/focusableButton.js.map +1 -1
  29. package/2D/controls/grid.d.ts +13 -2
  30. package/2D/controls/grid.js +108 -24
  31. package/2D/controls/grid.js.map +1 -1
  32. package/2D/controls/image.d.ts +5 -4
  33. package/2D/controls/image.js +52 -31
  34. package/2D/controls/image.js.map +1 -1
  35. package/2D/controls/index.js +29 -29
  36. package/2D/controls/inputPassword.js +4 -4
  37. package/2D/controls/inputPassword.js.map +1 -1
  38. package/2D/controls/inputText.d.ts +2 -1
  39. package/2D/controls/inputText.js +40 -14
  40. package/2D/controls/inputText.js.map +1 -1
  41. package/2D/controls/line.d.ts +3 -2
  42. package/2D/controls/line.js +8 -8
  43. package/2D/controls/line.js.map +1 -1
  44. package/2D/controls/multiLine.d.ts +4 -3
  45. package/2D/controls/multiLine.js +6 -6
  46. package/2D/controls/multiLine.js.map +1 -1
  47. package/2D/controls/radioButton.d.ts +2 -1
  48. package/2D/controls/radioButton.js +10 -7
  49. package/2D/controls/radioButton.js.map +1 -1
  50. package/2D/controls/rectangle.d.ts +8 -3
  51. package/2D/controls/rectangle.js +21 -5
  52. package/2D/controls/rectangle.js.map +1 -1
  53. package/2D/controls/scrollViewers/scrollViewer.d.ts +3 -2
  54. package/2D/controls/scrollViewers/scrollViewer.js +9 -9
  55. package/2D/controls/scrollViewers/scrollViewer.js.map +1 -1
  56. package/2D/controls/scrollViewers/scrollViewerWindow.d.ts +4 -3
  57. package/2D/controls/scrollViewers/scrollViewerWindow.js +4 -4
  58. package/2D/controls/scrollViewers/scrollViewerWindow.js.map +1 -1
  59. package/2D/controls/selector.js +8 -8
  60. package/2D/controls/selector.js.map +1 -1
  61. package/2D/controls/sliders/baseSlider.d.ts +1 -1
  62. package/2D/controls/sliders/baseSlider.js +12 -10
  63. package/2D/controls/sliders/baseSlider.js.map +1 -1
  64. package/2D/controls/sliders/imageBasedSlider.d.ts +10 -1
  65. package/2D/controls/sliders/imageBasedSlider.js +29 -5
  66. package/2D/controls/sliders/imageBasedSlider.js.map +1 -1
  67. package/2D/controls/sliders/imageScrollBar.d.ts +2 -1
  68. package/2D/controls/sliders/imageScrollBar.js +3 -3
  69. package/2D/controls/sliders/imageScrollBar.js.map +1 -1
  70. package/2D/controls/sliders/scrollBar.d.ts +2 -1
  71. package/2D/controls/sliders/scrollBar.js +3 -3
  72. package/2D/controls/sliders/scrollBar.js.map +1 -1
  73. package/2D/controls/sliders/slider.d.ts +2 -1
  74. package/2D/controls/sliders/slider.js +4 -4
  75. package/2D/controls/sliders/slider.js.map +1 -1
  76. package/2D/controls/stackPanel.d.ts +10 -3
  77. package/2D/controls/stackPanel.js +35 -13
  78. package/2D/controls/stackPanel.js.map +1 -1
  79. package/2D/controls/statics.js +3 -3
  80. package/2D/controls/statics.js.map +1 -1
  81. package/2D/controls/textBlock.d.ts +16 -9
  82. package/2D/controls/textBlock.js +75 -34
  83. package/2D/controls/textBlock.js.map +1 -1
  84. package/2D/controls/textWrapper.js +2 -2
  85. package/2D/controls/textWrapper.js.map +1 -1
  86. package/2D/controls/toggleButton.d.ts +1 -13
  87. package/2D/controls/toggleButton.js +29 -38
  88. package/2D/controls/toggleButton.js.map +1 -1
  89. package/2D/controls/virtualKeyboard.js +5 -5
  90. package/2D/controls/virtualKeyboard.js.map +1 -1
  91. package/2D/index.d.ts +1 -1
  92. package/2D/index.js +9 -9
  93. package/2D/index.js.map +1 -1
  94. package/2D/math2D.d.ts +5 -0
  95. package/2D/math2D.js +14 -2
  96. package/2D/math2D.js.map +1 -1
  97. package/2D/measure.js +1 -1
  98. package/2D/measure.js.map +1 -1
  99. package/2D/multiLinePoint.js +3 -3
  100. package/2D/style.js +2 -2
  101. package/2D/valueAndUnit.d.ts +21 -6
  102. package/2D/valueAndUnit.js +57 -13
  103. package/2D/valueAndUnit.js.map +1 -1
  104. package/2D/xmlLoader.d.ts +17 -3
  105. package/2D/xmlLoader.js +54 -15
  106. package/2D/xmlLoader.js.map +1 -1
  107. package/3D/behaviors/defaultBehavior.d.ts +73 -0
  108. package/3D/behaviors/defaultBehavior.js +122 -0
  109. package/3D/behaviors/defaultBehavior.js.map +1 -0
  110. package/3D/controls/abstractButton3D.d.ts +2 -2
  111. package/3D/controls/abstractButton3D.js +3 -3
  112. package/3D/controls/abstractButton3D.js.map +1 -1
  113. package/3D/controls/button3D.d.ts +0 -24
  114. package/3D/controls/button3D.js +15 -84
  115. package/3D/controls/button3D.js.map +1 -1
  116. package/3D/controls/container3D.js +2 -2
  117. package/3D/controls/contentDisplay3D.d.ts +30 -0
  118. package/3D/controls/contentDisplay3D.js +79 -0
  119. package/3D/controls/contentDisplay3D.js.map +1 -0
  120. package/3D/controls/control3D.d.ts +10 -7
  121. package/3D/controls/control3D.js +27 -19
  122. package/3D/controls/control3D.js.map +1 -1
  123. package/3D/controls/cylinderPanel.js +5 -5
  124. package/3D/controls/handMenu.d.ts +28 -0
  125. package/3D/controls/handMenu.js +48 -0
  126. package/3D/controls/handMenu.js.map +1 -0
  127. package/3D/controls/holographicBackplate.d.ts +48 -0
  128. package/3D/controls/holographicBackplate.js +121 -0
  129. package/3D/controls/holographicBackplate.js.map +1 -0
  130. package/3D/controls/holographicButton.d.ts +1 -1
  131. package/3D/controls/holographicButton.js +35 -31
  132. package/3D/controls/holographicButton.js.map +1 -1
  133. package/3D/controls/holographicSlate.d.ts +118 -0
  134. package/3D/controls/holographicSlate.js +365 -0
  135. package/3D/controls/holographicSlate.js.map +1 -0
  136. package/3D/controls/index.d.ts +7 -0
  137. package/3D/controls/index.js +22 -15
  138. package/3D/controls/index.js.map +1 -1
  139. package/3D/controls/meshButton3D.js +2 -2
  140. package/3D/controls/meshButton3D.js.map +1 -1
  141. package/3D/controls/nearMenu.d.ts +45 -0
  142. package/3D/controls/nearMenu.js +111 -0
  143. package/3D/controls/nearMenu.js.map +1 -0
  144. package/3D/controls/planePanel.js +3 -3
  145. package/3D/controls/scatterPanel.js +4 -4
  146. package/3D/controls/slider3D.d.ts +80 -0
  147. package/3D/controls/slider3D.js +268 -0
  148. package/3D/controls/slider3D.js.map +1 -0
  149. package/3D/controls/spherePanel.js +5 -5
  150. package/3D/controls/stackPanel3D.js +3 -3
  151. package/3D/controls/touchButton3D.d.ts +9 -21
  152. package/3D/controls/touchButton3D.js +52 -224
  153. package/3D/controls/touchButton3D.js.map +1 -1
  154. package/3D/controls/touchHolographicButton.d.ts +20 -3
  155. package/3D/controls/touchHolographicButton.js +137 -67
  156. package/3D/controls/touchHolographicButton.js.map +1 -1
  157. package/3D/controls/touchHolographicMenu.d.ts +61 -0
  158. package/3D/controls/touchHolographicMenu.js +149 -0
  159. package/3D/controls/touchHolographicMenu.js.map +1 -0
  160. package/3D/controls/touchMeshButton3D.d.ts +3 -6
  161. package/3D/controls/touchMeshButton3D.js +6 -14
  162. package/3D/controls/touchMeshButton3D.js.map +1 -1
  163. package/3D/controls/touchToggleButton3D.d.ts +35 -0
  164. package/3D/controls/touchToggleButton3D.js +60 -0
  165. package/3D/controls/touchToggleButton3D.js.map +1 -0
  166. package/3D/controls/volumeBasedPanel.d.ts +1 -1
  167. package/3D/controls/volumeBasedPanel.js +5 -5
  168. package/3D/controls/volumeBasedPanel.js.map +1 -1
  169. package/3D/gizmos/gizmoHandle.d.ts +108 -0
  170. package/3D/gizmos/gizmoHandle.js +210 -0
  171. package/3D/gizmos/gizmoHandle.js.map +1 -0
  172. package/3D/gizmos/index.d.ts +2 -0
  173. package/3D/gizmos/index.js +3 -0
  174. package/3D/gizmos/index.js.map +1 -0
  175. package/3D/gizmos/slateGizmo.d.ts +59 -0
  176. package/3D/gizmos/slateGizmo.js +364 -0
  177. package/3D/gizmos/slateGizmo.js.map +1 -0
  178. package/3D/gui3DManager.d.ts +15 -2
  179. package/3D/gui3DManager.js +62 -41
  180. package/3D/gui3DManager.js.map +1 -1
  181. package/3D/index.d.ts +3 -2
  182. package/3D/index.js +5 -4
  183. package/3D/index.js.map +1 -1
  184. package/3D/materials/fluent/fluentMaterial.d.ts +90 -0
  185. package/3D/materials/fluent/fluentMaterial.js +282 -0
  186. package/3D/materials/fluent/fluentMaterial.js.map +1 -0
  187. package/3D/materials/fluent/index.d.ts +1 -0
  188. package/3D/materials/fluent/index.js +2 -0
  189. package/3D/materials/fluent/index.js.map +1 -0
  190. package/3D/materials/{shaders → fluent/shaders}/fluent.fragment.d.ts +0 -0
  191. package/3D/materials/fluent/shaders/fluent.fragment.js +7 -0
  192. package/3D/materials/fluent/shaders/fluent.fragment.js.map +1 -0
  193. package/3D/materials/{shaders → fluent/shaders}/fluent.vertex.d.ts +0 -0
  194. package/3D/materials/{shaders → fluent/shaders}/fluent.vertex.js +2 -2
  195. package/3D/materials/fluent/shaders/fluent.vertex.js.map +1 -0
  196. package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +154 -0
  197. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +435 -0
  198. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -0
  199. package/3D/materials/fluentBackplate/index.d.ts +1 -0
  200. package/3D/materials/fluentBackplate/index.js +2 -0
  201. package/3D/materials/fluentBackplate/index.js.map +1 -0
  202. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.d.ts +5 -0
  203. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js +7 -0
  204. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js.map +1 -0
  205. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.d.ts +5 -0
  206. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js +7 -0
  207. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js.map +1 -0
  208. package/3D/materials/fluentButton/fluentButtonMaterial.d.ts +189 -0
  209. package/3D/materials/fluentButton/fluentButtonMaterial.js +538 -0
  210. package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -0
  211. package/3D/materials/fluentButton/index.d.ts +1 -0
  212. package/3D/materials/fluentButton/index.js +2 -0
  213. package/3D/materials/fluentButton/index.js.map +1 -0
  214. package/3D/materials/fluentButton/shaders/fluentButton.fragment.d.ts +5 -0
  215. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js +7 -0
  216. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js.map +1 -0
  217. package/3D/materials/fluentButton/shaders/fluentButton.vertex.d.ts +5 -0
  218. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js +7 -0
  219. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js.map +1 -0
  220. package/3D/materials/fluentMaterial.d.ts +2 -88
  221. package/3D/materials/fluentMaterial.js +2 -277
  222. package/3D/materials/fluentMaterial.js.map +1 -1
  223. package/3D/materials/handle/handleMaterial.d.ts +68 -0
  224. package/3D/materials/handle/handleMaterial.js +127 -0
  225. package/3D/materials/handle/handleMaterial.js.map +1 -0
  226. package/3D/materials/handle/index.d.ts +1 -0
  227. package/3D/materials/handle/index.js +2 -0
  228. package/3D/materials/handle/index.js.map +1 -0
  229. package/3D/materials/handle/shaders/handle.fragment.d.ts +5 -0
  230. package/3D/materials/handle/shaders/handle.fragment.js +7 -0
  231. package/3D/materials/handle/shaders/handle.fragment.js.map +1 -0
  232. package/3D/materials/handle/shaders/handle.vertex.d.ts +5 -0
  233. package/3D/materials/handle/shaders/handle.vertex.js +7 -0
  234. package/3D/materials/handle/shaders/handle.vertex.js.map +1 -0
  235. package/3D/materials/index.d.ts +5 -1
  236. package/3D/materials/index.js +5 -1
  237. package/3D/materials/index.js.map +1 -1
  238. package/3D/materials/mrdl/index.d.ts +3 -0
  239. package/3D/materials/mrdl/index.js +4 -0
  240. package/3D/materials/mrdl/index.js.map +1 -0
  241. package/3D/materials/mrdl/mrdlBackplateMaterial.d.ts +147 -0
  242. package/3D/materials/mrdl/mrdlBackplateMaterial.js +410 -0
  243. package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -0
  244. package/3D/materials/mrdl/mrdlSliderBarMaterial.d.ts +333 -0
  245. package/3D/materials/mrdl/mrdlSliderBarMaterial.js +787 -0
  246. package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -0
  247. package/3D/materials/mrdl/mrdlSliderThumbMaterial.d.ts +333 -0
  248. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +787 -0
  249. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -0
  250. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.d.ts +5 -0
  251. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js +7 -0
  252. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js.map +1 -0
  253. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.d.ts +5 -0
  254. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js +7 -0
  255. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js.map +1 -0
  256. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.d.ts +5 -0
  257. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js +7 -0
  258. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js.map +1 -0
  259. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.d.ts +5 -0
  260. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js +7 -0
  261. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js.map +1 -0
  262. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.d.ts +5 -0
  263. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js +7 -0
  264. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js.map +1 -0
  265. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.d.ts +5 -0
  266. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js +7 -0
  267. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js.map +1 -0
  268. package/3D/vector3WithInfo.js +1 -1
  269. package/index.d.ts +2 -2
  270. package/index.js +2 -2
  271. package/index.js.map +1 -1
  272. package/legacy/legacy.js +2 -2
  273. package/package.json +117 -9
  274. package/3D/materials/shaders/fluent.fragment.js +0 -7
  275. package/3D/materials/shaders/fluent.fragment.js.map +0 -1
  276. package/3D/materials/shaders/fluent.vertex.js.map +0 -1
@@ -1,20 +1,9 @@
1
1
  // Assumptions: absolute position of button mesh is inside the mesh
2
2
  import { __extends } from "tslib";
3
- import { Vector3, Quaternion } from "@babylonjs/core/Maths/math.vector";
4
- import { Ray } from "@babylonjs/core/Culling/ray";
5
- import { Button3D } from "./button3D";
6
- /**
7
- * Enum for Button States
8
- */
9
- var ButtonState;
10
- (function (ButtonState) {
11
- /** None */
12
- ButtonState[ButtonState["None"] = 0] = "None";
13
- /** Pointer Entered */
14
- ButtonState[ButtonState["Hover"] = 1] = "Hover";
15
- /** Pointer Down */
16
- ButtonState[ButtonState["Press"] = 2] = "Press";
17
- })(ButtonState || (ButtonState = {}));
3
+ import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
4
+ import { PointerEventTypes } from "@babylonjs/core/Events/pointerEvents.js";
5
+ import { TmpVectors } from "@babylonjs/core/Maths/math.vector.js";
6
+ import { Button3D } from "./button3D.js";
18
7
  /**
19
8
  * Class used to create a touchable button in 3D
20
9
  */
@@ -27,14 +16,8 @@ var TouchButton3D = /** @class */ (function (_super) {
27
16
  */
28
17
  function TouchButton3D(name, collisionMesh) {
29
18
  var _this = _super.call(this, name) || this;
30
- _this._collidableInitialized = false;
31
- _this._frontOffset = 0;
32
- _this._backOffset = 0;
33
- _this._hoverOffset = 0;
34
- _this._pushThroughBackOffset = 0;
35
- _this._activeInteractions = new Map();
36
- _this._previousHeight = new Map();
37
- _this._tempButtonForwardRay = new Ray(Vector3.Zero(), Vector3.Zero());
19
+ _this._isNearPressed = false;
20
+ _this.collidableFrontDirection = Vector3.Zero();
38
21
  if (collisionMesh) {
39
22
  _this.collisionMesh = collisionMesh;
40
23
  }
@@ -42,25 +25,34 @@ var TouchButton3D = /** @class */ (function (_super) {
42
25
  }
43
26
  Object.defineProperty(TouchButton3D.prototype, "collidableFrontDirection", {
44
27
  /**
45
- * Sets the front-facing direction of the button
28
+ * Returns the front-facing direction of the button, or Vector3.Zero if there is no 'front'
29
+ */
30
+ get: function () {
31
+ if (this._collisionMesh) {
32
+ // Update the front direction to reflect any rotations of the collision mesh
33
+ var transformedDirection = TmpVectors.Vector3[0];
34
+ Vector3.TransformNormalToRef(this._collidableFrontDirection, this._collisionMesh.getWorldMatrix(), transformedDirection);
35
+ return transformedDirection.normalize();
36
+ }
37
+ return this._collidableFrontDirection;
38
+ },
39
+ /**
40
+ * Sets the front-facing direction of the button. Pass in Vector3.Zero to allow interactions from any direction
46
41
  * @param frontDir the forward direction of the button
47
42
  */
48
43
  set: function (frontWorldDir) {
49
44
  this._collidableFrontDirection = frontWorldDir.normalize();
50
- // Zero out the scale to force it to be proplerly updated in _updateDistanceOffsets
51
- this._lastKnownCollidableScale = Vector3.Zero();
52
- this._updateDistanceOffsets();
45
+ if (this._collisionMesh) {
46
+ var invert = TmpVectors.Matrix[0];
47
+ invert.copyFrom(this._collisionMesh.getWorldMatrix());
48
+ invert.invert();
49
+ Vector3.TransformNormalToRef(this._collidableFrontDirection, invert, this._collidableFrontDirection);
50
+ this._collidableFrontDirection.normalize();
51
+ }
53
52
  },
54
53
  enumerable: false,
55
54
  configurable: true
56
55
  });
57
- TouchButton3D.prototype._getWorldMatrixData = function (mesh) {
58
- var translation = Vector3.Zero();
59
- var rotation = Quaternion.Identity();
60
- var scale = Vector3.Zero();
61
- mesh.getWorldMatrix().decompose(scale, rotation, translation);
62
- return { translation: translation, rotation: rotation, scale: scale };
63
- };
64
56
  Object.defineProperty(TouchButton3D.prototype, "collisionMesh", {
65
57
  /**
66
58
  * Sets the mesh used for testing input collision
@@ -75,213 +67,49 @@ var TouchButton3D = /** @class */ (function (_super) {
75
67
  collisionMesh.setParent(this.mesh);
76
68
  }
77
69
  this._collisionMesh = collisionMesh;
78
- this._collisionMesh.metadata = this;
70
+ this._injectGUI3DReservedDataStore(this._collisionMesh).control = this;
71
+ this._collisionMesh.isNearPickable = true;
79
72
  this.collidableFrontDirection = collisionMesh.forward;
80
- this._collidableInitialized = true;
81
73
  },
82
74
  enumerable: false,
83
75
  configurable: true
84
76
  });
85
- /*
86
- * Given a point, and two points on a line, this returns the distance between
87
- * the point and the closest point on the line. The closest point on the line
88
- * does not have to be between the two given points.
89
- *
90
- * Based off the 3D point-line distance equation
91
- *
92
- * Assumes lineDirection is normalized
93
- */
94
- TouchButton3D.prototype._getShortestDistancePointToLine = function (point, linePoint, lineDirection) {
95
- var pointToLine = linePoint.subtract(point);
96
- var cross = lineDirection.cross(pointToLine);
97
- return cross.length();
98
- };
99
- /*
100
- * Checks to see if collidable is in a position to interact with the button
101
- * - check if collidable has a plane height off the button that is within range
102
- * - check that collidable + normal ray intersect the bounding sphere
103
- */
104
- TouchButton3D.prototype._isPrimedForInteraction = function (collidable) {
105
- // Check if the collidable has an appropriate planar height
106
- var heightFromCenter = this._getHeightFromButtonCenter(collidable);
107
- if (heightFromCenter > this._hoverOffset || heightFromCenter < this._pushThroughBackOffset) {
108
- return false;
109
- }
110
- // Check if the collidable or its hover ray lands within the bounding sphere of the button
111
- var distanceFromCenter = this._getShortestDistancePointToLine(this._collisionMesh.getAbsolutePosition(), collidable, this._collidableFrontDirection);
112
- return distanceFromCenter <= this._collisionMesh.getBoundingInfo().boundingSphere.radiusWorld;
113
- };
114
- /*
115
- * Returns a Vector3 of the collidable's projected position on the button
116
- * Returns the collidable's position if it is inside the button
117
- */
118
- TouchButton3D.prototype._getPointOnButton = function (collidable) {
119
- var heightFromCenter = this._getHeightFromButtonCenter(collidable);
120
- if (heightFromCenter <= this._frontOffset && heightFromCenter >= this._backOffset) {
121
- // The collidable is in the button, return its position
122
- return collidable;
123
- }
124
- else if (heightFromCenter > this._frontOffset) {
125
- // The collidable is in front of the button, project it to the surface
126
- var collidableDistanceToFront = (this._frontOffset - heightFromCenter);
127
- return collidable.add(this._collidableFrontDirection.scale(collidableDistanceToFront));
128
- }
129
- else {
130
- // The collidable is behind the button, project it to its back
131
- var collidableDistanceToBack = (this._backOffset - heightFromCenter);
132
- return collidable.add(this._collidableFrontDirection.scale(collidableDistanceToBack));
133
- }
77
+ // Returns true if the collidable is in front of the button, or if the button has no front direction
78
+ TouchButton3D.prototype._isInteractionInFrontOfButton = function (collidablePos) {
79
+ return this._getInteractionHeight(collidablePos, this._collisionMesh.getAbsolutePosition()) > 0;
134
80
  };
135
- /*
136
- * Updates the distance values.
137
- * Should be called when the front direction changes, or the mesh size changes
138
- *
139
- * Sets the following values:
140
- * _frontOffset
141
- * _backOffset
142
- * _hoverOffset
143
- * _pushThroughBackOffset
144
- *
145
- * Requires population of:
146
- * _collisionMesh
147
- * _collidableFrontDirection
148
- */
149
- TouchButton3D.prototype._updateDistanceOffsets = function () {
150
- var worldMatrixData = this._getWorldMatrixData(this._collisionMesh);
151
- if (!worldMatrixData.scale.equalsWithEpsilon(this._lastKnownCollidableScale)) {
152
- var collisionMeshPos = this._collisionMesh.getAbsolutePosition();
153
- this._tempButtonForwardRay.origin = collisionMeshPos;
154
- this._tempButtonForwardRay.direction = this._collidableFrontDirection;
155
- var frontPickingInfo = this._tempButtonForwardRay.intersectsMesh(this._collisionMesh);
156
- this._tempButtonForwardRay.direction = this._tempButtonForwardRay.direction.negate();
157
- var backPickingInfo = this._tempButtonForwardRay.intersectsMesh(this._collisionMesh);
158
- this._frontOffset = 0;
159
- this._backOffset = 0;
160
- if (frontPickingInfo.hit && backPickingInfo.hit) {
161
- this._frontOffset = this._getDistanceOffPlane(frontPickingInfo.pickedPoint, this._collidableFrontDirection, collisionMeshPos);
162
- this._backOffset = this._getDistanceOffPlane(backPickingInfo.pickedPoint, this._collidableFrontDirection, collisionMeshPos);
163
- }
164
- // For now, set the hover height equal to the thickness of the button
165
- var buttonThickness = this._frontOffset - this._backOffset;
166
- this._hoverOffset = this._frontOffset + (buttonThickness * 1.25);
167
- this._pushThroughBackOffset = this._backOffset - (buttonThickness * 1.5);
168
- this._lastKnownCollidableScale = this._getWorldMatrixData(this._collisionMesh).scale;
81
+ // Returns true if the collidable is in front of the button, or if the button has no front direction
82
+ TouchButton3D.prototype._getInteractionHeight = function (interactionPos, basePos) {
83
+ var frontDir = this.collidableFrontDirection;
84
+ if (frontDir.length() === 0) {
85
+ // The button has no front, just return the distance to the base
86
+ return Vector3.Distance(interactionPos, basePos);
169
87
  }
170
- };
171
- // Returns the distance in front of the center of the button
172
- // Returned value is negative when collidable is past the center
173
- TouchButton3D.prototype._getHeightFromButtonCenter = function (collidablePos) {
174
- return this._getDistanceOffPlane(collidablePos, this._collidableFrontDirection, this._collisionMesh.getAbsolutePosition());
175
- };
176
- // Returns the distance from pointOnPlane to point along planeNormal
177
- TouchButton3D.prototype._getDistanceOffPlane = function (point, planeNormal, pointOnPlane) {
178
- var d = Vector3.Dot(pointOnPlane, planeNormal);
179
- var abc = Vector3.Dot(point, planeNormal);
88
+ var d = Vector3.Dot(basePos, frontDir);
89
+ var abc = Vector3.Dot(interactionPos, frontDir);
180
90
  return abc - d;
181
91
  };
182
- // Updates the stored state of the button, and fire pointer events
183
- TouchButton3D.prototype._updateButtonState = function (id, newState, pointOnButton) {
184
- var dummyPointerId = 0;
185
- var buttonIndex = 0; // Left click
186
- var buttonStateForId = this._activeInteractions.get(id) || ButtonState.None;
187
- // Take into account all inputs interacting with the button to avoid state flickering
188
- var previousPushDepth = 0;
189
- this._activeInteractions.forEach(function (value, key) {
190
- previousPushDepth = Math.max(previousPushDepth, value);
191
- });
192
- if (buttonStateForId != newState) {
193
- if (newState == ButtonState.None) {
194
- this._activeInteractions.delete(id);
92
+ /** @hidden */
93
+ TouchButton3D.prototype._generatePointerEventType = function (providedType, nearMeshPosition, activeInteractionCount) {
94
+ if (providedType === PointerEventTypes.POINTERDOWN) {
95
+ if (!this._isInteractionInFrontOfButton(nearMeshPosition)) {
96
+ // Near interaction mesh is behind the button, don't send a pointer down
97
+ return PointerEventTypes.POINTERMOVE;
195
98
  }
196
99
  else {
197
- this._activeInteractions.set(id, newState);
198
- }
199
- }
200
- var newPushDepth = 0;
201
- this._activeInteractions.forEach(function (value, key) {
202
- newPushDepth = Math.max(newPushDepth, value);
203
- });
204
- if (newPushDepth == ButtonState.Press) {
205
- if (previousPushDepth == ButtonState.Hover) {
206
- this._onPointerDown(this, pointOnButton, dummyPointerId, buttonIndex);
207
- }
208
- else if (previousPushDepth == ButtonState.Press) {
209
- this._onPointerMove(this, pointOnButton);
100
+ this._isNearPressed = true;
210
101
  }
211
102
  }
212
- else if (newPushDepth == ButtonState.Hover) {
213
- if (previousPushDepth == ButtonState.None) {
214
- this._onPointerEnter(this);
215
- }
216
- else if (previousPushDepth == ButtonState.Press) {
217
- this._onPointerUp(this, pointOnButton, dummyPointerId, buttonIndex, false);
103
+ if (providedType === PointerEventTypes.POINTERUP) {
104
+ if (activeInteractionCount == 0) {
105
+ // We get the release for the down we swallowed earlier, swallow as well
106
+ return PointerEventTypes.POINTERMOVE;
218
107
  }
219
108
  else {
220
- this._onPointerMove(this, pointOnButton);
221
- }
222
- }
223
- else if (newPushDepth == ButtonState.None) {
224
- if (previousPushDepth == ButtonState.Hover) {
225
- this._onPointerOut(this);
226
- }
227
- else if (previousPushDepth == ButtonState.Press) {
228
- this._onPointerUp(this, pointOnButton, dummyPointerId, buttonIndex, false);
229
- this._onPointerOut(this);
230
- }
231
- }
232
- };
233
- // Decides whether to change button state based on the planar depth of the input source
234
- /** @hidden */
235
- TouchButton3D.prototype._collisionCheckForStateChange = function (mesh) {
236
- if (this._collidableInitialized) {
237
- this._updateDistanceOffsets();
238
- var collidablePosition = mesh.getAbsolutePosition();
239
- var inRange = this._isPrimedForInteraction(collidablePosition);
240
- var uniqueId = mesh.uniqueId;
241
- var activeInteraction = this._activeInteractions.get(uniqueId);
242
- if (inRange) {
243
- var pointOnButton = this._getPointOnButton(collidablePosition);
244
- var heightFromCenter_1 = this._getHeightFromButtonCenter(collidablePosition);
245
- var flickerDelta_1 = 0.003;
246
- this._lastTouchPoint = pointOnButton;
247
- var isGreater = function (compareHeight) {
248
- return heightFromCenter_1 >= (compareHeight + flickerDelta_1);
249
- };
250
- var isLower = function (compareHeight) {
251
- return heightFromCenter_1 <= (compareHeight - flickerDelta_1);
252
- };
253
- // Update button state and fire events
254
- switch (activeInteraction || ButtonState.None) {
255
- case ButtonState.None:
256
- if (isGreater(this._frontOffset) &&
257
- isLower(this._hoverOffset)) {
258
- this._updateButtonState(uniqueId, ButtonState.Hover, pointOnButton);
259
- }
260
- break;
261
- case ButtonState.Hover:
262
- if (isGreater(this._hoverOffset)) {
263
- this._updateButtonState(uniqueId, ButtonState.None, pointOnButton);
264
- }
265
- else if (isLower(this._frontOffset)) {
266
- this._updateButtonState(uniqueId, ButtonState.Press, pointOnButton);
267
- }
268
- break;
269
- case ButtonState.Press:
270
- if (isGreater(this._frontOffset)) {
271
- this._updateButtonState(uniqueId, ButtonState.Hover, pointOnButton);
272
- }
273
- else if (isLower(this._pushThroughBackOffset)) {
274
- this._updateButtonState(uniqueId, ButtonState.None, pointOnButton);
275
- }
276
- break;
277
- }
278
- this._previousHeight.set(uniqueId, heightFromCenter_1);
279
- }
280
- else if ((activeInteraction != undefined) && (activeInteraction != ButtonState.None)) {
281
- this._updateButtonState(uniqueId, ButtonState.None, this._lastTouchPoint);
282
- this._previousHeight.delete(uniqueId);
109
+ this._isNearPressed = false;
283
110
  }
284
111
  }
112
+ return providedType;
285
113
  };
286
114
  TouchButton3D.prototype._getTypeName = function () {
287
115
  return "TouchButton3D";
@@ -1 +1 @@
1
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Assumptions: absolute position of button mesh is inside the mesh\r\n\r\nimport { DeepImmutableObject } from \"@babylonjs/core/types\";\r\nimport { Vector3, Quaternion } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { Ray } from \"@babylonjs/core/Culling/ray\";\r\n\r\nimport { Button3D } from \"./button3D\";\r\n\r\n/**\r\n * Enum for Button States\r\n */\r\nenum ButtonState {\r\n /** None */\r\n None = 0,\r\n /** Pointer Entered */\r\n Hover = 1,\r\n /** Pointer Down */\r\n Press = 2\r\n}\r\n\r\n/**\r\n * Class used to create a touchable button in 3D\r\n */\r\nexport class TouchButton3D extends Button3D {\r\n private _collisionMesh: Mesh;\r\n private _collidableFrontDirection: Vector3;\r\n private _lastTouchPoint: Vector3;\r\n private _tempButtonForwardRay: Ray;\r\n private _lastKnownCollidableScale: Vector3;\r\n\r\n private _collidableInitialized = false;\r\n\r\n private _frontOffset = 0;\r\n private _backOffset = 0;\r\n private _hoverOffset = 0;\r\n private _pushThroughBackOffset = 0;\r\n\r\n private _activeInteractions = new Map<number, ButtonState>();\r\n private _previousHeight = new Map<number, number>();\r\n\r\n /**\r\n * Creates a new touchable button\r\n * @param name defines the control name\r\n * @param collisionMesh mesh to track collisions with\r\n */\r\n constructor(name?: string, collisionMesh?: Mesh) {\r\n super(name);\r\n\r\n this._tempButtonForwardRay = new Ray(Vector3.Zero(), Vector3.Zero());\r\n\r\n if (collisionMesh) {\r\n this.collisionMesh = collisionMesh;\r\n }\r\n }\r\n\r\n /**\r\n * Sets the front-facing direction of the button\r\n * @param frontDir the forward direction of the button\r\n */\r\n public set collidableFrontDirection(frontWorldDir: Vector3) {\r\n this._collidableFrontDirection = frontWorldDir.normalize();\r\n\r\n // Zero out the scale to force it to be proplerly updated in _updateDistanceOffsets\r\n this._lastKnownCollidableScale = Vector3.Zero();\r\n\r\n this._updateDistanceOffsets();\r\n }\r\n\r\n private _getWorldMatrixData(mesh: Mesh) {\r\n let translation = Vector3.Zero();\r\n let rotation = Quaternion.Identity();\r\n let scale = Vector3.Zero();\r\n\r\n mesh.getWorldMatrix().decompose(scale, rotation, translation);\r\n\r\n return {translation: translation, rotation: rotation, scale: scale};\r\n }\r\n\r\n /**\r\n * Sets the mesh used for testing input collision\r\n * @param collisionMesh the new collision mesh for the button\r\n */\r\n public set collisionMesh(collisionMesh: Mesh) {\r\n if (this._collisionMesh) {\r\n this._collisionMesh.dispose();\r\n }\r\n\r\n // parent the mesh to sync transforms\r\n if (!collisionMesh.parent && this.mesh) {\r\n collisionMesh.setParent(this.mesh);\r\n }\r\n\r\n this._collisionMesh = collisionMesh;\r\n this._collisionMesh.metadata = this;\r\n\r\n this.collidableFrontDirection = collisionMesh.forward;\r\n\r\n this._collidableInitialized = true;\r\n }\r\n\r\n /*\r\n * Given a point, and two points on a line, this returns the distance between\r\n * the point and the closest point on the line. The closest point on the line\r\n * does not have to be between the two given points.\r\n *\r\n * Based off the 3D point-line distance equation\r\n *\r\n * Assumes lineDirection is normalized\r\n */\r\n private _getShortestDistancePointToLine(point: Vector3, linePoint: Vector3, lineDirection: Vector3) {\r\n const pointToLine = linePoint.subtract(point);\r\n const cross = lineDirection.cross(pointToLine);\r\n\r\n return cross.length();\r\n }\r\n\r\n /*\r\n * Checks to see if collidable is in a position to interact with the button\r\n * - check if collidable has a plane height off the button that is within range\r\n * - check that collidable + normal ray intersect the bounding sphere\r\n */\r\n private _isPrimedForInteraction(collidable: Vector3): boolean {\r\n // Check if the collidable has an appropriate planar height\r\n const heightFromCenter = this._getHeightFromButtonCenter(collidable);\r\n\r\n if (heightFromCenter > this._hoverOffset || heightFromCenter < this._pushThroughBackOffset) {\r\n return false;\r\n }\r\n\r\n // Check if the collidable or its hover ray lands within the bounding sphere of the button\r\n const distanceFromCenter = this._getShortestDistancePointToLine(this._collisionMesh.getAbsolutePosition(),\r\n collidable,\r\n this._collidableFrontDirection);\r\n return distanceFromCenter <= this._collisionMesh.getBoundingInfo().boundingSphere.radiusWorld;\r\n }\r\n\r\n /*\r\n * Returns a Vector3 of the collidable's projected position on the button\r\n * Returns the collidable's position if it is inside the button\r\n */\r\n private _getPointOnButton(collidable: Vector3): Vector3 {\r\n const heightFromCenter = this._getHeightFromButtonCenter(collidable);\r\n\r\n if (heightFromCenter <= this._frontOffset && heightFromCenter >= this._backOffset) {\r\n // The collidable is in the button, return its position\r\n return collidable;\r\n }\r\n else if (heightFromCenter > this._frontOffset) {\r\n // The collidable is in front of the button, project it to the surface\r\n const collidableDistanceToFront = (this._frontOffset - heightFromCenter);\r\n return collidable.add(this._collidableFrontDirection.scale(collidableDistanceToFront));\r\n }\r\n else {\r\n // The collidable is behind the button, project it to its back\r\n const collidableDistanceToBack = (this._backOffset - heightFromCenter);\r\n return collidable.add(this._collidableFrontDirection.scale(collidableDistanceToBack));\r\n }\r\n }\r\n\r\n /*\r\n * Updates the distance values.\r\n * Should be called when the front direction changes, or the mesh size changes\r\n *\r\n * Sets the following values:\r\n * _frontOffset\r\n * _backOffset\r\n * _hoverOffset\r\n * _pushThroughBackOffset\r\n *\r\n * Requires population of:\r\n * _collisionMesh\r\n * _collidableFrontDirection\r\n */\r\n private _updateDistanceOffsets() {\r\n let worldMatrixData = this._getWorldMatrixData(this._collisionMesh);\r\n\r\n if (!worldMatrixData.scale.equalsWithEpsilon(this._lastKnownCollidableScale)) {\r\n const collisionMeshPos = this._collisionMesh.getAbsolutePosition();\r\n\r\n this._tempButtonForwardRay.origin = collisionMeshPos;\r\n this._tempButtonForwardRay.direction = this._collidableFrontDirection;\r\n\r\n const frontPickingInfo = this._tempButtonForwardRay.intersectsMesh(this._collisionMesh as DeepImmutableObject<AbstractMesh>);\r\n this._tempButtonForwardRay.direction = this._tempButtonForwardRay.direction.negate();\r\n const backPickingInfo = this._tempButtonForwardRay.intersectsMesh(this._collisionMesh as DeepImmutableObject<AbstractMesh>);\r\n\r\n this._frontOffset = 0;\r\n this._backOffset = 0;\r\n\r\n if (frontPickingInfo.hit && backPickingInfo.hit) {\r\n this._frontOffset = this._getDistanceOffPlane(frontPickingInfo.pickedPoint!,\r\n this._collidableFrontDirection,\r\n collisionMeshPos);\r\n this._backOffset = this._getDistanceOffPlane(backPickingInfo.pickedPoint!,\r\n this._collidableFrontDirection,\r\n collisionMeshPos);\r\n }\r\n\r\n // For now, set the hover height equal to the thickness of the button\r\n const buttonThickness = this._frontOffset - this._backOffset;\r\n\r\n this._hoverOffset = this._frontOffset + (buttonThickness * 1.25);\r\n this._pushThroughBackOffset = this._backOffset - (buttonThickness * 1.5);\r\n\r\n this._lastKnownCollidableScale = this._getWorldMatrixData(this._collisionMesh).scale;\r\n }\r\n }\r\n\r\n // Returns the distance in front of the center of the button\r\n // Returned value is negative when collidable is past the center\r\n private _getHeightFromButtonCenter(collidablePos: Vector3) {\r\n return this._getDistanceOffPlane(collidablePos, this._collidableFrontDirection, this._collisionMesh.getAbsolutePosition());\r\n }\r\n\r\n // Returns the distance from pointOnPlane to point along planeNormal\r\n private _getDistanceOffPlane(point: Vector3, planeNormal: Vector3, pointOnPlane: Vector3) {\r\n const d = Vector3.Dot(pointOnPlane, planeNormal);\r\n const abc = Vector3.Dot(point, planeNormal);\r\n\r\n return abc - d;\r\n }\r\n\r\n // Updates the stored state of the button, and fire pointer events\r\n private _updateButtonState(id: number, newState: ButtonState, pointOnButton: Vector3) {\r\n const dummyPointerId = 0;\r\n const buttonIndex = 0; // Left click\r\n const buttonStateForId = this._activeInteractions.get(id) || ButtonState.None;\r\n\r\n // Take into account all inputs interacting with the button to avoid state flickering\r\n let previousPushDepth = 0;\r\n this._activeInteractions.forEach(function(value, key) {\r\n previousPushDepth = Math.max(previousPushDepth, value);\r\n });\r\n\r\n if (buttonStateForId != newState) {\r\n if (newState == ButtonState.None) {\r\n this._activeInteractions.delete(id);\r\n }\r\n else {\r\n this._activeInteractions.set(id, newState);\r\n }\r\n }\r\n\r\n let newPushDepth = 0;\r\n this._activeInteractions.forEach(function(value, key) {\r\n newPushDepth = Math.max(newPushDepth, value);\r\n });\r\n\r\n if (newPushDepth == ButtonState.Press) {\r\n if (previousPushDepth == ButtonState.Hover) {\r\n this._onPointerDown(this, pointOnButton, dummyPointerId, buttonIndex);\r\n }\r\n else if (previousPushDepth == ButtonState.Press) {\r\n this._onPointerMove(this, pointOnButton);\r\n }\r\n }\r\n else if (newPushDepth == ButtonState.Hover) {\r\n if (previousPushDepth == ButtonState.None) {\r\n this._onPointerEnter(this);\r\n }\r\n else if (previousPushDepth == ButtonState.Press) {\r\n this._onPointerUp(this, pointOnButton, dummyPointerId, buttonIndex, false);\r\n }\r\n else {\r\n this._onPointerMove(this, pointOnButton);\r\n }\r\n }\r\n else if (newPushDepth == ButtonState.None) {\r\n if (previousPushDepth == ButtonState.Hover) {\r\n this._onPointerOut(this);\r\n }\r\n else if (previousPushDepth == ButtonState.Press) {\r\n this._onPointerUp(this, pointOnButton, dummyPointerId, buttonIndex, false);\r\n this._onPointerOut(this);\r\n }\r\n }\r\n }\r\n\r\n // Decides whether to change button state based on the planar depth of the input source\r\n /** @hidden */\r\n public _collisionCheckForStateChange(mesh: AbstractMesh) {\r\n if (this._collidableInitialized) {\r\n this._updateDistanceOffsets();\r\n\r\n const collidablePosition = mesh.getAbsolutePosition();\r\n const inRange = this._isPrimedForInteraction(collidablePosition);\r\n\r\n const uniqueId = mesh.uniqueId;\r\n\r\n let activeInteraction = this._activeInteractions.get(uniqueId);\r\n if (inRange) {\r\n const pointOnButton = this._getPointOnButton(collidablePosition);\r\n const heightFromCenter = this._getHeightFromButtonCenter(collidablePosition);\r\n const flickerDelta = 0.003;\r\n\r\n this._lastTouchPoint = pointOnButton;\r\n\r\n const isGreater = function (compareHeight: number) {\r\n return heightFromCenter >= (compareHeight + flickerDelta);\r\n };\r\n\r\n const isLower = function (compareHeight: number) {\r\n return heightFromCenter <= (compareHeight - flickerDelta);\r\n };\r\n\r\n // Update button state and fire events\r\n switch (activeInteraction || ButtonState.None) {\r\n case ButtonState.None:\r\n if (isGreater(this._frontOffset) &&\r\n isLower(this._hoverOffset)) {\r\n this._updateButtonState(uniqueId, ButtonState.Hover, pointOnButton);\r\n }\r\n\r\n break;\r\n case ButtonState.Hover:\r\n if (isGreater(this._hoverOffset)) {\r\n this._updateButtonState(uniqueId, ButtonState.None, pointOnButton);\r\n }\r\n else if (isLower(this._frontOffset)) {\r\n this._updateButtonState(uniqueId, ButtonState.Press, pointOnButton);\r\n }\r\n\r\n break;\r\n case ButtonState.Press:\r\n if (isGreater(this._frontOffset)) {\r\n this._updateButtonState(uniqueId, ButtonState.Hover, pointOnButton);\r\n }\r\n else if (isLower(this._pushThroughBackOffset)) {\r\n this._updateButtonState(uniqueId, ButtonState.None, pointOnButton);\r\n }\r\n\r\n break;\r\n }\r\n\r\n this._previousHeight.set(uniqueId, heightFromCenter);\r\n }\r\n else if ((activeInteraction != undefined) && (activeInteraction != ButtonState.None)) {\r\n this._updateButtonState(uniqueId, ButtonState.None, this._lastTouchPoint);\r\n this._previousHeight.delete(uniqueId);\r\n }\r\n }\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"TouchButton3D\";\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n return super._createNode(scene);\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose();\r\n\r\n if (this._collisionMesh) {\r\n this._collisionMesh.dispose();\r\n }\r\n }\r\n}"]}
1
+ {"version":3,"file":"touchButton3D.js","sourceRoot":"","sources":["../../../../sourceES6/gui/src/3D/controls/touchButton3D.ts"],"names":[],"mappings":"AAAA,mEAAmE;;AAEnE,OAAO,EAAE,OAAO,EAAE,MAAM,mCAAmC,CAAC;AAE5D,OAAO,EAAE,iBAAiB,EAAE,MAAM,sCAAsC,CAAC;AAGzE,OAAO,EAAE,UAAU,EAAE,MAAM,mCAAmC,CAAC;AAE/D,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AAEtC;;GAEG;AACH;IAAmC,iCAAQ;IAOvC;;;;OAIG;IACH,uBAAY,IAAa,EAAE,aAAoB;QAA/C,YACI,kBAAM,IAAI,CAAC,SAOd;QAfS,oBAAc,GAAG,KAAK,CAAC;QAU7B,KAAI,CAAC,wBAAwB,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAE/C,IAAI,aAAa,EAAE;YACf,KAAI,CAAC,aAAa,GAAG,aAAa,CAAC;SACtC;;IACL,CAAC;IAMD,sBAAW,mDAAwB;QAanC;;WAEG;aACH;YACI,IAAI,IAAI,CAAC,cAAc,EAAE;gBACrB,4EAA4E;gBAC5E,IAAM,oBAAoB,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;gBACnD,OAAO,CAAC,oBAAoB,CAAC,IAAI,CAAC,yBAAyB,EAAE,IAAI,CAAC,cAAc,CAAC,cAAc,EAAE,EAAE,oBAAoB,CAAC,CAAC;gBAEzH,OAAO,oBAAoB,CAAC,SAAS,EAAE,CAAC;aAC3C;YAED,OAAO,IAAI,CAAC,yBAAyB,CAAC;QAC1C,CAAC;QA9BD;;;WAGG;aACH,UAAoC,aAAsB;YACtD,IAAI,CAAC,yBAAyB,GAAG,aAAa,CAAC,SAAS,EAAE,CAAC;YAE3D,IAAI,IAAI,CAAC,cAAc,EAAE;gBACrB,IAAM,MAAM,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;gBAEpC,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,cAAc,CAAC,cAAc,EAAE,CAAC,CAAC;gBACtD,MAAM,CAAC,MAAM,EAAE,CAAC;gBAChB,OAAO,CAAC,oBAAoB,CAAC,IAAI,CAAC,yBAAyB,EAAE,MAAM,EAAE,IAAI,CAAC,yBAAyB,CAAC,CAAC;gBACrG,IAAI,CAAC,yBAAyB,CAAC,SAAS,EAAE,CAAC;aAC9C;QACL,CAAC;;;OAAA;IAqBD,sBAAW,wCAAa;QAJxB;;;WAGG;aACH,UAAyB,aAAmB;YACxC,IAAI,IAAI,CAAC,cAAc,EAAE;gBACrB,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;aACjC;YAED,qCAAqC;YACrC,IAAI,CAAC,aAAa,CAAC,MAAM,IAAI,IAAI,CAAC,IAAI,EAAE;gBACpC,aAAa,CAAC,SAAS,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;aACtC;YAED,IAAI,CAAC,cAAc,GAAG,aAAa,CAAC;YACpC,IAAI,CAAC,6BAA6B,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,OAAO,GAAG,IAAI,CAAC;YACvE,IAAI,CAAC,cAAc,CAAC,cAAc,GAAG,IAAI,CAAC;YAE1C,IAAI,CAAC,wBAAwB,GAAG,aAAa,CAAC,OAAO,CAAC;QAC1D,CAAC;;;OAAA;IAED,oGAAoG;IAC5F,qDAA6B,GAArC,UAAsC,aAAsB;QACxD,OAAO,IAAI,CAAC,qBAAqB,CAAC,aAAa,EAAE,IAAI,CAAC,cAAc,CAAC,mBAAmB,EAAE,CAAC,GAAG,CAAC,CAAC;IACpG,CAAC;IAED,oGAAoG;IAC1F,6CAAqB,GAA/B,UAAgC,cAAuB,EAAE,OAAgB;QACrE,IAAM,QAAQ,GAAG,IAAI,CAAC,wBAAwB,CAAC;QAC/C,IAAI,QAAQ,CAAC,MAAM,EAAE,KAAK,CAAC,EAAE;YACzB,gEAAgE;YAChE,OAAO,OAAO,CAAC,QAAQ,CAAC,cAAc,EAAE,OAAO,CAAC,CAAC;SACpD;QACD,IAAM,CAAC,GAAG,OAAO,CAAC,GAAG,CAAC,OAAO,EAAE,QAAQ,CAAC,CAAC;QACzC,IAAM,GAAG,GAAG,OAAO,CAAC,GAAG,CAAC,cAAc,EAAE,QAAQ,CAAC,CAAC;QAElD,OAAO,GAAG,GAAG,CAAC,CAAC;IACnB,CAAC;IAED,cAAc;IACP,iDAAyB,GAAhC,UAAiC,YAAoB,EAAE,gBAAyB,EAAE,sBAA8B;QAC5G,IAAI,YAAY,KAAK,iBAAiB,CAAC,WAAW,EAAE;YAChD,IAAI,CAAC,IAAI,CAAC,6BAA6B,CAAC,gBAAgB,CAAC,EAAE;gBACvD,wEAAwE;gBACxE,OAAO,iBAAiB,CAAC,WAAW,CAAC;aACxC;iBACI;gBACD,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;aAC9B;SACJ;QACD,IAAI,YAAY,KAAK,iBAAiB,CAAC,SAAS,EAAE;YAC9C,IAAI,sBAAsB,IAAI,CAAC,EAAE;gBAC7B,wEAAwE;gBACxE,OAAO,iBAAiB,CAAC,WAAW,CAAC;aACxC;iBACI;gBACD,IAAI,CAAC,cAAc,GAAG,KAAK,CAAC;aAC/B;SACJ;QAED,OAAO,YAAY,CAAC;IACxB,CAAC;IAES,oCAAY,GAAtB;QACI,OAAO,eAAe,CAAC;IAC3B,CAAC;IAED,mBAAmB;IACT,mCAAW,GAArB,UAAsB,KAAY;QAC9B,OAAO,iBAAM,WAAW,YAAC,KAAK,CAAC,CAAC;IACpC,CAAC;IAED;;OAEG;IACI,+BAAO,GAAd;QACI,iBAAM,OAAO,WAAE,CAAC;QAEhB,IAAI,IAAI,CAAC,cAAc,EAAE;YACrB,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;SACjC;IACL,CAAC;IACL,oBAAC;AAAD,CAAC,AAxID,CAAmC,QAAQ,GAwI1C","sourcesContent":["// Assumptions: absolute position of button mesh is inside the mesh\r\n\r\nimport { Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { PointerEventTypes } from \"@babylonjs/core/Events/pointerEvents\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { TmpVectors } from \"@babylonjs/core/Maths/math.vector\";\r\n\r\nimport { Button3D } from \"./button3D\";\r\n\r\n/**\r\n * Class used to create a touchable button in 3D\r\n */\r\nexport class TouchButton3D extends Button3D {\r\n private _collisionMesh: Mesh;\r\n\r\n // 'front' direction. If Vector3.Zero, there is no front and all directions of interaction are accepted\r\n private _collidableFrontDirection: Vector3;\r\n protected _isNearPressed = false;\r\n\r\n /**\r\n * Creates a new touchable button\r\n * @param name defines the control name\r\n * @param collisionMesh mesh to track collisions with\r\n */\r\n constructor(name?: string, collisionMesh?: Mesh) {\r\n super(name);\r\n\r\n this.collidableFrontDirection = Vector3.Zero();\r\n\r\n if (collisionMesh) {\r\n this.collisionMesh = collisionMesh;\r\n }\r\n }\r\n\r\n /**\r\n * Sets the front-facing direction of the button. Pass in Vector3.Zero to allow interactions from any direction\r\n * @param frontDir the forward direction of the button\r\n */\r\n public set collidableFrontDirection(frontWorldDir: Vector3) {\r\n this._collidableFrontDirection = frontWorldDir.normalize();\r\n\r\n if (this._collisionMesh) {\r\n const invert = TmpVectors.Matrix[0];\r\n\r\n invert.copyFrom(this._collisionMesh.getWorldMatrix());\r\n invert.invert();\r\n Vector3.TransformNormalToRef(this._collidableFrontDirection, invert, this._collidableFrontDirection);\r\n this._collidableFrontDirection.normalize();\r\n }\r\n }\r\n\r\n /**\r\n * Returns the front-facing direction of the button, or Vector3.Zero if there is no 'front'\r\n */\r\n public get collidableFrontDirection() {\r\n if (this._collisionMesh) {\r\n // Update the front direction to reflect any rotations of the collision mesh\r\n const transformedDirection = TmpVectors.Vector3[0];\r\n Vector3.TransformNormalToRef(this._collidableFrontDirection, this._collisionMesh.getWorldMatrix(), transformedDirection);\r\n\r\n return transformedDirection.normalize();\r\n }\r\n\r\n return this._collidableFrontDirection;\r\n }\r\n\r\n /**\r\n * Sets the mesh used for testing input collision\r\n * @param collisionMesh the new collision mesh for the button\r\n */\r\n public set collisionMesh(collisionMesh: Mesh) {\r\n if (this._collisionMesh) {\r\n this._collisionMesh.dispose();\r\n }\r\n\r\n // parent the mesh to sync transforms\r\n if (!collisionMesh.parent && this.mesh) {\r\n collisionMesh.setParent(this.mesh);\r\n }\r\n\r\n this._collisionMesh = collisionMesh;\r\n this._injectGUI3DReservedDataStore(this._collisionMesh).control = this;\r\n this._collisionMesh.isNearPickable = true;\r\n\r\n this.collidableFrontDirection = collisionMesh.forward;\r\n }\r\n\r\n // Returns true if the collidable is in front of the button, or if the button has no front direction\r\n private _isInteractionInFrontOfButton(collidablePos: Vector3) {\r\n return this._getInteractionHeight(collidablePos, this._collisionMesh.getAbsolutePosition()) > 0;\r\n }\r\n\r\n // Returns true if the collidable is in front of the button, or if the button has no front direction\r\n protected _getInteractionHeight(interactionPos: Vector3, basePos: Vector3) {\r\n const frontDir = this.collidableFrontDirection;\r\n if (frontDir.length() === 0) {\r\n // The button has no front, just return the distance to the base\r\n return Vector3.Distance(interactionPos, basePos);\r\n }\r\n const d = Vector3.Dot(basePos, frontDir);\r\n const abc = Vector3.Dot(interactionPos, frontDir);\r\n\r\n return abc - d;\r\n }\r\n\r\n /** @hidden */\r\n public _generatePointerEventType(providedType: number, nearMeshPosition: Vector3, activeInteractionCount: number): number {\r\n if (providedType === PointerEventTypes.POINTERDOWN) {\r\n if (!this._isInteractionInFrontOfButton(nearMeshPosition)) {\r\n // Near interaction mesh is behind the button, don't send a pointer down\r\n return PointerEventTypes.POINTERMOVE;\r\n }\r\n else {\r\n this._isNearPressed = true;\r\n }\r\n }\r\n if (providedType === PointerEventTypes.POINTERUP) {\r\n if (activeInteractionCount == 0) {\r\n // We get the release for the down we swallowed earlier, swallow as well\r\n return PointerEventTypes.POINTERMOVE;\r\n }\r\n else {\r\n this._isNearPressed = false;\r\n }\r\n }\r\n\r\n return providedType;\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"TouchButton3D\";\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n return super._createNode(scene);\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose();\r\n\r\n if (this._collisionMesh) {\r\n this._collisionMesh.dispose();\r\n }\r\n }\r\n}"]}
@@ -3,23 +3,36 @@ import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial";
3
3
  import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
4
4
  import { Mesh } from "@babylonjs/core/Meshes/mesh";
5
5
  import { Scene } from "@babylonjs/core/scene";
6
- import { FluentMaterial } from "../materials/fluentMaterial";
6
+ import { FluentButtonMaterial } from "../materials/fluentButton/fluentButtonMaterial";
7
7
  import { AdvancedDynamicTexture } from "../../2D/advancedDynamicTexture";
8
8
  import { TouchButton3D } from "./touchButton3D";
9
9
  /**
10
10
  * Class used to create a holographic button in 3D
11
+ * @since 5.0.0
11
12
  */
12
13
  export declare class TouchHolographicButton extends TouchButton3D {
14
+ /**
15
+ * Base Url for the button model.
16
+ */
17
+ static MODEL_BASE_URL: string;
18
+ /**
19
+ * File name for the button model.
20
+ */
21
+ static MODEL_FILENAME: string;
13
22
  private _backPlate;
14
23
  private _textPlate;
15
24
  private _frontPlate;
16
25
  private _text;
17
26
  private _imageUrl;
18
27
  private _shareMaterials;
28
+ private _isBackplateVisible;
19
29
  private _frontMaterial;
20
30
  private _backMaterial;
21
31
  private _plateMaterial;
22
32
  private _pickedPointObserver;
33
+ private _pointerHoverObserver;
34
+ private _frontPlateDepth;
35
+ private _backPlateDepth;
23
36
  private _tooltipFade;
24
37
  private _tooltipTextBlock;
25
38
  private _tooltipTexture;
@@ -50,11 +63,11 @@ export declare class TouchHolographicButton extends TouchButton3D {
50
63
  /**
51
64
  * Gets the back material used by this button
52
65
  */
53
- get backMaterial(): FluentMaterial;
66
+ get backMaterial(): StandardMaterial;
54
67
  /**
55
68
  * Gets the front material used by this button
56
69
  */
57
- get frontMaterial(): FluentMaterial;
70
+ get frontMaterial(): FluentButtonMaterial;
58
71
  /**
59
72
  * Gets the plate material used by this button
60
73
  */
@@ -63,6 +76,10 @@ export declare class TouchHolographicButton extends TouchButton3D {
63
76
  * Gets a boolean indicating if this button shares its material with other HolographicButtons
64
77
  */
65
78
  get shareMaterials(): boolean;
79
+ /**
80
+ * Sets whether the backplate is visible or hidden. Hiding the backplate is not recommended without some sort of replacement
81
+ */
82
+ set isBackplateVisible(isVisible: boolean);
66
83
  /**
67
84
  * Creates a new button
68
85
  * @param name defines the control name