@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
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1
+ 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{ Scene } from \"@babylonjs/core/scene\";\r\nimport { Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { Nullable } from \"@babylonjs/core/types\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { VolumeBasedPanel } from \"./volumeBasedPanel\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { CreateBox } from \"@babylonjs/core/Meshes/Builders/boxBuilder\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { FluentMaterial } from \"../materials/fluent/fluentMaterial\";\r\nimport { Color3 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { Observer } from \"@babylonjs/core/Misc/observable\";\r\nimport { Logger } from \"@babylonjs/core/Misc/logger\";\r\nimport { Container3D } from \"./container3D\";\r\nimport { TouchHolographicButton } from \"./touchHolographicButton\";\r\n\r\n/**\r\n * Simple menu that can contain holographic buttons\r\n */\r\nexport class TouchHolographicMenu extends VolumeBasedPanel {\r\n protected _backPlate: Mesh;\r\n private _backPlateMaterial: FluentMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\r\n\r\n private _currentMin: Nullable<Vector3>;\r\n private _currentMax: Nullable<Vector3>;\r\n\r\n private _backPlateMargin = 1.25;\r\n\r\n /**\r\n * Scale for the buttons added to the menu\r\n */\r\n protected static MENU_BUTTON_SCALE: number = 1;\r\n\r\n /**\r\n * Gets or sets the margin size of the backplate in button size units.\r\n * Setting this to 1, will make the backPlate margin the size of 1 button\r\n */\r\n public get backPlateMargin(): number {\r\n return this._backPlateMargin;\r\n }\r\n\r\n public set backPlateMargin(value: number) {\r\n this._backPlateMargin = value;\r\n\r\n if (this._children.length >= 1) {\r\n this.children.forEach((control) => {\r\n this._updateCurrentMinMax(control.position);\r\n });\r\n\r\n this._updateMargins();\r\n }\r\n }\r\n\r\n protected _createNode(scene: Scene): Nullable<TransformNode> {\r\n const node = new Mesh(`menu_${this.name}`, scene);\r\n\r\n this._backPlate = CreateBox(\"backPlate\" + this.name, { size: 1 }, scene);\r\n this._backPlate.parent = node;\r\n\r\n return node;\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n this._backPlateMaterial = new FluentMaterial(this.name + \"backPlateMaterial\", mesh.getScene());\r\n this._backPlateMaterial.albedoColor = new Color3(0.08, 0.15, 0.55);\r\n this._backPlateMaterial.renderBorders = true;\r\n this._backPlateMaterial.renderHoverLight = true;\r\n\r\n this._pickedPointObserver = this._host.onPickedPointChangedObservable.add((pickedPoint) => {\r\n if (pickedPoint) {\r\n this._backPlateMaterial.hoverPosition = pickedPoint;\r\n this._backPlateMaterial.hoverColor.a = 1.0;\r\n } else {\r\n this._backPlateMaterial.hoverColor.a = 0;\r\n }\r\n });\r\n\r\n this._backPlate.material = this._backPlateMaterial;\r\n }\r\n\r\n protected _mapGridNode(control: Control3D, nodePosition: Vector3) {\r\n // Simple plane mapping for the menu\r\n const mesh = control.mesh;\r\n\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n control.position = nodePosition.clone();\r\n\r\n this._updateCurrentMinMax(nodePosition);\r\n }\r\n\r\n protected _finalProcessing() {\r\n this._updateMargins();\r\n }\r\n\r\n private _updateCurrentMinMax(nodePosition: Vector3) {\r\n if (!this._currentMin) {\r\n this._currentMin = nodePosition.clone();\r\n this._currentMax = nodePosition.clone();\r\n }\r\n\r\n this._currentMin.minimizeInPlace(nodePosition);\r\n this._currentMax!.maximizeInPlace(nodePosition);\r\n }\r\n\r\n private _updateMargins() {\r\n if (this._children.length > 0) {\r\n this._currentMin!.addInPlaceFromFloats(-this._cellWidth / 2, -this._cellHeight / 2, 0);\r\n this._currentMax!.addInPlaceFromFloats(this._cellWidth / 2, this._cellHeight / 2, 0);\r\n const extendSize = this._currentMax!.subtract(this._currentMin!);\r\n\r\n // Also add a % margin\r\n this._backPlate.scaling.x = extendSize.x + this._cellWidth * this.backPlateMargin;\r\n this._backPlate.scaling.y = extendSize.y + this._cellHeight * this.backPlateMargin;\r\n this._backPlate.scaling.z = 0.001;\r\n\r\n for (let i = 0; i < this._children.length; i++) {\r\n this._children[i].position.subtractInPlace(this._currentMin!).subtractInPlace(extendSize.scale(0.5));\r\n this._children[i].position.z -= 0.01;\r\n }\r\n }\r\n\r\n this._currentMin = null;\r\n this._currentMax = null;\r\n }\r\n\r\n /**\r\n * Creates a holographic menu GUI 3D control\r\n * @param name name of the menu\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Adds a button to the menu.\r\n * Please note that the back material of the button will be set to transparent as it is attached to the menu.\r\n *\r\n * @param button Button to add\r\n * @returns This menu\r\n */\r\n public addButton(button: TouchHolographicButton): TouchHolographicMenu {\r\n // Block updating the layout until the button is resized (which has to happen after node creation)\r\n let wasLayoutBlocked = this.blockLayout;\r\n if (!wasLayoutBlocked) {\r\n this.blockLayout = true;\r\n }\r\n\r\n super.addControl(button);\r\n\r\n button.isBackplateVisible = false;\r\n button.scaling.scaleInPlace(TouchHolographicMenu.MENU_BUTTON_SCALE);\r\n\r\n // Unblocking the layout triggers the pending layout update that uses the size of the buttons to determine the size of the backing mesh\r\n if (!wasLayoutBlocked) {\r\n this.blockLayout = false;\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * This method should not be used directly. It is inherited from `Container3D`.\r\n * Please use `addButton` instead.\r\n * @param _control\r\n * @returns\r\n */\r\n public addControl(_control: Control3D): Container3D {\r\n Logger.Warn(\"TouchHolographicMenu can only contain buttons. Please use the method `addButton` instead.\");\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes the menu\r\n */\r\n public dispose() {\r\n super.dispose();\r\n\r\n this._host.onPickedPointChangedObservable.remove(this._pickedPointObserver);\r\n }\r\n}\r\n"]}
@@ -5,20 +5,17 @@ import { Scene } from "@babylonjs/core/scene";
5
5
  import { TouchButton3D } from "./touchButton3D";
6
6
  /**
7
7
  * Class used to create an interactable object. It's a touchable 3D button using a mesh coming from the current scene
8
+ * @since 5.0.0
8
9
  */
9
10
  export declare class TouchMeshButton3D extends TouchButton3D {
10
11
  /** @hidden */
11
12
  protected _currentMesh: Mesh;
12
13
  /**
13
14
  * Creates a new 3D button based on a mesh
14
- * @param mesh mesh to become a 3D button
15
- * @param collisionMesh mesh to track collisions with
15
+ * @param mesh mesh to become a 3D button. By default this is also the mesh for near interaction collision checking
16
16
  * @param name defines the control name
17
17
  */
18
- constructor(mesh: Mesh, options: {
19
- collisionMesh: Mesh;
20
- useDynamicMesh?: boolean;
21
- }, name?: string);
18
+ constructor(mesh: Mesh, name?: string);
22
19
  protected _getTypeName(): string;
23
20
  protected _createNode(scene: Scene): TransformNode;
24
21
  protected _affectMaterial(mesh: AbstractMesh): void;
@@ -1,26 +1,18 @@
1
1
  import { __extends } from "tslib";
2
- import { TouchButton3D } from "./touchButton3D";
2
+ import { TouchButton3D } from "./touchButton3D.js";
3
3
  /**
4
4
  * Class used to create an interactable object. It's a touchable 3D button using a mesh coming from the current scene
5
+ * @since 5.0.0
5
6
  */
6
7
  var TouchMeshButton3D = /** @class */ (function (_super) {
7
8
  __extends(TouchMeshButton3D, _super);
8
9
  /**
9
10
  * Creates a new 3D button based on a mesh
10
- * @param mesh mesh to become a 3D button
11
- * @param collisionMesh mesh to track collisions with
11
+ * @param mesh mesh to become a 3D button. By default this is also the mesh for near interaction collision checking
12
12
  * @param name defines the control name
13
13
  */
14
- function TouchMeshButton3D(mesh, options, name) {
15
- var _this = this;
16
- if (options.useDynamicMesh) {
17
- _this = _super.call(this, name, options.collisionMesh) || this;
18
- }
19
- else {
20
- var newCollisionMesh = options.collisionMesh.clone("", options.collisionMesh.parent);
21
- newCollisionMesh.isVisible = false;
22
- _this = _super.call(this, name, newCollisionMesh) || this;
23
- }
14
+ function TouchMeshButton3D(mesh, name) {
15
+ var _this = _super.call(this, name, mesh) || this;
24
16
  _this._currentMesh = mesh;
25
17
  /**
26
18
  * Provides a default behavior on hover/out & up/down
@@ -59,7 +51,7 @@ var TouchMeshButton3D = /** @class */ (function (_super) {
59
51
  TouchMeshButton3D.prototype._createNode = function (scene) {
60
52
  var _this = this;
61
53
  this._currentMesh.getChildMeshes().forEach(function (mesh) {
62
- mesh.metadata = _this;
54
+ _this._injectGUI3DReservedDataStore(mesh).control = _this;
63
55
  });
64
56
  return this._currentMesh;
65
57
  };
@@ -1 +1 @@
1
- {"version":3,"file":"touchMeshButton3D.js","sourceRoot":"","sources":["../../../../sourceES6/gui/src/3D/controls/touchMeshButton3D.ts"],"names":[],"mappings":";AAKA,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD;;GAEG;AACH;IAAuC,qCAAa;IAIhD;;;;;OAKG;IACH,2BAAY,IAAU,EAAE,OAAwD,EAAE,IAAa;QAA/F,iBA2CC;QA1CG,IAAI,OAAO,CAAC,cAAc,EAAE;YACxB,QAAA,kBAAM,IAAI,EAAE,OAAO,CAAC,aAAa,CAAC,SAAC;SACtC;aACI;YACD,IAAI,gBAAgB,GAAG,OAAO,CAAC,aAAa,CAAC,KAAK,CAAC,EAAE,EAAE,OAAO,CAAC,aAAa,CAAC,MAAM,CAAC,CAAC;YACrF,gBAAgB,CAAC,SAAS,GAAG,KAAK,CAAC;YACnC,QAAA,kBAAM,IAAI,EAAE,gBAAgB,CAAC,SAAC;SACjC;QAED,KAAI,CAAC,YAAY,GAAG,IAAI,CAAC;QAEzB;;;WAGG;QACH,KAAI,CAAC,qBAAqB,GAAG;YACzB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YACD,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,CAAC,CAAC;QACxC,CAAC,CAAC;QAEF,KAAI,CAAC,mBAAmB,GAAG;YACvB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YACD,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC;QAC9C,CAAC,CAAC;QAEF,KAAI,CAAC,oBAAoB,GAAG;YACxB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YACD,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;QACzC,CAAC,CAAC;QAEF,KAAI,CAAC,kBAAkB,GAAG;YACtB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YACD,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,GAAG,IAAI,CAAC,CAAC;QAC/C,CAAC,CAAC;;IACN,CAAC;IAES,wCAAY,GAAtB;QACI,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED,mBAAmB;IACT,uCAAW,GAArB,UAAsB,KAAY;QAAlC,iBAMC;QALG,IAAI,CAAC,YAAY,CAAC,cAAc,EAAE,CAAC,OAAO,CAAC,UAAC,IAAI;YAC5C,IAAI,CAAC,QAAQ,GAAG,KAAI,CAAC;QACzB,CAAC,CAAC,CAAC;QAEH,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAES,2CAAe,GAAzB,UAA0B,IAAkB;IAC5C,CAAC;IACL,wBAAC;AAAD,CAAC,AAtED,CAAuC,aAAa,GAsEnD","sourcesContent":["import { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\n\r\nimport { TouchButton3D } from \"./touchButton3D\";\r\n\r\n/**\r\n * Class used to create an interactable object. It's a touchable 3D button using a mesh coming from the current scene\r\n */\r\nexport class TouchMeshButton3D extends TouchButton3D {\r\n /** @hidden */\r\n protected _currentMesh: Mesh;\r\n\r\n /**\r\n * Creates a new 3D button based on a mesh\r\n * @param mesh mesh to become a 3D button\r\n * @param collisionMesh mesh to track collisions with\r\n * @param name defines the control name\r\n */\r\n constructor(mesh: Mesh, options: {collisionMesh: Mesh, useDynamicMesh?: boolean}, name?: string) {\r\n if (options.useDynamicMesh) {\r\n super(name, options.collisionMesh);\r\n }\r\n else {\r\n let newCollisionMesh = options.collisionMesh.clone(\"\", options.collisionMesh.parent);\r\n newCollisionMesh.isVisible = false;\r\n super(name, newCollisionMesh);\r\n }\r\n\r\n this._currentMesh = mesh;\r\n\r\n /**\r\n * Provides a default behavior on hover/out & up/down\r\n * Override those function to create your own desired behavior specific to your mesh\r\n */\r\n this.pointerEnterAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n this.mesh.scaling.scaleInPlace(1.1);\r\n };\r\n\r\n this.pointerOutAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n this.mesh.scaling.scaleInPlace(1.0 / 1.1);\r\n };\r\n\r\n this.pointerDownAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n this.mesh.scaling.scaleInPlace(0.95);\r\n };\r\n\r\n this.pointerUpAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n this.mesh.scaling.scaleInPlace(1.0 / 0.95);\r\n };\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"TouchMeshButton3D\";\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n this._currentMesh.getChildMeshes().forEach((mesh) => {\r\n mesh.metadata = this;\r\n });\r\n\r\n return this._currentMesh;\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n }\r\n}"]}
1
+ {"version":3,"file":"touchMeshButton3D.js","sourceRoot":"","sources":["../../../../sourceES6/gui/src/3D/controls/touchMeshButton3D.ts"],"names":[],"mappings":";AAKA,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD;;;GAGG;AACH;IAAuC,qCAAa;IAIhD;;;;OAIG;IACH,2BAAY,IAAU,EAAE,IAAa;QAArC,YACI,kBAAM,IAAI,EAAE,IAAI,CAAC,SAmCpB;QAjCG,KAAI,CAAC,YAAY,GAAG,IAAI,CAAC;QAEzB;;;WAGG;QACH,KAAI,CAAC,qBAAqB,GAAG;YACzB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YACD,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,CAAC,CAAC;QACxC,CAAC,CAAC;QAEF,KAAI,CAAC,mBAAmB,GAAG;YACvB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YACD,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC;QAC9C,CAAC,CAAC;QAEF,KAAI,CAAC,oBAAoB,GAAG;YACxB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YACD,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;QACzC,CAAC,CAAC;QAEF,KAAI,CAAC,kBAAkB,GAAG;YACtB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YACD,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,GAAG,IAAI,CAAC,CAAC;QAC/C,CAAC,CAAC;;IACN,CAAC;IAES,wCAAY,GAAtB;QACI,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED,mBAAmB;IACT,uCAAW,GAArB,UAAsB,KAAY;QAAlC,iBAMC;QALG,IAAI,CAAC,YAAY,CAAC,cAAc,EAAE,CAAC,OAAO,CAAC,UAAC,IAAI;YAC5C,KAAI,CAAC,6BAA6B,CAAC,IAAI,CAAC,CAAC,OAAO,GAAG,KAAI,CAAC;QAC5D,CAAC,CAAC,CAAC;QAEH,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAES,2CAAe,GAAzB,UAA0B,IAAkB;IAC5C,CAAC;IACL,wBAAC;AAAD,CAAC,AA9DD,CAAuC,aAAa,GA8DnD","sourcesContent":["import { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\n\r\nimport { TouchButton3D } from \"./touchButton3D\";\r\n\r\n/**\r\n * Class used to create an interactable object. It's a touchable 3D button using a mesh coming from the current scene\r\n * @since 5.0.0\r\n */\r\nexport class TouchMeshButton3D extends TouchButton3D {\r\n /** @hidden */\r\n protected _currentMesh: Mesh;\r\n\r\n /**\r\n * Creates a new 3D button based on a mesh\r\n * @param mesh mesh to become a 3D button. By default this is also the mesh for near interaction collision checking\r\n * @param name defines the control name\r\n */\r\n constructor(mesh: Mesh, name?: string) {\r\n super(name, mesh);\r\n\r\n this._currentMesh = mesh;\r\n\r\n /**\r\n * Provides a default behavior on hover/out & up/down\r\n * Override those function to create your own desired behavior specific to your mesh\r\n */\r\n this.pointerEnterAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n this.mesh.scaling.scaleInPlace(1.1);\r\n };\r\n\r\n this.pointerOutAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n this.mesh.scaling.scaleInPlace(1.0 / 1.1);\r\n };\r\n\r\n this.pointerDownAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n this.mesh.scaling.scaleInPlace(0.95);\r\n };\r\n\r\n this.pointerUpAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n this.mesh.scaling.scaleInPlace(1.0 / 0.95);\r\n };\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"TouchMeshButton3D\";\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n this._currentMesh.getChildMeshes().forEach((mesh) => {\r\n this._injectGUI3DReservedDataStore(mesh).control = this;\r\n });\r\n\r\n return this._currentMesh;\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n }\r\n}"]}
@@ -0,0 +1,35 @@
1
+ import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh";
2
+ import { Mesh } from "@babylonjs/core/Meshes/mesh";
3
+ import { Observable } from "@babylonjs/core/Misc/observable";
4
+ import { Scene } from "@babylonjs/core/scene";
5
+ import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
6
+ import { Vector3 } from "@babylonjs/core/Maths/math.vector";
7
+ import { TouchButton3D } from "./touchButton3D";
8
+ /**
9
+ * Class used as base class for touch-enabled toggleable buttons
10
+ */
11
+ export declare class TouchToggleButton3D extends TouchButton3D {
12
+ private _isPressed;
13
+ /**
14
+ * An event triggered when the button is toggled on
15
+ */
16
+ onToggleOnObservable: Observable<Vector3>;
17
+ /**
18
+ * An event triggered when the button is toggled off
19
+ */
20
+ onToggleOffObservable: Observable<Vector3>;
21
+ /**
22
+ * Creates a new button
23
+ * @param name defines the control name
24
+ * @param collisionMesh defines the mesh to track near interactions with
25
+ */
26
+ constructor(name?: string, collisionMesh?: Mesh);
27
+ private _onToggle;
28
+ protected _getTypeName(): string;
29
+ protected _createNode(scene: Scene): TransformNode;
30
+ protected _affectMaterial(mesh: AbstractMesh): void;
31
+ /**
32
+ * Releases all associated resources
33
+ */
34
+ dispose(): void;
35
+ }
@@ -0,0 +1,60 @@
1
+ import { __extends } from "tslib";
2
+ import { Observable } from "@babylonjs/core/Misc/observable.js";
3
+ import { TouchButton3D } from "./touchButton3D.js";
4
+ /**
5
+ * Class used as base class for touch-enabled toggleable buttons
6
+ */
7
+ var TouchToggleButton3D = /** @class */ (function (_super) {
8
+ __extends(TouchToggleButton3D, _super);
9
+ /**
10
+ * Creates a new button
11
+ * @param name defines the control name
12
+ * @param collisionMesh defines the mesh to track near interactions with
13
+ */
14
+ function TouchToggleButton3D(name, collisionMesh) {
15
+ var _this = _super.call(this, name, collisionMesh) || this;
16
+ _this._isPressed = false;
17
+ /**
18
+ * An event triggered when the button is toggled on
19
+ */
20
+ _this.onToggleOnObservable = new Observable();
21
+ /**
22
+ * An event triggered when the button is toggled off
23
+ */
24
+ _this.onToggleOffObservable = new Observable();
25
+ _this.onPointerUpObservable.add(function (posVecWithInfo) {
26
+ _this._onToggle(posVecWithInfo);
27
+ });
28
+ return _this;
29
+ }
30
+ TouchToggleButton3D.prototype._onToggle = function (position) {
31
+ this._isPressed = !this._isPressed;
32
+ if (this._isPressed) {
33
+ this.onToggleOnObservable.notifyObservers(position);
34
+ }
35
+ else {
36
+ this.onToggleOffObservable.notifyObservers(position);
37
+ }
38
+ };
39
+ TouchToggleButton3D.prototype._getTypeName = function () {
40
+ return "TouchToggleButton3D";
41
+ };
42
+ // Mesh association
43
+ TouchToggleButton3D.prototype._createNode = function (scene) {
44
+ return _super.prototype._createNode.call(this, scene);
45
+ };
46
+ TouchToggleButton3D.prototype._affectMaterial = function (mesh) {
47
+ _super.prototype._affectMaterial.call(this, mesh);
48
+ };
49
+ /**
50
+ * Releases all associated resources
51
+ */
52
+ TouchToggleButton3D.prototype.dispose = function () {
53
+ this.onToggleOnObservable.clear();
54
+ this.onToggleOffObservable.clear();
55
+ _super.prototype.dispose.call(this);
56
+ };
57
+ return TouchToggleButton3D;
58
+ }(TouchButton3D));
59
+ export { TouchToggleButton3D };
60
+ //# sourceMappingURL=touchToggleButton3D.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"touchToggleButton3D.js","sourceRoot":"","sources":["../../../../sourceES6/gui/src/3D/controls/touchToggleButton3D.ts"],"names":[],"mappings":";AAEA,OAAO,EAAE,UAAU,EAAE,MAAM,iCAAiC,CAAC;AAK7D,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD;;GAEG;AACH;IAAyC,uCAAa;IAalD;;;;OAIG;IACH,6BAAY,IAAa,EAAE,aAAoB;QAA/C,YACI,kBAAM,IAAI,EAAE,aAAa,CAAC,SAI7B;QAtBO,gBAAU,GAAG,KAAK,CAAC;QAE3B;;WAEG;QACI,0BAAoB,GAAG,IAAI,UAAU,EAAW,CAAC;QAExD;;WAEG;QACI,2BAAqB,GAAG,IAAI,UAAU,EAAW,CAAC;QASrD,KAAI,CAAC,qBAAqB,CAAC,GAAG,CAAC,UAAC,cAAc;YAC1C,KAAI,CAAC,SAAS,CAAC,cAAc,CAAC,CAAC;QACnC,CAAC,CAAC,CAAC;;IACP,CAAC;IAEO,uCAAS,GAAjB,UAAkB,QAAiB;QAC/B,IAAI,CAAC,UAAU,GAAG,CAAC,IAAI,CAAC,UAAU,CAAC;QAEnC,IAAI,IAAI,CAAC,UAAU,EAAE;YACjB,IAAI,CAAC,oBAAoB,CAAC,eAAe,CAAC,QAAQ,CAAC,CAAC;SACvD;aACI;YACD,IAAI,CAAC,qBAAqB,CAAC,eAAe,CAAC,QAAQ,CAAC,CAAC;SACxD;IACL,CAAC;IAES,0CAAY,GAAtB;QACI,OAAO,qBAAqB,CAAC;IACjC,CAAC;IAED,mBAAmB;IACT,yCAAW,GAArB,UAAsB,KAAY;QAC9B,OAAO,iBAAM,WAAW,YAAC,KAAK,CAAC,CAAC;IACpC,CAAC;IAES,6CAAe,GAAzB,UAA0B,IAAkB;QACxC,iBAAM,eAAe,YAAC,IAAI,CAAC,CAAC;IAChC,CAAC;IAED;;OAEG;IACI,qCAAO,GAAd;QACI,IAAI,CAAC,oBAAoB,CAAC,KAAK,EAAE,CAAC;QAClC,IAAI,CAAC,qBAAqB,CAAC,KAAK,EAAE,CAAC;QAEnC,iBAAM,OAAO,WAAE,CAAC;IACpB,CAAC;IACL,0BAAC;AAAD,CAAC,AA1DD,CAAyC,aAAa,GA0DrD","sourcesContent":["import { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\n\r\nimport { TouchButton3D } from \"./touchButton3D\";\r\n\r\n/**\r\n * Class used as base class for touch-enabled toggleable buttons\r\n */\r\nexport class TouchToggleButton3D extends TouchButton3D {\r\n private _isPressed = false;\r\n\r\n /**\r\n * An event triggered when the button is toggled on\r\n */\r\n public onToggleOnObservable = new Observable<Vector3>();\r\n\r\n /**\r\n * An event triggered when the button is toggled off\r\n */\r\n public onToggleOffObservable = new Observable<Vector3>();\r\n\r\n /**\r\n * Creates a new button\r\n * @param name defines the control name\r\n * @param collisionMesh defines the mesh to track near interactions with\r\n */\r\n constructor(name?: string, collisionMesh?: Mesh) {\r\n super(name, collisionMesh);\r\n this.onPointerUpObservable.add((posVecWithInfo) => {\r\n this._onToggle(posVecWithInfo);\r\n });\r\n }\r\n\r\n private _onToggle(position: Vector3) {\r\n this._isPressed = !this._isPressed;\r\n\r\n if (this._isPressed) {\r\n this.onToggleOnObservable.notifyObservers(position);\r\n }\r\n else {\r\n this.onToggleOffObservable.notifyObservers(position);\r\n }\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"TouchToggleButton3D\";\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n return super._createNode(scene);\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n super._affectMaterial(mesh);\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n this.onToggleOnObservable.clear();\r\n this.onToggleOffObservable.clear();\r\n\r\n super.dispose();\r\n }\r\n}"]}
@@ -43,7 +43,7 @@ export declare abstract class VolumeBasedPanel extends Container3D {
43
43
  /**
44
44
  * Creates new VolumeBasedPanel
45
45
  */
46
- constructor();
46
+ constructor(name?: string);
47
47
  protected _arrangeChildren(): void;
48
48
  /** Child classes must implement this function to provide correct control positioning */
49
49
  protected abstract _mapGridNode(control: Control3D, nodePosition: Vector3): void;
@@ -1,7 +1,7 @@
1
1
  import { __extends } from "tslib";
2
- import { Tools } from "@babylonjs/core/Misc/tools";
3
- import { Matrix, Vector3, TmpVectors } from "@babylonjs/core/Maths/math.vector";
4
- import { Container3D } from "./container3D";
2
+ import { Tools } from "@babylonjs/core/Misc/tools.js";
3
+ import { Matrix, Vector3, TmpVectors } from "@babylonjs/core/Maths/math.vector.js";
4
+ import { Container3D } from "./container3D.js";
5
5
  /**
6
6
  * Abstract class used to create a container panel deployed on the surface of a volume
7
7
  */
@@ -10,8 +10,8 @@ var VolumeBasedPanel = /** @class */ (function (_super) {
10
10
  /**
11
11
  * Creates new VolumeBasedPanel
12
12
  */
13
- function VolumeBasedPanel() {
14
- var _this = _super.call(this) || this;
13
+ function VolumeBasedPanel(name) {
14
+ var _this = _super.call(this, name) || this;
15
15
  _this._columns = 10;
16
16
  _this._rows = 0;
17
17
  _this._rowThenColum = true;
@@ -1 +1 @@
1
- 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{ Tools } from \"@babylonjs/core/Misc/tools\";\r\nimport { Matrix, Vector3, TmpVectors } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { int } from \"@babylonjs/core/types\";\r\n\r\nimport { Container3D } from \"./container3D\";\r\nimport { Control3D } from \"./control3D\";\r\n\r\n/**\r\n * Abstract class used to create a container panel deployed on the surface of a volume\r\n */\r\nexport abstract class VolumeBasedPanel extends Container3D {\r\n private _columns = 10;\r\n private _rows = 0;\r\n private _rowThenColum = true;\r\n\r\n private _orientation = Container3D.FACEORIGIN_ORIENTATION;\r\n\r\n protected _cellWidth: number;\r\n protected _cellHeight: number;\r\n\r\n /**\r\n * Gets or sets the distance between elements\r\n */\r\n public margin = 0;\r\n\r\n /**\r\n * Gets or sets the orientation to apply to all controls (BABYLON.Container3D.FaceOriginReversedOrientation by default)\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 0 | UNSET_ORIENTATION | Control rotation will remain unchanged |\r\n * | 1 | FACEORIGIN_ORIENTATION | Control will rotate to make it look at sphere central axis |\r\n * | 2 | FACEORIGINREVERSED_ORIENTATION | Control will rotate to make it look back at sphere central axis |\r\n * | 3 | FACEFORWARD_ORIENTATION | Control will rotate to look at z axis (0, 0, 1) |\r\n * | 4 | FACEFORWARDREVERSED_ORIENTATION | Control will rotate to look at negative z axis (0, 0, -1) |\r\n */\r\n public get orientation(): number {\r\n return this._orientation;\r\n }\r\n\r\n public set orientation(value: number) {\r\n if (this._orientation === value) {\r\n return;\r\n }\r\n\r\n this._orientation = value;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Gets or sets the number of columns requested (10 by default).\r\n * The panel will automatically compute the number of rows based on number of child controls.\r\n */\r\n public get columns(): int {\r\n return this._columns;\r\n }\r\n\r\n public set columns(value: int) {\r\n if (this._columns === value) {\r\n return;\r\n }\r\n\r\n this._columns = value;\r\n this._rowThenColum = true;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Gets or sets a the number of rows requested.\r\n * The panel will automatically compute the number of columns based on number of child controls.\r\n */\r\n public get rows(): int {\r\n return this._rows;\r\n }\r\n\r\n public set rows(value: int) {\r\n if (this._rows === value) {\r\n return;\r\n }\r\n\r\n this._rows = value;\r\n this._rowThenColum = false;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Creates new VolumeBasedPanel\r\n */\r\n public constructor() {\r\n super();\r\n }\r\n\r\n protected _arrangeChildren() {\r\n this._cellWidth = 0;\r\n this._cellHeight = 0;\r\n let rows = 0;\r\n let columns = 0;\r\n let controlCount = 0;\r\n\r\n let currentInverseWorld = Matrix.Invert(this.node!.computeWorldMatrix(true));\r\n\r\n // Measure\r\n for (var child of this._children) {\r\n if (!child.mesh) {\r\n continue;\r\n }\r\n\r\n controlCount++;\r\n child.mesh.computeWorldMatrix(true);\r\n // child.mesh.getWorldMatrix().multiplyToRef(currentInverseWorld, Tmp.Matrix[0]);\r\n\r\n let boundingBox = child.mesh.getHierarchyBoundingVectors();\r\n let extendSize = TmpVectors.Vector3[0];\r\n let diff = TmpVectors.Vector3[1];\r\n\r\n boundingBox.max.subtractToRef(boundingBox.min, diff);\r\n\r\n diff.scaleInPlace(0.5);\r\n\r\n Vector3.TransformNormalToRef(diff, currentInverseWorld, extendSize);\r\n\r\n this._cellWidth = Math.max(this._cellWidth, extendSize.x * 2);\r\n this._cellHeight = Math.max(this._cellHeight, extendSize.y * 2);\r\n }\r\n\r\n this._cellWidth += this.margin * 2;\r\n this._cellHeight += this.margin * 2;\r\n\r\n // Arrange\r\n if (this._rowThenColum) {\r\n columns = this._columns;\r\n rows = Math.ceil(controlCount / this._columns);\r\n } else {\r\n rows = this._rows;\r\n columns = Math.ceil(controlCount / this._rows);\r\n }\r\n\r\n let startOffsetX = (columns * 0.5) * this._cellWidth;\r\n let startOffsetY = (rows * 0.5) * this._cellHeight;\r\n let nodeGrid = [];\r\n let cellCounter = 0;\r\n\r\n if (this._rowThenColum) {\r\n for (var r = 0; r < rows; r++) {\r\n for (var c = 0; c < columns; c++) {\r\n nodeGrid.push(new Vector3((c * this._cellWidth) - startOffsetX + this._cellWidth / 2, (r * this._cellHeight) - startOffsetY + this._cellHeight / 2, 0));\r\n cellCounter++;\r\n if (cellCounter > controlCount) {\r\n break;\r\n }\r\n }\r\n }\r\n } else {\r\n for (var c = 0; c < columns; c++) {\r\n for (var r = 0; r < rows; r++) {\r\n nodeGrid.push(new Vector3((c * this._cellWidth) - startOffsetX + this._cellWidth / 2, (r * this._cellHeight) - startOffsetY + this._cellHeight / 2, 0));\r\n cellCounter++;\r\n if (cellCounter > controlCount) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n cellCounter = 0;\r\n for (var child of this._children) {\r\n if (!child.mesh) {\r\n continue;\r\n }\r\n\r\n this._mapGridNode(child, nodeGrid[cellCounter]);\r\n\r\n cellCounter++;\r\n }\r\n\r\n this._finalProcessing();\r\n }\r\n\r\n /** Child classes must implement this function to provide correct control positioning */\r\n protected abstract _mapGridNode(control: Control3D, nodePosition: Vector3): void;\r\n\r\n /** Child classes can implement this function to provide additional processing */\r\n protected _finalProcessing() {\r\n\r\n }\r\n}\r\n"]}
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{ Tools } from \"@babylonjs/core/Misc/tools\";\r\nimport { Matrix, Vector3, TmpVectors } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { int } from \"@babylonjs/core/types\";\r\n\r\nimport { Container3D } from \"./container3D\";\r\nimport { Control3D } from \"./control3D\";\r\n\r\n/**\r\n * Abstract class used to create a container panel deployed on the surface of a volume\r\n */\r\nexport abstract class VolumeBasedPanel extends Container3D {\r\n private _columns = 10;\r\n private _rows = 0;\r\n private _rowThenColum = true;\r\n\r\n private _orientation = Container3D.FACEORIGIN_ORIENTATION;\r\n\r\n protected _cellWidth: number;\r\n protected _cellHeight: number;\r\n\r\n /**\r\n * Gets or sets the distance between elements\r\n */\r\n public margin = 0;\r\n\r\n /**\r\n * Gets or sets the orientation to apply to all controls (BABYLON.Container3D.FaceOriginReversedOrientation by default)\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 0 | UNSET_ORIENTATION | Control rotation will remain unchanged |\r\n * | 1 | FACEORIGIN_ORIENTATION | Control will rotate to make it look at sphere central axis |\r\n * | 2 | FACEORIGINREVERSED_ORIENTATION | Control will rotate to make it look back at sphere central axis |\r\n * | 3 | FACEFORWARD_ORIENTATION | Control will rotate to look at z axis (0, 0, 1) |\r\n * | 4 | FACEFORWARDREVERSED_ORIENTATION | Control will rotate to look at negative z axis (0, 0, -1) |\r\n */\r\n public get orientation(): number {\r\n return this._orientation;\r\n }\r\n\r\n public set orientation(value: number) {\r\n if (this._orientation === value) {\r\n return;\r\n }\r\n\r\n this._orientation = value;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Gets or sets the number of columns requested (10 by default).\r\n * The panel will automatically compute the number of rows based on number of child controls.\r\n */\r\n public get columns(): int {\r\n return this._columns;\r\n }\r\n\r\n public set columns(value: int) {\r\n if (this._columns === value) {\r\n return;\r\n }\r\n\r\n this._columns = value;\r\n this._rowThenColum = true;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Gets or sets a the number of rows requested.\r\n * The panel will automatically compute the number of columns based on number of child controls.\r\n */\r\n public get rows(): int {\r\n return this._rows;\r\n }\r\n\r\n public set rows(value: int) {\r\n if (this._rows === value) {\r\n return;\r\n }\r\n\r\n this._rows = value;\r\n this._rowThenColum = false;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Creates new VolumeBasedPanel\r\n */\r\n public constructor(name?: string) {\r\n super(name);\r\n }\r\n\r\n protected _arrangeChildren() {\r\n this._cellWidth = 0;\r\n this._cellHeight = 0;\r\n let rows = 0;\r\n let columns = 0;\r\n let controlCount = 0;\r\n\r\n let currentInverseWorld = Matrix.Invert(this.node!.computeWorldMatrix(true));\r\n\r\n // Measure\r\n for (var child of this._children) {\r\n if (!child.mesh) {\r\n continue;\r\n }\r\n\r\n controlCount++;\r\n child.mesh.computeWorldMatrix(true);\r\n // child.mesh.getWorldMatrix().multiplyToRef(currentInverseWorld, Tmp.Matrix[0]);\r\n\r\n let boundingBox = child.mesh.getHierarchyBoundingVectors();\r\n let extendSize = TmpVectors.Vector3[0];\r\n let diff = TmpVectors.Vector3[1];\r\n\r\n boundingBox.max.subtractToRef(boundingBox.min, diff);\r\n\r\n diff.scaleInPlace(0.5);\r\n\r\n Vector3.TransformNormalToRef(diff, currentInverseWorld, extendSize);\r\n\r\n this._cellWidth = Math.max(this._cellWidth, extendSize.x * 2);\r\n this._cellHeight = Math.max(this._cellHeight, extendSize.y * 2);\r\n }\r\n\r\n this._cellWidth += this.margin * 2;\r\n this._cellHeight += this.margin * 2;\r\n\r\n // Arrange\r\n if (this._rowThenColum) {\r\n columns = this._columns;\r\n rows = Math.ceil(controlCount / this._columns);\r\n } else {\r\n rows = this._rows;\r\n columns = Math.ceil(controlCount / this._rows);\r\n }\r\n\r\n let startOffsetX = (columns * 0.5) * this._cellWidth;\r\n let startOffsetY = (rows * 0.5) * this._cellHeight;\r\n let nodeGrid = [];\r\n let cellCounter = 0;\r\n\r\n if (this._rowThenColum) {\r\n for (var r = 0; r < rows; r++) {\r\n for (var c = 0; c < columns; c++) {\r\n nodeGrid.push(new Vector3((c * this._cellWidth) - startOffsetX + this._cellWidth / 2, (r * this._cellHeight) - startOffsetY + this._cellHeight / 2, 0));\r\n cellCounter++;\r\n if (cellCounter > controlCount) {\r\n break;\r\n }\r\n }\r\n }\r\n } else {\r\n for (var c = 0; c < columns; c++) {\r\n for (var r = 0; r < rows; r++) {\r\n nodeGrid.push(new Vector3((c * this._cellWidth) - startOffsetX + this._cellWidth / 2, (r * this._cellHeight) - startOffsetY + this._cellHeight / 2, 0));\r\n cellCounter++;\r\n if (cellCounter > controlCount) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n cellCounter = 0;\r\n for (var child of this._children) {\r\n if (!child.mesh) {\r\n continue;\r\n }\r\n\r\n this._mapGridNode(child, nodeGrid[cellCounter]);\r\n\r\n cellCounter++;\r\n }\r\n\r\n this._finalProcessing();\r\n }\r\n\r\n /** Child classes must implement this function to provide correct control positioning */\r\n protected abstract _mapGridNode(control: Control3D, nodePosition: Vector3): void;\r\n\r\n /** Child classes can implement this function to provide additional processing */\r\n protected _finalProcessing() {\r\n\r\n }\r\n}\r\n"]}
@@ -0,0 +1,108 @@
1
+ import { Scene } from "@babylonjs/core/scene";
2
+ import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
3
+ import { Vector3 } from "@babylonjs/core/Maths/math.vector";
4
+ import { HandleMaterial } from "../materials/handle/handleMaterial";
5
+ import { SlateGizmo } from "./slateGizmo";
6
+ import { BaseSixDofDragBehavior } from "@babylonjs/core/Behaviors/Meshes/baseSixDofDragBehavior";
7
+ /**
8
+ * State of the handle regarding user interaction
9
+ */
10
+ export declare enum HandleState {
11
+ /**
12
+ * Handle is idle
13
+ */
14
+ IDLE = 0,
15
+ /**
16
+ * Handle is hovered
17
+ */
18
+ HOVER = 1,
19
+ /**
20
+ * Handle is dragged
21
+ */
22
+ DRAG = 2
23
+ }
24
+ /**
25
+ * Base class for SlateGizmo handles
26
+ */
27
+ export declare abstract class GizmoHandle {
28
+ protected _scene: Scene;
29
+ protected _state: HandleState;
30
+ protected _materials: HandleMaterial[];
31
+ private _dragStartObserver;
32
+ private _draggingObserver;
33
+ private _dragEndObserver;
34
+ /**
35
+ * @hidden
36
+ */
37
+ _dragBehavior: BaseSixDofDragBehavior;
38
+ /**
39
+ * The current state of the handle
40
+ */
41
+ get state(): HandleState;
42
+ private _gizmo;
43
+ /**
44
+ * Returns the gizmo carrying this handle
45
+ */
46
+ get gizmo(): SlateGizmo;
47
+ /**
48
+ * Sets hover state
49
+ */
50
+ set hover(value: boolean);
51
+ /**
52
+ * Sets drag state
53
+ */
54
+ set drag(value: boolean);
55
+ /**
56
+ * Node of this handle
57
+ */
58
+ node: TransformNode;
59
+ /**
60
+ * Creates a handle for a SlateGizmo
61
+ * @param gizmo associated SlateGizmo
62
+ * @param scene scene
63
+ */
64
+ constructor(gizmo: SlateGizmo, scene: Scene);
65
+ protected _createMaterial(positionOffset?: Vector3): HandleMaterial;
66
+ private _updateMaterial;
67
+ /**
68
+ * Binds callbacks from dragging interaction
69
+ * @param dragStartFn Function to call on drag start
70
+ * @param dragFn Function to call on drag
71
+ * @param dragEndFn Function to call on drag end
72
+ */
73
+ setDragBehavior(dragStartFn: (event: {
74
+ position: Vector3;
75
+ }) => void, dragFn: (event: {
76
+ position: Vector3;
77
+ }) => void, dragEndFn: () => void): void;
78
+ /**
79
+ * Creates the meshes and parent node of the handle
80
+ * Should be overriden by child classes
81
+ * @returns created node
82
+ */
83
+ abstract createNode(): TransformNode;
84
+ /**
85
+ * Disposes the handle
86
+ */
87
+ dispose(): void;
88
+ }
89
+ /**
90
+ * Side handle class that rotates the slate
91
+ */
92
+ export declare class SideHandle extends GizmoHandle {
93
+ /**
94
+ * Creates the meshes and parent node of the handle
95
+ * @returns created node
96
+ */
97
+ createNode(): TransformNode;
98
+ }
99
+ /**
100
+ * Corner handle that resizes the slate
101
+ */
102
+ export declare class CornerHandle extends GizmoHandle {
103
+ /**
104
+ * Creates the meshes and parent node of the handle
105
+ * @returns created node
106
+ */
107
+ createNode(): TransformNode;
108
+ }
@@ -0,0 +1,210 @@
1
+ import { __extends } from "tslib";
2
+ import { CreateBox } from "@babylonjs/core/Meshes/Builders/boxBuilder.js";
3
+ import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
4
+ import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
5
+ import { HandleMaterial } from "../materials/handle/handleMaterial.js";
6
+ import { BaseSixDofDragBehavior } from "@babylonjs/core/Behaviors/Meshes/baseSixDofDragBehavior.js";
7
+ /**
8
+ * State of the handle regarding user interaction
9
+ */
10
+ export var HandleState;
11
+ (function (HandleState) {
12
+ /**
13
+ * Handle is idle
14
+ */
15
+ HandleState[HandleState["IDLE"] = 0] = "IDLE";
16
+ /**
17
+ * Handle is hovered
18
+ */
19
+ HandleState[HandleState["HOVER"] = 1] = "HOVER";
20
+ /**
21
+ * Handle is dragged
22
+ */
23
+ HandleState[HandleState["DRAG"] = 2] = "DRAG";
24
+ })(HandleState || (HandleState = {}));
25
+ /**
26
+ * Base class for SlateGizmo handles
27
+ */
28
+ var GizmoHandle = /** @class */ (function () {
29
+ /**
30
+ * Creates a handle for a SlateGizmo
31
+ * @param gizmo associated SlateGizmo
32
+ * @param scene scene
33
+ */
34
+ function GizmoHandle(gizmo, scene) {
35
+ this._state = HandleState.IDLE;
36
+ this._materials = [];
37
+ this._scene = scene;
38
+ this._gizmo = gizmo;
39
+ this.node = this.createNode();
40
+ this.node.reservedDataStore = {
41
+ handle: this,
42
+ };
43
+ }
44
+ Object.defineProperty(GizmoHandle.prototype, "state", {
45
+ /**
46
+ * The current state of the handle
47
+ */
48
+ get: function () {
49
+ return this._state;
50
+ },
51
+ enumerable: false,
52
+ configurable: true
53
+ });
54
+ Object.defineProperty(GizmoHandle.prototype, "gizmo", {
55
+ /**
56
+ * Returns the gizmo carrying this handle
57
+ */
58
+ get: function () {
59
+ return this._gizmo;
60
+ },
61
+ enumerable: false,
62
+ configurable: true
63
+ });
64
+ Object.defineProperty(GizmoHandle.prototype, "hover", {
65
+ /**
66
+ * Sets hover state
67
+ */
68
+ set: function (value) {
69
+ if (value) {
70
+ this._state |= HandleState.HOVER;
71
+ }
72
+ else {
73
+ this._state &= ~HandleState.HOVER;
74
+ }
75
+ this._updateMaterial();
76
+ },
77
+ enumerable: false,
78
+ configurable: true
79
+ });
80
+ Object.defineProperty(GizmoHandle.prototype, "drag", {
81
+ /**
82
+ * Sets drag state
83
+ */
84
+ set: function (value) {
85
+ if (value) {
86
+ this._state |= HandleState.DRAG;
87
+ }
88
+ else {
89
+ this._state &= ~HandleState.DRAG;
90
+ }
91
+ this._updateMaterial();
92
+ },
93
+ enumerable: false,
94
+ configurable: true
95
+ });
96
+ GizmoHandle.prototype._createMaterial = function (positionOffset) {
97
+ var mat = new HandleMaterial("handle", this._scene);
98
+ if (positionOffset) {
99
+ mat._positionOffset = positionOffset;
100
+ }
101
+ return mat;
102
+ };
103
+ GizmoHandle.prototype._updateMaterial = function () {
104
+ var state = this._state;
105
+ for (var _i = 0, _a = this._materials; _i < _a.length; _i++) {
106
+ var mat = _a[_i];
107
+ mat.hover = false;
108
+ mat.drag = false;
109
+ }
110
+ if (state & HandleState.DRAG) {
111
+ for (var _b = 0, _c = this._materials; _b < _c.length; _b++) {
112
+ var mat = _c[_b];
113
+ mat.drag = true;
114
+ }
115
+ }
116
+ else if (state & HandleState.HOVER) {
117
+ for (var _d = 0, _e = this._materials; _d < _e.length; _d++) {
118
+ var mat = _e[_d];
119
+ mat.hover = true;
120
+ }
121
+ }
122
+ };
123
+ /**
124
+ * Binds callbacks from dragging interaction
125
+ * @param dragStartFn Function to call on drag start
126
+ * @param dragFn Function to call on drag
127
+ * @param dragEndFn Function to call on drag end
128
+ */
129
+ GizmoHandle.prototype.setDragBehavior = function (dragStartFn, dragFn, dragEndFn) {
130
+ var dragBehavior = new BaseSixDofDragBehavior();
131
+ this._dragBehavior = dragBehavior;
132
+ this._dragStartObserver = dragBehavior.onDragStartObservable.add(dragStartFn);
133
+ this._draggingObserver = dragBehavior.onDragObservable.add(dragFn);
134
+ this._dragEndObserver = dragBehavior.onDragEndObservable.add(dragEndFn);
135
+ this._dragBehavior.attach(this.node);
136
+ };
137
+ /**
138
+ * Disposes the handle
139
+ */
140
+ GizmoHandle.prototype.dispose = function () {
141
+ this._dragBehavior.onDragStartObservable.remove(this._dragStartObserver);
142
+ this._dragBehavior.onDragObservable.remove(this._draggingObserver);
143
+ this._dragBehavior.onDragEndObservable.remove(this._dragEndObserver);
144
+ this._dragBehavior.detach();
145
+ for (var _i = 0, _a = this._materials; _i < _a.length; _i++) {
146
+ var material = _a[_i];
147
+ material.dispose();
148
+ }
149
+ this.node.dispose();
150
+ };
151
+ return GizmoHandle;
152
+ }());
153
+ export { GizmoHandle };
154
+ /**
155
+ * Side handle class that rotates the slate
156
+ */
157
+ var SideHandle = /** @class */ (function (_super) {
158
+ __extends(SideHandle, _super);
159
+ function SideHandle() {
160
+ return _super !== null && _super.apply(this, arguments) || this;
161
+ }
162
+ /**
163
+ * Creates the meshes and parent node of the handle
164
+ * @returns created node
165
+ */
166
+ SideHandle.prototype.createNode = function () {
167
+ // Create a simple vertical rectangle
168
+ var verticalBox = CreateBox("sideVert", { width: 1, height: 10, depth: 0.1 }, this._scene);
169
+ var sideNode = new TransformNode("side", this._scene);
170
+ verticalBox.parent = sideNode;
171
+ var mat = this._createMaterial();
172
+ verticalBox.material = mat;
173
+ verticalBox.isNearGrabbable = true;
174
+ this._materials.push(mat);
175
+ return sideNode;
176
+ };
177
+ return SideHandle;
178
+ }(GizmoHandle));
179
+ export { SideHandle };
180
+ /**
181
+ * Corner handle that resizes the slate
182
+ */
183
+ var CornerHandle = /** @class */ (function (_super) {
184
+ __extends(CornerHandle, _super);
185
+ function CornerHandle() {
186
+ return _super !== null && _super.apply(this, arguments) || this;
187
+ }
188
+ /**
189
+ * Creates the meshes and parent node of the handle
190
+ * @returns created node
191
+ */
192
+ CornerHandle.prototype.createNode = function () {
193
+ // Create 2 boxes making a bottom left corner
194
+ var horizontalBox = CreateBox("angleHor", { width: 3, height: 1, depth: 0.1 }, this._scene);
195
+ var verticalBox = CreateBox("angleVert", { width: 1, height: 3, depth: 0.1 }, this._scene);
196
+ var angleNode = new TransformNode("angle", this._scene);
197
+ horizontalBox.parent = angleNode;
198
+ verticalBox.parent = angleNode;
199
+ horizontalBox.material = this._createMaterial(new Vector3(1, 0, 0));
200
+ verticalBox.material = this._createMaterial(new Vector3(0, 1, 0));
201
+ verticalBox.isNearGrabbable = true;
202
+ horizontalBox.isNearGrabbable = true;
203
+ this._materials.push(horizontalBox.material);
204
+ this._materials.push(verticalBox.material);
205
+ return angleNode;
206
+ };
207
+ return CornerHandle;
208
+ }(GizmoHandle));
209
+ export { CornerHandle };
210
+ //# sourceMappingURL=gizmoHandle.js.map