@babylonjs/gui 5.0.0-alpha.9 → 5.0.0-beta.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/2D/adtInstrumentation.js +1 -1
- package/2D/advancedDynamicTexture.d.ts +165 -125
- package/2D/advancedDynamicTexture.js +342 -181
- package/2D/advancedDynamicTexture.js.map +1 -1
- package/2D/controls/button.d.ts +8 -0
- package/2D/controls/button.js +33 -10
- package/2D/controls/button.js.map +1 -1
- package/2D/controls/checkbox.d.ts +2 -1
- package/2D/controls/checkbox.js +10 -8
- package/2D/controls/checkbox.js.map +1 -1
- package/2D/controls/colorpicker.d.ts +4 -3
- package/2D/controls/colorpicker.js +40 -23
- package/2D/controls/colorpicker.js.map +1 -1
- package/2D/controls/container.d.ts +16 -5
- package/2D/controls/container.js +91 -13
- package/2D/controls/container.js.map +1 -1
- package/2D/controls/control.d.ts +103 -44
- package/2D/controls/control.js +278 -129
- package/2D/controls/control.js.map +1 -1
- package/2D/controls/displayGrid.d.ts +2 -1
- package/2D/controls/displayGrid.js +6 -6
- package/2D/controls/displayGrid.js.map +1 -1
- package/2D/controls/ellipse.d.ts +5 -3
- package/2D/controls/ellipse.js +9 -5
- package/2D/controls/ellipse.js.map +1 -1
- package/2D/controls/focusableButton.d.ts +1 -0
- package/2D/controls/focusableButton.js +9 -6
- package/2D/controls/focusableButton.js.map +1 -1
- package/2D/controls/grid.d.ts +13 -2
- package/2D/controls/grid.js +108 -24
- package/2D/controls/grid.js.map +1 -1
- package/2D/controls/image.d.ts +5 -4
- package/2D/controls/image.js +52 -31
- package/2D/controls/image.js.map +1 -1
- package/2D/controls/index.js +29 -29
- package/2D/controls/inputPassword.js +4 -4
- package/2D/controls/inputPassword.js.map +1 -1
- package/2D/controls/inputText.d.ts +2 -1
- package/2D/controls/inputText.js +40 -14
- package/2D/controls/inputText.js.map +1 -1
- package/2D/controls/line.d.ts +3 -2
- package/2D/controls/line.js +8 -8
- package/2D/controls/line.js.map +1 -1
- package/2D/controls/multiLine.d.ts +4 -3
- package/2D/controls/multiLine.js +6 -6
- package/2D/controls/multiLine.js.map +1 -1
- package/2D/controls/radioButton.d.ts +2 -1
- package/2D/controls/radioButton.js +10 -7
- package/2D/controls/radioButton.js.map +1 -1
- package/2D/controls/rectangle.d.ts +8 -3
- package/2D/controls/rectangle.js +21 -5
- package/2D/controls/rectangle.js.map +1 -1
- package/2D/controls/scrollViewers/scrollViewer.d.ts +3 -2
- package/2D/controls/scrollViewers/scrollViewer.js +9 -9
- package/2D/controls/scrollViewers/scrollViewer.js.map +1 -1
- package/2D/controls/scrollViewers/scrollViewerWindow.d.ts +4 -3
- package/2D/controls/scrollViewers/scrollViewerWindow.js +4 -4
- package/2D/controls/scrollViewers/scrollViewerWindow.js.map +1 -1
- package/2D/controls/selector.js +8 -8
- package/2D/controls/selector.js.map +1 -1
- package/2D/controls/sliders/baseSlider.d.ts +1 -1
- package/2D/controls/sliders/baseSlider.js +12 -10
- package/2D/controls/sliders/baseSlider.js.map +1 -1
- package/2D/controls/sliders/imageBasedSlider.d.ts +10 -1
- package/2D/controls/sliders/imageBasedSlider.js +29 -5
- package/2D/controls/sliders/imageBasedSlider.js.map +1 -1
- package/2D/controls/sliders/imageScrollBar.d.ts +2 -1
- package/2D/controls/sliders/imageScrollBar.js +3 -3
- package/2D/controls/sliders/imageScrollBar.js.map +1 -1
- package/2D/controls/sliders/scrollBar.d.ts +2 -1
- package/2D/controls/sliders/scrollBar.js +3 -3
- package/2D/controls/sliders/scrollBar.js.map +1 -1
- package/2D/controls/sliders/slider.d.ts +2 -1
- package/2D/controls/sliders/slider.js +4 -4
- package/2D/controls/sliders/slider.js.map +1 -1
- package/2D/controls/stackPanel.d.ts +10 -3
- package/2D/controls/stackPanel.js +35 -13
- package/2D/controls/stackPanel.js.map +1 -1
- package/2D/controls/statics.js +3 -3
- package/2D/controls/statics.js.map +1 -1
- package/2D/controls/textBlock.d.ts +16 -9
- package/2D/controls/textBlock.js +75 -34
- package/2D/controls/textBlock.js.map +1 -1
- package/2D/controls/textWrapper.js +2 -2
- package/2D/controls/textWrapper.js.map +1 -1
- package/2D/controls/toggleButton.d.ts +1 -13
- package/2D/controls/toggleButton.js +29 -38
- package/2D/controls/toggleButton.js.map +1 -1
- package/2D/controls/virtualKeyboard.js +5 -5
- package/2D/controls/virtualKeyboard.js.map +1 -1
- package/2D/index.d.ts +1 -1
- package/2D/index.js +9 -9
- package/2D/index.js.map +1 -1
- package/2D/math2D.d.ts +5 -0
- package/2D/math2D.js +14 -2
- package/2D/math2D.js.map +1 -1
- package/2D/measure.js +1 -1
- package/2D/measure.js.map +1 -1
- package/2D/multiLinePoint.js +3 -3
- package/2D/style.js +2 -2
- package/2D/valueAndUnit.d.ts +21 -6
- package/2D/valueAndUnit.js +57 -13
- package/2D/valueAndUnit.js.map +1 -1
- package/2D/xmlLoader.d.ts +17 -3
- package/2D/xmlLoader.js +54 -15
- package/2D/xmlLoader.js.map +1 -1
- package/3D/behaviors/defaultBehavior.d.ts +73 -0
- package/3D/behaviors/defaultBehavior.js +122 -0
- package/3D/behaviors/defaultBehavior.js.map +1 -0
- package/3D/controls/abstractButton3D.d.ts +2 -2
- package/3D/controls/abstractButton3D.js +3 -3
- package/3D/controls/abstractButton3D.js.map +1 -1
- package/3D/controls/button3D.d.ts +0 -24
- package/3D/controls/button3D.js +15 -84
- package/3D/controls/button3D.js.map +1 -1
- package/3D/controls/container3D.js +2 -2
- package/3D/controls/contentDisplay3D.d.ts +30 -0
- package/3D/controls/contentDisplay3D.js +79 -0
- package/3D/controls/contentDisplay3D.js.map +1 -0
- package/3D/controls/control3D.d.ts +10 -7
- package/3D/controls/control3D.js +27 -19
- package/3D/controls/control3D.js.map +1 -1
- package/3D/controls/cylinderPanel.js +5 -5
- package/3D/controls/handMenu.d.ts +28 -0
- package/3D/controls/handMenu.js +48 -0
- package/3D/controls/handMenu.js.map +1 -0
- package/3D/controls/holographicBackplate.d.ts +48 -0
- package/3D/controls/holographicBackplate.js +121 -0
- package/3D/controls/holographicBackplate.js.map +1 -0
- package/3D/controls/holographicButton.d.ts +1 -1
- package/3D/controls/holographicButton.js +35 -31
- package/3D/controls/holographicButton.js.map +1 -1
- package/3D/controls/holographicSlate.d.ts +118 -0
- package/3D/controls/holographicSlate.js +365 -0
- package/3D/controls/holographicSlate.js.map +1 -0
- package/3D/controls/index.d.ts +7 -0
- package/3D/controls/index.js +22 -15
- package/3D/controls/index.js.map +1 -1
- package/3D/controls/meshButton3D.js +2 -2
- package/3D/controls/meshButton3D.js.map +1 -1
- package/3D/controls/nearMenu.d.ts +45 -0
- package/3D/controls/nearMenu.js +111 -0
- package/3D/controls/nearMenu.js.map +1 -0
- package/3D/controls/planePanel.js +3 -3
- package/3D/controls/scatterPanel.js +4 -4
- package/3D/controls/slider3D.d.ts +80 -0
- package/3D/controls/slider3D.js +268 -0
- package/3D/controls/slider3D.js.map +1 -0
- package/3D/controls/spherePanel.js +5 -5
- package/3D/controls/stackPanel3D.js +3 -3
- package/3D/controls/touchButton3D.d.ts +9 -21
- package/3D/controls/touchButton3D.js +52 -224
- package/3D/controls/touchButton3D.js.map +1 -1
- package/3D/controls/touchHolographicButton.d.ts +20 -3
- package/3D/controls/touchHolographicButton.js +137 -67
- package/3D/controls/touchHolographicButton.js.map +1 -1
- package/3D/controls/touchHolographicMenu.d.ts +61 -0
- package/3D/controls/touchHolographicMenu.js +149 -0
- package/3D/controls/touchHolographicMenu.js.map +1 -0
- package/3D/controls/touchMeshButton3D.d.ts +3 -6
- package/3D/controls/touchMeshButton3D.js +6 -14
- package/3D/controls/touchMeshButton3D.js.map +1 -1
- package/3D/controls/touchToggleButton3D.d.ts +35 -0
- package/3D/controls/touchToggleButton3D.js +60 -0
- package/3D/controls/touchToggleButton3D.js.map +1 -0
- package/3D/controls/volumeBasedPanel.d.ts +1 -1
- package/3D/controls/volumeBasedPanel.js +5 -5
- package/3D/controls/volumeBasedPanel.js.map +1 -1
- package/3D/gizmos/gizmoHandle.d.ts +108 -0
- package/3D/gizmos/gizmoHandle.js +210 -0
- package/3D/gizmos/gizmoHandle.js.map +1 -0
- package/3D/gizmos/index.d.ts +2 -0
- package/3D/gizmos/index.js +3 -0
- package/3D/gizmos/index.js.map +1 -0
- package/3D/gizmos/slateGizmo.d.ts +59 -0
- package/3D/gizmos/slateGizmo.js +364 -0
- package/3D/gizmos/slateGizmo.js.map +1 -0
- package/3D/gui3DManager.d.ts +15 -2
- package/3D/gui3DManager.js +62 -41
- package/3D/gui3DManager.js.map +1 -1
- package/3D/index.d.ts +3 -2
- package/3D/index.js +5 -4
- package/3D/index.js.map +1 -1
- package/3D/materials/fluent/fluentMaterial.d.ts +90 -0
- package/3D/materials/fluent/fluentMaterial.js +282 -0
- package/3D/materials/fluent/fluentMaterial.js.map +1 -0
- package/3D/materials/fluent/index.d.ts +1 -0
- package/3D/materials/fluent/index.js +2 -0
- package/3D/materials/fluent/index.js.map +1 -0
- package/3D/materials/{shaders → fluent/shaders}/fluent.fragment.d.ts +0 -0
- package/3D/materials/fluent/shaders/fluent.fragment.js +7 -0
- package/3D/materials/fluent/shaders/fluent.fragment.js.map +1 -0
- package/3D/materials/{shaders → fluent/shaders}/fluent.vertex.d.ts +0 -0
- package/3D/materials/{shaders → fluent/shaders}/fluent.vertex.js +2 -2
- package/3D/materials/fluent/shaders/fluent.vertex.js.map +1 -0
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +154 -0
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +435 -0
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -0
- package/3D/materials/fluentBackplate/index.d.ts +1 -0
- package/3D/materials/fluentBackplate/index.js +2 -0
- package/3D/materials/fluentBackplate/index.js.map +1 -0
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.d.ts +5 -0
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js +7 -0
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js.map +1 -0
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.d.ts +5 -0
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js +7 -0
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js.map +1 -0
- package/3D/materials/fluentButton/fluentButtonMaterial.d.ts +189 -0
- package/3D/materials/fluentButton/fluentButtonMaterial.js +538 -0
- package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -0
- package/3D/materials/fluentButton/index.d.ts +1 -0
- package/3D/materials/fluentButton/index.js +2 -0
- package/3D/materials/fluentButton/index.js.map +1 -0
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.d.ts +5 -0
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.js +7 -0
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.js.map +1 -0
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.d.ts +5 -0
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.js +7 -0
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.js.map +1 -0
- package/3D/materials/fluentMaterial.d.ts +2 -88
- package/3D/materials/fluentMaterial.js +2 -277
- package/3D/materials/fluentMaterial.js.map +1 -1
- package/3D/materials/handle/handleMaterial.d.ts +68 -0
- package/3D/materials/handle/handleMaterial.js +127 -0
- package/3D/materials/handle/handleMaterial.js.map +1 -0
- package/3D/materials/handle/index.d.ts +1 -0
- package/3D/materials/handle/index.js +2 -0
- package/3D/materials/handle/index.js.map +1 -0
- package/3D/materials/handle/shaders/handle.fragment.d.ts +5 -0
- package/3D/materials/handle/shaders/handle.fragment.js +7 -0
- package/3D/materials/handle/shaders/handle.fragment.js.map +1 -0
- package/3D/materials/handle/shaders/handle.vertex.d.ts +5 -0
- package/3D/materials/handle/shaders/handle.vertex.js +7 -0
- package/3D/materials/handle/shaders/handle.vertex.js.map +1 -0
- package/3D/materials/index.d.ts +5 -1
- package/3D/materials/index.js +5 -1
- package/3D/materials/index.js.map +1 -1
- package/3D/materials/mrdl/index.d.ts +3 -0
- package/3D/materials/mrdl/index.js +4 -0
- package/3D/materials/mrdl/index.js.map +1 -0
- package/3D/materials/mrdl/mrdlBackplateMaterial.d.ts +147 -0
- package/3D/materials/mrdl/mrdlBackplateMaterial.js +410 -0
- package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -0
- package/3D/materials/mrdl/mrdlSliderBarMaterial.d.ts +333 -0
- package/3D/materials/mrdl/mrdlSliderBarMaterial.js +787 -0
- package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -0
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.d.ts +333 -0
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +787 -0
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js +7 -0
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js +7 -0
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js +7 -0
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js +7 -0
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js +7 -0
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js +7 -0
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js.map +1 -0
- package/3D/vector3WithInfo.js +1 -1
- package/index.d.ts +2 -2
- package/index.js +2 -2
- package/index.js.map +1 -1
- package/legacy/legacy.js +2 -2
- package/package.json +117 -9
- package/3D/materials/shaders/fluent.fragment.js +0 -7
- package/3D/materials/shaders/fluent.fragment.js.map +0 -1
- package/3D/materials/shaders/fluent.vertex.js.map +0 -1
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// Assumptions: absolute position of button mesh is inside the mesh
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})(ButtonState || (ButtonState = {}));
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import { Button3D } from "./button3D.js";
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},
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TouchButton3D.prototype._getWorldMatrixData = function (mesh) {
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var rotation = Quaternion.Identity();
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var scale = Vector3.Zero();
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mesh.getWorldMatrix().decompose(scale, rotation, translation);
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return { translation: translation, rotation: rotation, scale: scale };
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};
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Object.defineProperty(TouchButton3D.prototype, "collisionMesh", {
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/**
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* Sets the mesh used for testing input collision
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@@ -75,213 +67,49 @@ var TouchButton3D = /** @class */ (function (_super) {
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collisionMesh.setParent(this.mesh);
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}
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this._collisionMesh = collisionMesh;
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this._collisionMesh.
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this._injectGUI3DReservedDataStore(this._collisionMesh).control = this;
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this._collisionMesh.isNearPickable = true;
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enumerable: false,
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configurable: true
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});
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* does not have to be between the two given points.
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*
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*
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* Assumes lineDirection is normalized
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*/
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TouchButton3D.prototype._getShortestDistancePointToLine = function (point, linePoint, lineDirection) {
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var pointToLine = linePoint.subtract(point);
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};
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/*
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* Checks to see if collidable is in a position to interact with the button
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* - check if collidable has a plane height off the button that is within range
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* - check that collidable + normal ray intersect the bounding sphere
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*/
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TouchButton3D.prototype._isPrimedForInteraction = function (collidable) {
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// Check if the collidable has an appropriate planar height
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var heightFromCenter = this._getHeightFromButtonCenter(collidable);
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if (heightFromCenter > this._hoverOffset || heightFromCenter < this._pushThroughBackOffset) {
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return false;
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}
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// Check if the collidable or its hover ray lands within the bounding sphere of the button
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var distanceFromCenter = this._getShortestDistancePointToLine(this._collisionMesh.getAbsolutePosition(), collidable, this._collidableFrontDirection);
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return distanceFromCenter <= this._collisionMesh.getBoundingInfo().boundingSphere.radiusWorld;
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};
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/*
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* Returns a Vector3 of the collidable's projected position on the button
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* Returns the collidable's position if it is inside the button
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*/
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TouchButton3D.prototype._getPointOnButton = function (collidable) {
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var heightFromCenter = this._getHeightFromButtonCenter(collidable);
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if (heightFromCenter <= this._frontOffset && heightFromCenter >= this._backOffset) {
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// The collidable is in the button, return its position
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return collidable;
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}
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else if (heightFromCenter > this._frontOffset) {
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// The collidable is in front of the button, project it to the surface
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var collidableDistanceToFront = (this._frontOffset - heightFromCenter);
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return collidable.add(this._collidableFrontDirection.scale(collidableDistanceToFront));
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}
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else {
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// The collidable is behind the button, project it to its back
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var collidableDistanceToBack = (this._backOffset - heightFromCenter);
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return collidable.add(this._collidableFrontDirection.scale(collidableDistanceToBack));
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}
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// Returns true if the collidable is in front of the button, or if the button has no front direction
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+
TouchButton3D.prototype._isInteractionInFrontOfButton = function (collidablePos) {
|
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+
return this._getInteractionHeight(collidablePos, this._collisionMesh.getAbsolutePosition()) > 0;
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};
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* _backOffset
|
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* _hoverOffset
|
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* _pushThroughBackOffset
|
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*
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* Requires population of:
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* _collisionMesh
|
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* _collidableFrontDirection
|
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*/
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TouchButton3D.prototype._updateDistanceOffsets = function () {
|
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var worldMatrixData = this._getWorldMatrixData(this._collisionMesh);
|
|
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|
-
if (!worldMatrixData.scale.equalsWithEpsilon(this._lastKnownCollidableScale)) {
|
|
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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
|
-
|
|
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
|
-
|
|
183
|
-
TouchButton3D.prototype.
|
|
184
|
-
|
|
185
|
-
|
|
186
|
-
|
|
187
|
-
|
|
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.
|
|
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
|
-
|
|
213
|
-
if (
|
|
214
|
-
|
|
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.
|
|
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}"]}
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1
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+
{"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}"]}
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@@ -3,23 +3,36 @@ import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial";
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3
3
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import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
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4
4
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import { Mesh } from "@babylonjs/core/Meshes/mesh";
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5
5
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import { Scene } from "@babylonjs/core/scene";
|
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6
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-
import {
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6
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+
import { FluentButtonMaterial } from "../materials/fluentButton/fluentButtonMaterial";
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7
7
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import { AdvancedDynamicTexture } from "../../2D/advancedDynamicTexture";
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8
8
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import { TouchButton3D } from "./touchButton3D";
|
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9
9
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/**
|
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10
10
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* Class used to create a holographic button in 3D
|
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11
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+
* @since 5.0.0
|
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11
12
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*/
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12
13
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export declare class TouchHolographicButton extends TouchButton3D {
|
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14
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+
/**
|
|
15
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+
* Base Url for the button model.
|
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16
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+
*/
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17
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+
static MODEL_BASE_URL: string;
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18
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+
/**
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19
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+
* File name for the button model.
|
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20
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+
*/
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+
static MODEL_FILENAME: string;
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13
22
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private _backPlate;
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14
23
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private _textPlate;
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15
24
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private _frontPlate;
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16
25
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private _text;
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17
26
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private _imageUrl;
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18
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private _shareMaterials;
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28
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+
private _isBackplateVisible;
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private _frontMaterial;
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30
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private _backMaterial;
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31
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private _plateMaterial;
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22
32
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private _pickedPointObserver;
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+
private _pointerHoverObserver;
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+
private _frontPlateDepth;
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35
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+
private _backPlateDepth;
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36
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private _tooltipFade;
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private _tooltipTextBlock;
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25
38
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private _tooltipTexture;
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@@ -50,11 +63,11 @@ export declare class TouchHolographicButton extends TouchButton3D {
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63
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/**
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* Gets the back material used by this button
|
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65
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*/
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53
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-
get backMaterial():
|
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66
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+
get backMaterial(): StandardMaterial;
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54
67
|
/**
|
|
55
68
|
* Gets the front material used by this button
|
|
56
69
|
*/
|
|
57
|
-
get frontMaterial():
|
|
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
|