@babylonjs/gui 5.0.0-beta.1 → 5.0.0-beta.12

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 (74) hide show
  1. package/2D/advancedDynamicTexture.d.ts +13 -1
  2. package/2D/advancedDynamicTexture.js +26 -2
  3. package/2D/advancedDynamicTexture.js.map +1 -1
  4. package/2D/controls/colorpicker.js +2 -2
  5. package/2D/controls/colorpicker.js.map +1 -1
  6. package/2D/controls/container.js +8 -2
  7. package/2D/controls/container.js.map +1 -1
  8. package/2D/controls/control.d.ts +12 -3
  9. package/2D/controls/control.js +47 -17
  10. package/2D/controls/control.js.map +1 -1
  11. package/2D/controls/grid.js +9 -9
  12. package/2D/controls/grid.js.map +1 -1
  13. package/2D/controls/image.js +5 -5
  14. package/2D/controls/image.js.map +1 -1
  15. package/2D/controls/inputText.d.ts +2 -0
  16. package/2D/controls/inputText.js +2 -1
  17. package/2D/controls/inputText.js.map +1 -1
  18. package/2D/controls/sliders/baseSlider.js +1 -1
  19. package/2D/controls/sliders/baseSlider.js.map +1 -1
  20. package/2D/controls/stackPanel.js +2 -2
  21. package/2D/controls/stackPanel.js.map +1 -1
  22. package/2D/controls/textBlock.d.ts +1 -0
  23. package/2D/controls/textBlock.js +20 -10
  24. package/2D/controls/textBlock.js.map +1 -1
  25. package/2D/xmlLoader.js +8 -1
  26. package/2D/xmlLoader.js.map +1 -1
  27. package/3D/controls/contentDisplay3D.js +1 -1
  28. package/3D/controls/contentDisplay3D.js.map +1 -1
  29. package/3D/controls/holographicBackplate.js +1 -1
  30. package/3D/controls/holographicBackplate.js.map +1 -1
  31. package/3D/controls/holographicSlate.d.ts +45 -35
  32. package/3D/controls/holographicSlate.js +174 -110
  33. package/3D/controls/holographicSlate.js.map +1 -1
  34. package/3D/controls/index.d.ts +0 -1
  35. package/3D/controls/index.js +0 -1
  36. package/3D/controls/index.js.map +1 -1
  37. package/3D/controls/nearMenu.d.ts +0 -1
  38. package/3D/controls/nearMenu.js +8 -6
  39. package/3D/controls/nearMenu.js.map +1 -1
  40. package/3D/controls/slider3D.js +7 -7
  41. package/3D/controls/slider3D.js.map +1 -1
  42. package/3D/controls/touchButton3D.d.ts +33 -1
  43. package/3D/controls/touchButton3D.js +100 -5
  44. package/3D/controls/touchButton3D.js.map +1 -1
  45. package/3D/controls/touchHolographicButton.d.ts +10 -1
  46. package/3D/controls/touchHolographicButton.js +49 -11
  47. package/3D/controls/touchHolographicButton.js.map +1 -1
  48. package/3D/controls/touchHolographicMenu.js +1 -1
  49. package/3D/controls/touchHolographicMenu.js.map +1 -1
  50. package/3D/gizmos/slateGizmo.d.ts +2 -4
  51. package/3D/gizmos/slateGizmo.js +24 -18
  52. package/3D/gizmos/slateGizmo.js.map +1 -1
  53. package/3D/materials/fluent/fluentMaterial.d.ts +1 -1
  54. package/3D/materials/fluent/fluentMaterial.js +2 -2
  55. package/3D/materials/fluent/fluentMaterial.js.map +1 -1
  56. package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +1 -1
  57. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +3 -3
  58. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -1
  59. package/3D/materials/fluentButton/fluentButtonMaterial.d.ts +1 -1
  60. package/3D/materials/fluentButton/fluentButtonMaterial.js +2 -2
  61. package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -1
  62. package/3D/materials/mrdl/mrdlBackplateMaterial.d.ts +1 -1
  63. package/3D/materials/mrdl/mrdlBackplateMaterial.js +2 -2
  64. package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -1
  65. package/3D/materials/mrdl/mrdlSliderBarMaterial.d.ts +1 -1
  66. package/3D/materials/mrdl/mrdlSliderBarMaterial.js +2 -2
  67. package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -1
  68. package/3D/materials/mrdl/mrdlSliderThumbMaterial.d.ts +1 -1
  69. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +1 -1
  70. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -1
  71. package/package.json +2 -5
  72. package/3D/controls/touchToggleButton3D.d.ts +0 -35
  73. package/3D/controls/touchToggleButton3D.js +0 -60
  74. package/3D/controls/touchToggleButton3D.js.map +0 -1
@@ -3,6 +3,7 @@ import { __extends } from "tslib";
3
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  import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
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  import { PointerEventTypes } from "@babylonjs/core/Events/pointerEvents.js";
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  import { TmpVectors } from "@babylonjs/core/Maths/math.vector.js";
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+ import { Observable } from "@babylonjs/core/Misc/observable.js";
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  import { Button3D } from "./button3D.js";
7
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  /**
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  * Class used to create a touchable button in 3D
@@ -17,12 +18,30 @@ var TouchButton3D = /** @class */ (function (_super) {
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  function TouchButton3D(name, collisionMesh) {
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  var _this = _super.call(this, name) || this;
19
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  _this._isNearPressed = false;
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+ _this._interactionSurfaceHeight = 0;
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+ _this._isToggleButton = false;
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+ _this._toggleState = false;
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+ _this._toggleButtonCallback = function () { _this._onToggle(!_this._toggleState); };
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+ /**
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+ * An event triggered when the button is toggled. Only fired if 'isToggleButton' is true
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+ */
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+ _this.onToggleObservable = new Observable();
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  _this.collidableFrontDirection = Vector3.Zero();
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  if (collisionMesh) {
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  _this.collisionMesh = collisionMesh;
23
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  }
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  return _this;
25
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  }
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+ Object.defineProperty(TouchButton3D.prototype, "isActiveNearInteraction", {
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+ /**
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+ * Whether the current interaction is caused by near interaction or not
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+ */
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+ get: function () {
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+ return this._isNearPressed;
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+ },
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+ enumerable: false,
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+ configurable: true
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+ });
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  Object.defineProperty(TouchButton3D.prototype, "collidableFrontDirection", {
27
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  /**
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  * Returns the front-facing direction of the button, or Vector3.Zero if there is no 'front'
@@ -59,25 +78,97 @@ var TouchButton3D = /** @class */ (function (_super) {
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  * @param collisionMesh the new collision mesh for the button
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  */
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  set: function (collisionMesh) {
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+ var _this = this;
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+ var _a;
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+ // Remove the GUI3DManager's data from the previous collision mesh's reserved data store, and reset interactability
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  if (this._collisionMesh) {
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- this._collisionMesh.dispose();
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- }
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- // parent the mesh to sync transforms
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- if (!collisionMesh.parent && this.mesh) {
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- collisionMesh.setParent(this.mesh);
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+ this._collisionMesh.isNearPickable = false;
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+ if ((_a = this._collisionMesh.reservedDataStore) === null || _a === void 0 ? void 0 : _a.GUI3D) {
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+ this._collisionMesh.reservedDataStore.GUI3D = {};
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+ }
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+ this._collisionMesh.getChildMeshes().forEach(function (mesh) {
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+ var _a;
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+ mesh.isNearPickable = false;
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+ if ((_a = mesh.reservedDataStore) === null || _a === void 0 ? void 0 : _a.GUI3D) {
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+ mesh.reservedDataStore.GUI3D = {};
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+ }
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+ });
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  }
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  this._collisionMesh = collisionMesh;
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  this._injectGUI3DReservedDataStore(this._collisionMesh).control = this;
71
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  this._collisionMesh.isNearPickable = true;
100
+ this._collisionMesh.getChildMeshes().forEach(function (mesh) {
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+ _this._injectGUI3DReservedDataStore(mesh).control = _this;
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+ mesh.isNearPickable = true;
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+ });
72
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  this.collidableFrontDirection = collisionMesh.forward;
73
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  },
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  enumerable: false,
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  configurable: true
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  });
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+ Object.defineProperty(TouchButton3D.prototype, "isToggleButton", {
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+ get: function () {
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+ return this._isToggleButton;
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+ },
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+ /**
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+ * Setter for if this TouchButton3D should be treated as a toggle button
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+ * @param value If this TouchHolographicButton should act like a toggle button
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+ */
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+ set: function (value) {
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+ if (value === this._isToggleButton) {
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+ return;
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+ }
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+ this._isToggleButton = value;
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+ if (value) {
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+ this.onPointerUpObservable.add(this._toggleButtonCallback);
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+ }
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+ else {
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+ this.onPointerUpObservable.removeCallback(this._toggleButtonCallback);
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+ // Safety check, reset the button if it's toggled on but no longer a toggle button
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+ if (this._toggleState) {
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+ this._onToggle(false);
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+ }
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+ }
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+ },
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+ enumerable: false,
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+ configurable: true
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+ });
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+ Object.defineProperty(TouchButton3D.prototype, "isToggled", {
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+ get: function () {
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+ return this._toggleState;
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+ },
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+ /**
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+ * A public entrypoint to set the toggle state of the TouchHolographicButton. Only works if 'isToggleButton' is true
142
+ * @param newState The new state to set the TouchHolographicButton's toggle state to
143
+ */
144
+ set: function (newState) {
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+ if (this._isToggleButton && this._toggleState !== newState) {
146
+ this._onToggle(newState);
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+ }
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+ },
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+ enumerable: false,
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+ configurable: true
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+ });
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+ TouchButton3D.prototype._onToggle = function (newState) {
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+ this._toggleState = newState;
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+ this.onToggleObservable.notifyObservers(newState);
155
+ };
77
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  // Returns true if the collidable is in front of the button, or if the button has no front direction
78
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  TouchButton3D.prototype._isInteractionInFrontOfButton = function (collidablePos) {
79
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  return this._getInteractionHeight(collidablePos, this._collisionMesh.getAbsolutePosition()) > 0;
80
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  };
160
+ /**
161
+ * Get the height of the touchPoint from the collidable part of the button
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+ * @param touchPoint the point to compare to the button, in absolute position
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+ * @returns the depth of the touch point into the front of the button
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+ */
165
+ TouchButton3D.prototype.getPressDepth = function (touchPoint) {
166
+ if (!this._isNearPressed) {
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+ return 0;
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+ }
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+ var interactionHeight = this._getInteractionHeight(touchPoint, this._collisionMesh.getAbsolutePosition());
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+ return this._interactionSurfaceHeight - interactionHeight;
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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._getInteractionHeight = function (interactionPos, basePos) {
83
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  var frontDir = this.collidableFrontDirection;
@@ -98,6 +189,7 @@ var TouchButton3D = /** @class */ (function (_super) {
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  }
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  else {
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  this._isNearPressed = true;
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+ this._interactionSurfaceHeight = this._getInteractionHeight(nearMeshPosition, this._collisionMesh.getAbsolutePosition());
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  }
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  }
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  if (providedType === PointerEventTypes.POINTERUP) {
@@ -123,6 +215,9 @@ var TouchButton3D = /** @class */ (function (_super) {
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  */
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  TouchButton3D.prototype.dispose = function () {
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  _super.prototype.dispose.call(this);
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+ // Clean up toggle observables
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+ this.onPointerUpObservable.removeCallback(this._toggleButtonCallback);
220
+ this.onToggleObservable.clear();
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  if (this._collisionMesh) {
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  this._collisionMesh.dispose();
128
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  }
@@ -1 +1 @@
1
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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}"]}
1
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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\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\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 private _isNearPressed = false;\r\n private _interactionSurfaceHeight = 0;\r\n\r\n private _isToggleButton = false;\r\n private _toggleState = false;\r\n private _toggleButtonCallback = () => { this._onToggle(!this._toggleState); };\r\n\r\n /**\r\n * An event triggered when the button is toggled. Only fired if 'isToggleButton' is true\r\n */\r\n public onToggleObservable = new Observable<boolean>();\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 * Whether the current interaction is caused by near interaction or not\r\n */\r\n public get isActiveNearInteraction() {\r\n return this._isNearPressed;\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 // Remove the GUI3DManager's data from the previous collision mesh's reserved data store, and reset interactability\r\n if (this._collisionMesh) {\r\n this._collisionMesh.isNearPickable = false;\r\n if (this._collisionMesh.reservedDataStore?.GUI3D) {\r\n this._collisionMesh.reservedDataStore.GUI3D = {};\r\n }\r\n\r\n this._collisionMesh.getChildMeshes().forEach((mesh) => {\r\n mesh.isNearPickable = false;\r\n if (mesh.reservedDataStore?.GUI3D) {\r\n mesh.reservedDataStore.GUI3D = {};\r\n }\r\n });\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._collisionMesh.getChildMeshes().forEach((mesh) => {\r\n this._injectGUI3DReservedDataStore(mesh).control = this;\r\n mesh.isNearPickable = true;\r\n });\r\n this.collidableFrontDirection = collisionMesh.forward;\r\n }\r\n\r\n /**\r\n * Setter for if this TouchButton3D should be treated as a toggle button\r\n * @param value If this TouchHolographicButton should act like a toggle button\r\n */\r\n public set isToggleButton(value: boolean) {\r\n if (value === this._isToggleButton) {\r\n return;\r\n }\r\n\r\n this._isToggleButton = value;\r\n\r\n if (value) {\r\n this.onPointerUpObservable.add(this._toggleButtonCallback);\r\n }\r\n else {\r\n this.onPointerUpObservable.removeCallback(this._toggleButtonCallback);\r\n\r\n // Safety check, reset the button if it's toggled on but no longer a toggle button\r\n if (this._toggleState) {\r\n this._onToggle(false);\r\n }\r\n }\r\n }\r\n public get isToggleButton() {\r\n return this._isToggleButton;\r\n }\r\n\r\n /**\r\n * A public entrypoint to set the toggle state of the TouchHolographicButton. Only works if 'isToggleButton' is true\r\n * @param newState The new state to set the TouchHolographicButton's toggle state to\r\n */\r\n public set isToggled(newState: boolean) {\r\n if (this._isToggleButton && this._toggleState !== newState) {\r\n this._onToggle(newState);\r\n }\r\n }\r\n public get isToggled() {\r\n return this._toggleState;\r\n }\r\n\r\n protected _onToggle(newState: boolean) {\r\n this._toggleState = newState;\r\n this.onToggleObservable.notifyObservers(newState);\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 /**\r\n * Get the height of the touchPoint from the collidable part of the button\r\n * @param touchPoint the point to compare to the button, in absolute position\r\n * @returns the depth of the touch point into the front of the button\r\n */\r\n public getPressDepth(touchPoint: Vector3) {\r\n if (!this._isNearPressed) {\r\n return 0;\r\n }\r\n var interactionHeight = this._getInteractionHeight(touchPoint, this._collisionMesh.getAbsolutePosition());\r\n return this._interactionSurfaceHeight - interactionHeight;\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 this._interactionSurfaceHeight = this._getInteractionHeight(nearMeshPosition, this._collisionMesh.getAbsolutePosition());\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 // Clean up toggle observables\r\n this.onPointerUpObservable.removeCallback(this._toggleButtonCallback);\r\n this.onToggleObservable.clear();\r\n\r\n if (this._collisionMesh) {\r\n this._collisionMesh.dispose();\r\n }\r\n }\r\n}"]}
@@ -3,9 +3,11 @@ import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial";
3
3
  import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
4
4
  import { Mesh } from "@babylonjs/core/Meshes/mesh";
5
5
  import { Scene } from "@babylonjs/core/scene";
6
+ import { FluentMaterial } from "../materials/fluent/fluentMaterial";
6
7
  import { FluentButtonMaterial } from "../materials/fluentButton/fluentButtonMaterial";
7
8
  import { AdvancedDynamicTexture } from "../../2D/advancedDynamicTexture";
8
9
  import { TouchButton3D } from "./touchButton3D";
10
+ import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh";
9
11
  /**
10
12
  * Class used to create a holographic button in 3D
11
13
  * @since 5.0.0
@@ -33,6 +35,8 @@ export declare class TouchHolographicButton extends TouchButton3D {
33
35
  private _pointerHoverObserver;
34
36
  private _frontPlateDepth;
35
37
  private _backPlateDepth;
38
+ private _backplateColor;
39
+ private _backplateToggledColor;
36
40
  private _tooltipFade;
37
41
  private _tooltipTextBlock;
38
42
  private _tooltipTexture;
@@ -45,6 +49,10 @@ export declare class TouchHolographicButton extends TouchButton3D {
45
49
  */
46
50
  set renderingGroupId(id: number);
47
51
  get renderingGroupId(): number;
52
+ /**
53
+ * Gets the mesh used to render this control
54
+ */
55
+ get mesh(): Nullable<AbstractMesh>;
48
56
  /**
49
57
  * Text to be displayed on the tooltip shown when hovering on the button. When set to null tooltip is disabled. (Default: null)
50
58
  */
@@ -63,7 +71,7 @@ export declare class TouchHolographicButton extends TouchButton3D {
63
71
  /**
64
72
  * Gets the back material used by this button
65
73
  */
66
- get backMaterial(): StandardMaterial;
74
+ get backMaterial(): FluentMaterial;
67
75
  /**
68
76
  * Gets the front material used by this button
69
77
  */
@@ -92,6 +100,7 @@ export declare class TouchHolographicButton extends TouchButton3D {
92
100
  private _createBackMaterial;
93
101
  private _createFrontMaterial;
94
102
  private _createPlateMaterial;
103
+ protected _onToggle(newState: boolean): void;
95
104
  protected _affectMaterial(mesh: Mesh): void;
96
105
  /**
97
106
  * Releases all associated resources
@@ -1,10 +1,12 @@
1
1
  import { __extends } from "tslib";
2
2
  import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
3
3
  import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
4
+ import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
4
5
  import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
5
6
  import { CreatePlane } from "@babylonjs/core/Meshes/Builders/planeBuilder.js";
6
7
  import { CreateBox } from "@babylonjs/core/Meshes/Builders/boxBuilder.js";
7
8
  import { FadeInOutBehavior } from "@babylonjs/core/Behaviors/Meshes/fadeInOutBehavior.js";
9
+ import { FluentMaterial } from "../materials/fluent/fluentMaterial.js";
8
10
  import { FluentButtonMaterial } from "../materials/fluentButton/fluentButtonMaterial.js";
9
11
  import { StackPanel } from "../../2D/controls/stackPanel.js";
10
12
  import { Image } from "../../2D/controls/image.js";
@@ -32,6 +34,8 @@ var TouchHolographicButton = /** @class */ (function (_super) {
32
34
  _this._isBackplateVisible = true;
33
35
  _this._frontPlateDepth = 0.5;
34
36
  _this._backPlateDepth = 0.04;
37
+ _this._backplateColor = new Color3(0.08, 0.15, 0.55);
38
+ _this._backplateToggledColor = new Color3(0.25, 0.4, 0.95);
35
39
  _this._shareMaterials = shareMaterials;
36
40
  _this.pointerEnterAnimation = function () {
37
41
  _this._frontMaterial.leftBlobEnable = true;
@@ -42,7 +46,7 @@ var TouchHolographicButton = /** @class */ (function (_super) {
42
46
  _this._frontMaterial.rightBlobEnable = false;
43
47
  };
44
48
  _this.pointerDownAnimation = function () {
45
- if (_this._frontPlate && !_this._isNearPressed) {
49
+ if (_this._frontPlate && !_this.isActiveNearInteraction) {
46
50
  _this._frontPlate.scaling.z = _this._frontPlateDepth * 0.2;
47
51
  _this._frontPlate.position = Vector3.Forward(_this._frontPlate._scene.useRightHandedSystem).scale((_this._frontPlateDepth - (0.2 * _this._frontPlateDepth)) / 2);
48
52
  _this._textPlate.position = Vector3.Forward(_this._textPlate._scene.useRightHandedSystem).scale(-(_this._backPlateDepth + (0.2 * _this._frontPlateDepth)) / 2);
@@ -56,10 +60,10 @@ var TouchHolographicButton = /** @class */ (function (_super) {
56
60
  }
57
61
  };
58
62
  _this.onPointerMoveObservable.add(function (position) {
59
- if (_this._frontPlate && _this._isNearPressed) {
63
+ if (_this._frontPlate && _this.isActiveNearInteraction) {
60
64
  var scale = Vector3.Zero();
61
65
  if (_this._backPlate.getWorldMatrix().decompose(scale, undefined, undefined)) {
62
- var interactionHeight = _this._getInteractionHeight(position, _this._backPlate.position) / scale.z;
66
+ var interactionHeight = _this._getInteractionHeight(position, _this._backPlate.getAbsolutePosition()) / scale.z;
63
67
  interactionHeight = Scalar.Clamp(interactionHeight - (_this._backPlateDepth / 2), 0.2 * _this._frontPlateDepth, _this._frontPlateDepth);
64
68
  _this._frontPlate.scaling.z = interactionHeight;
65
69
  _this._frontPlate.position = Vector3.Forward(_this._frontPlate._scene.useRightHandedSystem).scale((_this._frontPlateDepth - interactionHeight) / 2);
@@ -104,6 +108,16 @@ var TouchHolographicButton = /** @class */ (function (_super) {
104
108
  enumerable: false,
105
109
  configurable: true
106
110
  });
111
+ Object.defineProperty(TouchHolographicButton.prototype, "mesh", {
112
+ /**
113
+ * Gets the mesh used to render this control
114
+ */
115
+ get: function () {
116
+ return this._backPlate;
117
+ },
118
+ enumerable: false,
119
+ configurable: true
120
+ });
107
121
  Object.defineProperty(TouchHolographicButton.prototype, "tooltipText", {
108
122
  get: function () {
109
123
  if (this._tooltipTextBlock) {
@@ -289,7 +303,7 @@ var TouchHolographicButton = /** @class */ (function (_super) {
289
303
  var _this = this;
290
304
  var _a;
291
305
  this.name = (_a = this.name) !== null && _a !== void 0 ? _a : "TouchHolographicButton";
292
- var collisionMesh = CreateBox(this.name + "_collisionMesh", {
306
+ var collisionMesh = CreateBox("".concat(this.name, "_collisionMesh"), {
293
307
  width: 1.0,
294
308
  height: 1.0,
295
309
  depth: this._frontPlateDepth,
@@ -300,32 +314,43 @@ var TouchHolographicButton = /** @class */ (function (_super) {
300
314
  collisionMesh.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);
301
315
  SceneLoader.ImportMeshAsync(undefined, TouchHolographicButton.MODEL_BASE_URL, TouchHolographicButton.MODEL_FILENAME, scene)
302
316
  .then(function (result) {
317
+ var alphaMesh = CreateBox("${this.name}_alphaMesh", {
318
+ width: 1.0,
319
+ height: 1.0,
320
+ depth: 1.0,
321
+ }, scene);
322
+ alphaMesh.isPickable = false;
323
+ alphaMesh.material = new StandardMaterial("${this.name}_alphaMesh_material", scene);
324
+ alphaMesh.material.alpha = 0.15;
303
325
  var importedFrontPlate = result.meshes[1];
304
- importedFrontPlate.name = _this.name + "_frontPlate";
326
+ importedFrontPlate.name = "".concat(_this.name, "_frontPlate");
305
327
  importedFrontPlate.isPickable = false;
306
328
  importedFrontPlate.scaling.z = _this._frontPlateDepth;
329
+ alphaMesh.parent = importedFrontPlate;
307
330
  importedFrontPlate.parent = collisionMesh;
308
331
  if (!!_this._frontMaterial) {
309
332
  importedFrontPlate.material = _this._frontMaterial;
310
333
  }
311
334
  _this._frontPlate = importedFrontPlate;
312
335
  });
313
- this._backPlate = CreateBox(this.name + "_backPlate", {
336
+ this._backPlate = CreateBox("".concat(this.name, "_backPlate"), {
314
337
  width: 1.0,
315
338
  height: 1.0,
316
339
  depth: this._backPlateDepth,
317
340
  }, scene);
318
- this._backPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._backPlateDepth / 2);
341
+ this._backPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(this._backPlateDepth / 2);
319
342
  this._backPlate.isPickable = false;
320
343
  this._textPlate = _super.prototype._createNode.call(this, scene);
321
- this._textPlate.name = this.name + "_textPlate";
344
+ this._textPlate.name = "".concat(this.name, "_textPlate");
322
345
  this._textPlate.isPickable = false;
323
346
  this._textPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);
324
347
  this._backPlate.addChild(collisionMesh);
325
348
  this._backPlate.addChild(this._textPlate);
349
+ var tn = new TransformNode("{this.name}_root", scene);
350
+ this._backPlate.setParent(tn);
326
351
  this.collisionMesh = collisionMesh;
327
352
  this.collidableFrontDirection = this._backPlate.forward.negate(); // Mesh is facing the wrong way
328
- return this._backPlate;
353
+ return tn;
329
354
  };
330
355
  TouchHolographicButton.prototype._applyFacade = function (facadeTexture) {
331
356
  this._plateMaterial.emissiveTexture = facadeTexture;
@@ -333,8 +358,10 @@ var TouchHolographicButton = /** @class */ (function (_super) {
333
358
  this._plateMaterial.diffuseColor = new Color3(0.4, 0.4, 0.4);
334
359
  };
335
360
  TouchHolographicButton.prototype._createBackMaterial = function (mesh) {
336
- this._backMaterial = new StandardMaterial(this.name + "Back Material", mesh.getScene());
337
- this._backMaterial.diffuseColor = new Color3(0.5, 0.5, 0.5);
361
+ this._backMaterial = new FluentMaterial(this.name + "backPlateMaterial", mesh.getScene());
362
+ this._backMaterial.albedoColor = this._backplateColor;
363
+ this._backMaterial.renderBorders = true;
364
+ this._backMaterial.renderHoverLight = false;
338
365
  };
339
366
  TouchHolographicButton.prototype._createFrontMaterial = function (mesh) {
340
367
  this._frontMaterial = new FluentButtonMaterial(this.name + "Front Material", mesh.getScene());
@@ -343,6 +370,17 @@ var TouchHolographicButton = /** @class */ (function (_super) {
343
370
  this._plateMaterial = new StandardMaterial(this.name + "Plate Material", mesh.getScene());
344
371
  this._plateMaterial.specularColor = Color3.Black();
345
372
  };
373
+ TouchHolographicButton.prototype._onToggle = function (newState) {
374
+ if (this._backMaterial) {
375
+ if (newState) {
376
+ this._backMaterial.albedoColor = this._backplateToggledColor;
377
+ }
378
+ else {
379
+ this._backMaterial.albedoColor = this._backplateColor;
380
+ }
381
+ }
382
+ _super.prototype._onToggle.call(this, newState);
383
+ };
346
384
  TouchHolographicButton.prototype._affectMaterial = function (mesh) {
347
385
  if (this._shareMaterials) {
348
386
  // Back
@@ -1 +1 @@
1
- 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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { Observer } from \"@babylonjs/core/Misc/observable\";\r\nimport { Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { CreatePlane } from \"@babylonjs/core/Meshes/Builders/planeBuilder\";\r\nimport { CreateBox } from \"@babylonjs/core/Meshes/Builders/boxBuilder\";\r\nimport { FadeInOutBehavior } from \"@babylonjs/core/Behaviors/Meshes/fadeInOutBehavior\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { FluentButtonMaterial } from \"../materials/fluentButton/fluentButtonMaterial\";\r\nimport { StackPanel } from \"../../2D/controls/stackPanel\";\r\nimport { Image } from \"../../2D/controls/image\";\r\nimport { TextBlock } from \"../../2D/controls/textBlock\";\r\nimport { AdvancedDynamicTexture } from \"../../2D/advancedDynamicTexture\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { Color3 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { TouchButton3D } from \"./touchButton3D\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { SceneLoader } from \"@babylonjs/core/Loading/sceneLoader\";\r\nimport { DomManagement } from \"@babylonjs/core/Misc/domManagement\";\r\nimport { Scalar } from \"@babylonjs/core/Maths/math.scalar\";\r\n\r\n/**\r\n * Class used to create a holographic button in 3D\r\n * @since 5.0.0\r\n */\r\nexport class TouchHolographicButton extends TouchButton3D {\r\n /**\r\n * Base Url for the button model.\r\n */\r\n public static MODEL_BASE_URL: string = \"https://assets.babylonjs.com/meshes/MRTK/\";\r\n /**\r\n * File name for the button model.\r\n */\r\n public static MODEL_FILENAME: string = \"mrtk-fluent-button.glb\";\r\n\r\n private _backPlate: Mesh;\r\n private _textPlate: Mesh;\r\n private _frontPlate: AbstractMesh;\r\n private _text: string;\r\n private _imageUrl: string;\r\n private _shareMaterials = true;\r\n private _isBackplateVisible = true;\r\n private _frontMaterial: FluentButtonMaterial;\r\n private _backMaterial: StandardMaterial;\r\n private _plateMaterial: StandardMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\r\n private _pointerHoverObserver: Nullable<Observer<Vector3>>;\r\n private _frontPlateDepth = 0.5;\r\n private _backPlateDepth = 0.04;\r\n\r\n // Tooltip\r\n private _tooltipFade: Nullable<FadeInOutBehavior>;\r\n private _tooltipTextBlock: Nullable<TextBlock>;\r\n private _tooltipTexture: Nullable<AdvancedDynamicTexture>;\r\n private _tooltipMesh: Nullable<Mesh>;\r\n private _tooltipHoverObserver: Nullable<Observer<Control3D>>;\r\n private _tooltipOutObserver: Nullable<Observer<Control3D>>;\r\n\r\n private _disposeTooltip() {\r\n this._tooltipFade = null;\r\n if (this._tooltipTextBlock) {\r\n this._tooltipTextBlock.dispose();\r\n }\r\n if (this._tooltipTexture) {\r\n this._tooltipTexture.dispose();\r\n }\r\n if (this._tooltipMesh) {\r\n this._tooltipMesh.dispose();\r\n }\r\n this.onPointerEnterObservable.remove(this._tooltipHoverObserver);\r\n this.onPointerOutObservable.remove(this._tooltipOutObserver);\r\n }\r\n\r\n /**\r\n * Rendering ground id of all the mesh in the button\r\n */\r\n public set renderingGroupId(id: number) {\r\n this._backPlate.renderingGroupId = id;\r\n this._textPlate.renderingGroupId = id;\r\n this._frontPlate.renderingGroupId = id;\r\n\r\n if (this._tooltipMesh) {\r\n this._tooltipMesh.renderingGroupId = id;\r\n }\r\n }\r\n public get renderingGroupId(): number {\r\n return this._backPlate.renderingGroupId;\r\n }\r\n\r\n /**\r\n * Text to be displayed on the tooltip shown when hovering on the button. When set to null tooltip is disabled. (Default: null)\r\n */\r\n public set tooltipText(text: Nullable<string>) {\r\n if (!text) {\r\n this._disposeTooltip();\r\n return;\r\n }\r\n if (!this._tooltipFade) {\r\n const rightHandedScene = this._backPlate._scene.useRightHandedSystem;\r\n // Create tooltip with mesh and text\r\n this._tooltipMesh = CreatePlane(\"\", { size: 1 }, this._backPlate._scene);\r\n var tooltipBackground = CreatePlane(\"\", { size: 1, sideOrientation: Mesh.DOUBLESIDE }, this._backPlate._scene);\r\n var mat = new StandardMaterial(\"\", this._backPlate._scene);\r\n mat.diffuseColor = Color3.FromHexString(\"#212121\");\r\n tooltipBackground.material = mat;\r\n tooltipBackground.isPickable = false;\r\n this._tooltipMesh.addChild(tooltipBackground);\r\n tooltipBackground.position = Vector3.Forward(rightHandedScene).scale(0.05);\r\n this._tooltipMesh.scaling.y = 1 / 3;\r\n this._tooltipMesh.position = Vector3.Up().scale(0.7).add(Vector3.Forward(rightHandedScene).scale(-0.15));\r\n this._tooltipMesh.isPickable = false;\r\n this._tooltipMesh.parent = this._backPlate;\r\n\r\n // Create text texture for the tooltip\r\n this._tooltipTexture = AdvancedDynamicTexture.CreateForMesh(this._tooltipMesh);\r\n this._tooltipTextBlock = new TextBlock();\r\n this._tooltipTextBlock.scaleY = 3;\r\n this._tooltipTextBlock.color = \"white\";\r\n this._tooltipTextBlock.fontSize = 130;\r\n this._tooltipTexture.addControl(this._tooltipTextBlock);\r\n\r\n // Add hover action to tooltip\r\n this._tooltipFade = new FadeInOutBehavior();\r\n this._tooltipFade.delay = 500;\r\n this._tooltipMesh.addBehavior(this._tooltipFade);\r\n this._tooltipHoverObserver = this.onPointerEnterObservable.add(() => {\r\n if (this._tooltipFade) {\r\n this._tooltipFade.fadeIn(true);\r\n }\r\n });\r\n this._tooltipOutObserver = this.onPointerOutObservable.add(() => {\r\n if (this._tooltipFade) {\r\n this._tooltipFade.fadeIn(false);\r\n }\r\n });\r\n }\r\n if (this._tooltipTextBlock) {\r\n this._tooltipTextBlock.text = text;\r\n }\r\n }\r\n\r\n public get tooltipText() {\r\n if (this._tooltipTextBlock) {\r\n return this._tooltipTextBlock.text;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets or sets text for the button\r\n */\r\n public get text(): string {\r\n return this._text;\r\n }\r\n\r\n public set text(value: string) {\r\n if (this._text === value) {\r\n return;\r\n }\r\n\r\n this._text = value;\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Gets or sets the image url for the button\r\n */\r\n public get imageUrl(): string {\r\n return this._imageUrl;\r\n }\r\n\r\n public set imageUrl(value: string) {\r\n if (this._imageUrl === value) {\r\n return;\r\n }\r\n\r\n this._imageUrl = value;\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Gets the back material used by this button\r\n */\r\n public get backMaterial(): StandardMaterial {\r\n return this._backMaterial;\r\n }\r\n\r\n /**\r\n * Gets the front material used by this button\r\n */\r\n public get frontMaterial(): FluentButtonMaterial {\r\n return this._frontMaterial;\r\n }\r\n\r\n /**\r\n * Gets the plate material used by this button\r\n */\r\n public get plateMaterial(): StandardMaterial {\r\n return this._plateMaterial;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this button shares its material with other HolographicButtons\r\n */\r\n public get shareMaterials(): boolean {\r\n return this._shareMaterials;\r\n }\r\n\r\n /**\r\n * Sets whether the backplate is visible or hidden. Hiding the backplate is not recommended without some sort of replacement\r\n */\r\n public set isBackplateVisible(isVisible: boolean) {\r\n if (this.mesh && !!this._backMaterial) {\r\n if (isVisible && !this._isBackplateVisible) {\r\n this._backPlate.visibility = 1;\r\n }\r\n else if (!isVisible && this._isBackplateVisible) {\r\n this._backPlate.visibility = 0;\r\n }\r\n }\r\n\r\n this._isBackplateVisible = isVisible;\r\n }\r\n\r\n /**\r\n * Creates a new button\r\n * @param name defines the control name\r\n */\r\n constructor(name?: string, shareMaterials = true) {\r\n super(name);\r\n\r\n this._shareMaterials = shareMaterials;\r\n\r\n this.pointerEnterAnimation = () => {\r\n this._frontMaterial.leftBlobEnable = true;\r\n this._frontMaterial.rightBlobEnable = true;\r\n };\r\n\r\n this.pointerOutAnimation = () => {\r\n this._frontMaterial.leftBlobEnable = false;\r\n this._frontMaterial.rightBlobEnable = false;\r\n };\r\n\r\n this.pointerDownAnimation = () => {\r\n if (this._frontPlate && !this._isNearPressed) {\r\n this._frontPlate.scaling.z = this._frontPlateDepth * 0.2;\r\n this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - (0.2 * this._frontPlateDepth)) / 2);\r\n this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + (0.2 * this._frontPlateDepth)) / 2);\r\n }\r\n };\r\n this.pointerUpAnimation = () => {\r\n if (this._frontPlate) {\r\n this._frontPlate.scaling.z = this._frontPlateDepth;\r\n this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - this._frontPlateDepth) / 2);\r\n this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + this._frontPlateDepth) / 2);\r\n }\r\n };\r\n\r\n this.onPointerMoveObservable.add((position) => {\r\n if (this._frontPlate && this._isNearPressed) {\r\n const scale = Vector3.Zero();\r\n if (this._backPlate.getWorldMatrix().decompose(scale, undefined, undefined)) {\r\n let interactionHeight = this._getInteractionHeight(position, this._backPlate.position) / scale.z;\r\n interactionHeight = Scalar.Clamp(interactionHeight - (this._backPlateDepth / 2), 0.2 * this._frontPlateDepth, this._frontPlateDepth);\r\n\r\n this._frontPlate.scaling.z = interactionHeight;\r\n this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - interactionHeight) / 2);\r\n this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + interactionHeight) / 2);\r\n }\r\n }\r\n });\r\n\r\n this._pointerHoverObserver = this.onPointerMoveObservable.add((hoverPosition: Vector3) => {\r\n this._frontMaterial.globalLeftIndexTipPosition = hoverPosition;\r\n });\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"TouchHolographicButton\";\r\n }\r\n\r\n private _rebuildContent(): void {\r\n this._disposeFacadeTexture();\r\n\r\n let panel = new StackPanel();\r\n panel.isVertical = true;\r\n\r\n if (DomManagement.IsDocumentAvailable() && !!document.createElement) {\r\n if (this._imageUrl) {\r\n let image = new Image();\r\n image.source = this._imageUrl;\r\n image.paddingTop = \"40px\";\r\n image.height = \"180px\";\r\n image.width = \"100px\";\r\n image.paddingBottom = \"40px\";\r\n panel.addControl(image);\r\n }\r\n }\r\n\r\n if (this._text) {\r\n let text = new TextBlock();\r\n text.text = this._text;\r\n text.color = \"white\";\r\n text.height = \"30px\";\r\n text.fontSize = 24;\r\n panel.addControl(text);\r\n }\r\n\r\n this.content = panel;\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n this.name = this.name ?? \"TouchHolographicButton\";\r\n const collisionMesh = CreateBox(`${this.name}_collisionMesh`, {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: this._frontPlateDepth,\r\n }, scene);\r\n collisionMesh.isPickable = true;\r\n collisionMesh.isNearPickable = true;\r\n collisionMesh.visibility = 0;\r\n collisionMesh.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);\r\n\r\n SceneLoader.ImportMeshAsync(\r\n undefined,\r\n TouchHolographicButton.MODEL_BASE_URL,\r\n TouchHolographicButton.MODEL_FILENAME,\r\n scene)\r\n .then((result) => {\r\n var importedFrontPlate = result.meshes[1];\r\n importedFrontPlate.name = `${this.name}_frontPlate`;\r\n importedFrontPlate.isPickable = false;\r\n importedFrontPlate.scaling.z = this._frontPlateDepth;\r\n importedFrontPlate.parent = collisionMesh;\r\n if (!!this._frontMaterial) {\r\n importedFrontPlate.material = this._frontMaterial;\r\n }\r\n this._frontPlate = importedFrontPlate;\r\n });\r\n\r\n this._backPlate = CreateBox(\r\n `${this.name}_backPlate`,\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: this._backPlateDepth,\r\n },\r\n scene\r\n );\r\n\r\n this._backPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._backPlateDepth / 2);\r\n this._backPlate.isPickable = false;\r\n\r\n this._textPlate = <Mesh>super._createNode(scene);\r\n this._textPlate.name = `${this.name}_textPlate`;\r\n this._textPlate.isPickable = false;\r\n this._textPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);\r\n\r\n this._backPlate.addChild(collisionMesh);\r\n this._backPlate.addChild(this._textPlate);\r\n\r\n this.collisionMesh = collisionMesh;\r\n this.collidableFrontDirection = this._backPlate.forward.negate(); // Mesh is facing the wrong way\r\n\r\n return this._backPlate;\r\n }\r\n\r\n protected _applyFacade(facadeTexture: AdvancedDynamicTexture) {\r\n this._plateMaterial.emissiveTexture = facadeTexture;\r\n this._plateMaterial.opacityTexture = facadeTexture;\r\n this._plateMaterial.diffuseColor = new Color3(0.4, 0.4, 0.4);\r\n }\r\n\r\n private _createBackMaterial(mesh: Mesh) {\r\n this._backMaterial = new StandardMaterial(this.name + \"Back Material\", mesh.getScene());\r\n this._backMaterial.diffuseColor = new Color3(0.5, 0.5, 0.5);\r\n }\r\n\r\n private _createFrontMaterial(mesh: Mesh) {\r\n this._frontMaterial = new FluentButtonMaterial(this.name + \"Front Material\", mesh.getScene());\r\n }\r\n\r\n private _createPlateMaterial(mesh: Mesh) {\r\n this._plateMaterial = new StandardMaterial(this.name + \"Plate Material\", mesh.getScene());\r\n this._plateMaterial.specularColor = Color3.Black();\r\n }\r\n\r\n protected _affectMaterial(mesh: Mesh) {\r\n if (this._shareMaterials) {\r\n // Back\r\n if (!this._host._touchSharedMaterials[\"backFluentMaterial\"]) {\r\n this._createBackMaterial(mesh);\r\n this._host._touchSharedMaterials[\"backFluentMaterial\"] = this._backMaterial;\r\n } else {\r\n this._backMaterial = this._host._touchSharedMaterials[\"backFluentMaterial\"] as StandardMaterial;\r\n }\r\n\r\n // Front\r\n if (!this._host._touchSharedMaterials[\"frontFluentMaterial\"]) {\r\n this._createFrontMaterial(mesh);\r\n this._host._touchSharedMaterials[\"frontFluentMaterial\"] = this._frontMaterial;\r\n } else {\r\n this._frontMaterial = this._host._touchSharedMaterials[\"frontFluentMaterial\"] as FluentButtonMaterial;\r\n }\r\n } else {\r\n this._createBackMaterial(mesh);\r\n this._createFrontMaterial(mesh);\r\n }\r\n\r\n this._createPlateMaterial(mesh);\r\n this._backPlate.material = this._backMaterial;\r\n this._textPlate.material = this._plateMaterial;\r\n\r\n if (!this._isBackplateVisible) {\r\n this._backPlate.visibility = 0;\r\n }\r\n if (!!this._frontPlate) {\r\n this._frontPlate.material = this._frontMaterial;\r\n }\r\n\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose(); // will dispose main mesh ie. back plate\r\n\r\n this._disposeTooltip();\r\n this.onPointerMoveObservable.remove(this._pointerHoverObserver);\r\n\r\n if (!this.shareMaterials) {\r\n this._backMaterial.dispose();\r\n this._frontMaterial.dispose();\r\n this._plateMaterial.dispose();\r\n\r\n if (this._pickedPointObserver) {\r\n this._host.onPickedPointChangedObservable.remove(this._pickedPointObserver);\r\n this._pickedPointObserver = null;\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { Observer } from \"@babylonjs/core/Misc/observable\";\r\nimport { Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { CreatePlane } from \"@babylonjs/core/Meshes/Builders/planeBuilder\";\r\nimport { CreateBox } from \"@babylonjs/core/Meshes/Builders/boxBuilder\";\r\nimport { FadeInOutBehavior } from \"@babylonjs/core/Behaviors/Meshes/fadeInOutBehavior\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { FluentMaterial } from \"../materials/fluent/fluentMaterial\";\r\nimport { FluentButtonMaterial } from \"../materials/fluentButton/fluentButtonMaterial\";\r\nimport { StackPanel } from \"../../2D/controls/stackPanel\";\r\nimport { Image } from \"../../2D/controls/image\";\r\nimport { TextBlock } from \"../../2D/controls/textBlock\";\r\nimport { AdvancedDynamicTexture } from \"../../2D/advancedDynamicTexture\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { Color3 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { TouchButton3D } from \"./touchButton3D\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { SceneLoader } from \"@babylonjs/core/Loading/sceneLoader\";\r\nimport { DomManagement } from \"@babylonjs/core/Misc/domManagement\";\r\nimport { Scalar } from \"@babylonjs/core/Maths/math.scalar\";\r\n\r\n/**\r\n * Class used to create a holographic button in 3D\r\n * @since 5.0.0\r\n */\r\nexport class TouchHolographicButton extends TouchButton3D {\r\n /**\r\n * Base Url for the button model.\r\n */\r\n public static MODEL_BASE_URL: string = \"https://assets.babylonjs.com/meshes/MRTK/\";\r\n /**\r\n * File name for the button model.\r\n */\r\n public static MODEL_FILENAME: string = \"mrtk-fluent-button.glb\";\r\n\r\n private _backPlate: Mesh;\r\n private _textPlate: Mesh;\r\n private _frontPlate: AbstractMesh;\r\n private _text: string;\r\n private _imageUrl: string;\r\n private _shareMaterials = true;\r\n private _isBackplateVisible = true;\r\n private _frontMaterial: FluentButtonMaterial;\r\n private _backMaterial: FluentMaterial;\r\n private _plateMaterial: StandardMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\r\n private _pointerHoverObserver: Nullable<Observer<Vector3>>;\r\n private _frontPlateDepth = 0.5;\r\n private _backPlateDepth = 0.04;\r\n private _backplateColor = new Color3(0.08, 0.15, 0.55);\r\n private _backplateToggledColor = new Color3(0.25, 0.4, 0.95);\r\n\r\n // Tooltip\r\n private _tooltipFade: Nullable<FadeInOutBehavior>;\r\n private _tooltipTextBlock: Nullable<TextBlock>;\r\n private _tooltipTexture: Nullable<AdvancedDynamicTexture>;\r\n private _tooltipMesh: Nullable<Mesh>;\r\n private _tooltipHoverObserver: Nullable<Observer<Control3D>>;\r\n private _tooltipOutObserver: Nullable<Observer<Control3D>>;\r\n\r\n private _disposeTooltip() {\r\n this._tooltipFade = null;\r\n if (this._tooltipTextBlock) {\r\n this._tooltipTextBlock.dispose();\r\n }\r\n if (this._tooltipTexture) {\r\n this._tooltipTexture.dispose();\r\n }\r\n if (this._tooltipMesh) {\r\n this._tooltipMesh.dispose();\r\n }\r\n this.onPointerEnterObservable.remove(this._tooltipHoverObserver);\r\n this.onPointerOutObservable.remove(this._tooltipOutObserver);\r\n }\r\n\r\n /**\r\n * Rendering ground id of all the mesh in the button\r\n */\r\n public set renderingGroupId(id: number) {\r\n this._backPlate.renderingGroupId = id;\r\n this._textPlate.renderingGroupId = id;\r\n this._frontPlate.renderingGroupId = id;\r\n\r\n if (this._tooltipMesh) {\r\n this._tooltipMesh.renderingGroupId = id;\r\n }\r\n }\r\n public get renderingGroupId(): number {\r\n return this._backPlate.renderingGroupId;\r\n }\r\n\r\n /**\r\n * Gets the mesh used to render this control\r\n */\r\n public get mesh(): Nullable<AbstractMesh> {\r\n return this._backPlate as AbstractMesh;\r\n }\r\n\r\n /**\r\n * Text to be displayed on the tooltip shown when hovering on the button. When set to null tooltip is disabled. (Default: null)\r\n */\r\n public set tooltipText(text: Nullable<string>) {\r\n if (!text) {\r\n this._disposeTooltip();\r\n return;\r\n }\r\n if (!this._tooltipFade) {\r\n const rightHandedScene = this._backPlate._scene.useRightHandedSystem;\r\n // Create tooltip with mesh and text\r\n this._tooltipMesh = CreatePlane(\"\", { size: 1 }, this._backPlate._scene);\r\n var tooltipBackground = CreatePlane(\"\", { size: 1, sideOrientation: Mesh.DOUBLESIDE }, this._backPlate._scene);\r\n var mat = new StandardMaterial(\"\", this._backPlate._scene);\r\n mat.diffuseColor = Color3.FromHexString(\"#212121\");\r\n tooltipBackground.material = mat;\r\n tooltipBackground.isPickable = false;\r\n this._tooltipMesh.addChild(tooltipBackground);\r\n tooltipBackground.position = Vector3.Forward(rightHandedScene).scale(0.05);\r\n this._tooltipMesh.scaling.y = 1 / 3;\r\n this._tooltipMesh.position = Vector3.Up().scale(0.7).add(Vector3.Forward(rightHandedScene).scale(-0.15));\r\n this._tooltipMesh.isPickable = false;\r\n this._tooltipMesh.parent = this._backPlate;\r\n\r\n // Create text texture for the tooltip\r\n this._tooltipTexture = AdvancedDynamicTexture.CreateForMesh(this._tooltipMesh);\r\n this._tooltipTextBlock = new TextBlock();\r\n this._tooltipTextBlock.scaleY = 3;\r\n this._tooltipTextBlock.color = \"white\";\r\n this._tooltipTextBlock.fontSize = 130;\r\n this._tooltipTexture.addControl(this._tooltipTextBlock);\r\n\r\n // Add hover action to tooltip\r\n this._tooltipFade = new FadeInOutBehavior();\r\n this._tooltipFade.delay = 500;\r\n this._tooltipMesh.addBehavior(this._tooltipFade);\r\n this._tooltipHoverObserver = this.onPointerEnterObservable.add(() => {\r\n if (this._tooltipFade) {\r\n this._tooltipFade.fadeIn(true);\r\n }\r\n });\r\n this._tooltipOutObserver = this.onPointerOutObservable.add(() => {\r\n if (this._tooltipFade) {\r\n this._tooltipFade.fadeIn(false);\r\n }\r\n });\r\n }\r\n if (this._tooltipTextBlock) {\r\n this._tooltipTextBlock.text = text;\r\n }\r\n }\r\n\r\n public get tooltipText() {\r\n if (this._tooltipTextBlock) {\r\n return this._tooltipTextBlock.text;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets or sets text for the button\r\n */\r\n public get text(): string {\r\n return this._text;\r\n }\r\n\r\n public set text(value: string) {\r\n if (this._text === value) {\r\n return;\r\n }\r\n\r\n this._text = value;\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Gets or sets the image url for the button\r\n */\r\n public get imageUrl(): string {\r\n return this._imageUrl;\r\n }\r\n\r\n public set imageUrl(value: string) {\r\n if (this._imageUrl === value) {\r\n return;\r\n }\r\n\r\n this._imageUrl = value;\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Gets the back material used by this button\r\n */\r\n public get backMaterial(): FluentMaterial {\r\n return this._backMaterial;\r\n }\r\n\r\n /**\r\n * Gets the front material used by this button\r\n */\r\n public get frontMaterial(): FluentButtonMaterial {\r\n return this._frontMaterial;\r\n }\r\n\r\n /**\r\n * Gets the plate material used by this button\r\n */\r\n public get plateMaterial(): StandardMaterial {\r\n return this._plateMaterial;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this button shares its material with other HolographicButtons\r\n */\r\n public get shareMaterials(): boolean {\r\n return this._shareMaterials;\r\n }\r\n\r\n /**\r\n * Sets whether the backplate is visible or hidden. Hiding the backplate is not recommended without some sort of replacement\r\n */\r\n public set isBackplateVisible(isVisible: boolean) {\r\n if (this.mesh && !!this._backMaterial) {\r\n if (isVisible && !this._isBackplateVisible) {\r\n this._backPlate.visibility = 1;\r\n }\r\n else if (!isVisible && this._isBackplateVisible) {\r\n this._backPlate.visibility = 0;\r\n }\r\n }\r\n\r\n this._isBackplateVisible = isVisible;\r\n }\r\n\r\n /**\r\n * Creates a new button\r\n * @param name defines the control name\r\n */\r\n constructor(name?: string, shareMaterials = true) {\r\n super(name);\r\n\r\n this._shareMaterials = shareMaterials;\r\n\r\n this.pointerEnterAnimation = () => {\r\n this._frontMaterial.leftBlobEnable = true;\r\n this._frontMaterial.rightBlobEnable = true;\r\n };\r\n\r\n this.pointerOutAnimation = () => {\r\n this._frontMaterial.leftBlobEnable = false;\r\n this._frontMaterial.rightBlobEnable = false;\r\n };\r\n\r\n this.pointerDownAnimation = () => {\r\n if (this._frontPlate && !this.isActiveNearInteraction) {\r\n this._frontPlate.scaling.z = this._frontPlateDepth * 0.2;\r\n this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - (0.2 * this._frontPlateDepth)) / 2);\r\n this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + (0.2 * this._frontPlateDepth)) / 2);\r\n }\r\n };\r\n this.pointerUpAnimation = () => {\r\n if (this._frontPlate) {\r\n this._frontPlate.scaling.z = this._frontPlateDepth;\r\n this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - this._frontPlateDepth) / 2);\r\n this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + this._frontPlateDepth) / 2);\r\n }\r\n };\r\n\r\n this.onPointerMoveObservable.add((position) => {\r\n if (this._frontPlate && this.isActiveNearInteraction) {\r\n const scale = Vector3.Zero();\r\n if (this._backPlate.getWorldMatrix().decompose(scale, undefined, undefined)) {\r\n let interactionHeight = this._getInteractionHeight(position, this._backPlate.getAbsolutePosition()) / scale.z;\r\n interactionHeight = Scalar.Clamp(interactionHeight - (this._backPlateDepth / 2), 0.2 * this._frontPlateDepth, this._frontPlateDepth);\r\n\r\n this._frontPlate.scaling.z = interactionHeight;\r\n this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - interactionHeight) / 2);\r\n this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + interactionHeight) / 2);\r\n }\r\n }\r\n });\r\n\r\n this._pointerHoverObserver = this.onPointerMoveObservable.add((hoverPosition: Vector3) => {\r\n this._frontMaterial.globalLeftIndexTipPosition = hoverPosition;\r\n });\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"TouchHolographicButton\";\r\n }\r\n\r\n private _rebuildContent(): void {\r\n this._disposeFacadeTexture();\r\n\r\n let panel = new StackPanel();\r\n panel.isVertical = true;\r\n\r\n if (DomManagement.IsDocumentAvailable() && !!document.createElement) {\r\n if (this._imageUrl) {\r\n let image = new Image();\r\n image.source = this._imageUrl;\r\n image.paddingTop = \"40px\";\r\n image.height = \"180px\";\r\n image.width = \"100px\";\r\n image.paddingBottom = \"40px\";\r\n panel.addControl(image);\r\n }\r\n }\r\n\r\n if (this._text) {\r\n let text = new TextBlock();\r\n text.text = this._text;\r\n text.color = \"white\";\r\n text.height = \"30px\";\r\n text.fontSize = 24;\r\n panel.addControl(text);\r\n }\r\n\r\n this.content = panel;\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n this.name = this.name ?? \"TouchHolographicButton\";\r\n const collisionMesh = CreateBox(`${this.name}_collisionMesh`, {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: this._frontPlateDepth,\r\n }, scene);\r\n collisionMesh.isPickable = true;\r\n collisionMesh.isNearPickable = true;\r\n collisionMesh.visibility = 0;\r\n collisionMesh.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);\r\n\r\n SceneLoader.ImportMeshAsync(\r\n undefined,\r\n TouchHolographicButton.MODEL_BASE_URL,\r\n TouchHolographicButton.MODEL_FILENAME,\r\n scene)\r\n .then((result) => {\r\n let alphaMesh = CreateBox(\"${this.name}_alphaMesh\", {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: 1.0,\r\n }, scene);\r\n alphaMesh.isPickable = false;\r\n alphaMesh.material = new StandardMaterial(\"${this.name}_alphaMesh_material\", scene);\r\n alphaMesh.material.alpha = 0.15;\r\n\r\n var importedFrontPlate = result.meshes[1];\r\n importedFrontPlate.name = `${this.name}_frontPlate`;\r\n importedFrontPlate.isPickable = false;\r\n importedFrontPlate.scaling.z = this._frontPlateDepth;\r\n alphaMesh.parent = importedFrontPlate;\r\n importedFrontPlate.parent = collisionMesh;\r\n if (!!this._frontMaterial) {\r\n importedFrontPlate.material = this._frontMaterial;\r\n }\r\n this._frontPlate = importedFrontPlate;\r\n });\r\n\r\n this._backPlate = CreateBox(\r\n `${this.name}_backPlate`,\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: this._backPlateDepth,\r\n },\r\n scene\r\n );\r\n\r\n this._backPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(this._backPlateDepth / 2);\r\n this._backPlate.isPickable = false;\r\n\r\n this._textPlate = <Mesh>super._createNode(scene);\r\n this._textPlate.name = `${this.name}_textPlate`;\r\n this._textPlate.isPickable = false;\r\n this._textPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);\r\n\r\n this._backPlate.addChild(collisionMesh);\r\n this._backPlate.addChild(this._textPlate);\r\n\r\n let tn = new TransformNode(`{this.name}_root`, scene);\r\n this._backPlate.setParent(tn);\r\n\r\n this.collisionMesh = collisionMesh;\r\n this.collidableFrontDirection = this._backPlate.forward.negate(); // Mesh is facing the wrong way\r\n\r\n return tn;\r\n }\r\n\r\n protected _applyFacade(facadeTexture: AdvancedDynamicTexture) {\r\n this._plateMaterial.emissiveTexture = facadeTexture;\r\n this._plateMaterial.opacityTexture = facadeTexture;\r\n this._plateMaterial.diffuseColor = new Color3(0.4, 0.4, 0.4);\r\n }\r\n\r\n private _createBackMaterial(mesh: Mesh) {\r\n this._backMaterial = new FluentMaterial(this.name + \"backPlateMaterial\", mesh.getScene());\r\n this._backMaterial.albedoColor = this._backplateColor;\r\n this._backMaterial.renderBorders = true;\r\n this._backMaterial.renderHoverLight = false;\r\n }\r\n\r\n private _createFrontMaterial(mesh: Mesh) {\r\n this._frontMaterial = new FluentButtonMaterial(this.name + \"Front Material\", mesh.getScene());\r\n }\r\n\r\n private _createPlateMaterial(mesh: Mesh) {\r\n this._plateMaterial = new StandardMaterial(this.name + \"Plate Material\", mesh.getScene());\r\n this._plateMaterial.specularColor = Color3.Black();\r\n }\r\n\r\n protected _onToggle(newState: boolean) {\r\n if (this._backMaterial) {\r\n if (newState) {\r\n this._backMaterial.albedoColor = this._backplateToggledColor;\r\n }\r\n else {\r\n this._backMaterial.albedoColor = this._backplateColor;\r\n }\r\n }\r\n\r\n super._onToggle(newState);\r\n }\r\n\r\n protected _affectMaterial(mesh: Mesh) {\r\n if (this._shareMaterials) {\r\n // Back\r\n if (!this._host._touchSharedMaterials[\"backFluentMaterial\"]) {\r\n this._createBackMaterial(mesh);\r\n this._host._touchSharedMaterials[\"backFluentMaterial\"] = this._backMaterial;\r\n } else {\r\n this._backMaterial = this._host._touchSharedMaterials[\"backFluentMaterial\"] as FluentMaterial;\r\n }\r\n\r\n // Front\r\n if (!this._host._touchSharedMaterials[\"frontFluentMaterial\"]) {\r\n this._createFrontMaterial(mesh);\r\n this._host._touchSharedMaterials[\"frontFluentMaterial\"] = this._frontMaterial;\r\n } else {\r\n this._frontMaterial = this._host._touchSharedMaterials[\"frontFluentMaterial\"] as FluentButtonMaterial;\r\n }\r\n } else {\r\n this._createBackMaterial(mesh);\r\n this._createFrontMaterial(mesh);\r\n }\r\n\r\n this._createPlateMaterial(mesh);\r\n this._backPlate.material = this._backMaterial;\r\n this._textPlate.material = this._plateMaterial;\r\n\r\n if (!this._isBackplateVisible) {\r\n this._backPlate.visibility = 0;\r\n }\r\n if (!!this._frontPlate) {\r\n this._frontPlate.material = this._frontMaterial;\r\n }\r\n\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose(); // will dispose main mesh ie. back plate\r\n\r\n this._disposeTooltip();\r\n this.onPointerMoveObservable.remove(this._pointerHoverObserver);\r\n\r\n if (!this.shareMaterials) {\r\n this._backMaterial.dispose();\r\n this._frontMaterial.dispose();\r\n this._plateMaterial.dispose();\r\n\r\n if (this._pickedPointObserver) {\r\n this._host.onPickedPointChangedObservable.remove(this._pickedPointObserver);\r\n this._pickedPointObserver = null;\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -41,7 +41,7 @@ var TouchHolographicMenu = /** @class */ (function (_super) {
41
41
  configurable: true
42
42
  });
43
43
  TouchHolographicMenu.prototype._createNode = function (scene) {
44
- var node = new Mesh("menu_" + this.name, scene);
44
+ var node = new Mesh("menu_".concat(this.name), scene);
45
45
  this._backPlate = CreateBox("backPlate" + this.name, { size: 1 }, scene);
46
46
  this._backPlate.parent = node;
47
47
  return node;