@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.
- package/2D/advancedDynamicTexture.d.ts +13 -1
- package/2D/advancedDynamicTexture.js +26 -2
- package/2D/advancedDynamicTexture.js.map +1 -1
- package/2D/controls/colorpicker.js +2 -2
- package/2D/controls/colorpicker.js.map +1 -1
- package/2D/controls/container.js +8 -2
- package/2D/controls/container.js.map +1 -1
- package/2D/controls/control.d.ts +12 -3
- package/2D/controls/control.js +47 -17
- package/2D/controls/control.js.map +1 -1
- package/2D/controls/grid.js +9 -9
- package/2D/controls/grid.js.map +1 -1
- package/2D/controls/image.js +5 -5
- package/2D/controls/image.js.map +1 -1
- package/2D/controls/inputText.d.ts +2 -0
- package/2D/controls/inputText.js +2 -1
- package/2D/controls/inputText.js.map +1 -1
- package/2D/controls/sliders/baseSlider.js +1 -1
- package/2D/controls/sliders/baseSlider.js.map +1 -1
- package/2D/controls/stackPanel.js +2 -2
- package/2D/controls/stackPanel.js.map +1 -1
- package/2D/controls/textBlock.d.ts +1 -0
- package/2D/controls/textBlock.js +20 -10
- package/2D/controls/textBlock.js.map +1 -1
- package/2D/xmlLoader.js +8 -1
- package/2D/xmlLoader.js.map +1 -1
- package/3D/controls/contentDisplay3D.js +1 -1
- package/3D/controls/contentDisplay3D.js.map +1 -1
- package/3D/controls/holographicBackplate.js +1 -1
- package/3D/controls/holographicBackplate.js.map +1 -1
- package/3D/controls/holographicSlate.d.ts +45 -35
- package/3D/controls/holographicSlate.js +174 -110
- package/3D/controls/holographicSlate.js.map +1 -1
- package/3D/controls/index.d.ts +0 -1
- package/3D/controls/index.js +0 -1
- package/3D/controls/index.js.map +1 -1
- package/3D/controls/nearMenu.d.ts +0 -1
- package/3D/controls/nearMenu.js +8 -6
- package/3D/controls/nearMenu.js.map +1 -1
- package/3D/controls/slider3D.js +7 -7
- package/3D/controls/slider3D.js.map +1 -1
- package/3D/controls/touchButton3D.d.ts +33 -1
- package/3D/controls/touchButton3D.js +100 -5
- package/3D/controls/touchButton3D.js.map +1 -1
- package/3D/controls/touchHolographicButton.d.ts +10 -1
- package/3D/controls/touchHolographicButton.js +49 -11
- package/3D/controls/touchHolographicButton.js.map +1 -1
- package/3D/controls/touchHolographicMenu.js +1 -1
- package/3D/controls/touchHolographicMenu.js.map +1 -1
- package/3D/gizmos/slateGizmo.d.ts +2 -4
- package/3D/gizmos/slateGizmo.js +24 -18
- package/3D/gizmos/slateGizmo.js.map +1 -1
- package/3D/materials/fluent/fluentMaterial.d.ts +1 -1
- package/3D/materials/fluent/fluentMaterial.js +2 -2
- package/3D/materials/fluent/fluentMaterial.js.map +1 -1
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +1 -1
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +3 -3
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -1
- package/3D/materials/fluentButton/fluentButtonMaterial.d.ts +1 -1
- package/3D/materials/fluentButton/fluentButtonMaterial.js +2 -2
- package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -1
- package/3D/materials/mrdl/mrdlBackplateMaterial.d.ts +1 -1
- package/3D/materials/mrdl/mrdlBackplateMaterial.js +2 -2
- package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -1
- package/3D/materials/mrdl/mrdlSliderBarMaterial.d.ts +1 -1
- package/3D/materials/mrdl/mrdlSliderBarMaterial.js +2 -2
- package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -1
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.d.ts +1 -1
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +1 -1
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -1
- package/package.json +2 -5
- package/3D/controls/touchToggleButton3D.d.ts +0 -35
- package/3D/controls/touchToggleButton3D.js +0 -60
- package/3D/controls/touchToggleButton3D.js.map +0 -1
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@@ -3,6 +3,7 @@ import { __extends } from "tslib";
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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";
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/**
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* Class used to create a touchable button in 3D
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@@ -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;
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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;
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}
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return _this;
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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", {
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/**
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* Returns the front-facing direction of the button, or Vector3.Zero if there is no 'front'
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@@ -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.
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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;
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this._collisionMesh.isNearPickable = true;
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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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});
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this.collidableFrontDirection = collisionMesh.forward;
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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
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* @param newState The new state to set the TouchHolographicButton's toggle state to
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*/
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set: function (newState) {
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if (this._isToggleButton && this._toggleState !== newState) {
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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);
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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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/**
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* 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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*/
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TouchButton3D.prototype.getPressDepth = function (touchPoint) {
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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) {
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var frontDir = this.collidableFrontDirection;
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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) {
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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);
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this.onToggleObservable.clear();
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if (this._collisionMesh) {
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this._collisionMesh.dispose();
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}
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-
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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}"]}
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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}"]}
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protected _onToggle(newState: boolean): void;
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.then(function (result) {
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this._backPlate = CreateBox(this.name
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this._backPlate = CreateBox("".concat(this.name, "_backPlate"), {
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this._backPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(
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this._backPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(this._backPlateDepth / 2);
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this._textPlate = _super.prototype._createNode.call(this, scene);
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this._textPlate.name = this.name
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this._textPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);
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var tn = new TransformNode("{this.name}_root", scene);
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this._backPlate.setParent(tn);
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this.collisionMesh = collisionMesh;
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this.collidableFrontDirection = this._backPlate.forward.negate(); // Mesh is facing the wrong way
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return
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return tn;
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};
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TouchHolographicButton.prototype._applyFacade = function (facadeTexture) {
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this._plateMaterial.emissiveTexture = facadeTexture;
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@@ -333,8 +358,10 @@ var TouchHolographicButton = /** @class */ (function (_super) {
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this._plateMaterial.diffuseColor = new Color3(0.4, 0.4, 0.4);
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};
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TouchHolographicButton.prototype._createBackMaterial = function (mesh) {
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this._backMaterial = new
|
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this._backMaterial.
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this._backMaterial = new FluentMaterial(this.name + "backPlateMaterial", mesh.getScene());
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this._backMaterial.albedoColor = this._backplateColor;
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this._backMaterial.renderBorders = true;
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this._backMaterial.renderHoverLight = false;
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};
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TouchHolographicButton.prototype._createFrontMaterial = function (mesh) {
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|
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"]}
|
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1
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+
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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"]}
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@@ -41,7 +41,7 @@ var TouchHolographicMenu = /** @class */ (function (_super) {
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configurable: true
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});
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TouchHolographicMenu.prototype._createNode = function (scene) {
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-
var node = new Mesh("menu_"
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+
var node = new Mesh("menu_".concat(this.name), scene);
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this._backPlate = CreateBox("backPlate" + this.name, { size: 1 }, scene);
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this._backPlate.parent = node;
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return node;
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