@babylonjs/gui 5.0.0-beta.11 → 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.
@@ -1 +1 @@
1
- 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{ ContentDisplay3D } from \"./contentDisplay3D\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { TouchHolographicButton } from \"./touchHolographicButton\";\r\nimport { AdvancedDynamicTexture } from \"../../2D/advancedDynamicTexture\";\r\nimport { Control } from \"../../2D/controls/control\";\r\nimport { TextBlock, TextWrapping } from \"../../2D/controls/textBlock\";\r\nimport { DefaultBehavior } from \"../behaviors/defaultBehavior\";\r\nimport { SlateGizmo } from \"../gizmos/slateGizmo\";\r\nimport { FluentMaterial } from \"../materials/fluent/fluentMaterial\";\r\nimport { FluentBackplateMaterial } from \"../materials/fluentBackplate/fluentBackplateMaterial\";\r\nimport { PointerDragBehavior } from \"@babylonjs/core/Behaviors/Meshes/pointerDragBehavior\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { Vector4 } from \"@babylonjs/core/Maths/math\";\r\nimport { Epsilon } from \"@babylonjs/core/Maths/math.constants\";\r\nimport { Scalar } from \"@babylonjs/core/Maths/math.scalar\";\r\nimport { Matrix, Quaternion, Vector2, Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Viewport } from \"@babylonjs/core/Maths/math.viewport\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { CreateBox } from \"@babylonjs/core/Meshes/Builders/boxBuilder\";\r\nimport { CreatePlane } from \"@babylonjs/core/Meshes/Builders/planeBuilder\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { Observer } from \"@babylonjs/core/Misc/observable\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { Nullable } from \"@babylonjs/core/types\";\r\n\r\n/**\r\n * Class used to create a holographic slate\r\n * @since 5.0.0\r\n */\r\nexport class HolographicSlate extends ContentDisplay3D {\r\n /**\r\n * Base Url for the assets.\r\n */\r\n public static ASSETS_BASE_URL: string = \"https://assets.babylonjs.com/meshes/MRTK/\";\r\n /**\r\n * File name for the close icon.\r\n */\r\n public static CLOSE_ICON_FILENAME: string = \"IconClose.png\";\r\n /**\r\n * File name for the close icon.\r\n */\r\n public static FOLLOW_ICON_FILENAME: string = \"IconFollowMe.png\";\r\n\r\n private static DEFAULT_TEXT_RESOLUTION_Y = 102.4;\r\n\r\n /**\r\n * 2D dimensions of the slate\r\n */\r\n public dimensions = new Vector2(21.875, 12.5);\r\n\r\n /**\r\n * Minimum dimensions of the slate\r\n */\r\n public minDimensions = new Vector2(15.625, 6.25);\r\n\r\n /**\r\n * Default dimensions of the slate\r\n */\r\n public readonly defaultDimensions = this.dimensions.clone();\r\n\r\n /**\r\n * Height of the title bar component\r\n */\r\n public titleBarHeight = 0.625;\r\n\r\n /**\r\n * Margin between title bar and contentplate\r\n */\r\n public titleBarMargin = 0.005;\r\n\r\n /**\r\n * Origin in local coordinates (top left corner)\r\n */\r\n public origin = new Vector3(0, 0, 0);\r\n\r\n private _titleBarMaterial: FluentBackplateMaterial;\r\n private _contentMaterial: FluentMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\r\n private _positionChangedObserver: Nullable<Observer<{ position: Vector3 }>>;\r\n\r\n private _titleText = \"\";\r\n private _titleTextComponent: TextBlock;\r\n\r\n private _contentViewport: Viewport;\r\n private _contentDragBehavior: PointerDragBehavior;\r\n\r\n private _defaultBehavior: DefaultBehavior;\r\n /**\r\n * Regroups all mesh behaviors for the slate\r\n */\r\n public get defaultBehavior(): DefaultBehavior {\r\n return this._defaultBehavior;\r\n }\r\n\r\n /** @hidden */\r\n public _gizmo: SlateGizmo;\r\n\r\n protected _titleBar: Mesh;\r\n protected _titleBarTitle: Mesh;\r\n protected _contentPlate: Mesh;\r\n protected _followButton: TouchHolographicButton;\r\n protected _closeButton: TouchHolographicButton;\r\n protected _contentScaleRatio = 1;\r\n\r\n /**\r\n * Rendering ground id of all the meshes\r\n */\r\n public set renderingGroupId(id: number) {\r\n this._titleBar.renderingGroupId = id;\r\n this._titleBarTitle.renderingGroupId = id;\r\n this._contentPlate.renderingGroupId = id;\r\n }\r\n public get renderingGroupId(): number {\r\n return this._titleBar.renderingGroupId;\r\n }\r\n\r\n /**\r\n * The title text displayed at the top of the slate\r\n */\r\n public set title(title: string) {\r\n this._titleText = title;\r\n if (this._titleTextComponent) {\r\n this._titleTextComponent.text = title;\r\n }\r\n }\r\n public get title() {\r\n return this._titleText;\r\n }\r\n\r\n /**\r\n * Creates a new slate\r\n * @param name defines the control name\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n\r\n this._followButton = new TouchHolographicButton(\"followButton\" + this.name);\r\n this._closeButton = new TouchHolographicButton(\"closeButton\" + this.name);\r\n\r\n this._contentViewport = new Viewport(0, 0, 1, 1);\r\n this._contentDragBehavior = new PointerDragBehavior({\r\n dragPlaneNormal: new Vector3(0, 0, -1),\r\n });\r\n }\r\n\r\n /**\r\n * Apply the facade texture (created from the content property).\r\n * This function can be overloaded by child classes\r\n * @param facadeTexture defines the AdvancedDynamicTexture to use\r\n */\r\n protected _applyFacade(facadeTexture: AdvancedDynamicTexture) {\r\n this._contentMaterial.albedoTexture = facadeTexture;\r\n this._resetContentPositionAndZoom();\r\n this._applyContentViewport();\r\n\r\n facadeTexture.attachToMesh(this._contentPlate, true);\r\n }\r\n\r\n private _addControl(control: Control3D): void {\r\n control._host = this._host;\r\n if (this._host.utilityLayer) {\r\n control._prepareNode(this._host.utilityLayer.utilityLayerScene);\r\n }\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"HolographicSlate\";\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _positionElements() {\r\n const followButtonMesh = this._followButton.mesh;\r\n const closeButtonMesh = this._closeButton.mesh;\r\n const titleBar = this._titleBar;\r\n const titleBarTitle = this._titleBarTitle;\r\n const contentPlate = this._contentPlate;\r\n\r\n if (followButtonMesh && closeButtonMesh && titleBar) {\r\n closeButtonMesh.scaling.setAll(this.titleBarHeight);\r\n followButtonMesh.scaling.setAll(this.titleBarHeight);\r\n closeButtonMesh.position\r\n .copyFromFloats(\r\n this.dimensions.x - this.titleBarHeight / 2,\r\n -this.titleBarHeight / 2,\r\n (-Epsilon / 2) * (this._host.scene.useRightHandedSystem ? -1 : 1)\r\n )\r\n .addInPlace(this.origin);\r\n followButtonMesh.position\r\n .copyFromFloats(\r\n this.dimensions.x - (3 * this.titleBarHeight) / 2,\r\n -this.titleBarHeight / 2,\r\n (-Epsilon / 2) * (this._host.scene.useRightHandedSystem ? -1 : 1)\r\n )\r\n .addInPlace(this.origin);\r\n\r\n const contentPlateHeight = this.dimensions.y - this.titleBarHeight - this.titleBarMargin;\r\n\r\n titleBar.scaling.set(this.dimensions.x, this.titleBarHeight, Epsilon);\r\n titleBarTitle.scaling.set(this.dimensions.x - (2 * this.titleBarHeight), this.titleBarHeight, Epsilon);\r\n contentPlate.scaling.copyFromFloats(this.dimensions.x, contentPlateHeight, Epsilon);\r\n\r\n titleBar.position.copyFromFloats(this.dimensions.x / 2, -(this.titleBarHeight / 2), 0).addInPlace(this.origin);\r\n titleBarTitle.position.copyFromFloats((this.dimensions.x / 2) - this.titleBarHeight, -(this.titleBarHeight / 2), -Epsilon).addInPlace(this.origin);\r\n contentPlate.position.copyFromFloats(this.dimensions.x / 2, -(this.titleBarHeight + this.titleBarMargin + contentPlateHeight / 2), 0).addInPlace(this.origin);\r\n\r\n // Update the title's AdvancedDynamicTexture scale to avoid visual stretching\r\n this._titleTextComponent.host.scaleTo(HolographicSlate.DEFAULT_TEXT_RESOLUTION_Y * titleBarTitle.scaling.x / titleBarTitle.scaling.y, HolographicSlate.DEFAULT_TEXT_RESOLUTION_Y);\r\n\r\n const aspectRatio = this.dimensions.x / contentPlateHeight;\r\n this._contentViewport.width = this._contentScaleRatio;\r\n this._contentViewport.height = this._contentScaleRatio / aspectRatio;\r\n\r\n this._applyContentViewport();\r\n }\r\n }\r\n\r\n private _applyContentViewport() {\r\n if (this._contentPlate?.material && (this._contentPlate.material as FluentMaterial).albedoTexture) {\r\n const tex = (this._contentPlate.material as FluentMaterial).albedoTexture as Texture;\r\n tex.uScale = this._contentScaleRatio;\r\n tex.vScale = (this._contentScaleRatio / this._contentViewport.width) * this._contentViewport.height;\r\n tex.uOffset = this._contentViewport.x;\r\n tex.vOffset = this._contentViewport.y;\r\n }\r\n }\r\n\r\n private _resetContentPositionAndZoom() {\r\n this._contentViewport.x = 0;\r\n this._contentViewport.y = 1 - this._contentViewport.height / this._contentViewport.width;\r\n this._contentScaleRatio = 1;\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _updatePivot() {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n\r\n // Update pivot point so it is at the center of geometry\r\n // As origin is topleft corner in 2D, dimensions are calculated towards bottom right corner, thus y axis is downwards\r\n const center = new Vector3(this.dimensions.x * 0.5, -this.dimensions.y * 0.5, Epsilon);\r\n center.addInPlace(this.origin);\r\n center.z = 0;\r\n\r\n const origin = new Vector3(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(origin, this.mesh.computeWorldMatrix(true), origin);\r\n this.mesh.setPivotPoint(center);\r\n const origin2 = new Vector3(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(origin2, this.mesh.computeWorldMatrix(true), origin2);\r\n this.mesh.position.addInPlace(origin).subtractInPlace(origin2);\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n const node = new Mesh(\"slate_\" + this.name, scene);\r\n\r\n this._titleBar = CreateBox(\"titleBar_\" + this.name, { size: 1 }, scene);\r\n this._titleBarTitle = CreatePlane(\"titleText_\" + this.name, { size: 1 }, scene);\r\n this._titleBarTitle.parent = node;\r\n this._titleBarTitle.isPickable = false;\r\n\r\n var adt = AdvancedDynamicTexture.CreateForMesh(this._titleBarTitle);\r\n this._titleTextComponent = new TextBlock(\"titleText_\" + this.name, this._titleText);\r\n this._titleTextComponent.textWrapping = TextWrapping.Ellipsis;\r\n this._titleTextComponent.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n this._titleTextComponent.color = \"white\";\r\n this._titleTextComponent.fontSize = HolographicSlate.DEFAULT_TEXT_RESOLUTION_Y / 2;\r\n this._titleTextComponent.paddingLeft = HolographicSlate.DEFAULT_TEXT_RESOLUTION_Y / 4;\r\n adt.addControl(this._titleTextComponent);\r\n\r\n const faceUV = new Array(6).fill(new Vector4(0, 0, 1, 1));\r\n if (scene.useRightHandedSystem) {\r\n faceUV[0].copyFromFloats(0, 1, 1, 0);\r\n }\r\n this._contentPlate = CreateBox(\"contentPlate_\" + this.name, { size: 1, faceUV }, scene);\r\n\r\n this._titleBar.parent = node;\r\n this._titleBar.isNearGrabbable = true;\r\n this._contentPlate.parent = node;\r\n this._attachContentPlateBehavior();\r\n\r\n this._addControl(this._followButton);\r\n this._addControl(this._closeButton);\r\n\r\n const followButtonMesh = this._followButton.mesh!;\r\n const closeButtonMesh = this._closeButton.mesh!;\r\n followButtonMesh.parent = node;\r\n closeButtonMesh.parent = node;\r\n\r\n this._positionElements();\r\n\r\n this._followButton.imageUrl = HolographicSlate.ASSETS_BASE_URL + HolographicSlate.FOLLOW_ICON_FILENAME;\r\n this._closeButton.imageUrl = HolographicSlate.ASSETS_BASE_URL + HolographicSlate.CLOSE_ICON_FILENAME;\r\n\r\n this._followButton.isBackplateVisible = false;\r\n this._closeButton.isBackplateVisible = false;\r\n\r\n this._followButton.onPointerClickObservable.add(() => {\r\n this._defaultBehavior.followBehaviorEnabled = !this._defaultBehavior.followBehaviorEnabled;\r\n if (this._defaultBehavior.followBehaviorEnabled) {\r\n this._defaultBehavior.followBehavior.recenter();\r\n }\r\n });\r\n\r\n this._closeButton.onPointerClickObservable.add(() => {\r\n this.dispose();\r\n });\r\n\r\n node.rotationQuaternion = Quaternion.Identity();\r\n node.isVisible = false;\r\n\r\n return node;\r\n }\r\n\r\n private _attachContentPlateBehavior() {\r\n this._contentDragBehavior.attach(this._contentPlate);\r\n this._contentDragBehavior.moveAttached = false;\r\n this._contentDragBehavior.useObjectOrientationForDragging = true;\r\n this._contentDragBehavior.updateDragPlane = false;\r\n\r\n const origin = new Vector3();\r\n const worldDimensions = new Vector3();\r\n const upWorld = new Vector3();\r\n const rightWorld = new Vector3();\r\n const projectedOffset = new Vector2();\r\n let startViewport: Viewport;\r\n let worldMatrix: Matrix;\r\n\r\n this._contentDragBehavior.onDragStartObservable.add((event) => {\r\n if (!this.node) {\r\n return;\r\n }\r\n startViewport = this._contentViewport.clone();\r\n worldMatrix = this.node.computeWorldMatrix(true);\r\n\r\n origin.copyFrom(event.dragPlanePoint);\r\n worldDimensions.set(this.dimensions.x, this.dimensions.y, Epsilon);\r\n worldDimensions.y -= this.titleBarHeight + this.titleBarMargin;\r\n Vector3.TransformNormalToRef(worldDimensions, worldMatrix, worldDimensions);\r\n upWorld.copyFromFloats(0, 1, 0);\r\n Vector3.TransformNormalToRef(upWorld, worldMatrix, upWorld);\r\n rightWorld.copyFromFloats(1, 0, 0);\r\n Vector3.TransformNormalToRef(rightWorld, worldMatrix, rightWorld);\r\n upWorld.normalize();\r\n upWorld.scaleInPlace(1 / Vector3.Dot(upWorld, worldDimensions));\r\n rightWorld.normalize();\r\n rightWorld.scaleInPlace(1 / Vector3.Dot(rightWorld, worldDimensions));\r\n });\r\n\r\n const offset = new Vector3();\r\n this._contentDragBehavior.onDragObservable.add((event) => {\r\n offset.copyFrom(event.dragPlanePoint);\r\n offset.subtractInPlace(origin);\r\n projectedOffset.copyFromFloats(Vector3.Dot(offset, rightWorld), Vector3.Dot(offset, upWorld));\r\n\r\n // By default, content takes full width available and height is cropped to keep aspect ratio\r\n this._contentViewport.x = Scalar.Clamp(startViewport.x - offset.x, 0, 1 - this._contentViewport.width * this._contentScaleRatio);\r\n this._contentViewport.y = Scalar.Clamp(startViewport.y - offset.y, 0, 1 - this._contentViewport.height * this._contentScaleRatio);\r\n this._applyContentViewport();\r\n });\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n // TODO share materials\r\n this._titleBarMaterial = new FluentBackplateMaterial(`${this.name} plateMaterial`, mesh.getScene());\r\n\r\n // this._pickedPointObserver = this._host.onPickedPointChangedObservable.add((pickedPoint) => {\r\n // if (pickedPoint) {\r\n // this._titleBarMaterial.globalLeftIndexTipPosition = pickedPoint;\r\n // this._titleBarMaterial.hoverColor.a = 1.0;\r\n // } else {\r\n // this._titleBarMaterial.hoverColor.a = 0;\r\n // }\r\n // });\r\n\r\n this._contentMaterial = new FluentMaterial(this.name + \"contentMaterial\", mesh.getScene());\r\n this._contentMaterial.renderBorders = true;\r\n\r\n this._titleBar.material = this._titleBarMaterial;\r\n this._contentPlate.material = this._contentMaterial;\r\n\r\n this._resetContent();\r\n this._applyContentViewport();\r\n }\r\n\r\n /** @hidden **/\r\n public _prepareNode(scene: Scene): void {\r\n super._prepareNode(scene);\r\n this._gizmo = new SlateGizmo(this._host.utilityLayer!);\r\n this._gizmo.attachedSlate = this;\r\n this._defaultBehavior = new DefaultBehavior();\r\n this._defaultBehavior.attach(this.node as Mesh, [this._titleBar]);\r\n\r\n this._positionChangedObserver = this._defaultBehavior.sixDofDragBehavior.onPositionChangedObservable.add(() => {\r\n this._gizmo.updateBoundingBox();\r\n });\r\n\r\n this._updatePivot();\r\n this.resetDefaultAspectAndPose();\r\n }\r\n\r\n /**\r\n * Resets the aspect and pose of the slate so it is right in front of the active camera, facing towards it.\r\n */\r\n public resetDefaultAspectAndPose() {\r\n if (!this._host || !this._host.utilityLayer || !this.node) {\r\n return;\r\n }\r\n const scene = this._host.utilityLayer.utilityLayerScene;\r\n const camera = scene.activeCamera;\r\n if (camera) {\r\n const worldMatrix = camera.getWorldMatrix();\r\n const backward = Vector3.TransformNormal(Vector3.Backward(scene.useRightHandedSystem), worldMatrix);\r\n this.dimensions.copyFrom(this.defaultDimensions);\r\n this.origin.setAll(0);\r\n this._gizmo.updateBoundingBox();\r\n const pivot = this.node.getAbsolutePivotPoint();\r\n this.node.position.copyFrom(camera.position).subtractInPlace(backward).subtractInPlace(pivot);\r\n this.node.rotationQuaternion = Quaternion.FromLookDirectionLH(backward, new Vector3(0, 1, 0));\r\n }\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose();\r\n this._titleBarMaterial.dispose();\r\n this._contentMaterial.dispose();\r\n\r\n this._titleBar.dispose();\r\n this._titleBarTitle.dispose();\r\n this._contentPlate.dispose();\r\n\r\n this._followButton.dispose();\r\n this._closeButton.dispose();\r\n\r\n this._host.onPickedPointChangedObservable.remove(this._pickedPointObserver);\r\n this._defaultBehavior.sixDofDragBehavior.onPositionChangedObservable.remove(this._positionChangedObserver);\r\n\r\n this._defaultBehavior.detach();\r\n this._gizmo.dispose();\r\n this._contentDragBehavior.detach();\r\n }\r\n}\r\n"]}
1
+ 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{ ContentDisplay3D } from \"./contentDisplay3D\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { TouchHolographicButton } from \"./touchHolographicButton\";\r\nimport { AdvancedDynamicTexture } from \"../../2D/advancedDynamicTexture\";\r\nimport { Control } from \"../../2D/controls/control\";\r\nimport { TextBlock, TextWrapping } from \"../../2D/controls/textBlock\";\r\nimport { DefaultBehavior } from \"../behaviors/defaultBehavior\";\r\nimport { SlateGizmo } from \"../gizmos/slateGizmo\";\r\nimport { FluentMaterial } from \"../materials/fluent/fluentMaterial\";\r\nimport { FluentBackplateMaterial } from \"../materials/fluentBackplate/fluentBackplateMaterial\";\r\nimport { PointerDragBehavior } from \"@babylonjs/core/Behaviors/Meshes/pointerDragBehavior\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { Vector4 } from \"@babylonjs/core/Maths/math\";\r\nimport { Epsilon } from \"@babylonjs/core/Maths/math.constants\";\r\nimport { Scalar } from \"@babylonjs/core/Maths/math.scalar\";\r\nimport { Matrix, Quaternion, Vector2, Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Viewport } from \"@babylonjs/core/Maths/math.viewport\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { CreateBox } from \"@babylonjs/core/Meshes/Builders/boxBuilder\";\r\nimport { CreatePlane } from \"@babylonjs/core/Meshes/Builders/planeBuilder\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { VertexData } from \"@babylonjs/core/Meshes/mesh.vertexData\";\r\nimport { Observer } from \"@babylonjs/core/Misc/observable\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { Nullable } from \"@babylonjs/core/types\";\r\n\r\n/**\r\n * Class used to create a holographic slate\r\n * @since 5.0.0\r\n */\r\nexport class HolographicSlate extends ContentDisplay3D {\r\n /**\r\n * Base Url for the assets.\r\n */\r\n public static ASSETS_BASE_URL: string = \"https://assets.babylonjs.com/meshes/MRTK/\";\r\n /**\r\n * File name for the close icon.\r\n */\r\n public static CLOSE_ICON_FILENAME: string = \"IconClose.png\";\r\n /**\r\n * File name for the close icon.\r\n */\r\n public static FOLLOW_ICON_FILENAME: string = \"IconFollowMe.png\";\r\n\r\n private static DEFAULT_TEXT_RESOLUTION_Y = 102.4;\r\n\r\n /**\r\n * Margin between title bar and contentplate\r\n */\r\n public titleBarMargin = 0.005;\r\n\r\n /**\r\n * Origin in local coordinates (top left corner)\r\n */\r\n public origin = new Vector3(0, 0, 0);\r\n\r\n private _dimensions = new Vector2(21.875, 12.5);\r\n private _titleBarHeight = 0.625;\r\n\r\n private _titleBarMaterial: FluentBackplateMaterial;\r\n private _backMaterial: FluentBackplateMaterial;\r\n private _contentMaterial: FluentMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\r\n private _positionChangedObserver: Nullable<Observer<{ position: Vector3 }>>;\r\n\r\n private _titleText = \"\";\r\n private _titleTextComponent: TextBlock;\r\n\r\n private _contentViewport: Viewport;\r\n private _contentDragBehavior: PointerDragBehavior;\r\n\r\n private _defaultBehavior: DefaultBehavior;\r\n /**\r\n * Regroups all mesh behaviors for the slate\r\n */\r\n public get defaultBehavior(): DefaultBehavior {\r\n return this._defaultBehavior;\r\n }\r\n\r\n /** @hidden */\r\n public _gizmo: SlateGizmo;\r\n\r\n protected _titleBar: Mesh;\r\n protected _titleBarTitle: Mesh;\r\n protected _contentPlate: Mesh;\r\n protected _backPlate: Mesh;\r\n /** @hidden */\r\n public _followButton: TouchHolographicButton;\r\n protected _closeButton: TouchHolographicButton;\r\n protected _contentScaleRatio = 1;\r\n\r\n /**\r\n * 2D dimensions of the slate\r\n */\r\n public get dimensions() {\r\n return this._dimensions;\r\n }\r\n public set dimensions(value) {\r\n //clamp, respecting ratios\r\n let scale = 1.0;\r\n if (value.x < this.minDimensions.x || value.y < this.minDimensions.y) {\r\n const newRatio = value.x / value.y;\r\n const minRatio = this.minDimensions.x / this.minDimensions.y;\r\n if (minRatio > newRatio) {\r\n // We just need to make sure the x-val is greater than the min\r\n scale = this.minDimensions.x / value.x;\r\n }\r\n else {\r\n // We just need to make sure the y-val is greater than the min\r\n scale = this.minDimensions.y / value.y;\r\n }\r\n }\r\n\r\n this._dimensions.copyFrom(value).scaleInPlace(scale);\r\n this._updatePivot();\r\n this._positionElements();\r\n }\r\n\r\n /**\r\n * Minimum dimensions of the slate\r\n */\r\n public minDimensions = new Vector2(15.625, 6.25);\r\n\r\n /**\r\n * Default dimensions of the slate\r\n */\r\n public readonly defaultDimensions = this._dimensions.clone();\r\n\r\n /**\r\n * Height of the title bar component\r\n */\r\n public get titleBarHeight() {\r\n return this._titleBarHeight;\r\n }\r\n public set titleBarHeight(value) {\r\n this._titleBarHeight = value;\r\n }\r\n\r\n /**\r\n * Rendering ground id of all the meshes\r\n */\r\n public set renderingGroupId(id: number) {\r\n this._titleBar.renderingGroupId = id;\r\n this._titleBarTitle.renderingGroupId = id;\r\n this._contentPlate.renderingGroupId = id;\r\n this._backPlate.renderingGroupId = id;\r\n }\r\n public get renderingGroupId(): number {\r\n return this._titleBar.renderingGroupId;\r\n }\r\n\r\n /**\r\n * The title text displayed at the top of the slate\r\n */\r\n public set title(title: string) {\r\n this._titleText = title;\r\n if (this._titleTextComponent) {\r\n this._titleTextComponent.text = title;\r\n }\r\n }\r\n public get title() {\r\n return this._titleText;\r\n }\r\n\r\n /**\r\n * Creates a new slate\r\n * @param name defines the control name\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n\r\n this._followButton = new TouchHolographicButton(\"followButton\" + this.name);\r\n this._followButton.isToggleButton = true;\r\n this._closeButton = new TouchHolographicButton(\"closeButton\" + this.name);\r\n\r\n this._contentViewport = new Viewport(0, 0, 1, 1);\r\n this._contentDragBehavior = new PointerDragBehavior({\r\n dragPlaneNormal: new Vector3(0, 0, -1),\r\n });\r\n }\r\n\r\n /**\r\n * Apply the facade texture (created from the content property).\r\n * This function can be overloaded by child classes\r\n * @param facadeTexture defines the AdvancedDynamicTexture to use\r\n */\r\n protected _applyFacade(facadeTexture: AdvancedDynamicTexture) {\r\n this._contentMaterial.albedoTexture = facadeTexture;\r\n this._resetContentPositionAndZoom();\r\n this._applyContentViewport();\r\n\r\n facadeTexture.attachToMesh(this._contentPlate, true);\r\n }\r\n\r\n private _addControl(control: Control3D): void {\r\n control._host = this._host;\r\n if (this._host.utilityLayer) {\r\n control._prepareNode(this._host.utilityLayer.utilityLayerScene);\r\n }\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"HolographicSlate\";\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _positionElements() {\r\n const followButton = this._followButton;\r\n const closeButton = this._closeButton;\r\n const titleBar = this._titleBar;\r\n const titleBarTitle = this._titleBarTitle;\r\n const contentPlate = this._contentPlate;\r\n const backPlate = this._backPlate;\r\n\r\n if (followButton && closeButton && titleBar) {\r\n closeButton.scaling.setAll(this.titleBarHeight);\r\n followButton.scaling.setAll(this.titleBarHeight);\r\n closeButton.position\r\n .copyFromFloats(\r\n this.dimensions.x - this.titleBarHeight / 2,\r\n -this.titleBarHeight / 2,\r\n 0\r\n )\r\n .addInPlace(this.origin);\r\n followButton.position\r\n .copyFromFloats(\r\n this.dimensions.x - (3 * this.titleBarHeight) / 2,\r\n -this.titleBarHeight / 2,\r\n 0\r\n )\r\n .addInPlace(this.origin);\r\n\r\n const contentPlateHeight = this.dimensions.y - this.titleBarHeight - this.titleBarMargin;\r\n const rightHandScene = contentPlate.getScene().useRightHandedSystem;\r\n\r\n titleBar.scaling.set(this.dimensions.x, this.titleBarHeight, Epsilon);\r\n titleBarTitle.scaling.set(this.dimensions.x - (2 * this.titleBarHeight), this.titleBarHeight, Epsilon);\r\n contentPlate.scaling.copyFromFloats(this.dimensions.x, contentPlateHeight, Epsilon);\r\n backPlate.scaling.copyFromFloats(this.dimensions.x, contentPlateHeight, Epsilon);\r\n\r\n titleBar.position.copyFromFloats(this.dimensions.x / 2, -(this.titleBarHeight / 2), 0).addInPlace(this.origin);\r\n titleBarTitle.position.copyFromFloats((this.dimensions.x / 2) - this.titleBarHeight, -(this.titleBarHeight / 2), rightHandScene ? Epsilon : -Epsilon).addInPlace(this.origin);\r\n contentPlate.position.copyFromFloats(this.dimensions.x / 2, -(this.titleBarHeight + this.titleBarMargin + contentPlateHeight / 2), 0).addInPlace(this.origin);\r\n backPlate.position.copyFromFloats(this.dimensions.x / 2, -(this.titleBarHeight + this.titleBarMargin + contentPlateHeight / 2), rightHandScene ? -Epsilon : Epsilon).addInPlace(this.origin);\r\n\r\n // Update the title's AdvancedDynamicTexture scale to avoid visual stretching\r\n this._titleTextComponent.host.scaleTo(HolographicSlate.DEFAULT_TEXT_RESOLUTION_Y * titleBarTitle.scaling.x / titleBarTitle.scaling.y, HolographicSlate.DEFAULT_TEXT_RESOLUTION_Y);\r\n\r\n const aspectRatio = this.dimensions.x / contentPlateHeight;\r\n this._contentViewport.width = this._contentScaleRatio;\r\n this._contentViewport.height = this._contentScaleRatio / aspectRatio;\r\n\r\n this._applyContentViewport();\r\n if (this._gizmo) {\r\n this._gizmo.updateBoundingBox();\r\n }\r\n }\r\n }\r\n\r\n private _applyContentViewport() {\r\n if (this._contentPlate?.material && (this._contentPlate.material as FluentMaterial).albedoTexture) {\r\n const tex = (this._contentPlate.material as FluentMaterial).albedoTexture as Texture;\r\n tex.uScale = this._contentScaleRatio;\r\n tex.vScale = (this._contentScaleRatio / this._contentViewport.width) * this._contentViewport.height;\r\n tex.uOffset = this._contentViewport.x;\r\n tex.vOffset = this._contentViewport.y;\r\n }\r\n }\r\n\r\n private _resetContentPositionAndZoom() {\r\n this._contentViewport.x = 0;\r\n this._contentViewport.y = 1 - this._contentViewport.height / this._contentViewport.width;\r\n this._contentScaleRatio = 1;\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _updatePivot() {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n\r\n // Update pivot point so it is at the center of geometry\r\n // As origin is topleft corner in 2D, dimensions are calculated towards bottom right corner, thus y axis is downwards\r\n const center = new Vector3(this.dimensions.x * 0.5, -this.dimensions.y * 0.5, Epsilon);\r\n center.addInPlace(this.origin);\r\n center.z = 0;\r\n\r\n const origin = new Vector3(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(origin, this.mesh.computeWorldMatrix(true), origin);\r\n this.mesh.setPivotPoint(center);\r\n const origin2 = new Vector3(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(origin2, this.mesh.computeWorldMatrix(true), origin2);\r\n this.mesh.position.addInPlace(origin).subtractInPlace(origin2);\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n const node = new Mesh(\"slate_\" + this.name, scene);\r\n\r\n this._titleBar = CreateBox(\"titleBar_\" + this.name, { size: 1 }, scene);\r\n this._titleBarTitle = CreatePlane(\"titleText_\" + this.name, { size: 1 }, scene);\r\n this._titleBarTitle.parent = node;\r\n this._titleBarTitle.isPickable = false;\r\n\r\n var adt = AdvancedDynamicTexture.CreateForMesh(this._titleBarTitle);\r\n this._titleTextComponent = new TextBlock(\"titleText_\" + this.name, this._titleText);\r\n this._titleTextComponent.textWrapping = TextWrapping.Ellipsis;\r\n this._titleTextComponent.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n this._titleTextComponent.color = \"white\";\r\n this._titleTextComponent.fontSize = HolographicSlate.DEFAULT_TEXT_RESOLUTION_Y / 2;\r\n this._titleTextComponent.paddingLeft = HolographicSlate.DEFAULT_TEXT_RESOLUTION_Y / 4;\r\n adt.addControl(this._titleTextComponent);\r\n\r\n if (scene.useRightHandedSystem) {\r\n const faceUV = new Vector4(0, 0, 1, 1);\r\n this._contentPlate = CreatePlane(\"contentPlate_\" + this.name, { size: 1, sideOrientation: VertexData.BACKSIDE, frontUVs: faceUV }, scene);\r\n this._backPlate = CreatePlane(\"backPlate_\" + this.name, { size: 1, sideOrientation: VertexData.FRONTSIDE }, scene);\r\n }\r\n else {\r\n const faceUV = new Vector4(0, 0, 1, 1);\r\n this._contentPlate = CreatePlane(\"contentPlate_\" + this.name, { size: 1, sideOrientation: VertexData.FRONTSIDE, frontUVs: faceUV }, scene);\r\n this._backPlate = CreatePlane(\"backPlate_\" + this.name, { size: 1, sideOrientation: VertexData.BACKSIDE }, scene);\r\n }\r\n\r\n this._titleBar.parent = node;\r\n this._titleBar.isNearGrabbable = true;\r\n this._contentPlate.parent = node;\r\n this._backPlate.parent = node;\r\n this._attachContentPlateBehavior();\r\n\r\n this._addControl(this._followButton);\r\n this._addControl(this._closeButton);\r\n\r\n const followButton = this._followButton;\r\n const closeButton = this._closeButton;\r\n\r\n followButton.node!.parent = node;\r\n closeButton.node!.parent = node;\r\n\r\n this._positionElements();\r\n\r\n this._followButton.imageUrl = HolographicSlate.ASSETS_BASE_URL + HolographicSlate.FOLLOW_ICON_FILENAME;\r\n this._closeButton.imageUrl = HolographicSlate.ASSETS_BASE_URL + HolographicSlate.CLOSE_ICON_FILENAME;\r\n\r\n this._followButton.isBackplateVisible = false;\r\n this._closeButton.isBackplateVisible = false;\r\n\r\n this._followButton.onToggleObservable.add((isToggled) => {\r\n this._defaultBehavior.followBehaviorEnabled = isToggled;\r\n if (this._defaultBehavior.followBehaviorEnabled) {\r\n this._defaultBehavior.followBehavior.recenter();\r\n }\r\n });\r\n\r\n this._closeButton.onPointerClickObservable.add(() => {\r\n this.dispose();\r\n });\r\n\r\n node.rotationQuaternion = Quaternion.Identity();\r\n node.isVisible = false;\r\n\r\n return node;\r\n }\r\n\r\n private _attachContentPlateBehavior() {\r\n this._contentDragBehavior.attach(this._contentPlate);\r\n this._contentDragBehavior.moveAttached = false;\r\n this._contentDragBehavior.useObjectOrientationForDragging = true;\r\n this._contentDragBehavior.updateDragPlane = false;\r\n\r\n const origin = new Vector3();\r\n const worldDimensions = new Vector3();\r\n const upWorld = new Vector3();\r\n const rightWorld = new Vector3();\r\n const projectedOffset = new Vector2();\r\n let startViewport: Viewport;\r\n let worldMatrix: Matrix;\r\n\r\n this._contentDragBehavior.onDragStartObservable.add((event) => {\r\n if (!this.node) {\r\n return;\r\n }\r\n startViewport = this._contentViewport.clone();\r\n worldMatrix = this.node.computeWorldMatrix(true);\r\n\r\n origin.copyFrom(event.dragPlanePoint);\r\n worldDimensions.set(this.dimensions.x, this.dimensions.y, Epsilon);\r\n worldDimensions.y -= this.titleBarHeight + this.titleBarMargin;\r\n Vector3.TransformNormalToRef(worldDimensions, worldMatrix, worldDimensions);\r\n upWorld.copyFromFloats(0, 1, 0);\r\n Vector3.TransformNormalToRef(upWorld, worldMatrix, upWorld);\r\n rightWorld.copyFromFloats(1, 0, 0);\r\n Vector3.TransformNormalToRef(rightWorld, worldMatrix, rightWorld);\r\n upWorld.normalize();\r\n upWorld.scaleInPlace(1 / Vector3.Dot(upWorld, worldDimensions));\r\n rightWorld.normalize();\r\n rightWorld.scaleInPlace(1 / Vector3.Dot(rightWorld, worldDimensions));\r\n });\r\n\r\n const offset = new Vector3();\r\n this._contentDragBehavior.onDragObservable.add((event) => {\r\n offset.copyFrom(event.dragPlanePoint);\r\n offset.subtractInPlace(origin);\r\n projectedOffset.copyFromFloats(Vector3.Dot(offset, rightWorld), Vector3.Dot(offset, upWorld));\r\n\r\n // By default, content takes full width available and height is cropped to keep aspect ratio\r\n this._contentViewport.x = Scalar.Clamp(startViewport.x - offset.x, 0, 1 - this._contentViewport.width * this._contentScaleRatio);\r\n this._contentViewport.y = Scalar.Clamp(startViewport.y - offset.y, 0, 1 - this._contentViewport.height * this._contentScaleRatio);\r\n this._applyContentViewport();\r\n });\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n // TODO share materials\r\n this._titleBarMaterial = new FluentBackplateMaterial(`${this.name} plateMaterial`, mesh.getScene());\r\n\r\n this._contentMaterial = new FluentMaterial(`${this.name} contentMaterial`, mesh.getScene());\r\n this._contentMaterial.renderBorders = true;\r\n\r\n this._backMaterial = new FluentBackplateMaterial(`${this.name} backPlate`, mesh.getScene());\r\n this._backMaterial.lineWidth = Epsilon;\r\n this._backMaterial.radius = 0.005;\r\n this._backMaterial.backFaceCulling = true;\r\n\r\n this._titleBar.material = this._titleBarMaterial;\r\n this._contentPlate.material = this._contentMaterial;\r\n this._backPlate.material = this._backMaterial;\r\n\r\n this._resetContent();\r\n this._applyContentViewport();\r\n }\r\n\r\n /** @hidden **/\r\n public _prepareNode(scene: Scene): void {\r\n super._prepareNode(scene);\r\n this._gizmo = new SlateGizmo(this._host.utilityLayer!);\r\n this._gizmo.attachedSlate = this;\r\n this._defaultBehavior = new DefaultBehavior();\r\n this._defaultBehavior.attach(this.node as Mesh, [this._titleBar]);\r\n this._defaultBehavior.sixDofDragBehavior.onDragStartObservable.add(() => {\r\n this._followButton.isToggled = false;\r\n });\r\n\r\n this._positionChangedObserver = this._defaultBehavior.sixDofDragBehavior.onPositionChangedObservable.add(() => {\r\n this._gizmo.updateBoundingBox();\r\n });\r\n\r\n this._updatePivot();\r\n this.resetDefaultAspectAndPose(false);\r\n }\r\n\r\n /**\r\n * Resets the aspect and pose of the slate so it is right in front of the active camera, facing towards it.\r\n * @param resetAspect Should the slate's dimensions/aspect ratio be reset as well\r\n */\r\n public resetDefaultAspectAndPose(resetAspect: boolean = true) {\r\n if (!this._host || !this._host.utilityLayer || !this.node) {\r\n return;\r\n }\r\n const scene = this._host.utilityLayer.utilityLayerScene;\r\n const camera = scene.activeCamera;\r\n if (camera) {\r\n const worldMatrix = camera.getWorldMatrix();\r\n const backward = Vector3.TransformNormal(Vector3.Backward(scene.useRightHandedSystem), worldMatrix);\r\n this.origin.setAll(0);\r\n this._gizmo.updateBoundingBox();\r\n const pivot = this.node.getAbsolutePivotPoint();\r\n this.node.position.copyFrom(camera.position).subtractInPlace(backward).subtractInPlace(pivot);\r\n this.node.rotationQuaternion = Quaternion.FromLookDirectionLH(backward, new Vector3(0, 1, 0));\r\n\r\n if (resetAspect) {\r\n this.dimensions = this.defaultDimensions;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose();\r\n this._titleBarMaterial.dispose();\r\n this._contentMaterial.dispose();\r\n\r\n this._titleBar.dispose();\r\n this._titleBarTitle.dispose();\r\n this._contentPlate.dispose();\r\n this._backPlate.dispose();\r\n\r\n this._followButton.dispose();\r\n this._closeButton.dispose();\r\n\r\n this._host.onPickedPointChangedObservable.remove(this._pickedPointObserver);\r\n this._defaultBehavior.sixDofDragBehavior.onPositionChangedObservable.remove(this._positionChangedObserver);\r\n\r\n this._defaultBehavior.detach();\r\n this._gizmo.dispose();\r\n this._contentDragBehavior.detach();\r\n }\r\n}\r\n"]}
@@ -10,7 +10,8 @@ import { Button3D } from "./button3D";
10
10
  export declare class TouchButton3D extends Button3D {
11
11
  private _collisionMesh;
12
12
  private _collidableFrontDirection;
13
- protected _isNearPressed: boolean;
13
+ private _isNearPressed;
14
+ private _interactionSurfaceHeight;
14
15
  private _isToggleButton;
15
16
  private _toggleState;
16
17
  private _toggleButtonCallback;
@@ -24,6 +25,10 @@ export declare class TouchButton3D extends Button3D {
24
25
  * @param collisionMesh mesh to track collisions with
25
26
  */
26
27
  constructor(name?: string, collisionMesh?: Mesh);
28
+ /**
29
+ * Whether the current interaction is caused by near interaction or not
30
+ */
31
+ get isActiveNearInteraction(): boolean;
27
32
  /**
28
33
  * Sets the front-facing direction of the button. Pass in Vector3.Zero to allow interactions from any direction
29
34
  * @param frontDir the forward direction of the button
@@ -52,6 +57,12 @@ export declare class TouchButton3D extends Button3D {
52
57
  get isToggled(): boolean;
53
58
  protected _onToggle(newState: boolean): void;
54
59
  private _isInteractionInFrontOfButton;
60
+ /**
61
+ * Get the height of the touchPoint from the collidable part of the button
62
+ * @param touchPoint the point to compare to the button, in absolute position
63
+ * @returns the depth of the touch point into the front of the button
64
+ */
65
+ getPressDepth(touchPoint: Vector3): number;
55
66
  protected _getInteractionHeight(interactionPos: Vector3, basePos: Vector3): number;
56
67
  /** @hidden */
57
68
  _generatePointerEventType(providedType: number, nearMeshPosition: Vector3, activeInteractionCount: number): number;
@@ -18,6 +18,7 @@ var TouchButton3D = /** @class */ (function (_super) {
18
18
  function TouchButton3D(name, collisionMesh) {
19
19
  var _this = _super.call(this, name) || this;
20
20
  _this._isNearPressed = false;
21
+ _this._interactionSurfaceHeight = 0;
21
22
  _this._isToggleButton = false;
22
23
  _this._toggleState = false;
23
24
  _this._toggleButtonCallback = function () { _this._onToggle(!_this._toggleState); };
@@ -31,6 +32,16 @@ var TouchButton3D = /** @class */ (function (_super) {
31
32
  }
32
33
  return _this;
33
34
  }
35
+ Object.defineProperty(TouchButton3D.prototype, "isActiveNearInteraction", {
36
+ /**
37
+ * Whether the current interaction is caused by near interaction or not
38
+ */
39
+ get: function () {
40
+ return this._isNearPressed;
41
+ },
42
+ enumerable: false,
43
+ configurable: true
44
+ });
34
45
  Object.defineProperty(TouchButton3D.prototype, "collidableFrontDirection", {
35
46
  /**
36
47
  * Returns the front-facing direction of the button, or Vector3.Zero if there is no 'front'
@@ -146,6 +157,18 @@ var TouchButton3D = /** @class */ (function (_super) {
146
157
  TouchButton3D.prototype._isInteractionInFrontOfButton = function (collidablePos) {
147
158
  return this._getInteractionHeight(collidablePos, this._collisionMesh.getAbsolutePosition()) > 0;
148
159
  };
160
+ /**
161
+ * Get the height of the touchPoint from the collidable part of the button
162
+ * @param touchPoint the point to compare to the button, in absolute position
163
+ * @returns the depth of the touch point into the front of the button
164
+ */
165
+ TouchButton3D.prototype.getPressDepth = function (touchPoint) {
166
+ if (!this._isNearPressed) {
167
+ return 0;
168
+ }
169
+ var interactionHeight = this._getInteractionHeight(touchPoint, this._collisionMesh.getAbsolutePosition());
170
+ return this._interactionSurfaceHeight - interactionHeight;
171
+ };
149
172
  // Returns true if the collidable is in front of the button, or if the button has no front direction
150
173
  TouchButton3D.prototype._getInteractionHeight = function (interactionPos, basePos) {
151
174
  var frontDir = this.collidableFrontDirection;
@@ -166,6 +189,7 @@ var TouchButton3D = /** @class */ (function (_super) {
166
189
  }
167
190
  else {
168
191
  this._isNearPressed = true;
192
+ this._interactionSurfaceHeight = this._getInteractionHeight(nearMeshPosition, this._collisionMesh.getAbsolutePosition());
169
193
  }
170
194
  }
171
195
  if (providedType === PointerEventTypes.POINTERUP) {
@@ -1 +1 @@
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 protected _isNearPressed = false;\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 * 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 // 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 // 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}"]}
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}"]}
@@ -7,6 +7,7 @@ import { FluentMaterial } from "../materials/fluent/fluentMaterial";
7
7
  import { FluentButtonMaterial } from "../materials/fluentButton/fluentButtonMaterial";
8
8
  import { AdvancedDynamicTexture } from "../../2D/advancedDynamicTexture";
9
9
  import { TouchButton3D } from "./touchButton3D";
10
+ import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh";
10
11
  /**
11
12
  * Class used to create a holographic button in 3D
12
13
  * @since 5.0.0
@@ -48,6 +49,10 @@ export declare class TouchHolographicButton extends TouchButton3D {
48
49
  */
49
50
  set renderingGroupId(id: number);
50
51
  get renderingGroupId(): number;
52
+ /**
53
+ * Gets the mesh used to render this control
54
+ */
55
+ get mesh(): Nullable<AbstractMesh>;
51
56
  /**
52
57
  * Text to be displayed on the tooltip shown when hovering on the button. When set to null tooltip is disabled. (Default: null)
53
58
  */
@@ -1,6 +1,7 @@
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";
@@ -45,7 +46,7 @@ var TouchHolographicButton = /** @class */ (function (_super) {
45
46
  _this._frontMaterial.rightBlobEnable = false;
46
47
  };
47
48
  _this.pointerDownAnimation = function () {
48
- if (_this._frontPlate && !_this._isNearPressed) {
49
+ if (_this._frontPlate && !_this.isActiveNearInteraction) {
49
50
  _this._frontPlate.scaling.z = _this._frontPlateDepth * 0.2;
50
51
  _this._frontPlate.position = Vector3.Forward(_this._frontPlate._scene.useRightHandedSystem).scale((_this._frontPlateDepth - (0.2 * _this._frontPlateDepth)) / 2);
51
52
  _this._textPlate.position = Vector3.Forward(_this._textPlate._scene.useRightHandedSystem).scale(-(_this._backPlateDepth + (0.2 * _this._frontPlateDepth)) / 2);
@@ -59,7 +60,7 @@ var TouchHolographicButton = /** @class */ (function (_super) {
59
60
  }
60
61
  };
61
62
  _this.onPointerMoveObservable.add(function (position) {
62
- if (_this._frontPlate && _this._isNearPressed) {
63
+ if (_this._frontPlate && _this.isActiveNearInteraction) {
63
64
  var scale = Vector3.Zero();
64
65
  if (_this._backPlate.getWorldMatrix().decompose(scale, undefined, undefined)) {
65
66
  var interactionHeight = _this._getInteractionHeight(position, _this._backPlate.getAbsolutePosition()) / scale.z;
@@ -107,6 +108,16 @@ var TouchHolographicButton = /** @class */ (function (_super) {
107
108
  enumerable: false,
108
109
  configurable: true
109
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
+ });
110
121
  Object.defineProperty(TouchHolographicButton.prototype, "tooltipText", {
111
122
  get: function () {
112
123
  if (this._tooltipTextBlock) {
@@ -327,7 +338,7 @@ var TouchHolographicButton = /** @class */ (function (_super) {
327
338
  height: 1.0,
328
339
  depth: this._backPlateDepth,
329
340
  }, scene);
330
- this._backPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._backPlateDepth / 2);
341
+ this._backPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(this._backPlateDepth / 2);
331
342
  this._backPlate.isPickable = false;
332
343
  this._textPlate = _super.prototype._createNode.call(this, scene);
333
344
  this._textPlate.name = "".concat(this.name, "_textPlate");
@@ -335,9 +346,11 @@ var TouchHolographicButton = /** @class */ (function (_super) {
335
346
  this._textPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);
336
347
  this._backPlate.addChild(collisionMesh);
337
348
  this._backPlate.addChild(this._textPlate);
349
+ var tn = new TransformNode("{this.name}_root", scene);
350
+ this._backPlate.setParent(tn);
338
351
  this.collisionMesh = collisionMesh;
339
352
  this.collidableFrontDirection = this._backPlate.forward.negate(); // Mesh is facing the wrong way
340
- return this._backPlate;
353
+ return tn;
341
354
  };
342
355
  TouchHolographicButton.prototype._applyFacade = function (facadeTexture) {
343
356
  this._plateMaterial.emissiveTexture = facadeTexture;
@@ -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 { 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 * 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._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.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 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 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"]}
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"]}
@@ -22,6 +22,7 @@ export declare class SlateGizmo extends Gizmo {
22
22
  * Value we use to offset handles from mesh
23
23
  */
24
24
  private _margin;
25
+ private _handleSize;
25
26
  private _attachedSlate;
26
27
  private _existingSlateScale;
27
28
  /**
@@ -32,10 +33,6 @@ export declare class SlateGizmo extends Gizmo {
32
33
  * The distance away from the object which the draggable meshes should appear world sized when fixedScreenSize is set to true (default: 10)
33
34
  */
34
35
  fixedScreenSizeDistanceFactor: number;
35
- /**
36
- * Size of the handles (meters in XR)
37
- */
38
- handleSize: number;
39
36
  /**
40
37
  * The slate attached to this gizmo
41
38
  */
@@ -54,6 +51,7 @@ export declare class SlateGizmo extends Gizmo {
54
51
  */
55
52
  updateBoundingBox(): void;
56
53
  private _updateHandlesPosition;
54
+ private _updateHandlesScaling;
57
55
  protected _update(): void;
58
56
  dispose(): void;
59
57
  }