@babylonjs/gui 5.0.0-beta.6 → 5.0.0-beta.7
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.
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@@ -71,7 +71,7 @@ var FluentMaterial = /** @class */ (function (_super) {
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/**
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* Gets or sets the radius used to render the hover light (default is 1.0)
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*/
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-
_this.hoverRadius =
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+
_this.hoverRadius = 0.01;
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/**
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* Gets or sets the color used to render the hover light (default is Color4(0.3, 0.3, 0.3, 1.0))
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*/
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@@ -1 +1 @@
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1
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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { serializeAsColor4, serializeAsVector3, serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Vector3, Matrix, TmpVectors } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { BaseTexture } from \"@babylonjs/core/Materials/Textures/baseTexture\";\r\nimport { MaterialDefines } from \"@babylonjs/core/Materials/materialDefines\";\r\nimport { IEffectCreationOptions } from \"@babylonjs/core/Materials/effect\";\r\nimport { MaterialHelper } from \"@babylonjs/core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"@babylonjs/core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"@babylonjs/core/Buffers/buffer\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { SubMesh } from \"@babylonjs/core/Meshes/subMesh\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { RegisterClass } from \"@babylonjs/core/Misc/typeStore\";\r\nimport { Color3, Color4 } from \"@babylonjs/core/Maths/math.color\";\r\n\r\nimport \"./shaders/fluent.vertex\";\r\nimport \"./shaders/fluent.fragment\";\r\n\r\n/** @hidden */\r\nexport class FluentMaterialDefines extends MaterialDefines {\r\n public INNERGLOW = false;\r\n public BORDER = false;\r\n public HOVERLIGHT = false;\r\n public TEXTURE = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Class used to render controls with fluent desgin\r\n */\r\nexport class FluentMaterial extends PushMaterial {\r\n\r\n /**\r\n * Gets or sets inner glow intensity. A value of 0 means no glow (default is 0.5)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public innerGlowColorIntensity = 0.5;\r\n\r\n /**\r\n * Gets or sets the inner glow color (white by default)\r\n */\r\n @serializeAsColor3()\r\n public innerGlowColor = new Color3(1.0, 1.0, 1.0);\r\n\r\n /**\r\n * Gets or sets the albedo color (Default is Color3(0.3, 0.35, 0.4))\r\n */\r\n @serializeAsColor3()\r\n public albedoColor = new Color3(0.3, 0.35, 0.4);\r\n\r\n /**\r\n * Gets or sets a boolean indicating if borders must be rendered (default is false)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public renderBorders = false;\r\n\r\n /**\r\n * Gets or sets border width (default is 0.5)\r\n */\r\n @serialize()\r\n public borderWidth = 0.5;\r\n\r\n /**\r\n * Gets or sets a value indicating the smoothing value applied to border edges (0.02 by default)\r\n */\r\n @serialize()\r\n public edgeSmoothingValue = 0.02;\r\n\r\n /**\r\n * Gets or sets the minimum value that can be applied to border width (default is 0.1)\r\n */\r\n @serialize()\r\n public borderMinValue = 0.1;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if hover light must be rendered (default is false)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public renderHoverLight = false;\r\n\r\n /**\r\n * Gets or sets the radius used to render the hover light (default is 1.0)\r\n */\r\n @serialize()\r\n public hoverRadius = 1.0;\r\n\r\n /**\r\n * Gets or sets the color used to render the hover light (default is Color4(0.3, 0.3, 0.3, 1.0))\r\n */\r\n @serializeAsColor4()\r\n public hoverColor = new Color4(0.3, 0.3, 0.3, 1.0);\r\n\r\n /**\r\n * Gets or sets the hover light position in world space (default is Vector3.Zero())\r\n */\r\n @serializeAsVector3()\r\n public hoverPosition = Vector3.Zero();\r\n\r\n @serializeAsTexture(\"albedoTexture\")\r\n private _albedoTexture: Nullable<BaseTexture>;\r\n\r\n /** Gets or sets the texture to use for albedo color */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public albedoTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Creates a new Fluent material\r\n * @param name defines the name of the material\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return this.alpha !== 1.0;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new FluentMaterialDefines();\r\n }\r\n\r\n var scene = this.getScene();\r\n var defines = <FluentMaterialDefines>subMesh.materialDefines;\r\n if (!this.checkReadyOnEveryCall && subMesh.effect) {\r\n if (defines._renderId === scene.getRenderId()) {\r\n return true;\r\n }\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n defines.INNERGLOW = this.innerGlowColorIntensity > 0;\r\n defines.BORDER = this.renderBorders;\r\n defines.HOVERLIGHT = this.renderHoverLight;\r\n\r\n if (this._albedoTexture) {\r\n if (!this._albedoTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n } else {\r\n defines.TEXTURE = true;\r\n }\r\n } else {\r\n defines.TEXTURE = false;\r\n }\r\n }\r\n\r\n var engine = scene.getEngine();\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n //Attributes\r\n var attribs = [VertexBuffer.PositionKind];\r\n attribs.push(VertexBuffer.NormalKind);\r\n attribs.push(VertexBuffer.UVKind);\r\n\r\n var shaderName = \"fluent\";\r\n\r\n var uniforms = [\"world\", \"viewProjection\", \"innerGlowColor\", \"albedoColor\", \"borderWidth\", \"edgeSmoothingValue\", \"scaleFactor\", \"borderMinValue\",\r\n \"hoverColor\", \"hoverPosition\", \"hoverRadius\", \"textureMatrix\"\r\n ];\r\n\r\n var samplers = [\"albedoSampler\"];\r\n var uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4\r\n });\r\n\r\n var join = defines.toString();\r\n subMesh.setEffect(scene.getEngine().createEffect(shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: null,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 }\r\n }, engine), defines, this._materialContext);\r\n\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n var scene = this.getScene();\r\n\r\n var defines = <FluentMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n var effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n if (this._mustRebind(scene, effect)) {\r\n this._activeEffect.setColor4(\"albedoColor\", this.albedoColor, this.alpha);\r\n\r\n if (defines.INNERGLOW) {\r\n this._activeEffect.setColor4(\"innerGlowColor\", this.innerGlowColor, this.innerGlowColorIntensity);\r\n }\r\n\r\n if (defines.BORDER) {\r\n this._activeEffect.setFloat(\"borderWidth\", this.borderWidth);\r\n this._activeEffect.setFloat(\"edgeSmoothingValue\", this.edgeSmoothingValue);\r\n this._activeEffect.setFloat(\"borderMinValue\", this.borderMinValue);\r\n\r\n mesh.getBoundingInfo().boundingBox.extendSize.multiplyToRef(mesh.scaling, TmpVectors.Vector3[0]);\r\n this._activeEffect.setVector3(\"scaleFactor\", TmpVectors.Vector3[0]);\r\n }\r\n\r\n if (defines.HOVERLIGHT) {\r\n this._activeEffect.setDirectColor4(\"hoverColor\", this.hoverColor);\r\n this._activeEffect.setFloat(\"hoverRadius\", this.hoverRadius);\r\n this._activeEffect.setVector3(\"hoverPosition\", this.hoverPosition);\r\n }\r\n\r\n if (defines.TEXTURE && this._albedoTexture) {\r\n this._activeEffect.setTexture(\"albedoSampler\", this._albedoTexture);\r\n const matrix = this._albedoTexture.getTextureMatrix();\r\n this._activeEffect.setMatrix(\"textureMatrix\", matrix);\r\n }\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n public getActiveTextures(): BaseTexture[] {\r\n var activeTextures = super.getActiveTextures();\r\n\r\n return activeTextures;\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): FluentMaterial {\r\n return SerializationHelper.Clone(() => new FluentMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n var serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.GUI.FluentMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"FluentMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): FluentMaterial {\r\n return SerializationHelper.Parse(() => new FluentMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.FluentMaterial\", FluentMaterial);"]}
|
|
1
|
+
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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { serializeAsColor4, serializeAsVector3, serializeAsTexture, serialize, expandToProperty, serializeAsColor3, SerializationHelper } from \"@babylonjs/core/Misc/decorators\";\r\nimport { Vector3, Matrix, TmpVectors } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { BaseTexture } from \"@babylonjs/core/Materials/Textures/baseTexture\";\r\nimport { MaterialDefines } from \"@babylonjs/core/Materials/materialDefines\";\r\nimport { IEffectCreationOptions } from \"@babylonjs/core/Materials/effect\";\r\nimport { MaterialHelper } from \"@babylonjs/core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"@babylonjs/core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"@babylonjs/core/Buffers/buffer\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { SubMesh } from \"@babylonjs/core/Meshes/subMesh\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { RegisterClass } from \"@babylonjs/core/Misc/typeStore\";\r\nimport { Color3, Color4 } from \"@babylonjs/core/Maths/math.color\";\r\n\r\nimport \"./shaders/fluent.vertex\";\r\nimport \"./shaders/fluent.fragment\";\r\n\r\n/** @hidden */\r\nexport class FluentMaterialDefines extends MaterialDefines {\r\n public INNERGLOW = false;\r\n public BORDER = false;\r\n public HOVERLIGHT = false;\r\n public TEXTURE = false;\r\n\r\n constructor() {\r\n super();\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Class used to render controls with fluent desgin\r\n */\r\nexport class FluentMaterial extends PushMaterial {\r\n\r\n /**\r\n * Gets or sets inner glow intensity. A value of 0 means no glow (default is 0.5)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public innerGlowColorIntensity = 0.5;\r\n\r\n /**\r\n * Gets or sets the inner glow color (white by default)\r\n */\r\n @serializeAsColor3()\r\n public innerGlowColor = new Color3(1.0, 1.0, 1.0);\r\n\r\n /**\r\n * Gets or sets the albedo color (Default is Color3(0.3, 0.35, 0.4))\r\n */\r\n @serializeAsColor3()\r\n public albedoColor = new Color3(0.3, 0.35, 0.4);\r\n\r\n /**\r\n * Gets or sets a boolean indicating if borders must be rendered (default is false)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public renderBorders = false;\r\n\r\n /**\r\n * Gets or sets border width (default is 0.5)\r\n */\r\n @serialize()\r\n public borderWidth = 0.5;\r\n\r\n /**\r\n * Gets or sets a value indicating the smoothing value applied to border edges (0.02 by default)\r\n */\r\n @serialize()\r\n public edgeSmoothingValue = 0.02;\r\n\r\n /**\r\n * Gets or sets the minimum value that can be applied to border width (default is 0.1)\r\n */\r\n @serialize()\r\n public borderMinValue = 0.1;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if hover light must be rendered (default is false)\r\n */\r\n @serialize()\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesDirty\")\r\n public renderHoverLight = false;\r\n\r\n /**\r\n * Gets or sets the radius used to render the hover light (default is 1.0)\r\n */\r\n @serialize()\r\n public hoverRadius = 0.01;\r\n\r\n /**\r\n * Gets or sets the color used to render the hover light (default is Color4(0.3, 0.3, 0.3, 1.0))\r\n */\r\n @serializeAsColor4()\r\n public hoverColor = new Color4(0.3, 0.3, 0.3, 1.0);\r\n\r\n /**\r\n * Gets or sets the hover light position in world space (default is Vector3.Zero())\r\n */\r\n @serializeAsVector3()\r\n public hoverPosition = Vector3.Zero();\r\n\r\n @serializeAsTexture(\"albedoTexture\")\r\n private _albedoTexture: Nullable<BaseTexture>;\r\n\r\n /** Gets or sets the texture to use for albedo color */\r\n @expandToProperty(\"_markAllSubMeshesAsTexturesAndMiscDirty\")\r\n public albedoTexture: Nullable<BaseTexture>;\r\n\r\n /**\r\n * Creates a new Fluent material\r\n * @param name defines the name of the material\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return this.alpha !== 1.0;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new FluentMaterialDefines();\r\n }\r\n\r\n var scene = this.getScene();\r\n var defines = <FluentMaterialDefines>subMesh.materialDefines;\r\n if (!this.checkReadyOnEveryCall && subMesh.effect) {\r\n if (defines._renderId === scene.getRenderId()) {\r\n return true;\r\n }\r\n }\r\n\r\n if (defines._areTexturesDirty) {\r\n defines.INNERGLOW = this.innerGlowColorIntensity > 0;\r\n defines.BORDER = this.renderBorders;\r\n defines.HOVERLIGHT = this.renderHoverLight;\r\n\r\n if (this._albedoTexture) {\r\n if (!this._albedoTexture.isReadyOrNotBlocking()) {\r\n return false;\r\n } else {\r\n defines.TEXTURE = true;\r\n }\r\n } else {\r\n defines.TEXTURE = false;\r\n }\r\n }\r\n\r\n var engine = scene.getEngine();\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n scene.resetCachedMaterial();\r\n\r\n //Attributes\r\n var attribs = [VertexBuffer.PositionKind];\r\n attribs.push(VertexBuffer.NormalKind);\r\n attribs.push(VertexBuffer.UVKind);\r\n\r\n var shaderName = \"fluent\";\r\n\r\n var uniforms = [\"world\", \"viewProjection\", \"innerGlowColor\", \"albedoColor\", \"borderWidth\", \"edgeSmoothingValue\", \"scaleFactor\", \"borderMinValue\",\r\n \"hoverColor\", \"hoverPosition\", \"hoverRadius\", \"textureMatrix\"\r\n ];\r\n\r\n var samplers = [\"albedoSampler\"];\r\n var uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4\r\n });\r\n\r\n var join = defines.toString();\r\n subMesh.setEffect(scene.getEngine().createEffect(shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: null,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 }\r\n }, engine), defines, this._materialContext);\r\n\r\n }\r\n\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n var scene = this.getScene();\r\n\r\n var defines = <FluentMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n var effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", scene.getTransformMatrix());\r\n\r\n if (this._mustRebind(scene, effect)) {\r\n this._activeEffect.setColor4(\"albedoColor\", this.albedoColor, this.alpha);\r\n\r\n if (defines.INNERGLOW) {\r\n this._activeEffect.setColor4(\"innerGlowColor\", this.innerGlowColor, this.innerGlowColorIntensity);\r\n }\r\n\r\n if (defines.BORDER) {\r\n this._activeEffect.setFloat(\"borderWidth\", this.borderWidth);\r\n this._activeEffect.setFloat(\"edgeSmoothingValue\", this.edgeSmoothingValue);\r\n this._activeEffect.setFloat(\"borderMinValue\", this.borderMinValue);\r\n\r\n mesh.getBoundingInfo().boundingBox.extendSize.multiplyToRef(mesh.scaling, TmpVectors.Vector3[0]);\r\n this._activeEffect.setVector3(\"scaleFactor\", TmpVectors.Vector3[0]);\r\n }\r\n\r\n if (defines.HOVERLIGHT) {\r\n this._activeEffect.setDirectColor4(\"hoverColor\", this.hoverColor);\r\n this._activeEffect.setFloat(\"hoverRadius\", this.hoverRadius);\r\n this._activeEffect.setVector3(\"hoverPosition\", this.hoverPosition);\r\n }\r\n\r\n if (defines.TEXTURE && this._albedoTexture) {\r\n this._activeEffect.setTexture(\"albedoSampler\", this._albedoTexture);\r\n const matrix = this._albedoTexture.getTextureMatrix();\r\n this._activeEffect.setMatrix(\"textureMatrix\", matrix);\r\n }\r\n }\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n public getActiveTextures(): BaseTexture[] {\r\n var activeTextures = super.getActiveTextures();\r\n\r\n return activeTextures;\r\n }\r\n\r\n public hasTexture(texture: BaseTexture): boolean {\r\n if (super.hasTexture(texture)) {\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): FluentMaterial {\r\n return SerializationHelper.Clone(() => new FluentMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n var serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.GUI.FluentMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"FluentMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): FluentMaterial {\r\n return SerializationHelper.Parse(() => new FluentMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.FluentMaterial\", FluentMaterial);"]}
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package/package.json
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},
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"name": "@babylonjs/gui",
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"description": "The Babylon.js GUI library is an extension you can use to generate interactive user interface. It is build on top of the DynamicTexture.",
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"version": "5.0.0-beta.
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"version": "5.0.0-beta.7",
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"repository": {
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"type": "git",
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"url": "https://github.com/BabylonJS/Babylon.js.git"
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],
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"license": "Apache-2.0",
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"dependencies": {
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"@babylonjs/core": "5.0.0-beta.
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"@babylonjs/core": "5.0.0-beta.7",
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"tslib": "^2.3.1"
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},
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"engines": {
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