@babylonjs/gui 5.0.0-beta.6 → 5.0.0-beta.8-snapshot
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/2D/adtInstrumentation.d.ts +2 -2
- package/2D/adtInstrumentation.js.map +1 -1
- package/2D/advancedDynamicTexture.d.ts +20 -9
- package/2D/advancedDynamicTexture.js +17 -0
- package/2D/advancedDynamicTexture.js.map +1 -1
- package/2D/controls/button.d.ts +6 -6
- package/2D/controls/button.js +4 -4
- package/2D/controls/button.js.map +1 -1
- package/2D/controls/checkbox.d.ts +6 -6
- package/2D/controls/checkbox.js +2 -2
- package/2D/controls/checkbox.js.map +1 -1
- package/2D/controls/colorpicker.d.ts +5 -5
- package/2D/controls/colorpicker.js +93 -85
- package/2D/controls/colorpicker.js.map +1 -1
- package/2D/controls/container.d.ts +7 -7
- package/2D/controls/container.js +7 -7
- package/2D/controls/container.js.map +1 -1
- package/2D/controls/control.d.ts +7 -7
- package/2D/controls/control.js +3 -0
- package/2D/controls/control.js.map +1 -1
- package/2D/controls/displayGrid.d.ts +3 -3
- package/2D/controls/displayGrid.js +2 -2
- package/2D/controls/displayGrid.js.map +1 -1
- package/2D/controls/ellipse.d.ts +1 -1
- package/2D/controls/ellipse.js +2 -2
- package/2D/controls/ellipse.js.map +1 -1
- package/2D/controls/focusableButton.d.ts +5 -5
- package/2D/controls/focusableButton.js +2 -2
- package/2D/controls/focusableButton.js.map +1 -1
- package/2D/controls/focusableControl.d.ts +11 -11
- package/2D/controls/focusableControl.js.map +1 -1
- package/2D/controls/grid.d.ts +2 -2
- package/2D/controls/grid.js +2 -2
- package/2D/controls/grid.js.map +1 -1
- package/2D/controls/image.d.ts +5 -5
- package/2D/controls/image.js +17 -17
- package/2D/controls/image.js.map +1 -1
- package/2D/controls/index.js.map +1 -1
- package/2D/controls/inputPassword.d.ts +1 -1
- package/2D/controls/inputPassword.js +2 -2
- package/2D/controls/inputPassword.js.map +1 -1
- package/2D/controls/inputText.d.ts +8 -8
- package/2D/controls/inputText.js +19 -17
- package/2D/controls/inputText.js.map +1 -1
- package/2D/controls/line.d.ts +3 -3
- package/2D/controls/line.js +4 -4
- package/2D/controls/line.js.map +1 -1
- package/2D/controls/multiLine.d.ts +5 -5
- package/2D/controls/multiLine.js +2 -2
- package/2D/controls/multiLine.js.map +1 -1
- package/2D/controls/radioButton.d.ts +4 -4
- package/2D/controls/radioButton.js +2 -2
- package/2D/controls/radioButton.js.map +1 -1
- package/2D/controls/rectangle.d.ts +1 -1
- package/2D/controls/rectangle.js +2 -2
- package/2D/controls/rectangle.js.map +1 -1
- package/2D/controls/scrollViewers/scrollViewer.d.ts +6 -6
- package/2D/controls/scrollViewers/scrollViewer.js +5 -5
- package/2D/controls/scrollViewers/scrollViewer.js.map +1 -1
- package/2D/controls/scrollViewers/scrollViewerWindow.d.ts +5 -5
- package/2D/controls/scrollViewers/scrollViewerWindow.js +4 -4
- package/2D/controls/scrollViewers/scrollViewerWindow.js.map +1 -1
- package/2D/controls/selector.d.ts +11 -11
- package/2D/controls/selector.js +19 -14
- package/2D/controls/selector.js.map +1 -1
- package/2D/controls/sliders/baseSlider.d.ts +3 -3
- package/2D/controls/sliders/baseSlider.js +5 -5
- package/2D/controls/sliders/baseSlider.js.map +1 -1
- package/2D/controls/sliders/imageBasedSlider.d.ts +5 -5
- package/2D/controls/sliders/imageBasedSlider.js +4 -4
- package/2D/controls/sliders/imageBasedSlider.js.map +1 -1
- package/2D/controls/sliders/imageScrollBar.d.ts +3 -3
- package/2D/controls/sliders/imageScrollBar.js +5 -2
- package/2D/controls/sliders/imageScrollBar.js.map +1 -1
- package/2D/controls/sliders/scrollBar.d.ts +3 -3
- package/2D/controls/sliders/scrollBar.js +5 -2
- package/2D/controls/sliders/scrollBar.js.map +1 -1
- package/2D/controls/sliders/slider.d.ts +3 -3
- package/2D/controls/sliders/slider.js +5 -5
- package/2D/controls/sliders/slider.js.map +1 -1
- package/2D/controls/stackPanel.d.ts +1 -1
- package/2D/controls/stackPanel.js +6 -4
- package/2D/controls/stackPanel.js.map +1 -1
- package/2D/controls/statics.js.map +1 -1
- package/2D/controls/textBlock.d.ts +3 -3
- package/2D/controls/textBlock.js +5 -3
- package/2D/controls/textBlock.js.map +1 -1
- package/2D/controls/textWrapper.js.map +1 -1
- package/2D/controls/toggleButton.d.ts +3 -3
- package/2D/controls/toggleButton.js.map +1 -1
- package/2D/controls/virtualKeyboard.d.ts +2 -2
- package/2D/controls/virtualKeyboard.js +6 -6
- package/2D/controls/virtualKeyboard.js.map +1 -1
- package/2D/index.js.map +1 -1
- package/2D/math2D.d.ts +2 -2
- package/2D/math2D.js +2 -2
- package/2D/math2D.js.map +1 -1
- package/2D/measure.d.ts +4 -4
- package/2D/measure.js +6 -16
- package/2D/measure.js.map +1 -1
- package/2D/multiLinePoint.d.ts +3 -3
- package/2D/multiLinePoint.js +3 -3
- package/2D/multiLinePoint.js.map +1 -1
- package/2D/style.d.ts +2 -2
- package/2D/style.js.map +1 -1
- package/2D/valueAndUnit.d.ts +1 -1
- package/2D/valueAndUnit.js +4 -2
- package/2D/valueAndUnit.js.map +1 -1
- package/2D/xmlLoader.d.ts +10 -10
- package/2D/xmlLoader.js +17 -17
- package/2D/xmlLoader.js.map +1 -1
- package/3D/behaviors/defaultBehavior.d.ts +7 -7
- package/3D/behaviors/defaultBehavior.js.map +1 -1
- package/3D/controls/abstractButton3D.d.ts +2 -2
- package/3D/controls/abstractButton3D.js.map +1 -1
- package/3D/controls/button3D.d.ts +4 -4
- package/3D/controls/button3D.js.map +1 -1
- package/3D/controls/container3D.d.ts +3 -3
- package/3D/controls/container3D.js +1 -2
- package/3D/controls/container3D.js.map +1 -1
- package/3D/controls/contentDisplay3D.js.map +1 -1
- package/3D/controls/control3D.d.ts +7 -7
- package/3D/controls/control3D.js.map +1 -1
- package/3D/controls/cylinderPanel.d.ts +2 -2
- package/3D/controls/cylinderPanel.js +2 -2
- package/3D/controls/cylinderPanel.js.map +1 -1
- package/3D/controls/handMenu.d.ts +5 -5
- package/3D/controls/handMenu.js.map +1 -1
- package/3D/controls/holographicBackplate.d.ts +3 -3
- package/3D/controls/holographicBackplate.js +3 -4
- package/3D/controls/holographicBackplate.js.map +1 -1
- package/3D/controls/holographicButton.d.ts +5 -5
- package/3D/controls/holographicButton.js.map +1 -1
- package/3D/controls/holographicSlate.d.ts +5 -5
- package/3D/controls/holographicSlate.js +4 -0
- package/3D/controls/holographicSlate.js.map +1 -1
- package/3D/controls/index.js.map +1 -1
- package/3D/controls/meshButton3D.d.ts +4 -4
- package/3D/controls/meshButton3D.js +1 -2
- package/3D/controls/meshButton3D.js.map +1 -1
- package/3D/controls/nearMenu.d.ts +3 -3
- package/3D/controls/nearMenu.js +3 -1
- package/3D/controls/nearMenu.js.map +1 -1
- package/3D/controls/planePanel.d.ts +1 -1
- package/3D/controls/planePanel.js.map +1 -1
- package/3D/controls/scatterPanel.d.ts +2 -2
- package/3D/controls/scatterPanel.js +1 -1
- package/3D/controls/scatterPanel.js.map +1 -1
- package/3D/controls/slider3D.d.ts +5 -5
- package/3D/controls/slider3D.js +7 -8
- package/3D/controls/slider3D.js.map +1 -1
- package/3D/controls/spherePanel.d.ts +2 -2
- package/3D/controls/spherePanel.js +2 -2
- package/3D/controls/spherePanel.js.map +1 -1
- package/3D/controls/stackPanel3D.js +3 -3
- package/3D/controls/stackPanel3D.js.map +1 -1
- package/3D/controls/touchButton3D.d.ts +5 -5
- package/3D/controls/touchButton3D.js +4 -3
- package/3D/controls/touchButton3D.js.map +1 -1
- package/3D/controls/touchHolographicButton.d.ts +5 -5
- package/3D/controls/touchHolographicButton.js +6 -7
- package/3D/controls/touchHolographicButton.js.map +1 -1
- package/3D/controls/touchHolographicMenu.d.ts +6 -6
- package/3D/controls/touchHolographicMenu.js.map +1 -1
- package/3D/controls/touchMeshButton3D.d.ts +4 -4
- package/3D/controls/touchMeshButton3D.js +1 -2
- package/3D/controls/touchMeshButton3D.js.map +1 -1
- package/3D/controls/volumeBasedPanel.d.ts +9 -9
- package/3D/controls/volumeBasedPanel.js +12 -13
- package/3D/controls/volumeBasedPanel.js.map +1 -1
- package/3D/gizmos/gizmoHandle.d.ts +4 -4
- package/3D/gizmos/gizmoHandle.js.map +1 -1
- package/3D/gizmos/index.js.map +1 -1
- package/3D/gizmos/slateGizmo.d.ts +4 -4
- package/3D/gizmos/slateGizmo.js.map +1 -1
- package/3D/gui3DManager.d.ts +7 -7
- package/3D/gui3DManager.js.map +1 -1
- package/3D/index.js.map +1 -1
- package/3D/materials/fluent/fluentMaterial.d.ts +10 -10
- package/3D/materials/fluent/fluentMaterial.js +16 -5
- package/3D/materials/fluent/fluentMaterial.js.map +1 -1
- package/3D/materials/fluent/index.js.map +1 -1
- package/3D/materials/fluent/shaders/fluent.fragment.d.ts +1 -1
- package/3D/materials/fluent/shaders/fluent.fragment.js +4 -2
- package/3D/materials/fluent/shaders/fluent.fragment.js.map +1 -1
- package/3D/materials/fluent/shaders/fluent.vertex.d.ts +1 -1
- package/3D/materials/fluent/shaders/fluent.vertex.js +4 -2
- package/3D/materials/fluent/shaders/fluent.vertex.js.map +1 -1
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +10 -10
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +46 -11
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -1
- package/3D/materials/fluentBackplate/index.js.map +1 -1
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.d.ts +1 -1
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js +4 -2
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js.map +1 -1
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.d.ts +1 -1
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js +4 -2
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js.map +1 -1
- package/3D/materials/fluentButton/fluentButtonMaterial.d.ts +10 -10
- package/3D/materials/fluentButton/fluentButtonMaterial.js +6 -4
- package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -1
- package/3D/materials/fluentButton/index.js.map +1 -1
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.d.ts +1 -1
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.js +4 -2
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.js.map +1 -1
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.d.ts +1 -1
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.js +4 -2
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.js.map +1 -1
- package/3D/materials/fluentMaterial.d.ts +1 -1
- package/3D/materials/fluentMaterial.js +1 -1
- package/3D/materials/fluentMaterial.js.map +1 -1
- package/3D/materials/handle/handleMaterial.d.ts +4 -4
- package/3D/materials/handle/handleMaterial.js.map +1 -1
- package/3D/materials/handle/index.js.map +1 -1
- package/3D/materials/handle/shaders/handle.fragment.d.ts +1 -1
- package/3D/materials/handle/shaders/handle.fragment.js +3 -1
- package/3D/materials/handle/shaders/handle.fragment.js.map +1 -1
- package/3D/materials/handle/shaders/handle.vertex.d.ts +1 -1
- package/3D/materials/handle/shaders/handle.vertex.js +4 -2
- package/3D/materials/handle/shaders/handle.vertex.js.map +1 -1
- package/3D/materials/index.js.map +1 -1
- package/3D/materials/mrdl/index.js.map +1 -1
- package/3D/materials/mrdl/mrdlBackplateMaterial.d.ts +14 -14
- package/3D/materials/mrdl/mrdlBackplateMaterial.js +41 -14
- package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -1
- package/3D/materials/mrdl/mrdlSliderBarMaterial.d.ts +15 -15
- package/3D/materials/mrdl/mrdlSliderBarMaterial.js +87 -22
- package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -1
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.d.ts +15 -15
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +87 -22
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.d.ts +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js +4 -2
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.d.ts +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js +4 -2
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.d.ts +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js +4 -2
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.d.ts +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js +4 -2
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.d.ts +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js +4 -2
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.d.ts +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js +4 -2
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js.map +1 -1
- package/3D/vector3WithInfo.d.ts +1 -1
- package/3D/vector3WithInfo.js.map +1 -1
- package/index.js.map +1 -1
- package/legacy/legacy.d.ts +1 -1
- package/legacy/legacy.js +3 -3
- package/legacy/legacy.js.map +1 -1
- package/package.json +21 -329
- package/readme.md +0 -31
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import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
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import { Scene } from "@babylonjs/core/scene";
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import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
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import { Scene } from "@babylonjs/core/scene.js";
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import { ContentDisplay3D } from "./contentDisplay3D";
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{"version":3,"file":"abstractButton3D.js","sourceRoot":"","sources":["
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{"version":3,"file":"abstractButton3D.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/abstractButton3D.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,aAAa,EAAE,gDAAkC;AAE1D,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAEtD;;GAEG;AACH;IAAsC,oCAAgB;IAClD;;;OAGG;IACH,0BAAY,IAAa;eACrB,kBAAM,IAAI,CAAC;IACf,CAAC;IAES,uCAAY,GAAtB;QACI,OAAO,kBAAkB,CAAC;IAC9B,CAAC;IAED,mBAAmB;IACT,sCAAW,GAArB,UAAsB,KAAY;QAC9B,OAAO,IAAI,aAAa,CAAC,QAAQ,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC;IACnD,CAAC;IACL,uBAAC;AAAD,CAAC,AAjBD,CAAsC,gBAAgB,GAiBrD","sourcesContent":["import { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { Scene } from \"core/scene\";\r\nimport { ContentDisplay3D } from \"./contentDisplay3D\";\r\n\r\n/**\r\n * Class used as a root to all buttons\r\n */\r\nexport class AbstractButton3D extends ContentDisplay3D {\r\n /**\r\n * Creates a new button\r\n * @param name defines the control name\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"AbstractButton3D\";\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n return new TransformNode(\"button\" + this.name);\r\n }\r\n}\r\n"]}
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{"version":3,"file":"button3D.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/button3D.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,OAAO,EAAE,6CAA+B;AAGjD,OAAO,EAAE,SAAS,EAAE,sDAAwC;AAE5D,OAAO,EAAE,gBAAgB,EAAE,sDAAwC;AAGnE,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAEtD,OAAO,EAAE,MAAM,EAAE,4CAA8B;AAE/C;;GAEG;AACH;IAA8B,4BAAgB;IAI1C;;;OAGG;IACH,kBAAY,IAAa;QAAzB,YACI,kBAAM,IAAI,CAAC,SA8Bd;QA5BG,qBAAqB;QAErB,KAAI,CAAC,qBAAqB,GAAG;YACzB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YACkB,KAAI,CAAC,gBAAiB,CAAC,aAAa,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC;QAC3E,CAAC,CAAC;QAEF,KAAI,CAAC,mBAAmB,GAAG;YACJ,KAAI,CAAC,gBAAiB,CAAC,aAAa,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;QAC7E,CAAC,CAAC;QAEF,KAAI,CAAC,oBAAoB,GAAG;YACxB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YAED,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;QACzC,CAAC,CAAC;QAEF,KAAI,CAAC,kBAAkB,GAAG;YACtB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YAED,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,GAAG,IAAI,CAAC,CAAC;QAC/C,CAAC,CAAC;;IACN,CAAC;IAED;;;OAGG;IACO,+BAAY,GAAtB,UAAuB,aAAqC;QAClD,IAAI,CAAC,gBAAiB,CAAC,eAAe,GAAG,aAAa,CAAC;IACjE,CAAC;IAES,+BAAY,GAAtB;QACI,OAAO,UAAU,CAAC;IACtB,CAAC;IAED,mBAAmB;IACT,8BAAW,GAArB,UAAsB,KAAY;QAC9B,IAAM,MAAM,GAAG,IAAI,KAAK,CAAC,CAAC,CAAC,CAAC;QAE5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;YACxB,MAAM,CAAC,CAAC,CAAC,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;SACvC;QACD,IAAI,KAAK,CAAC,oBAAoB,EAAE;YAC5B,4BAA4B;YAC5B,MAAM,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;SACxC;aAAM;YACH,MAAM,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;SACxC;QAED,IAAM,IAAI,GAAG,SAAS,CAClB,IAAI,CAAC,IAAI,GAAG,WAAW,EACvB;YACI,KAAK,EAAE,GAAG;YACV,MAAM,EAAE,GAAG;YACX,KAAK,EAAE,IAAI;YACX,MAAM,EAAE,MAAM;YACd,IAAI,EAAE,IAAI;SACb,EACD,KAAK,CACR,CAAC;QAEF,OAAO,IAAI,CAAC;IAChB,CAAC;IAES,kCAAe,GAAzB,UAA0B,IAAkB;QACxC,IAAM,QAAQ,GAAG,IAAI,gBAAgB,CAAC,IAAI,CAAC,IAAI,GAAG,UAAU,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,CAAC;QAC/E,QAAQ,CAAC,aAAa,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;QAExC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;QACzB,IAAI,CAAC,gBAAgB,GAAG,QAAQ,CAAC;QAEjC,IAAI,CAAC,aAAa,EAAE,CAAC;IACzB,CAAC;IAED;;OAEG;IACI,0BAAO,GAAd;QACI,iBAAM,OAAO,WAAE,CAAC;QAEhB,IAAI,CAAC,qBAAqB,EAAE,CAAC;QAE7B,IAAI,IAAI,CAAC,gBAAgB,EAAE;YACvB,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,CAAC;SACnC;IACL,CAAC;IACL,eAAC;AAAD,CAAC,AAxGD,CAA8B,gBAAgB,GAwG7C","sourcesContent":["import { Vector4 } from \"core/Maths/math.vector\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { CreateBox } from \"core/Meshes/Builders/boxBuilder\";\r\nimport { Material } from \"core/Materials/material\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { Scene } from \"core/scene\";\r\n\r\nimport { AbstractButton3D } from \"./abstractButton3D\";\r\nimport { AdvancedDynamicTexture } from \"../../2D/advancedDynamicTexture\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\n\r\n/**\r\n * Class used to create a button in 3D\r\n */\r\nexport class Button3D extends AbstractButton3D {\r\n /** @hidden */\r\n protected _currentMaterial: Material;\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) {\r\n super(name);\r\n\r\n // Default animations\r\n\r\n this.pointerEnterAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n (<StandardMaterial>this._currentMaterial).emissiveColor = Color3.Red();\r\n };\r\n\r\n this.pointerOutAnimation = () => {\r\n (<StandardMaterial>this._currentMaterial).emissiveColor = Color3.Black();\r\n };\r\n\r\n this.pointerDownAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n\r\n this.mesh.scaling.scaleInPlace(0.95);\r\n };\r\n\r\n this.pointerUpAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n\r\n this.mesh.scaling.scaleInPlace(1.0 / 0.95);\r\n };\r\n }\r\n\r\n /**\r\n * Apply the facade texture (created from the content property).\r\n * @param facadeTexture defines the AdvancedDynamicTexture to use\r\n */\r\n protected _applyFacade(facadeTexture: AdvancedDynamicTexture) {\r\n (<any>this._currentMaterial).emissiveTexture = facadeTexture;\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"Button3D\";\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n const faceUV = new Array(6);\r\n\r\n for (let i = 0; i < 6; i++) {\r\n faceUV[i] = new Vector4(0, 0, 0, 0);\r\n }\r\n if (scene.useRightHandedSystem) {\r\n // Flip the u on the texture\r\n faceUV[0].copyFromFloats(1, 0, 0, 1);\r\n } else {\r\n faceUV[1].copyFromFloats(0, 0, 1, 1);\r\n }\r\n\r\n const mesh = CreateBox(\r\n this.name + \"_rootMesh\",\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: 0.08,\r\n faceUV: faceUV,\r\n wrap: true,\r\n },\r\n scene\r\n );\r\n\r\n return mesh;\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n const material = new StandardMaterial(this.name + \"Material\", mesh.getScene());\r\n material.specularColor = Color3.Black();\r\n\r\n mesh.material = material;\r\n this._currentMaterial = material;\r\n\r\n this._resetContent();\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 this._disposeFacadeTexture();\r\n\r\n if (this._currentMaterial) {\r\n this._currentMaterial.dispose();\r\n }\r\n }\r\n}\r\n"]}
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@@ -1,6 +1,6 @@
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1
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-
import { Nullable } from "@babylonjs/core/types";
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2
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-
import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
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3
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-
import { Scene } from "@babylonjs/core/scene";
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1
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+
import { Nullable } from "@babylonjs/core/types.js";
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2
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+
import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
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3
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+
import { Scene } from "@babylonjs/core/scene.js";
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4
4
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import { Control3D } from "./control3D";
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5
5
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/**
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* Class used to create containers for controls
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@@ -92,8 +92,7 @@ var Container3D = /** @class */ (function (_super) {
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/**
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* This function will be called everytime a new control is added
|
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*/
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95
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-
Container3D.prototype._arrangeChildren = function () {
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96
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-
};
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+
Container3D.prototype._arrangeChildren = function () { };
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Container3D.prototype._createNode = function (scene) {
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98
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return new TransformNode("ContainerNode", scene);
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};
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@@ -1 +1 @@
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-
{"version":3,"file":"container3D.js","sourceRoot":"","sources":["
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+
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Please note that it will not take blockLayout property in account\r\n * @returns the current container\r\n */\r\n public updateLayout(): Container3D {\r\n this._arrangeChildren();\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the given control is in the children of this control\r\n * @param control defines the control to check\r\n * @returns true if the control is in the child list\r\n */\r\n public containsControl(control: Control3D): boolean {\r\n return this._children.indexOf(control) !== -1;\r\n }\r\n\r\n /**\r\n * Adds a control to the children of this control\r\n * @param control defines the control to add\r\n * @returns the current container\r\n */\r\n public addControl(control: Control3D): Container3D {\r\n const index = this._children.indexOf(control);\r\n\r\n if (index !== -1) {\r\n return this;\r\n }\r\n control.parent = this;\r\n control._host = this._host;\r\n\r\n this._children.push(control);\r\n\r\n if (this._host.utilityLayer) {\r\n control._prepareNode(this._host.utilityLayer.utilityLayerScene);\r\n\r\n if (control.node) {\r\n control.node.parent = this.node;\r\n }\r\n\r\n if (!this.blockLayout) {\r\n this._arrangeChildren();\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * This function will be called everytime a new control is added\r\n */\r\n protected _arrangeChildren() {}\r\n\r\n protected _createNode(scene: Scene): Nullable<TransformNode> {\r\n return new TransformNode(\"ContainerNode\", scene);\r\n }\r\n\r\n /**\r\n * Removes a control from the children of this control\r\n * @param control defines the control to remove\r\n * @returns the current container\r\n */\r\n public removeControl(control: Control3D): Container3D {\r\n const index = this._children.indexOf(control);\r\n\r\n if (index !== -1) {\r\n this._children.splice(index, 1);\r\n\r\n control.parent = null;\r\n control._disposeNode();\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"Container3D\";\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n for (const control of this._children) {\r\n control.dispose();\r\n }\r\n\r\n this._children = [];\r\n\r\n super.dispose();\r\n }\r\n\r\n /** Control rotation will remain unchanged */\r\n public static readonly UNSET_ORIENTATION = 0;\r\n\r\n /** Control will rotate to make it look at sphere central axis */\r\n public static readonly FACEORIGIN_ORIENTATION = 1;\r\n\r\n /** Control will rotate to make it look back at sphere central axis */\r\n public static readonly FACEORIGINREVERSED_ORIENTATION = 2;\r\n\r\n /** Control will rotate to look at z axis (0, 0, 1) */\r\n public static readonly FACEFORWARD_ORIENTATION = 3;\r\n\r\n /** Control will rotate to look at negative z axis (0, 0, -1) */\r\n public static readonly FACEFORWARDREVERSED_ORIENTATION = 4;\r\n}\r\n"]}
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"contentDisplay3D.js","sourceRoot":"","sources":["
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1
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+
{"version":3,"file":"contentDisplay3D.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/contentDisplay3D.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,sBAAsB,EAAE,MAAM,iCAAiC,CAAC;AAEzE,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,OAAO,EAAE,sDAAwC;AAE1D;;GAEG;AACH;IAAsC,oCAAS;IAA/C;QAAA,qEA2EC;QAxEa,wBAAkB,GAAG,GAAG,CAAC;QACzB,wBAAkB,GAAG,CAAC,CAAC;;IAuErC,CAAC;IAlEG,sBAAW,qCAAO;QAHlB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,QAAQ,CAAC;QACzB,CAAC;aAED,UAAmB,KAAc;YAC7B,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;YAEtB,IAAI,CAAC,IAAI,CAAC,KAAK,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,YAAY,EAAE;gBACzC,OAAO;aACV;YAED,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE;gBACtB,IAAI,CAAC,cAAc,GAAG,IAAI,sBAAsB,CAC5C,QAAQ,EACR,IAAI,CAAC,kBAAkB,EACvB,IAAI,CAAC,kBAAkB,EACvB,IAAI,CAAC,KAAK,CAAC,YAAY,CAAC,iBAAiB,EACzC,IAAI,EACJ,OAAO,CAAC,sBAAsB,CACjC,CAAC;gBACF,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,MAAM,GAAG,IAAI,CAAC,kBAAkB,CAAC;gBACnE,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,MAAM,GAAG,IAAI,CAAC,kBAAkB,CAAC;gBACnE,IAAI,CAAC,cAAc,CAAC,WAAW,GAAG,IAAI,CAAC;aAC1C;iBAAM;gBACH,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,aAAa,EAAE,CAAC;aACrD;YAED,IAAI,CAAC,cAAc,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;YAEtC,IAAI,CAAC,YAAY,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC;QAC3C,CAAC;;;OA5BA;IAiCD,sBAAW,+CAAiB;QAH5B;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,kBAAkB,CAAC;QACnC,CAAC;aAED,UAA6B,KAAa;YACtC,IAAI,IAAI,CAAC,kBAAkB,KAAK,KAAK,EAAE;gBACnC,OAAO;aACV;YAED,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;YAChC,IAAI,CAAC,aAAa,EAAE,CAAC;QACzB,CAAC;;;OATA;IAWS,gDAAqB,GAA/B;QACI,IAAI,IAAI,CAAC,cAAc,EAAE;YACrB,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;YAC9B,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;SAC9B;IACL,CAAC;IAES,wCAAa,GAAvB;QACI,IAAI,CAAC,qBAAqB,EAAE,CAAC;QAC7B,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC;IACjC,CAAC;IAED;;;;OAIG;IACO,uCAAY,GAAtB,UAAuB,aAAqC,IAAG,CAAC;IACpE,uBAAC;AAAD,CAAC,AA3ED,CAAsC,SAAS,GA2E9C","sourcesContent":["import { Control } from \"../../2D/controls/control\";\r\nimport { AdvancedDynamicTexture } from \"../../2D/advancedDynamicTexture\";\r\nimport { Nullable } from \"core/types\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\n\r\n/**\r\n * The base class for controls that display content\r\n */\r\nexport class ContentDisplay3D extends Control3D {\r\n private _content: Control;\r\n private _facadeTexture: Nullable<AdvancedDynamicTexture>;\r\n protected _contentResolution = 512;\r\n protected _contentScaleRatio = 2;\r\n\r\n /**\r\n * Gets or sets the GUI 2D content used to display the button's facade\r\n */\r\n public get content(): Control {\r\n return this._content;\r\n }\r\n\r\n public set content(value: Control) {\r\n this._content = value;\r\n\r\n if (!this._host || !this._host.utilityLayer) {\r\n return;\r\n }\r\n\r\n if (!this._facadeTexture) {\r\n this._facadeTexture = new AdvancedDynamicTexture(\r\n \"Facade\",\r\n this._contentResolution,\r\n this._contentResolution,\r\n this._host.utilityLayer.utilityLayerScene,\r\n true,\r\n Texture.TRILINEAR_SAMPLINGMODE\r\n );\r\n this._facadeTexture.rootContainer.scaleX = this._contentScaleRatio;\r\n this._facadeTexture.rootContainer.scaleY = this._contentScaleRatio;\r\n this._facadeTexture.premulAlpha = true;\r\n } else {\r\n this._facadeTexture.rootContainer.clearControls();\r\n }\r\n\r\n this._facadeTexture.addControl(value);\r\n\r\n this._applyFacade(this._facadeTexture);\r\n }\r\n\r\n /**\r\n * Gets or sets the texture resolution used to render content (512 by default)\r\n */\r\n public get contentResolution(): number {\r\n return this._contentResolution;\r\n }\r\n\r\n public set contentResolution(value: number) {\r\n if (this._contentResolution === value) {\r\n return;\r\n }\r\n\r\n this._contentResolution = value;\r\n this._resetContent();\r\n }\r\n\r\n protected _disposeFacadeTexture() {\r\n if (this._facadeTexture) {\r\n this._facadeTexture.dispose();\r\n this._facadeTexture = null;\r\n }\r\n }\r\n\r\n protected _resetContent() {\r\n this._disposeFacadeTexture();\r\n this.content = this._content;\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}\r\n"]}
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import { Nullable } from "@babylonjs/core/types";
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import { Observable } from "@babylonjs/core/Misc/observable";
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import { Vector3 } from "@babylonjs/core/Maths/math.vector";
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import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
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import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh";
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import { IDisposable, Scene } from "@babylonjs/core/scene";
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import { Observable } from "@babylonjs/core/Misc/observable.js";
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import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
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import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
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import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
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import { IBehaviorAware, Behavior } from "@babylonjs/core/Behaviors/behavior.js";
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import { Container3D } from "./container3D";
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-
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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { PointerEventTypes } from \"@babylonjs/core/Events/pointerEvents\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { IBehaviorAware, Behavior } from \"@babylonjs/core/Behaviors/behavior\";\r\nimport { IDisposable, Scene } from \"@babylonjs/core/scene\";\r\n\r\nimport { GUI3DManager } from \"../gui3DManager\";\r\nimport { Vector3WithInfo } from \"../vector3WithInfo\";\r\nimport { Container3D } from \"./container3D\";\r\n\r\ndeclare type TouchButton3D = import(\"./touchButton3D\").TouchButton3D;\r\n\r\n/**\r\n * Class used as base class for controls\r\n */\r\nexport class Control3D implements IDisposable, IBehaviorAware<Control3D> {\r\n /** @hidden */\r\n public _host: GUI3DManager;\r\n private _node: Nullable<TransformNode>;\r\n private _downCount = 0;\r\n private _enterCount = -1;\r\n private _downPointerIds: { [id: number]: number } = {}; // Store number of pointer downs per ID, from near and far interactions\r\n private _isVisible = true;\r\n /** @hidden */\r\n public _isScaledByManager = false;\r\n\r\n /** Gets or sets the control position in world space */\r\n public get position(): Vector3 {\r\n if (!this._node) {\r\n return Vector3.Zero();\r\n }\r\n\r\n return this._node.position;\r\n }\r\n\r\n public set position(value: Vector3) {\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._node.position = value;\r\n }\r\n\r\n /** Gets or sets the control scaling in world space */\r\n public get scaling(): Vector3 {\r\n if (!this._node) {\r\n return new Vector3(1, 1, 1);\r\n }\r\n\r\n return this._node.scaling;\r\n }\r\n\r\n public set scaling(value: Vector3) {\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._isScaledByManager = false;\r\n this._node.scaling = value;\r\n }\r\n\r\n /** Callback used to start pointer enter animation */\r\n public pointerEnterAnimation: () => void;\r\n /** Callback used to start pointer out animation */\r\n public pointerOutAnimation: () => void;\r\n /** Callback used to start pointer down animation */\r\n public pointerDownAnimation: () => void;\r\n /** Callback used to start pointer up animation */\r\n public pointerUpAnimation: () => void;\r\n\r\n /**\r\n * An event triggered when the pointer moves over the control\r\n */\r\n public onPointerMoveObservable = new Observable<Vector3>();\r\n\r\n /**\r\n * An event triggered when the pointer moves out of the control\r\n */\r\n public onPointerOutObservable = new Observable<Control3D>();\r\n\r\n /**\r\n * An event triggered when the pointer taps the control\r\n */\r\n public onPointerDownObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when pointer is up\r\n */\r\n public onPointerUpObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when a control is clicked on (with a mouse)\r\n */\r\n public onPointerClickObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when pointer enters the control\r\n */\r\n public onPointerEnterObservable = new Observable<Control3D>();\r\n\r\n /**\r\n * Gets or sets the parent container\r\n */\r\n public parent: Nullable<Container3D>;\r\n\r\n // Behaviors\r\n private _behaviors = new Array<Behavior<Control3D>>();\r\n\r\n /**\r\n * Gets the list of attached behaviors\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n */\r\n public get behaviors(): Behavior<Control3D>[] {\r\n return this._behaviors;\r\n }\r\n\r\n /**\r\n * Attach a behavior to the control\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current control\r\n */\r\n public addBehavior(behavior: Behavior<Control3D>): Control3D {\r\n var index = this._behaviors.indexOf(behavior);\r\n\r\n if (index !== -1) {\r\n return this;\r\n }\r\n\r\n behavior.init();\r\n let scene = this._host.scene;\r\n if (scene.isLoading) {\r\n // We defer the attach when the scene will be loaded\r\n scene.onDataLoadedObservable.addOnce(() => {\r\n behavior.attach(this);\r\n });\r\n } else {\r\n behavior.attach(this);\r\n }\r\n this._behaviors.push(behavior);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove an attached behavior\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current control\r\n */\r\n public removeBehavior(behavior: Behavior<Control3D>): Control3D {\r\n var index = this._behaviors.indexOf(behavior);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._behaviors[index].detach();\r\n this._behaviors.splice(index, 1);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets an attached behavior by name\r\n * @param name defines the name of the behavior to look for\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @returns null if behavior was not found else the requested behavior\r\n */\r\n public getBehaviorByName(name: string): Nullable<Behavior<Control3D>> {\r\n for (var behavior of this._behaviors) {\r\n if (behavior.name === name) {\r\n return behavior;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the control is visible */\r\n public get isVisible(): boolean {\r\n return this._isVisible;\r\n }\r\n\r\n public set isVisible(value: boolean) {\r\n if (this._isVisible === value) {\r\n return;\r\n }\r\n\r\n this._isVisible = value;\r\n\r\n let mesh = this.mesh;\r\n if (mesh) {\r\n mesh.setEnabled(value);\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new control\r\n * @param name defines the control name\r\n */\r\n constructor(\r\n /** Defines the control name */\r\n public name?: string\r\n ) { }\r\n\r\n /**\r\n * Gets a string representing the class name\r\n */\r\n public get typeName(): string {\r\n return this._getTypeName();\r\n }\r\n\r\n /**\r\n * Get the current class name of the control.\r\n * @returns current class name\r\n */\r\n public getClassName(): string {\r\n return this._getTypeName();\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"Control3D\";\r\n }\r\n\r\n /**\r\n * Gets the transform node used by this control\r\n */\r\n public get node(): Nullable<TransformNode> {\r\n return this._node;\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 if (this._node instanceof AbstractMesh) {\r\n return this._node as AbstractMesh;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Link the control as child of the given node\r\n * @param node defines the node to link to. Use null to unlink the control\r\n * @returns the current control\r\n */\r\n public linkToTransformNode(node: Nullable<TransformNode>): Control3D {\r\n if (this._node) {\r\n this._node.parent = node;\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden **/\r\n public _prepareNode(scene: Scene): void {\r\n if (!this._node) {\r\n this._node = this._createNode(scene);\r\n\r\n if (!this.node) {\r\n return;\r\n }\r\n this._injectGUI3DReservedDataStore(this.node).control = this; // Store the control on the reservedDataStore field in order to get it when picking\r\n\r\n let mesh = this.mesh;\r\n if (mesh) {\r\n mesh.isPickable = true;\r\n\r\n this._affectMaterial(mesh);\r\n }\r\n }\r\n }\r\n\r\n protected _injectGUI3DReservedDataStore(node: TransformNode): any {\r\n node.reservedDataStore = node.reservedDataStore ?? {};\r\n node.reservedDataStore.GUI3D = node.reservedDataStore.GUI3D ?? {};\r\n return node.reservedDataStore.GUI3D;\r\n }\r\n\r\n /**\r\n * Node creation.\r\n * Can be overriden by children\r\n * @param scene defines the scene where the node must be attached\r\n * @returns the attached node or null if none. Must return a Mesh or AbstractMesh if there is an atttached visible object\r\n */\r\n protected _createNode(scene: Scene): Nullable<TransformNode> {\r\n // Do nothing by default\r\n return null;\r\n }\r\n\r\n /**\r\n * Affect a material to the given mesh\r\n * @param mesh defines the mesh which will represent the control\r\n */\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n mesh.material = null;\r\n }\r\n\r\n private _IsTouchButton3D(control: Control3D): control is TouchButton3D {\r\n return (control as TouchButton3D)._generatePointerEventType !== undefined;\r\n }\r\n\r\n // Pointers\r\n\r\n /** @hidden */\r\n public _onPointerMove(target: Control3D, coordinates: Vector3): void {\r\n this.onPointerMoveObservable.notifyObservers(coordinates, -1, target, this);\r\n }\r\n\r\n /** @hidden */\r\n public _onPointerEnter(target: Control3D): boolean {\r\n if (this._enterCount === -1) {\r\n // -1 is for touch input, we are now sure we are with a mouse or pencil\r\n this._enterCount = 0;\r\n }\r\n\r\n this._enterCount++;\r\n\r\n if (this._enterCount > 1) {\r\n return false;\r\n }\r\n\r\n this.onPointerEnterObservable.notifyObservers(this, -1, target, this);\r\n\r\n if (this.pointerEnterAnimation) {\r\n this.pointerEnterAnimation();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _onPointerOut(target: Control3D): void {\r\n this._enterCount--;\r\n\r\n if (this._enterCount > 0) {\r\n return;\r\n }\r\n\r\n this._enterCount = 0;\r\n\r\n this.onPointerOutObservable.notifyObservers(this, -1, target, this);\r\n\r\n if (this.pointerOutAnimation) {\r\n this.pointerOutAnimation();\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _onPointerDown(target: Control3D, coordinates: Vector3, pointerId: number, buttonIndex: number): boolean {\r\n this._downCount++;\r\n this._downPointerIds[pointerId] = this._downPointerIds[pointerId] + 1 || 1;\r\n\r\n if (this._downCount !== 1) {\r\n return false;\r\n }\r\n\r\n this.onPointerDownObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n\r\n if (this.pointerDownAnimation) {\r\n this.pointerDownAnimation();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _onPointerUp(target: Control3D, coordinates: Vector3, pointerId: number, buttonIndex: number, notifyClick: boolean): void {\r\n this._downCount--;\r\n this._downPointerIds[pointerId]--;\r\n\r\n if (this._downPointerIds[pointerId] <= 0) {\r\n delete this._downPointerIds[pointerId];\r\n }\r\n\r\n if (this._downCount < 0) {\r\n // Handle if forcePointerUp was called prior to this\r\n this._downCount = 0;\r\n return;\r\n }\r\n\r\n if (this._downCount == 0) {\r\n if (notifyClick && (this._enterCount > 0 || this._enterCount === -1)) {\r\n this.onPointerClickObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n }\r\n this.onPointerUpObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n\r\n if (this.pointerUpAnimation) {\r\n this.pointerUpAnimation();\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public forcePointerUp(pointerId: Nullable<number> = null) {\r\n if (pointerId !== null) {\r\n this._onPointerUp(this, Vector3.Zero(), pointerId, 0, true);\r\n } else {\r\n for (var key in this._downPointerIds) {\r\n this._onPointerUp(this, Vector3.Zero(), +key as number, 0, true);\r\n }\r\n if (this._downCount > 0) {\r\n this._downCount = 1;\r\n this._onPointerUp(this, Vector3.Zero(), 0, 0, true);\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _processObservables(type: number, pickedPoint: Vector3, originMeshPosition: Nullable<Vector3>, pointerId: number, buttonIndex: number): boolean {\r\n if (this._IsTouchButton3D(this) && originMeshPosition) {\r\n type = this._generatePointerEventType(type, originMeshPosition, this._downCount);\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERMOVE) {\r\n this._onPointerMove(this, pickedPoint);\r\n\r\n var previousControlOver = this._host._lastControlOver[pointerId];\r\n if (previousControlOver && previousControlOver !== this) {\r\n previousControlOver._onPointerOut(this);\r\n }\r\n\r\n if (previousControlOver !== this) {\r\n this._onPointerEnter(this);\r\n }\r\n\r\n this._host._lastControlOver[pointerId] = this;\r\n return true;\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERDOWN) {\r\n this._onPointerDown(this, pickedPoint, pointerId, buttonIndex);\r\n this._host._lastControlDown[pointerId] = this;\r\n this._host._lastPickedControl = this;\r\n return true;\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERUP || type === PointerEventTypes.POINTERDOUBLETAP) {\r\n if (this._host._lastControlDown[pointerId]) {\r\n this._host._lastControlDown[pointerId]._onPointerUp(this, pickedPoint, pointerId, buttonIndex, true);\r\n }\r\n delete this._host._lastControlDown[pointerId];\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _disposeNode(): void {\r\n if (this._node) {\r\n this._node.dispose();\r\n this._node = null;\r\n }\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n this.onPointerDownObservable.clear();\r\n this.onPointerEnterObservable.clear();\r\n this.onPointerMoveObservable.clear();\r\n this.onPointerOutObservable.clear();\r\n this.onPointerUpObservable.clear();\r\n this.onPointerClickObservable.clear();\r\n\r\n this._disposeNode();\r\n\r\n // Behaviors\r\n for (var behavior of this._behaviors) {\r\n behavior.detach();\r\n }\r\n }\r\n}\r\n"]}
|
|
1
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+
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{ Nullable } from \"core/types\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { PointerEventTypes } from \"core/Events/pointerEvents\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { IBehaviorAware, Behavior } from \"core/Behaviors/behavior\";\r\nimport { IDisposable, Scene } from \"core/scene\";\r\n\r\nimport { GUI3DManager } from \"../gui3DManager\";\r\nimport { Vector3WithInfo } from \"../vector3WithInfo\";\r\nimport { Container3D } from \"./container3D\";\r\n\r\ndeclare type TouchButton3D = import(\"./touchButton3D\").TouchButton3D;\r\n\r\n/**\r\n * Class used as base class for controls\r\n */\r\nexport class Control3D implements IDisposable, IBehaviorAware<Control3D> {\r\n /** @hidden */\r\n public _host: GUI3DManager;\r\n private _node: Nullable<TransformNode>;\r\n private _downCount = 0;\r\n private _enterCount = -1;\r\n private _downPointerIds: { [id: number]: number } = {}; // Store number of pointer downs per ID, from near and far interactions\r\n private _isVisible = true;\r\n /** @hidden */\r\n public _isScaledByManager = false;\r\n\r\n /** Gets or sets the control position in world space */\r\n public get position(): Vector3 {\r\n if (!this._node) {\r\n return Vector3.Zero();\r\n }\r\n\r\n return this._node.position;\r\n }\r\n\r\n public set position(value: Vector3) {\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._node.position = value;\r\n }\r\n\r\n /** Gets or sets the control scaling in world space */\r\n public get scaling(): Vector3 {\r\n if (!this._node) {\r\n return new Vector3(1, 1, 1);\r\n }\r\n\r\n return this._node.scaling;\r\n }\r\n\r\n public set scaling(value: Vector3) {\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._isScaledByManager = false;\r\n this._node.scaling = value;\r\n }\r\n\r\n /** Callback used to start pointer enter animation */\r\n public pointerEnterAnimation: () => void;\r\n /** Callback used to start pointer out animation */\r\n public pointerOutAnimation: () => void;\r\n /** Callback used to start pointer down animation */\r\n public pointerDownAnimation: () => void;\r\n /** Callback used to start pointer up animation */\r\n public pointerUpAnimation: () => void;\r\n\r\n /**\r\n * An event triggered when the pointer moves over the control\r\n */\r\n public onPointerMoveObservable = new Observable<Vector3>();\r\n\r\n /**\r\n * An event triggered when the pointer moves out of the control\r\n */\r\n public onPointerOutObservable = new Observable<Control3D>();\r\n\r\n /**\r\n * An event triggered when the pointer taps the control\r\n */\r\n public onPointerDownObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when pointer is up\r\n */\r\n public onPointerUpObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when a control is clicked on (with a mouse)\r\n */\r\n public onPointerClickObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when pointer enters the control\r\n */\r\n public onPointerEnterObservable = new Observable<Control3D>();\r\n\r\n /**\r\n * Gets or sets the parent container\r\n */\r\n public parent: Nullable<Container3D>;\r\n\r\n // Behaviors\r\n private _behaviors = new Array<Behavior<Control3D>>();\r\n\r\n /**\r\n * Gets the list of attached behaviors\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n */\r\n public get behaviors(): Behavior<Control3D>[] {\r\n return this._behaviors;\r\n }\r\n\r\n /**\r\n * Attach a behavior to the control\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current control\r\n */\r\n public addBehavior(behavior: Behavior<Control3D>): Control3D {\r\n const index = this._behaviors.indexOf(behavior);\r\n\r\n if (index !== -1) {\r\n return this;\r\n }\r\n\r\n behavior.init();\r\n const scene = this._host.scene;\r\n if (scene.isLoading) {\r\n // We defer the attach when the scene will be loaded\r\n scene.onDataLoadedObservable.addOnce(() => {\r\n behavior.attach(this);\r\n });\r\n } else {\r\n behavior.attach(this);\r\n }\r\n this._behaviors.push(behavior);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove an attached behavior\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current control\r\n */\r\n public removeBehavior(behavior: Behavior<Control3D>): Control3D {\r\n const index = this._behaviors.indexOf(behavior);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._behaviors[index].detach();\r\n this._behaviors.splice(index, 1);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets an attached behavior by name\r\n * @param name defines the name of the behavior to look for\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @returns null if behavior was not found else the requested behavior\r\n */\r\n public getBehaviorByName(name: string): Nullable<Behavior<Control3D>> {\r\n for (const behavior of this._behaviors) {\r\n if (behavior.name === name) {\r\n return behavior;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the control is visible */\r\n public get isVisible(): boolean {\r\n return this._isVisible;\r\n }\r\n\r\n public set isVisible(value: boolean) {\r\n if (this._isVisible === value) {\r\n return;\r\n }\r\n\r\n this._isVisible = value;\r\n\r\n const mesh = this.mesh;\r\n if (mesh) {\r\n mesh.setEnabled(value);\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new control\r\n * @param name defines the control name\r\n */\r\n constructor(\r\n /** Defines the control name */\r\n public name?: string\r\n ) {}\r\n\r\n /**\r\n * Gets a string representing the class name\r\n */\r\n public get typeName(): string {\r\n return this._getTypeName();\r\n }\r\n\r\n /**\r\n * Get the current class name of the control.\r\n * @returns current class name\r\n */\r\n public getClassName(): string {\r\n return this._getTypeName();\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"Control3D\";\r\n }\r\n\r\n /**\r\n * Gets the transform node used by this control\r\n */\r\n public get node(): Nullable<TransformNode> {\r\n return this._node;\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 if (this._node instanceof AbstractMesh) {\r\n return this._node as AbstractMesh;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Link the control as child of the given node\r\n * @param node defines the node to link to. Use null to unlink the control\r\n * @returns the current control\r\n */\r\n public linkToTransformNode(node: Nullable<TransformNode>): Control3D {\r\n if (this._node) {\r\n this._node.parent = node;\r\n }\r\n return this;\r\n }\r\n\r\n /** @hidden **/\r\n public _prepareNode(scene: Scene): void {\r\n if (!this._node) {\r\n this._node = this._createNode(scene);\r\n\r\n if (!this.node) {\r\n return;\r\n }\r\n this._injectGUI3DReservedDataStore(this.node).control = this; // Store the control on the reservedDataStore field in order to get it when picking\r\n\r\n const mesh = this.mesh;\r\n if (mesh) {\r\n mesh.isPickable = true;\r\n\r\n this._affectMaterial(mesh);\r\n }\r\n }\r\n }\r\n\r\n protected _injectGUI3DReservedDataStore(node: TransformNode): any {\r\n node.reservedDataStore = node.reservedDataStore ?? {};\r\n node.reservedDataStore.GUI3D = node.reservedDataStore.GUI3D ?? {};\r\n return node.reservedDataStore.GUI3D;\r\n }\r\n\r\n /**\r\n * Node creation.\r\n * Can be overriden by children\r\n * @param scene defines the scene where the node must be attached\r\n * @returns the attached node or null if none. Must return a Mesh or AbstractMesh if there is an atttached visible object\r\n */\r\n protected _createNode(scene: Scene): Nullable<TransformNode> {\r\n // Do nothing by default\r\n return null;\r\n }\r\n\r\n /**\r\n * Affect a material to the given mesh\r\n * @param mesh defines the mesh which will represent the control\r\n */\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n mesh.material = null;\r\n }\r\n\r\n private _IsTouchButton3D(control: Control3D): control is TouchButton3D {\r\n return (control as TouchButton3D)._generatePointerEventType !== undefined;\r\n }\r\n\r\n // Pointers\r\n\r\n /** @hidden */\r\n public _onPointerMove(target: Control3D, coordinates: Vector3): void {\r\n this.onPointerMoveObservable.notifyObservers(coordinates, -1, target, this);\r\n }\r\n\r\n /** @hidden */\r\n public _onPointerEnter(target: Control3D): boolean {\r\n if (this._enterCount === -1) {\r\n // -1 is for touch input, we are now sure we are with a mouse or pencil\r\n this._enterCount = 0;\r\n }\r\n\r\n this._enterCount++;\r\n\r\n if (this._enterCount > 1) {\r\n return false;\r\n }\r\n\r\n this.onPointerEnterObservable.notifyObservers(this, -1, target, this);\r\n\r\n if (this.pointerEnterAnimation) {\r\n this.pointerEnterAnimation();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _onPointerOut(target: Control3D): void {\r\n this._enterCount--;\r\n\r\n if (this._enterCount > 0) {\r\n return;\r\n }\r\n\r\n this._enterCount = 0;\r\n\r\n this.onPointerOutObservable.notifyObservers(this, -1, target, this);\r\n\r\n if (this.pointerOutAnimation) {\r\n this.pointerOutAnimation();\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _onPointerDown(target: Control3D, coordinates: Vector3, pointerId: number, buttonIndex: number): boolean {\r\n this._downCount++;\r\n this._downPointerIds[pointerId] = this._downPointerIds[pointerId] + 1 || 1;\r\n\r\n if (this._downCount !== 1) {\r\n return false;\r\n }\r\n\r\n this.onPointerDownObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n\r\n if (this.pointerDownAnimation) {\r\n this.pointerDownAnimation();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /** @hidden */\r\n public _onPointerUp(target: Control3D, coordinates: Vector3, pointerId: number, buttonIndex: number, notifyClick: boolean): void {\r\n this._downCount--;\r\n this._downPointerIds[pointerId]--;\r\n\r\n if (this._downPointerIds[pointerId] <= 0) {\r\n delete this._downPointerIds[pointerId];\r\n }\r\n\r\n if (this._downCount < 0) {\r\n // Handle if forcePointerUp was called prior to this\r\n this._downCount = 0;\r\n return;\r\n }\r\n\r\n if (this._downCount == 0) {\r\n if (notifyClick && (this._enterCount > 0 || this._enterCount === -1)) {\r\n this.onPointerClickObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n }\r\n this.onPointerUpObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n\r\n if (this.pointerUpAnimation) {\r\n this.pointerUpAnimation();\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public forcePointerUp(pointerId: Nullable<number> = null) {\r\n if (pointerId !== null) {\r\n this._onPointerUp(this, Vector3.Zero(), pointerId, 0, true);\r\n } else {\r\n for (const key in this._downPointerIds) {\r\n this._onPointerUp(this, Vector3.Zero(), +key as number, 0, true);\r\n }\r\n if (this._downCount > 0) {\r\n this._downCount = 1;\r\n this._onPointerUp(this, Vector3.Zero(), 0, 0, true);\r\n }\r\n }\r\n }\r\n\r\n /** @hidden */\r\n public _processObservables(type: number, pickedPoint: Vector3, originMeshPosition: Nullable<Vector3>, pointerId: number, buttonIndex: number): boolean {\r\n if (this._IsTouchButton3D(this) && originMeshPosition) {\r\n type = this._generatePointerEventType(type, originMeshPosition, this._downCount);\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERMOVE) {\r\n this._onPointerMove(this, pickedPoint);\r\n\r\n const previousControlOver = this._host._lastControlOver[pointerId];\r\n if (previousControlOver && previousControlOver !== this) {\r\n previousControlOver._onPointerOut(this);\r\n }\r\n\r\n if (previousControlOver !== this) {\r\n this._onPointerEnter(this);\r\n }\r\n\r\n this._host._lastControlOver[pointerId] = this;\r\n return true;\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERDOWN) {\r\n this._onPointerDown(this, pickedPoint, pointerId, buttonIndex);\r\n this._host._lastControlDown[pointerId] = this;\r\n this._host._lastPickedControl = this;\r\n return true;\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERUP || type === PointerEventTypes.POINTERDOUBLETAP) {\r\n if (this._host._lastControlDown[pointerId]) {\r\n this._host._lastControlDown[pointerId]._onPointerUp(this, pickedPoint, pointerId, buttonIndex, true);\r\n }\r\n delete this._host._lastControlDown[pointerId];\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _disposeNode(): void {\r\n if (this._node) {\r\n this._node.dispose();\r\n this._node = null;\r\n }\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n this.onPointerDownObservable.clear();\r\n this.onPointerEnterObservable.clear();\r\n this.onPointerMoveObservable.clear();\r\n this.onPointerOutObservable.clear();\r\n this.onPointerUpObservable.clear();\r\n this.onPointerClickObservable.clear();\r\n\r\n this._disposeNode();\r\n\r\n // Behaviors\r\n for (const behavior of this._behaviors) {\r\n behavior.detach();\r\n }\r\n }\r\n}\r\n"]}
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@@ -1,5 +1,5 @@
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1
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-
import { Vector3 } from "@babylonjs/core/Maths/math.vector";
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2
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-
import { float } from "@babylonjs/core/types";
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1
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+
import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
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2
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+
import { float } from "@babylonjs/core/types.js";
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3
3
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import { VolumeBasedPanel } from "./volumeBasedPanel";
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4
4
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import { Control3D } from "./control3D";
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5
5
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/**
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@@ -3,7 +3,7 @@ import { Tools } from "@babylonjs/core/Misc/tools.js";
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3
3
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import { Matrix, TmpVectors, Vector3 } from "@babylonjs/core/Maths/math.vector.js";
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4
4
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import { VolumeBasedPanel } from "./volumeBasedPanel.js";
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5
5
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import { Container3D } from "./container3D.js";
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6
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-
import { Axis, Space } from
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6
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+
import { Axis, Space } from "@babylonjs/core/Maths/math.axis.js";
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7
7
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/**
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8
8
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* Class used to create a container panel deployed on the surface of a cylinder
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*/
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@@ -57,7 +57,7 @@ var CylinderPanel = /** @class */ (function (_super) {
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};
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58
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CylinderPanel.prototype._cylindricalMapping = function (source) {
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var newPos = new Vector3(0, source.y, this._radius);
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60
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-
var yAngle =
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+
var yAngle = source.x / this._radius;
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61
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Matrix.RotationYawPitchRollToRef(yAngle, 0, 0, TmpVectors.Matrix[0]);
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return Vector3.TransformNormal(newPos, TmpVectors.Matrix[0]);
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};
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"cylinderPanel.js","sourceRoot":"","sources":["
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1
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+
{"version":3,"file":"cylinderPanel.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/cylinderPanel.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,KAAK,EAAE,sCAAwB;AACxC,OAAO,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,EAAE,6CAA+B;AAGrE,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAEtD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,IAAI,EAAE,KAAK,EAAE,2CAA6B;AAEnD;;GAEG;AACH;IAAmC,iCAAgB;IAAnD;QAAA,qEAuDC;QAtDW,aAAO,GAAG,GAAG,CAAC;;IAsD1B,CAAC;IAjDG,sBAAW,iCAAM;QAHjB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,OAAO,CAAC;QACxB,CAAC;aAED,UAAkB,KAAY;YAA9B,iBAUC;YATG,IAAI,IAAI,CAAC,OAAO,KAAK,KAAK,EAAE;gBACxB,OAAO;aACV;YAED,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;YAErB,KAAK,CAAC,YAAY,CAAC;gBACf,KAAI,CAAC,gBAAgB,EAAE,CAAC;YAC5B,CAAC,CAAC,CAAC;QACP,CAAC;;;OAZA;IAcS,oCAAY,GAAtB,UAAuB,OAAkB,EAAE,YAAqB;QAC5D,IAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;QAE1B,IAAI,CAAC,IAAI,EAAE;YACP,OAAO;SACV;QACD,IAAM,MAAM,GAAG,IAAI,CAAC,mBAAmB,CAAC,YAAY,CAAC,CAAC;QACtD,OAAO,CAAC,QAAQ,GAAG,MAAM,CAAC;QAE1B,QAAQ,IAAI,CAAC,WAAW,EAAE;YACtB,KAAK,WAAW,CAAC,sBAAsB;gBACnC,IAAI,CAAC,MAAM,CAAC,IAAI,OAAO,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC/D,MAAM;YACV,KAAK,WAAW,CAAC,8BAA8B;gBAC3C,IAAI,CAAC,MAAM,CAAC,IAAI,OAAO,CAAC,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;gBACzD,MAAM;YACV,KAAK,WAAW,CAAC,uBAAuB;gBACpC,MAAM;YACV,KAAK,WAAW,CAAC,+BAA+B;gBAC5C,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,EAAE,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC;gBAC1C,MAAM;SACb;IACL,CAAC;IAEO,2CAAmB,GAA3B,UAA4B,MAAe;QACvC,IAAM,MAAM,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;QAEtD,IAAM,MAAM,GAAG,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC;QAEvC,MAAM,CAAC,yBAAyB,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;QAErE,OAAO,OAAO,CAAC,eAAe,CAAC,MAAM,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;IACjE,CAAC;IACL,oBAAC;AAAD,CAAC,AAvDD,CAAmC,gBAAgB,GAuDlD","sourcesContent":["import { Tools } from \"core/Misc/tools\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"core/Maths/math.vector\";\r\nimport { float } from \"core/types\";\r\n\r\nimport { VolumeBasedPanel } from \"./volumeBasedPanel\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { Container3D } from \"./container3D\";\r\nimport { Axis, Space } from \"core/Maths/math.axis\";\r\n\r\n/**\r\n * Class used to create a container panel deployed on the surface of a cylinder\r\n */\r\nexport class CylinderPanel extends VolumeBasedPanel {\r\n private _radius = 5.0;\r\n\r\n /**\r\n * Gets or sets the radius of the cylinder where to project controls (5 by default)\r\n */\r\n public get radius(): float {\r\n return this._radius;\r\n }\r\n\r\n public set radius(value: float) {\r\n if (this._radius === value) {\r\n return;\r\n }\r\n\r\n this._radius = value;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n protected _mapGridNode(control: Control3D, nodePosition: Vector3) {\r\n const mesh = control.mesh;\r\n\r\n if (!mesh) {\r\n return;\r\n }\r\n const newPos = this._cylindricalMapping(nodePosition);\r\n control.position = newPos;\r\n\r\n switch (this.orientation) {\r\n case Container3D.FACEORIGIN_ORIENTATION:\r\n mesh.lookAt(new Vector3(2 * newPos.x, newPos.y, 2 * newPos.z));\r\n break;\r\n case Container3D.FACEORIGINREVERSED_ORIENTATION:\r\n mesh.lookAt(new Vector3(-newPos.x, newPos.y, -newPos.z));\r\n break;\r\n case Container3D.FACEFORWARD_ORIENTATION:\r\n break;\r\n case Container3D.FACEFORWARDREVERSED_ORIENTATION:\r\n mesh.rotate(Axis.Y, Math.PI, Space.LOCAL);\r\n break;\r\n }\r\n }\r\n\r\n private _cylindricalMapping(source: Vector3) {\r\n const newPos = new Vector3(0, source.y, this._radius);\r\n\r\n const yAngle = source.x / this._radius;\r\n\r\n Matrix.RotationYawPitchRollToRef(yAngle, 0, 0, TmpVectors.Matrix[0]);\r\n\r\n return Vector3.TransformNormal(newPos, TmpVectors.Matrix[0]);\r\n }\r\n}\r\n"]}
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@@ -1,9 +1,9 @@
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1
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-
import { Scene } from "@babylonjs/core/scene";
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2
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-
import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
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3
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-
import { Nullable } from "@babylonjs/core/types";
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1
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+
import { Scene } from "@babylonjs/core/scene.js";
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2
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+
import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
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3
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+
import { Nullable } from "@babylonjs/core/types.js";
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4
4
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import { TouchHolographicMenu } from "./touchHolographicMenu";
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5
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-
import { HandConstraintBehavior } from "@babylonjs/core/Behaviors/Meshes/handConstraintBehavior";
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6
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-
import { WebXRExperienceHelper } from "@babylonjs/core/XR/webXRExperienceHelper";
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5
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+
import { HandConstraintBehavior } from "@babylonjs/core/Behaviors/Meshes/handConstraintBehavior.js";
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6
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import { WebXRExperienceHelper } from "@babylonjs/core/XR/webXRExperienceHelper.js";
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7
7
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/**
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8
8
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* Hand menu that displays buttons and floats around the hand.
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9
9
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* @since 5.0.0
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"handMenu.js","sourceRoot":"","sources":["
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1
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+
{"version":3,"file":"handMenu.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/handMenu.ts"],"names":[],"mappings":";AAIA,OAAO,EAAE,oBAAoB,EAAE,MAAM,wBAAwB,CAAC;AAC9D,OAAO,EAAE,sBAAsB,EAAE,mEAAqD;AAGtF;;;GAGG;AACH;IAA8B,4BAAoB;IAkB9C;;;;OAIG;IACH,kBAAY,EAAyB,EAAE,IAAa;QAApD,YACI,kBAAM,IAAI,CAAC,SAMd;QAJG,KAAI,CAAC,uBAAuB,GAAG,IAAI,sBAAsB,EAAE,CAAC;QAC5D,KAAI,CAAC,uBAAuB,CAAC,kBAAkB,CAAC,EAAE,CAAC,CAAC;QACpD,KAAI,CAAC,eAAe,GAAG,IAAI,CAAC;QAC5B,KAAI,CAAC,IAAI,GAAG,CAAC,CAAC;;IAClB,CAAC;IAxBD,sBAAW,4CAAsB;QAHjC;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,uBAAuB,CAAC;QACxC,CAAC;;;OAAA;IAES,8BAAW,GAArB,UAAsB,KAAY;QAC9B,IAAM,IAAI,GAAG,iBAAM,WAAW,YAAC,KAAK,CAAU,CAAC;QAE/C,IAAI,CAAC,uBAAuB,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;QAE1C,OAAO,IAAI,CAAC;IAChB,CAAC;IAgBD;;OAEG;IACI,0BAAO,GAAd;QACI,iBAAM,OAAO,WAAE,CAAC;QAEhB,IAAI,CAAC,uBAAuB,CAAC,MAAM,EAAE,CAAC;IAC1C,CAAC;IACL,eAAC;AAAD,CAAC,AAxCD,CAA8B,oBAAoB,GAwCjD","sourcesContent":["import { Scene } from \"core/scene\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { Nullable } from \"core/types\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { TouchHolographicMenu } from \"./touchHolographicMenu\";\r\nimport { HandConstraintBehavior } from \"core/Behaviors/Meshes/handConstraintBehavior\";\r\nimport { WebXRExperienceHelper } from \"core/XR/webXRExperienceHelper\";\r\n\r\n/**\r\n * Hand menu that displays buttons and floats around the hand.\r\n * @since 5.0.0\r\n */\r\nexport class HandMenu extends TouchHolographicMenu {\r\n private _handConstraintBehavior: HandConstraintBehavior;\r\n\r\n /**\r\n * The hand constraint behavior setting the transformation of this node\r\n */\r\n public get handConstraintBehavior() {\r\n return this._handConstraintBehavior;\r\n }\r\n\r\n protected _createNode(scene: Scene): Nullable<TransformNode> {\r\n const node = super._createNode(scene)! as Mesh;\r\n\r\n this._handConstraintBehavior.attach(node);\r\n\r\n return node;\r\n }\r\n\r\n /**\r\n * Creates a hand menu GUI 3D control\r\n * @param xr the WebXRExperienceHelper used to link this control to the enabled WebXRHandTracking feature\r\n * @param name name of the hand menu\r\n */\r\n constructor(xr: WebXRExperienceHelper, name?: string) {\r\n super(name);\r\n\r\n this._handConstraintBehavior = new HandConstraintBehavior();\r\n this._handConstraintBehavior.linkToXRExperience(xr);\r\n this.backPlateMargin = 0.15;\r\n this.rows = 3;\r\n }\r\n\r\n /**\r\n * Disposes the hand menu\r\n */\r\n public dispose() {\r\n super.dispose();\r\n\r\n this._handConstraintBehavior.detach();\r\n }\r\n}\r\n"]}
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@@ -1,6 +1,6 @@
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1
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-
import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
|
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2
|
-
import { Mesh } from "@babylonjs/core/Meshes/mesh";
|
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3
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-
import { Scene } from "@babylonjs/core/scene";
|
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1
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+
import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
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+
import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
|
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3
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+
import { Scene } from "@babylonjs/core/scene.js";
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4
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import { FluentBackplateMaterial } from "../materials/fluentBackplate/fluentBackplateMaterial";
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5
5
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import { Control3D } from "./control3D";
|
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6
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/**
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@@ -66,13 +66,12 @@ var HolographicBackplate = /** @class */ (function (_super) {
|
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}, scene);
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collisionMesh.isPickable = true;
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collisionMesh.visibility = 0;
|
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-
SceneLoader.ImportMeshAsync(undefined, HolographicBackplate.MODEL_BASE_URL, HolographicBackplate.MODEL_FILENAME, scene)
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.then(function (result) {
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+
SceneLoader.ImportMeshAsync(undefined, HolographicBackplate.MODEL_BASE_URL, HolographicBackplate.MODEL_FILENAME, scene).then(function (result) {
|
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var importedModel = result.meshes[1];
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importedModel.name = "".concat(_this.name, "_frontPlate");
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importedModel.isPickable = false;
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importedModel.parent = collisionMesh;
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if (
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if (_this._material) {
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importedModel.material = _this._material;
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}
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_this._model = importedModel;
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@@ -114,7 +113,7 @@ var HolographicBackplate = /** @class */ (function (_super) {
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/**
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* File name for the button model.
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*/
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HolographicBackplate.MODEL_FILENAME =
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HolographicBackplate.MODEL_FILENAME = "mrtk-fluent-backplate.glb";
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return HolographicBackplate;
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}(Control3D));
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export { HolographicBackplate };
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@@ -1 +1 @@
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-
{"version":3,"file":"holographicBackplate.js","sourceRoot":"","sources":["
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1
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+
{"version":3,"file":"holographicBackplate.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/holographicBackplate.ts"],"names":[],"mappings":";AAEA,OAAO,EAAE,SAAS,EAAE,sDAAwC;AAE5D,OAAO,EAAE,uBAAuB,EAAE,MAAM,sDAAsD,CAAC;AAC/F,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAGvD;;;GAGG;AACH;IAA0C,wCAAS;IAqC/C;;;OAGG;IACH,8BAAY,IAAa,EAAU,eAAsB;QAAtB,gCAAA,EAAA,sBAAsB;QAAzD,YACI,kBAAM,IAAI,CAAC,SACd;QAFkC,qBAAe,GAAf,eAAe,CAAO;;IAEzD,CAAC;IA3BD,sBAAW,kDAAgB;aAG3B;YACI,OAAO,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC;QACxC,CAAC;QARD;;WAEG;aACH,UAA4B,EAAU;YAClC,IAAI,CAAC,MAAM,CAAC,gBAAgB,GAAG,EAAE,CAAC;QACtC,CAAC;;;OAAA;IAQD,sBAAW,0CAAQ;QAHnB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,SAAS,CAAC;QAC1B,CAAC;;;OAAA;IAKD,sBAAW,gDAAc;QAHzB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,eAAe,CAAC;QAChC,CAAC;;;OAAA;IAUS,2CAAY,GAAtB;QACI,OAAO,sBAAsB,CAAC;IAClC,CAAC;IAED,mBAAmB;IACT,0CAAW,GAArB,UAAsB,KAAY;QAAlC,iBAyBC;;QAxBG,IAAM,aAAa,GAAG,SAAS,CAC3B,CAAC,MAAA,IAAI,CAAC,IAAI,mCAAI,sBAAsB,CAAC,GAAG,gBAAgB,EACxD;YACI,KAAK,EAAE,GAAG;YACV,MAAM,EAAE,GAAG;YACX,KAAK,EAAE,GAAG;SACb,EACD,KAAK,CACR,CAAC;QACF,aAAa,CAAC,UAAU,GAAG,IAAI,CAAC;QAChC,aAAa,CAAC,UAAU,GAAG,CAAC,CAAC;QAE7B,WAAW,CAAC,eAAe,CAAC,SAAS,EAAE,oBAAoB,CAAC,cAAc,EAAE,oBAAoB,CAAC,cAAc,EAAE,KAAK,CAAC,CAAC,IAAI,CAAC,UAAC,MAAM;YAChI,IAAM,aAAa,GAAG,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;YACvC,aAAa,CAAC,IAAI,GAAG,UAAG,KAAI,CAAC,IAAI,gBAAa,CAAC;YAC/C,aAAa,CAAC,UAAU,GAAG,KAAK,CAAC;YACjC,aAAa,CAAC,MAAM,GAAG,aAAa,CAAC;YACrC,IAAI,KAAI,CAAC,SAAS,EAAE;gBAChB,aAAa,CAAC,QAAQ,GAAG,KAAI,CAAC,SAAS,CAAC;aAC3C;YACD,KAAI,CAAC,MAAM,GAAG,aAAa,CAAC;QAChC,CAAC,CAAC,CAAC;QAEH,OAAO,aAAa,CAAC;IACzB,CAAC;IAEO,8CAAe,GAAvB,UAAwB,IAAU;QAC9B,IAAI,CAAC,SAAS,GAAG,IAAI,uBAAuB,CAAC,IAAI,CAAC,IAAI,GAAG,WAAW,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,CAAC;IAC3F,CAAC;IAES,8CAAe,GAAzB,UAA0B,IAAU;QAChC,OAAO;QACP,IAAI,IAAI,CAAC,eAAe,EAAE;YACtB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,qBAAqB,CAAC,yBAAyB,CAAC,EAAE;gBAC9D,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;gBAC3B,IAAI,CAAC,KAAK,CAAC,qBAAqB,CAAC,yBAAyB,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC;aAChF;iBAAM;gBACH,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC,qBAAqB,CAAC,yBAAyB,CAA4B,CAAC;aAC3G;SACJ;aAAM;YACH,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;SAC9B;IACL,CAAC;IAED;;OAEG;IACI,sCAAO,GAAd;QACI,iBAAM,OAAO,WAAE,CAAC,CAAC,wCAAwC;QAEzD,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE;YACtB,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;SAC5B;QAED,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC;IAC1B,CAAC;IAzGD;;OAEG;IACW,mCAAc,GAAW,2CAA2C,CAAC;IACnF;;OAEG;IACW,mCAAc,GAAW,2BAA2B,CAAC;IAmGvE,2BAAC;CAAA,AA3GD,CAA0C,SAAS,GA2GlD;SA3GY,oBAAoB","sourcesContent":["import { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { CreateBox } from \"core/Meshes/Builders/boxBuilder\";\r\nimport { Scene } from \"core/scene\";\r\nimport { FluentBackplateMaterial } from \"../materials/fluentBackplate/fluentBackplateMaterial\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { SceneLoader } from \"core/Loading/sceneLoader\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\n\r\n/**\r\n * Class used to create a holographic backplate in 3D\r\n * @since 5.0.0\r\n */\r\nexport class HolographicBackplate extends Control3D {\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-backplate.glb\";\r\n\r\n private _model: AbstractMesh;\r\n private _material: FluentBackplateMaterial;\r\n\r\n /**\r\n * Rendering ground id of the backplate mesh.\r\n */\r\n public set renderingGroupId(id: number) {\r\n this._model.renderingGroupId = id;\r\n }\r\n public get renderingGroupId(): number {\r\n return this._model.renderingGroupId;\r\n }\r\n\r\n /**\r\n * Gets the material used by the backplate\r\n */\r\n public get material(): FluentBackplateMaterial {\r\n return this._material;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this backplate shares its material with other HolographicBackplates\r\n */\r\n public get shareMaterials(): boolean {\r\n return this._shareMaterials;\r\n }\r\n\r\n /**\r\n * Creates a new holographic backplate\r\n * @param name defines the control name\r\n */\r\n constructor(name?: string, private _shareMaterials = true) {\r\n super(name);\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"HolographicBackplate\";\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n const collisionMesh = CreateBox(\r\n (this.name ?? \"HolographicBackplate\") + \"_CollisionMesh\",\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: 1.0,\r\n },\r\n scene\r\n );\r\n collisionMesh.isPickable = true;\r\n collisionMesh.visibility = 0;\r\n\r\n SceneLoader.ImportMeshAsync(undefined, HolographicBackplate.MODEL_BASE_URL, HolographicBackplate.MODEL_FILENAME, scene).then((result) => {\r\n const importedModel = result.meshes[1];\r\n importedModel.name = `${this.name}_frontPlate`;\r\n importedModel.isPickable = false;\r\n importedModel.parent = collisionMesh;\r\n if (this._material) {\r\n importedModel.material = this._material;\r\n }\r\n this._model = importedModel;\r\n });\r\n\r\n return collisionMesh;\r\n }\r\n\r\n private _createMaterial(mesh: Mesh) {\r\n this._material = new FluentBackplateMaterial(this.name + \" Material\", mesh.getScene());\r\n }\r\n\r\n protected _affectMaterial(mesh: Mesh) {\r\n // Back\r\n if (this._shareMaterials) {\r\n if (!this._host._touchSharedMaterials[\"fluentBackplateMaterial\"]) {\r\n this._createMaterial(mesh);\r\n this._host._touchSharedMaterials[\"fluentBackplateMaterial\"] = this._material;\r\n } else {\r\n this._material = this._host._touchSharedMaterials[\"fluentBackplateMaterial\"] as FluentBackplateMaterial;\r\n }\r\n } else {\r\n this._createMaterial(mesh);\r\n }\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 if (!this.shareMaterials) {\r\n this._material.dispose();\r\n }\r\n\r\n this._model.dispose();\r\n }\r\n}\r\n"]}
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@@ -1,9 +1,9 @@
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1
1
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import { Button3D } from "./button3D";
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2
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-
import { Nullable } from "@babylonjs/core/types";
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3
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-
import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial";
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4
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-
import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
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5
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-
import { Mesh } from "@babylonjs/core/Meshes/mesh";
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6
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-
import { Scene } from "@babylonjs/core/scene";
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2
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+
import { Nullable } from "@babylonjs/core/types.js";
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3
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+
import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
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4
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+
import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
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5
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+
import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
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6
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+
import { Scene } from "@babylonjs/core/scene.js";
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7
|
import { FluentMaterial } from "../materials/fluent/fluentMaterial";
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8
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import { AdvancedDynamicTexture } from "../../2D/advancedDynamicTexture";
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9
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/**
|