@babylonjs/gui 5.0.0-beta.7 → 5.0.0-beta.8

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.
@@ -109,6 +109,10 @@ var HolographicSlate = /** @class */ (function (_super) {
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  */
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  HolographicSlate.prototype._applyFacade = function (facadeTexture) {
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  this._contentMaterial.albedoTexture = facadeTexture;
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+ // We should have a content plate by this point, but check for safety
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+ if (this._contentPlate) {
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+ facadeTexture.attachToMesh(this._contentPlate, true);
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+ }
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  };
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  HolographicSlate.prototype._rebuildContent = function () {
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  this._disposeFacadeTexture();
@@ -1 +1 @@
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- 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{ AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { CreateBox } from \"@babylonjs/core/Meshes/Builders/boxBuilder\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { FluentMaterial } from \"../materials/fluent/fluentMaterial\";\r\nimport { TouchHolographicButton } from \"./touchHolographicButton\";\r\nimport { Nullable } from \"@babylonjs/core/types\";\r\nimport { Observer } from \"@babylonjs/core/Misc/observable\";\r\nimport { Matrix, Quaternion, Vector2, Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { ContentDisplay3D } from \"./contentDisplay3D\";\r\nimport { AdvancedDynamicTexture } from \"../../2D/advancedDynamicTexture\";\r\nimport { Image } from \"../../2D/controls/image\";\r\nimport { SlateGizmo } from \"../gizmos/slateGizmo\";\r\nimport { DefaultBehavior } from \"../behaviors/defaultBehavior\";\r\nimport { Viewport } from \"@babylonjs/core/Maths/math.viewport\";\r\nimport { PointerDragBehavior } from \"@babylonjs/core/Behaviors/Meshes/pointerDragBehavior\";\r\nimport { Scalar } from \"@babylonjs/core/Maths/math.scalar\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { FluentBackplateMaterial } from \"../materials/fluentBackplate/fluentBackplateMaterial\";\r\nimport { DomManagement } from \"@babylonjs/core/Misc/domManagement\";\r\nimport { Vector4 } from \"@babylonjs/core/Maths/math\";\r\n\r\n/**\r\n * Class used to create a holographic slate\r\n * @since 5.0.0\r\n */\r\nexport class HolographicSlate extends ContentDisplay3D {\r\n /**\r\n * Base Url for the assets.\r\n */\r\n public static ASSETS_BASE_URL: string = \"https://assets.babylonjs.com/meshes/MRTK/\";\r\n /**\r\n * File name for the close icon.\r\n */\r\n public static CLOSE_ICON_FILENAME: string = \"IconClose.png\";\r\n /**\r\n * File name for the close icon.\r\n */\r\n public static FOLLOW_ICON_FILENAME: string = \"IconFollowMe.png\";\r\n\r\n /**\r\n * Dimensions of the slate\r\n */\r\n public dimensions = new Vector3(21.875, 12.5, 0.001);\r\n\r\n /**\r\n * Minimum dimensions of the slate\r\n */\r\n public minDimensions = new Vector3(15.625, 6.25, 0.001);\r\n\r\n /**\r\n * Default dimensions of the slate\r\n */\r\n public readonly defaultDimensions = this.dimensions.clone();\r\n\r\n /**\r\n * Dimensions of the backplate\r\n */\r\n public backplateDimensions = new Vector3(21.875, 0.625, 0.001);\r\n\r\n /**\r\n * Margin between backplate and contentplate\r\n */\r\n public backPlateMargin = 0.005;\r\n\r\n /**\r\n * Origin in local coordinates (top left corner)\r\n */\r\n public origin = new Vector3(0, 0, 0);\r\n\r\n private _backPlateMaterial: FluentBackplateMaterial;\r\n private _contentMaterial: FluentMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\r\n private _positionChangedObserver: Nullable<Observer<{ position: Vector3 }>>;\r\n private _imageUrl: string;\r\n\r\n private _contentViewport: Viewport;\r\n private _contentDragBehavior: PointerDragBehavior;\r\n\r\n private _defaultBehavior: DefaultBehavior;\r\n /**\r\n * Regroups all mesh behaviors for the slate\r\n */\r\n public get defaultBehavior(): DefaultBehavior {\r\n return this._defaultBehavior;\r\n }\r\n\r\n /** @hidden */\r\n public _gizmo: SlateGizmo;\r\n\r\n protected _backPlate: Mesh;\r\n protected _contentPlate: Mesh;\r\n protected _followButton: TouchHolographicButton;\r\n protected _closeButton: TouchHolographicButton;\r\n protected _contentScaleRatio = 1;\r\n\r\n /**\r\n * Rendering ground id of all the mesh in the button\r\n */\r\n public set renderingGroupId(id: number) {\r\n this._backPlate.renderingGroupId = id;\r\n this._contentPlate.renderingGroupId = id;\r\n }\r\n public get renderingGroupId(): number {\r\n return this._backPlate.renderingGroupId;\r\n }\r\n\r\n /**\r\n * Gets or sets the image url for the button\r\n */\r\n public get imageUrl(): string {\r\n return this._imageUrl;\r\n }\r\n\r\n public set imageUrl(value: string) {\r\n if (this._imageUrl === value) {\r\n return;\r\n }\r\n\r\n this._imageUrl = value;\r\n this._rebuildContent();\r\n this._resetContentPositionAndZoom();\r\n this._applyContentViewport();\r\n }\r\n\r\n /**\r\n * Creates a new slate\r\n * @param name defines the control name\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n\r\n this._followButton = new TouchHolographicButton(\"followButton\" + this.name);\r\n this._closeButton = new TouchHolographicButton(\"closeButton\" + this.name);\r\n\r\n this._contentViewport = new Viewport(0, 0, 1, 1);\r\n this._contentDragBehavior = new PointerDragBehavior({\r\n dragPlaneNormal: new Vector3(0, 0, -1),\r\n });\r\n }\r\n\r\n /**\r\n * Apply the facade texture (created from the content property).\r\n * This function can be overloaded by child classes\r\n * @param facadeTexture defines the AdvancedDynamicTexture to use\r\n */\r\n protected _applyFacade(facadeTexture: AdvancedDynamicTexture) {\r\n this._contentMaterial.albedoTexture = facadeTexture;\r\n }\r\n\r\n private _rebuildContent(): void {\r\n this._disposeFacadeTexture();\r\n\r\n if (DomManagement.IsDocumentAvailable() && !!document.createElement) {\r\n if (this._imageUrl) {\r\n let image = new Image();\r\n image.source = this._imageUrl;\r\n\r\n if (this._contentPlate) {\r\n this.content = image;\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _addControl(control: Control3D): void {\r\n control._host = this._host;\r\n if (this._host.utilityLayer) {\r\n control._prepareNode(this._host.utilityLayer.utilityLayerScene);\r\n }\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"HolographicSlate\";\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _positionElements() {\r\n const followButtonMesh = this._followButton.mesh;\r\n const closeButtonMesh = this._closeButton.mesh;\r\n const backPlate = this._backPlate;\r\n const contentPlate = this._contentPlate;\r\n\r\n if (followButtonMesh && closeButtonMesh && backPlate) {\r\n // World size of a button with 1 scaling\r\n const buttonBaseSize = 1;\r\n\r\n // Buttons take full backPlate on Y axis\r\n const backPlateYScale = this.backplateDimensions.y / buttonBaseSize;\r\n\r\n closeButtonMesh.scaling.setAll(backPlateYScale);\r\n followButtonMesh.scaling.setAll(backPlateYScale);\r\n closeButtonMesh.position\r\n .copyFromFloats(\r\n this.backplateDimensions.x - backPlateYScale / 2,\r\n -this.backplateDimensions.y / 2,\r\n (-this.backplateDimensions.z / 2) * (this._host.scene.useRightHandedSystem ? -1 : 1)\r\n )\r\n .addInPlace(this.origin);\r\n followButtonMesh.position\r\n .copyFromFloats(\r\n this.backplateDimensions.x - (3 * backPlateYScale) / 2,\r\n -this.backplateDimensions.y / 2,\r\n (-this.backplateDimensions.z / 2) * (this._host.scene.useRightHandedSystem ? -1 : 1)\r\n )\r\n .addInPlace(this.origin);\r\n\r\n const contentPlateHeight = this.dimensions.y - this.backplateDimensions.y - this.backPlateMargin;\r\n backPlate.scaling.copyFrom(this.backplateDimensions);\r\n contentPlate.scaling.copyFromFloats(this.dimensions.x, contentPlateHeight, this.dimensions.z);\r\n backPlate.position.copyFromFloats(this.backplateDimensions.x / 2, -(this.backplateDimensions.y / 2), 0).addInPlace(this.origin);\r\n contentPlate.position.copyFromFloats(this.dimensions.x / 2, -(this.backplateDimensions.y + this.backPlateMargin + contentPlateHeight / 2), 0).addInPlace(this.origin);\r\n\r\n const aspectRatio = this.dimensions.x / contentPlateHeight;\r\n this._contentViewport.width = this._contentScaleRatio;\r\n this._contentViewport.height = this._contentScaleRatio / aspectRatio;\r\n\r\n this._applyContentViewport();\r\n }\r\n }\r\n\r\n private _applyContentViewport() {\r\n if (this._contentPlate?.material && (this._contentPlate.material as FluentMaterial).albedoTexture) {\r\n const tex = (this._contentPlate.material as FluentMaterial).albedoTexture as Texture;\r\n tex.uScale = this._contentScaleRatio;\r\n tex.vScale = (this._contentScaleRatio / this._contentViewport.width) * this._contentViewport.height;\r\n tex.uOffset = this._contentViewport.x;\r\n tex.vOffset = this._contentViewport.y;\r\n }\r\n }\r\n\r\n private _resetContentPositionAndZoom() {\r\n this._contentViewport.x = 0;\r\n this._contentViewport.y = 1 - this._contentViewport.height / this._contentViewport.width;\r\n this._contentScaleRatio = 1;\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _updatePivot() {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n\r\n // Update pivot point so it is at the center of geometry\r\n const center = this.dimensions.scale(0.5);\r\n // As origin is topleft corner in 2D, dimensions are calculated towards bottom right corner, thus y axis is downwards\r\n center.y *= -1;\r\n center.addInPlace(this.origin);\r\n center.z = 0;\r\n\r\n const origin = new Vector3(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(origin, this.mesh.computeWorldMatrix(true), origin);\r\n this.mesh.setPivotPoint(center);\r\n const origin2 = new Vector3(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(origin2, this.mesh.computeWorldMatrix(true), origin2);\r\n this.mesh.position.addInPlace(origin).subtractInPlace(origin2);\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n const node = new Mesh(\"slate\" + this.name, scene);\r\n\r\n this._backPlate = CreateBox(\"backPlate\" + this.name, { size: 1 }, scene);\r\n const faceUV = new Array(6).fill(new Vector4(0, 0, 1, 1));\r\n if (scene.useRightHandedSystem) {\r\n faceUV[0].copyFromFloats(0, 1, 1, 0);\r\n }\r\n this._contentPlate = CreateBox(\"contentPlate\" + this.name, { size: 1, faceUV }, scene);\r\n\r\n this._backPlate.parent = node;\r\n this._backPlate.isNearGrabbable = true;\r\n this._contentPlate.parent = node;\r\n this._attachContentPlateBehavior();\r\n\r\n this._addControl(this._followButton);\r\n this._addControl(this._closeButton);\r\n\r\n const followButtonMesh = this._followButton.mesh!;\r\n const closeButtonMesh = this._closeButton.mesh!;\r\n followButtonMesh.parent = node;\r\n closeButtonMesh.parent = node;\r\n\r\n this._positionElements();\r\n\r\n this._followButton.imageUrl = HolographicSlate.ASSETS_BASE_URL + HolographicSlate.FOLLOW_ICON_FILENAME;\r\n this._closeButton.imageUrl = HolographicSlate.ASSETS_BASE_URL + HolographicSlate.CLOSE_ICON_FILENAME;\r\n\r\n this._followButton.isBackplateVisible = false;\r\n this._closeButton.isBackplateVisible = false;\r\n\r\n this._followButton.onPointerClickObservable.add(() => {\r\n this._defaultBehavior.followBehaviorEnabled = !this._defaultBehavior.followBehaviorEnabled;\r\n if (this._defaultBehavior.followBehaviorEnabled) {\r\n this._defaultBehavior.followBehavior.recenter();\r\n }\r\n });\r\n\r\n this._closeButton.onPointerClickObservable.add(() => {\r\n this.dispose();\r\n });\r\n\r\n node.rotationQuaternion = Quaternion.Identity();\r\n node.isVisible = false;\r\n\r\n return node;\r\n }\r\n\r\n private _attachContentPlateBehavior() {\r\n this._contentDragBehavior.attach(this._contentPlate);\r\n this._contentDragBehavior.moveAttached = false;\r\n this._contentDragBehavior.useObjectOrientationForDragging = true;\r\n this._contentDragBehavior.updateDragPlane = false;\r\n\r\n const origin = new Vector3();\r\n const worldDimensions = new Vector3();\r\n const upWorld = new Vector3();\r\n const rightWorld = new Vector3();\r\n const projectedOffset = new Vector2();\r\n let startViewport: Viewport;\r\n let worldMatrix: Matrix;\r\n\r\n this._contentDragBehavior.onDragStartObservable.add((event) => {\r\n if (!this.node) {\r\n return;\r\n }\r\n startViewport = this._contentViewport.clone();\r\n worldMatrix = this.node.computeWorldMatrix(true);\r\n\r\n origin.copyFrom(event.dragPlanePoint);\r\n worldDimensions.copyFrom(this.dimensions);\r\n worldDimensions.y -= this.backplateDimensions.y + this.backPlateMargin;\r\n Vector3.TransformNormalToRef(worldDimensions, worldMatrix, worldDimensions);\r\n upWorld.copyFromFloats(0, 1, 0);\r\n Vector3.TransformNormalToRef(upWorld, worldMatrix, upWorld);\r\n rightWorld.copyFromFloats(1, 0, 0);\r\n Vector3.TransformNormalToRef(rightWorld, worldMatrix, rightWorld);\r\n upWorld.normalize();\r\n upWorld.scaleInPlace(1 / Vector3.Dot(upWorld, worldDimensions));\r\n rightWorld.normalize();\r\n rightWorld.scaleInPlace(1 / Vector3.Dot(rightWorld, worldDimensions));\r\n });\r\n\r\n const offset = new Vector3();\r\n this._contentDragBehavior.onDragObservable.add((event) => {\r\n offset.copyFrom(event.dragPlanePoint);\r\n offset.subtractInPlace(origin);\r\n projectedOffset.copyFromFloats(Vector3.Dot(offset, rightWorld), Vector3.Dot(offset, upWorld));\r\n\r\n // By default, content takes full width available and height is cropped to keep aspect ratio\r\n this._contentViewport.x = Scalar.Clamp(startViewport.x - offset.x, 0, 1 - this._contentViewport.width * this._contentScaleRatio);\r\n this._contentViewport.y = Scalar.Clamp(startViewport.y - offset.y, 0, 1 - this._contentViewport.height * this._contentScaleRatio);\r\n this._applyContentViewport();\r\n });\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n // TODO share materials\r\n this._backPlateMaterial = new FluentBackplateMaterial(`${this.name} plateMaterial`, mesh.getScene());\r\n\r\n this._pickedPointObserver = this._host.onPickedPointChangedObservable.add((pickedPoint) => {\r\n // if (pickedPoint) {\r\n // this._backPlateMaterial. = pickedPoint;\r\n // this._backPlateMaterial.hoverColor.a = 1.0;\r\n // } else {\r\n // this._backPlateMaterial.hoverColor.a = 0;\r\n // }\r\n });\r\n\r\n this._contentMaterial = new FluentMaterial(this.name + \"contentMaterial\", mesh.getScene());\r\n this._contentMaterial.renderBorders = true;\r\n\r\n this._backPlate.material = this._backPlateMaterial;\r\n this._contentPlate.material = this._contentMaterial;\r\n\r\n this._rebuildContent();\r\n this._applyContentViewport();\r\n }\r\n\r\n /** @hidden **/\r\n public _prepareNode(scene: Scene): void {\r\n super._prepareNode(scene);\r\n this._gizmo = new SlateGizmo(this._host.utilityLayer!);\r\n this._gizmo.attachedSlate = this;\r\n this._defaultBehavior = new DefaultBehavior();\r\n this._defaultBehavior.attach(this.node as Mesh, [this._backPlate]);\r\n\r\n this._positionChangedObserver = this._defaultBehavior.sixDofDragBehavior.onPositionChangedObservable.add(() => {\r\n this._gizmo.updateBoundingBox();\r\n });\r\n\r\n this._updatePivot();\r\n this.resetDefaultAspectAndPose();\r\n }\r\n\r\n /**\r\n * Resets the aspect and pose of the slate so it is right in front of the active camera, facing towards it.\r\n */\r\n public resetDefaultAspectAndPose() {\r\n if (!this._host || !this._host.utilityLayer || !this.node) {\r\n return;\r\n }\r\n const scene = this._host.utilityLayer.utilityLayerScene;\r\n const camera = scene.activeCamera;\r\n if (camera) {\r\n const worldMatrix = camera.getWorldMatrix();\r\n const backward = Vector3.TransformNormal(Vector3.Backward(scene.useRightHandedSystem), worldMatrix);\r\n this.dimensions.copyFrom(this.defaultDimensions);\r\n this.origin.setAll(0);\r\n this._gizmo.updateBoundingBox();\r\n const pivot = this.node.getAbsolutePivotPoint();\r\n this.node.position.copyFrom(camera.position).subtractInPlace(backward).subtractInPlace(pivot);\r\n this.node.rotationQuaternion = Quaternion.FromLookDirectionLH(backward, new Vector3(0, 1, 0));\r\n }\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose();\r\n this._backPlateMaterial.dispose();\r\n this._contentMaterial.dispose();\r\n\r\n this._backPlate.dispose();\r\n this._contentPlate.dispose();\r\n\r\n this._followButton.dispose();\r\n this._closeButton.dispose();\r\n\r\n this._host.onPickedPointChangedObservable.remove(this._pickedPointObserver);\r\n this._defaultBehavior.sixDofDragBehavior.onPositionChangedObservable.remove(this._positionChangedObserver);\r\n\r\n this._defaultBehavior.detach();\r\n this._gizmo.dispose();\r\n this._contentDragBehavior.detach();\r\n }\r\n}\r\n"]}
1
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{ AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { CreateBox } from \"@babylonjs/core/Meshes/Builders/boxBuilder\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { FluentMaterial } from \"../materials/fluent/fluentMaterial\";\r\nimport { TouchHolographicButton } from \"./touchHolographicButton\";\r\nimport { Nullable } from \"@babylonjs/core/types\";\r\nimport { Observer } from \"@babylonjs/core/Misc/observable\";\r\nimport { Matrix, Quaternion, Vector2, Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { ContentDisplay3D } from \"./contentDisplay3D\";\r\nimport { AdvancedDynamicTexture } from \"../../2D/advancedDynamicTexture\";\r\nimport { Image } from \"../../2D/controls/image\";\r\nimport { SlateGizmo } from \"../gizmos/slateGizmo\";\r\nimport { DefaultBehavior } from \"../behaviors/defaultBehavior\";\r\nimport { Viewport } from \"@babylonjs/core/Maths/math.viewport\";\r\nimport { PointerDragBehavior } from \"@babylonjs/core/Behaviors/Meshes/pointerDragBehavior\";\r\nimport { Scalar } from \"@babylonjs/core/Maths/math.scalar\";\r\nimport { Texture } from \"@babylonjs/core/Materials/Textures/texture\";\r\nimport { FluentBackplateMaterial } from \"../materials/fluentBackplate/fluentBackplateMaterial\";\r\nimport { DomManagement } from \"@babylonjs/core/Misc/domManagement\";\r\nimport { Vector4 } from \"@babylonjs/core/Maths/math\";\r\n\r\n/**\r\n * Class used to create a holographic slate\r\n * @since 5.0.0\r\n */\r\nexport class HolographicSlate extends ContentDisplay3D {\r\n /**\r\n * Base Url for the assets.\r\n */\r\n public static ASSETS_BASE_URL: string = \"https://assets.babylonjs.com/meshes/MRTK/\";\r\n /**\r\n * File name for the close icon.\r\n */\r\n public static CLOSE_ICON_FILENAME: string = \"IconClose.png\";\r\n /**\r\n * File name for the close icon.\r\n */\r\n public static FOLLOW_ICON_FILENAME: string = \"IconFollowMe.png\";\r\n\r\n /**\r\n * Dimensions of the slate\r\n */\r\n public dimensions = new Vector3(21.875, 12.5, 0.001);\r\n\r\n /**\r\n * Minimum dimensions of the slate\r\n */\r\n public minDimensions = new Vector3(15.625, 6.25, 0.001);\r\n\r\n /**\r\n * Default dimensions of the slate\r\n */\r\n public readonly defaultDimensions = this.dimensions.clone();\r\n\r\n /**\r\n * Dimensions of the backplate\r\n */\r\n public backplateDimensions = new Vector3(21.875, 0.625, 0.001);\r\n\r\n /**\r\n * Margin between backplate and contentplate\r\n */\r\n public backPlateMargin = 0.005;\r\n\r\n /**\r\n * Origin in local coordinates (top left corner)\r\n */\r\n public origin = new Vector3(0, 0, 0);\r\n\r\n private _backPlateMaterial: FluentBackplateMaterial;\r\n private _contentMaterial: FluentMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\r\n private _positionChangedObserver: Nullable<Observer<{ position: Vector3 }>>;\r\n private _imageUrl: string;\r\n\r\n private _contentViewport: Viewport;\r\n private _contentDragBehavior: PointerDragBehavior;\r\n\r\n private _defaultBehavior: DefaultBehavior;\r\n /**\r\n * Regroups all mesh behaviors for the slate\r\n */\r\n public get defaultBehavior(): DefaultBehavior {\r\n return this._defaultBehavior;\r\n }\r\n\r\n /** @hidden */\r\n public _gizmo: SlateGizmo;\r\n\r\n protected _backPlate: Mesh;\r\n protected _contentPlate: Mesh;\r\n protected _followButton: TouchHolographicButton;\r\n protected _closeButton: TouchHolographicButton;\r\n protected _contentScaleRatio = 1;\r\n\r\n /**\r\n * Rendering ground id of all the mesh in the button\r\n */\r\n public set renderingGroupId(id: number) {\r\n this._backPlate.renderingGroupId = id;\r\n this._contentPlate.renderingGroupId = id;\r\n }\r\n public get renderingGroupId(): number {\r\n return this._backPlate.renderingGroupId;\r\n }\r\n\r\n /**\r\n * Gets or sets the image url for the button\r\n */\r\n public get imageUrl(): string {\r\n return this._imageUrl;\r\n }\r\n\r\n public set imageUrl(value: string) {\r\n if (this._imageUrl === value) {\r\n return;\r\n }\r\n\r\n this._imageUrl = value;\r\n this._rebuildContent();\r\n this._resetContentPositionAndZoom();\r\n this._applyContentViewport();\r\n }\r\n\r\n /**\r\n * Creates a new slate\r\n * @param name defines the control name\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n\r\n this._followButton = new TouchHolographicButton(\"followButton\" + this.name);\r\n this._closeButton = new TouchHolographicButton(\"closeButton\" + this.name);\r\n\r\n this._contentViewport = new Viewport(0, 0, 1, 1);\r\n this._contentDragBehavior = new PointerDragBehavior({\r\n dragPlaneNormal: new Vector3(0, 0, -1),\r\n });\r\n }\r\n\r\n /**\r\n * Apply the facade texture (created from the content property).\r\n * This function can be overloaded by child classes\r\n * @param facadeTexture defines the AdvancedDynamicTexture to use\r\n */\r\n protected _applyFacade(facadeTexture: AdvancedDynamicTexture) {\r\n this._contentMaterial.albedoTexture = facadeTexture;\r\n\r\n // We should have a content plate by this point, but check for safety\r\n if (this._contentPlate) {\r\n facadeTexture.attachToMesh(this._contentPlate, true);\r\n }\r\n }\r\n\r\n private _rebuildContent(): void {\r\n this._disposeFacadeTexture();\r\n\r\n if (DomManagement.IsDocumentAvailable() && !!document.createElement) {\r\n if (this._imageUrl) {\r\n let image = new Image();\r\n image.source = this._imageUrl;\r\n\r\n if (this._contentPlate) {\r\n this.content = image;\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _addControl(control: Control3D): void {\r\n control._host = this._host;\r\n if (this._host.utilityLayer) {\r\n control._prepareNode(this._host.utilityLayer.utilityLayerScene);\r\n }\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"HolographicSlate\";\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _positionElements() {\r\n const followButtonMesh = this._followButton.mesh;\r\n const closeButtonMesh = this._closeButton.mesh;\r\n const backPlate = this._backPlate;\r\n const contentPlate = this._contentPlate;\r\n\r\n if (followButtonMesh && closeButtonMesh && backPlate) {\r\n // World size of a button with 1 scaling\r\n const buttonBaseSize = 1;\r\n\r\n // Buttons take full backPlate on Y axis\r\n const backPlateYScale = this.backplateDimensions.y / buttonBaseSize;\r\n\r\n closeButtonMesh.scaling.setAll(backPlateYScale);\r\n followButtonMesh.scaling.setAll(backPlateYScale);\r\n closeButtonMesh.position\r\n .copyFromFloats(\r\n this.backplateDimensions.x - backPlateYScale / 2,\r\n -this.backplateDimensions.y / 2,\r\n (-this.backplateDimensions.z / 2) * (this._host.scene.useRightHandedSystem ? -1 : 1)\r\n )\r\n .addInPlace(this.origin);\r\n followButtonMesh.position\r\n .copyFromFloats(\r\n this.backplateDimensions.x - (3 * backPlateYScale) / 2,\r\n -this.backplateDimensions.y / 2,\r\n (-this.backplateDimensions.z / 2) * (this._host.scene.useRightHandedSystem ? -1 : 1)\r\n )\r\n .addInPlace(this.origin);\r\n\r\n const contentPlateHeight = this.dimensions.y - this.backplateDimensions.y - this.backPlateMargin;\r\n backPlate.scaling.copyFrom(this.backplateDimensions);\r\n contentPlate.scaling.copyFromFloats(this.dimensions.x, contentPlateHeight, this.dimensions.z);\r\n backPlate.position.copyFromFloats(this.backplateDimensions.x / 2, -(this.backplateDimensions.y / 2), 0).addInPlace(this.origin);\r\n contentPlate.position.copyFromFloats(this.dimensions.x / 2, -(this.backplateDimensions.y + this.backPlateMargin + contentPlateHeight / 2), 0).addInPlace(this.origin);\r\n\r\n const aspectRatio = this.dimensions.x / contentPlateHeight;\r\n this._contentViewport.width = this._contentScaleRatio;\r\n this._contentViewport.height = this._contentScaleRatio / aspectRatio;\r\n\r\n this._applyContentViewport();\r\n }\r\n }\r\n\r\n private _applyContentViewport() {\r\n if (this._contentPlate?.material && (this._contentPlate.material as FluentMaterial).albedoTexture) {\r\n const tex = (this._contentPlate.material as FluentMaterial).albedoTexture as Texture;\r\n tex.uScale = this._contentScaleRatio;\r\n tex.vScale = (this._contentScaleRatio / this._contentViewport.width) * this._contentViewport.height;\r\n tex.uOffset = this._contentViewport.x;\r\n tex.vOffset = this._contentViewport.y;\r\n }\r\n }\r\n\r\n private _resetContentPositionAndZoom() {\r\n this._contentViewport.x = 0;\r\n this._contentViewport.y = 1 - this._contentViewport.height / this._contentViewport.width;\r\n this._contentScaleRatio = 1;\r\n }\r\n\r\n /**\r\n * @hidden\r\n */\r\n public _updatePivot() {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n\r\n // Update pivot point so it is at the center of geometry\r\n const center = this.dimensions.scale(0.5);\r\n // As origin is topleft corner in 2D, dimensions are calculated towards bottom right corner, thus y axis is downwards\r\n center.y *= -1;\r\n center.addInPlace(this.origin);\r\n center.z = 0;\r\n\r\n const origin = new Vector3(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(origin, this.mesh.computeWorldMatrix(true), origin);\r\n this.mesh.setPivotPoint(center);\r\n const origin2 = new Vector3(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(origin2, this.mesh.computeWorldMatrix(true), origin2);\r\n this.mesh.position.addInPlace(origin).subtractInPlace(origin2);\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n const node = new Mesh(\"slate\" + this.name, scene);\r\n\r\n this._backPlate = CreateBox(\"backPlate\" + this.name, { size: 1 }, scene);\r\n const faceUV = new Array(6).fill(new Vector4(0, 0, 1, 1));\r\n if (scene.useRightHandedSystem) {\r\n faceUV[0].copyFromFloats(0, 1, 1, 0);\r\n }\r\n this._contentPlate = CreateBox(\"contentPlate\" + this.name, { size: 1, faceUV }, scene);\r\n\r\n this._backPlate.parent = node;\r\n this._backPlate.isNearGrabbable = true;\r\n this._contentPlate.parent = node;\r\n this._attachContentPlateBehavior();\r\n\r\n this._addControl(this._followButton);\r\n this._addControl(this._closeButton);\r\n\r\n const followButtonMesh = this._followButton.mesh!;\r\n const closeButtonMesh = this._closeButton.mesh!;\r\n followButtonMesh.parent = node;\r\n closeButtonMesh.parent = node;\r\n\r\n this._positionElements();\r\n\r\n this._followButton.imageUrl = HolographicSlate.ASSETS_BASE_URL + HolographicSlate.FOLLOW_ICON_FILENAME;\r\n this._closeButton.imageUrl = HolographicSlate.ASSETS_BASE_URL + HolographicSlate.CLOSE_ICON_FILENAME;\r\n\r\n this._followButton.isBackplateVisible = false;\r\n this._closeButton.isBackplateVisible = false;\r\n\r\n this._followButton.onPointerClickObservable.add(() => {\r\n this._defaultBehavior.followBehaviorEnabled = !this._defaultBehavior.followBehaviorEnabled;\r\n if (this._defaultBehavior.followBehaviorEnabled) {\r\n this._defaultBehavior.followBehavior.recenter();\r\n }\r\n });\r\n\r\n this._closeButton.onPointerClickObservable.add(() => {\r\n this.dispose();\r\n });\r\n\r\n node.rotationQuaternion = Quaternion.Identity();\r\n node.isVisible = false;\r\n\r\n return node;\r\n }\r\n\r\n private _attachContentPlateBehavior() {\r\n this._contentDragBehavior.attach(this._contentPlate);\r\n this._contentDragBehavior.moveAttached = false;\r\n this._contentDragBehavior.useObjectOrientationForDragging = true;\r\n this._contentDragBehavior.updateDragPlane = false;\r\n\r\n const origin = new Vector3();\r\n const worldDimensions = new Vector3();\r\n const upWorld = new Vector3();\r\n const rightWorld = new Vector3();\r\n const projectedOffset = new Vector2();\r\n let startViewport: Viewport;\r\n let worldMatrix: Matrix;\r\n\r\n this._contentDragBehavior.onDragStartObservable.add((event) => {\r\n if (!this.node) {\r\n return;\r\n }\r\n startViewport = this._contentViewport.clone();\r\n worldMatrix = this.node.computeWorldMatrix(true);\r\n\r\n origin.copyFrom(event.dragPlanePoint);\r\n worldDimensions.copyFrom(this.dimensions);\r\n worldDimensions.y -= this.backplateDimensions.y + this.backPlateMargin;\r\n Vector3.TransformNormalToRef(worldDimensions, worldMatrix, worldDimensions);\r\n upWorld.copyFromFloats(0, 1, 0);\r\n Vector3.TransformNormalToRef(upWorld, worldMatrix, upWorld);\r\n rightWorld.copyFromFloats(1, 0, 0);\r\n Vector3.TransformNormalToRef(rightWorld, worldMatrix, rightWorld);\r\n upWorld.normalize();\r\n upWorld.scaleInPlace(1 / Vector3.Dot(upWorld, worldDimensions));\r\n rightWorld.normalize();\r\n rightWorld.scaleInPlace(1 / Vector3.Dot(rightWorld, worldDimensions));\r\n });\r\n\r\n const offset = new Vector3();\r\n this._contentDragBehavior.onDragObservable.add((event) => {\r\n offset.copyFrom(event.dragPlanePoint);\r\n offset.subtractInPlace(origin);\r\n projectedOffset.copyFromFloats(Vector3.Dot(offset, rightWorld), Vector3.Dot(offset, upWorld));\r\n\r\n // By default, content takes full width available and height is cropped to keep aspect ratio\r\n this._contentViewport.x = Scalar.Clamp(startViewport.x - offset.x, 0, 1 - this._contentViewport.width * this._contentScaleRatio);\r\n this._contentViewport.y = Scalar.Clamp(startViewport.y - offset.y, 0, 1 - this._contentViewport.height * this._contentScaleRatio);\r\n this._applyContentViewport();\r\n });\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n // TODO share materials\r\n this._backPlateMaterial = new FluentBackplateMaterial(`${this.name} plateMaterial`, mesh.getScene());\r\n\r\n this._pickedPointObserver = this._host.onPickedPointChangedObservable.add((pickedPoint) => {\r\n // if (pickedPoint) {\r\n // this._backPlateMaterial. = pickedPoint;\r\n // this._backPlateMaterial.hoverColor.a = 1.0;\r\n // } else {\r\n // this._backPlateMaterial.hoverColor.a = 0;\r\n // }\r\n });\r\n\r\n this._contentMaterial = new FluentMaterial(this.name + \"contentMaterial\", mesh.getScene());\r\n this._contentMaterial.renderBorders = true;\r\n\r\n this._backPlate.material = this._backPlateMaterial;\r\n this._contentPlate.material = this._contentMaterial;\r\n\r\n this._rebuildContent();\r\n this._applyContentViewport();\r\n }\r\n\r\n /** @hidden **/\r\n public _prepareNode(scene: Scene): void {\r\n super._prepareNode(scene);\r\n this._gizmo = new SlateGizmo(this._host.utilityLayer!);\r\n this._gizmo.attachedSlate = this;\r\n this._defaultBehavior = new DefaultBehavior();\r\n this._defaultBehavior.attach(this.node as Mesh, [this._backPlate]);\r\n\r\n this._positionChangedObserver = this._defaultBehavior.sixDofDragBehavior.onPositionChangedObservable.add(() => {\r\n this._gizmo.updateBoundingBox();\r\n });\r\n\r\n this._updatePivot();\r\n this.resetDefaultAspectAndPose();\r\n }\r\n\r\n /**\r\n * Resets the aspect and pose of the slate so it is right in front of the active camera, facing towards it.\r\n */\r\n public resetDefaultAspectAndPose() {\r\n if (!this._host || !this._host.utilityLayer || !this.node) {\r\n return;\r\n }\r\n const scene = this._host.utilityLayer.utilityLayerScene;\r\n const camera = scene.activeCamera;\r\n if (camera) {\r\n const worldMatrix = camera.getWorldMatrix();\r\n const backward = Vector3.TransformNormal(Vector3.Backward(scene.useRightHandedSystem), worldMatrix);\r\n this.dimensions.copyFrom(this.defaultDimensions);\r\n this.origin.setAll(0);\r\n this._gizmo.updateBoundingBox();\r\n const pivot = this.node.getAbsolutePivotPoint();\r\n this.node.position.copyFrom(camera.position).subtractInPlace(backward).subtractInPlace(pivot);\r\n this.node.rotationQuaternion = Quaternion.FromLookDirectionLH(backward, new Vector3(0, 1, 0));\r\n }\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose();\r\n this._backPlateMaterial.dispose();\r\n this._contentMaterial.dispose();\r\n\r\n this._backPlate.dispose();\r\n this._contentPlate.dispose();\r\n\r\n this._followButton.dispose();\r\n this._closeButton.dispose();\r\n\r\n this._host.onPickedPointChangedObservable.remove(this._pickedPointObserver);\r\n this._defaultBehavior.sixDofDragBehavior.onPositionChangedObservable.remove(this._positionChangedObserver);\r\n\r\n this._defaultBehavior.detach();\r\n this._gizmo.dispose();\r\n this._contentDragBehavior.detach();\r\n }\r\n}\r\n"]}
package/package.json CHANGED
@@ -4,7 +4,7 @@
4
4
  },
5
5
  "name": "@babylonjs/gui",
6
6
  "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.",
7
- "version": "5.0.0-beta.7",
7
+ "version": "5.0.0-beta.8",
8
8
  "repository": {
9
9
  "type": "git",
10
10
  "url": "https://github.com/BabylonJS/Babylon.js.git"
@@ -326,7 +326,7 @@
326
326
  ],
327
327
  "license": "Apache-2.0",
328
328
  "dependencies": {
329
- "@babylonjs/core": "5.0.0-beta.7",
329
+ "@babylonjs/core": "5.0.0-beta.8",
330
330
  "tslib": "^2.3.1"
331
331
  },
332
332
  "engines": {