@babylonjs/gui 5.0.0-beta.8 → 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.
Files changed (254) hide show
  1. package/2D/adtInstrumentation.d.ts +2 -2
  2. package/2D/adtInstrumentation.js.map +1 -1
  3. package/2D/advancedDynamicTexture.d.ts +9 -9
  4. package/2D/advancedDynamicTexture.js.map +1 -1
  5. package/2D/controls/button.d.ts +6 -6
  6. package/2D/controls/button.js +4 -4
  7. package/2D/controls/button.js.map +1 -1
  8. package/2D/controls/checkbox.d.ts +6 -6
  9. package/2D/controls/checkbox.js +2 -2
  10. package/2D/controls/checkbox.js.map +1 -1
  11. package/2D/controls/colorpicker.d.ts +5 -5
  12. package/2D/controls/colorpicker.js +93 -85
  13. package/2D/controls/colorpicker.js.map +1 -1
  14. package/2D/controls/container.d.ts +7 -7
  15. package/2D/controls/container.js +7 -7
  16. package/2D/controls/container.js.map +1 -1
  17. package/2D/controls/control.d.ts +7 -7
  18. package/2D/controls/control.js.map +1 -1
  19. package/2D/controls/displayGrid.d.ts +3 -3
  20. package/2D/controls/displayGrid.js +2 -2
  21. package/2D/controls/displayGrid.js.map +1 -1
  22. package/2D/controls/ellipse.d.ts +1 -1
  23. package/2D/controls/ellipse.js +2 -2
  24. package/2D/controls/ellipse.js.map +1 -1
  25. package/2D/controls/focusableButton.d.ts +5 -5
  26. package/2D/controls/focusableButton.js +2 -2
  27. package/2D/controls/focusableButton.js.map +1 -1
  28. package/2D/controls/focusableControl.d.ts +11 -11
  29. package/2D/controls/focusableControl.js.map +1 -1
  30. package/2D/controls/grid.d.ts +2 -2
  31. package/2D/controls/grid.js +2 -2
  32. package/2D/controls/grid.js.map +1 -1
  33. package/2D/controls/image.d.ts +5 -5
  34. package/2D/controls/image.js +17 -17
  35. package/2D/controls/image.js.map +1 -1
  36. package/2D/controls/index.js.map +1 -1
  37. package/2D/controls/inputPassword.d.ts +1 -1
  38. package/2D/controls/inputPassword.js +2 -2
  39. package/2D/controls/inputPassword.js.map +1 -1
  40. package/2D/controls/inputText.d.ts +8 -8
  41. package/2D/controls/inputText.js +19 -17
  42. package/2D/controls/inputText.js.map +1 -1
  43. package/2D/controls/line.d.ts +3 -3
  44. package/2D/controls/line.js +4 -4
  45. package/2D/controls/line.js.map +1 -1
  46. package/2D/controls/multiLine.d.ts +5 -5
  47. package/2D/controls/multiLine.js +2 -2
  48. package/2D/controls/multiLine.js.map +1 -1
  49. package/2D/controls/radioButton.d.ts +4 -4
  50. package/2D/controls/radioButton.js +2 -2
  51. package/2D/controls/radioButton.js.map +1 -1
  52. package/2D/controls/rectangle.d.ts +1 -1
  53. package/2D/controls/rectangle.js +2 -2
  54. package/2D/controls/rectangle.js.map +1 -1
  55. package/2D/controls/scrollViewers/scrollViewer.d.ts +6 -6
  56. package/2D/controls/scrollViewers/scrollViewer.js +5 -5
  57. package/2D/controls/scrollViewers/scrollViewer.js.map +1 -1
  58. package/2D/controls/scrollViewers/scrollViewerWindow.d.ts +5 -5
  59. package/2D/controls/scrollViewers/scrollViewerWindow.js +4 -4
  60. package/2D/controls/scrollViewers/scrollViewerWindow.js.map +1 -1
  61. package/2D/controls/selector.d.ts +11 -11
  62. package/2D/controls/selector.js +19 -14
  63. package/2D/controls/selector.js.map +1 -1
  64. package/2D/controls/sliders/baseSlider.d.ts +3 -3
  65. package/2D/controls/sliders/baseSlider.js +5 -5
  66. package/2D/controls/sliders/baseSlider.js.map +1 -1
  67. package/2D/controls/sliders/imageBasedSlider.d.ts +5 -5
  68. package/2D/controls/sliders/imageBasedSlider.js +4 -4
  69. package/2D/controls/sliders/imageBasedSlider.js.map +1 -1
  70. package/2D/controls/sliders/imageScrollBar.d.ts +3 -3
  71. package/2D/controls/sliders/imageScrollBar.js +5 -2
  72. package/2D/controls/sliders/imageScrollBar.js.map +1 -1
  73. package/2D/controls/sliders/scrollBar.d.ts +3 -3
  74. package/2D/controls/sliders/scrollBar.js +5 -2
  75. package/2D/controls/sliders/scrollBar.js.map +1 -1
  76. package/2D/controls/sliders/slider.d.ts +3 -3
  77. package/2D/controls/sliders/slider.js +5 -5
  78. package/2D/controls/sliders/slider.js.map +1 -1
  79. package/2D/controls/stackPanel.d.ts +1 -1
  80. package/2D/controls/stackPanel.js +6 -4
  81. package/2D/controls/stackPanel.js.map +1 -1
  82. package/2D/controls/statics.js.map +1 -1
  83. package/2D/controls/textBlock.d.ts +3 -3
  84. package/2D/controls/textBlock.js +5 -3
  85. package/2D/controls/textBlock.js.map +1 -1
  86. package/2D/controls/textWrapper.js.map +1 -1
  87. package/2D/controls/toggleButton.d.ts +3 -3
  88. package/2D/controls/toggleButton.js.map +1 -1
  89. package/2D/controls/virtualKeyboard.d.ts +2 -2
  90. package/2D/controls/virtualKeyboard.js +6 -6
  91. package/2D/controls/virtualKeyboard.js.map +1 -1
  92. package/2D/index.js.map +1 -1
  93. package/2D/math2D.d.ts +2 -2
  94. package/2D/math2D.js +2 -2
  95. package/2D/math2D.js.map +1 -1
  96. package/2D/measure.d.ts +4 -4
  97. package/2D/measure.js +6 -16
  98. package/2D/measure.js.map +1 -1
  99. package/2D/multiLinePoint.d.ts +3 -3
  100. package/2D/multiLinePoint.js +3 -3
  101. package/2D/multiLinePoint.js.map +1 -1
  102. package/2D/style.d.ts +2 -2
  103. package/2D/style.js.map +1 -1
  104. package/2D/valueAndUnit.d.ts +1 -1
  105. package/2D/valueAndUnit.js +4 -2
  106. package/2D/valueAndUnit.js.map +1 -1
  107. package/2D/xmlLoader.d.ts +10 -10
  108. package/2D/xmlLoader.js +17 -17
  109. package/2D/xmlLoader.js.map +1 -1
  110. package/3D/behaviors/defaultBehavior.d.ts +7 -7
  111. package/3D/behaviors/defaultBehavior.js.map +1 -1
  112. package/3D/controls/abstractButton3D.d.ts +2 -2
  113. package/3D/controls/abstractButton3D.js.map +1 -1
  114. package/3D/controls/button3D.d.ts +4 -4
  115. package/3D/controls/button3D.js.map +1 -1
  116. package/3D/controls/container3D.d.ts +3 -3
  117. package/3D/controls/container3D.js +1 -2
  118. package/3D/controls/container3D.js.map +1 -1
  119. package/3D/controls/contentDisplay3D.js.map +1 -1
  120. package/3D/controls/control3D.d.ts +7 -7
  121. package/3D/controls/control3D.js.map +1 -1
  122. package/3D/controls/cylinderPanel.d.ts +2 -2
  123. package/3D/controls/cylinderPanel.js +2 -2
  124. package/3D/controls/cylinderPanel.js.map +1 -1
  125. package/3D/controls/handMenu.d.ts +5 -5
  126. package/3D/controls/handMenu.js.map +1 -1
  127. package/3D/controls/holographicBackplate.d.ts +3 -3
  128. package/3D/controls/holographicBackplate.js +3 -4
  129. package/3D/controls/holographicBackplate.js.map +1 -1
  130. package/3D/controls/holographicButton.d.ts +5 -5
  131. package/3D/controls/holographicButton.js.map +1 -1
  132. package/3D/controls/holographicSlate.d.ts +5 -5
  133. package/3D/controls/holographicSlate.js.map +1 -1
  134. package/3D/controls/index.js.map +1 -1
  135. package/3D/controls/meshButton3D.d.ts +4 -4
  136. package/3D/controls/meshButton3D.js +1 -2
  137. package/3D/controls/meshButton3D.js.map +1 -1
  138. package/3D/controls/nearMenu.d.ts +3 -3
  139. package/3D/controls/nearMenu.js +3 -1
  140. package/3D/controls/nearMenu.js.map +1 -1
  141. package/3D/controls/planePanel.d.ts +1 -1
  142. package/3D/controls/planePanel.js.map +1 -1
  143. package/3D/controls/scatterPanel.d.ts +2 -2
  144. package/3D/controls/scatterPanel.js +1 -1
  145. package/3D/controls/scatterPanel.js.map +1 -1
  146. package/3D/controls/slider3D.d.ts +5 -5
  147. package/3D/controls/slider3D.js +7 -8
  148. package/3D/controls/slider3D.js.map +1 -1
  149. package/3D/controls/spherePanel.d.ts +2 -2
  150. package/3D/controls/spherePanel.js +2 -2
  151. package/3D/controls/spherePanel.js.map +1 -1
  152. package/3D/controls/stackPanel3D.js +3 -3
  153. package/3D/controls/stackPanel3D.js.map +1 -1
  154. package/3D/controls/touchButton3D.d.ts +5 -5
  155. package/3D/controls/touchButton3D.js +4 -3
  156. package/3D/controls/touchButton3D.js.map +1 -1
  157. package/3D/controls/touchHolographicButton.d.ts +5 -5
  158. package/3D/controls/touchHolographicButton.js +6 -7
  159. package/3D/controls/touchHolographicButton.js.map +1 -1
  160. package/3D/controls/touchHolographicMenu.d.ts +6 -6
  161. package/3D/controls/touchHolographicMenu.js.map +1 -1
  162. package/3D/controls/touchMeshButton3D.d.ts +4 -4
  163. package/3D/controls/touchMeshButton3D.js +1 -2
  164. package/3D/controls/touchMeshButton3D.js.map +1 -1
  165. package/3D/controls/volumeBasedPanel.d.ts +9 -9
  166. package/3D/controls/volumeBasedPanel.js +12 -13
  167. package/3D/controls/volumeBasedPanel.js.map +1 -1
  168. package/3D/gizmos/gizmoHandle.d.ts +4 -4
  169. package/3D/gizmos/gizmoHandle.js.map +1 -1
  170. package/3D/gizmos/index.js.map +1 -1
  171. package/3D/gizmos/slateGizmo.d.ts +4 -4
  172. package/3D/gizmos/slateGizmo.js.map +1 -1
  173. package/3D/gui3DManager.d.ts +7 -7
  174. package/3D/gui3DManager.js.map +1 -1
  175. package/3D/index.js.map +1 -1
  176. package/3D/materials/fluent/fluentMaterial.d.ts +10 -10
  177. package/3D/materials/fluent/fluentMaterial.js +15 -4
  178. package/3D/materials/fluent/fluentMaterial.js.map +1 -1
  179. package/3D/materials/fluent/index.js.map +1 -1
  180. package/3D/materials/fluent/shaders/fluent.fragment.d.ts +1 -1
  181. package/3D/materials/fluent/shaders/fluent.fragment.js +4 -2
  182. package/3D/materials/fluent/shaders/fluent.fragment.js.map +1 -1
  183. package/3D/materials/fluent/shaders/fluent.vertex.d.ts +1 -1
  184. package/3D/materials/fluent/shaders/fluent.vertex.js +4 -2
  185. package/3D/materials/fluent/shaders/fluent.vertex.js.map +1 -1
  186. package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +10 -10
  187. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +46 -11
  188. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -1
  189. package/3D/materials/fluentBackplate/index.js.map +1 -1
  190. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.d.ts +1 -1
  191. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js +4 -2
  192. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js.map +1 -1
  193. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.d.ts +1 -1
  194. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js +4 -2
  195. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js.map +1 -1
  196. package/3D/materials/fluentButton/fluentButtonMaterial.d.ts +10 -10
  197. package/3D/materials/fluentButton/fluentButtonMaterial.js +6 -4
  198. package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -1
  199. package/3D/materials/fluentButton/index.js.map +1 -1
  200. package/3D/materials/fluentButton/shaders/fluentButton.fragment.d.ts +1 -1
  201. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js +4 -2
  202. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js.map +1 -1
  203. package/3D/materials/fluentButton/shaders/fluentButton.vertex.d.ts +1 -1
  204. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js +4 -2
  205. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js.map +1 -1
  206. package/3D/materials/fluentMaterial.d.ts +1 -1
  207. package/3D/materials/fluentMaterial.js +1 -1
  208. package/3D/materials/fluentMaterial.js.map +1 -1
  209. package/3D/materials/handle/handleMaterial.d.ts +4 -4
  210. package/3D/materials/handle/handleMaterial.js.map +1 -1
  211. package/3D/materials/handle/index.js.map +1 -1
  212. package/3D/materials/handle/shaders/handle.fragment.d.ts +1 -1
  213. package/3D/materials/handle/shaders/handle.fragment.js +3 -1
  214. package/3D/materials/handle/shaders/handle.fragment.js.map +1 -1
  215. package/3D/materials/handle/shaders/handle.vertex.d.ts +1 -1
  216. package/3D/materials/handle/shaders/handle.vertex.js +4 -2
  217. package/3D/materials/handle/shaders/handle.vertex.js.map +1 -1
  218. package/3D/materials/index.js.map +1 -1
  219. package/3D/materials/mrdl/index.js.map +1 -1
  220. package/3D/materials/mrdl/mrdlBackplateMaterial.d.ts +14 -14
  221. package/3D/materials/mrdl/mrdlBackplateMaterial.js +41 -14
  222. package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -1
  223. package/3D/materials/mrdl/mrdlSliderBarMaterial.d.ts +15 -15
  224. package/3D/materials/mrdl/mrdlSliderBarMaterial.js +87 -22
  225. package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -1
  226. package/3D/materials/mrdl/mrdlSliderThumbMaterial.d.ts +15 -15
  227. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +87 -22
  228. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -1
  229. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.d.ts +1 -1
  230. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js +4 -2
  231. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js.map +1 -1
  232. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.d.ts +1 -1
  233. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js +4 -2
  234. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js.map +1 -1
  235. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.d.ts +1 -1
  236. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js +4 -2
  237. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js.map +1 -1
  238. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.d.ts +1 -1
  239. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js +4 -2
  240. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js.map +1 -1
  241. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.d.ts +1 -1
  242. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js +4 -2
  243. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js.map +1 -1
  244. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.d.ts +1 -1
  245. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js +4 -2
  246. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js.map +1 -1
  247. package/3D/vector3WithInfo.d.ts +1 -1
  248. package/3D/vector3WithInfo.js.map +1 -1
  249. package/index.js.map +1 -1
  250. package/legacy/legacy.d.ts +1 -1
  251. package/legacy/legacy.js +3 -3
  252. package/legacy/legacy.js.map +1 -1
  253. package/package.json +21 -329
  254. package/readme.md +0 -31
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{ Button3D } from \"./button3D\";\r\n\r\nimport { Nullable } from \"@babylonjs/core/types\";\r\nimport { Observer } from \"@babylonjs/core/Misc/observable\";\r\nimport { Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { CreatePlane } from \"@babylonjs/core/Meshes/Builders/planeBuilder\";\r\nimport { CreateBox } from \"@babylonjs/core/Meshes/Builders/boxBuilder\";\r\nimport { FadeInOutBehavior } from \"@babylonjs/core/Behaviors/Meshes/fadeInOutBehavior\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\n\r\nimport { FluentMaterial } from \"../materials/fluent/fluentMaterial\";\r\nimport { StackPanel } from \"../../2D/controls/stackPanel\";\r\nimport { Image } from \"../../2D/controls/image\";\r\nimport { TextBlock } from \"../../2D/controls/textBlock\";\r\nimport { AdvancedDynamicTexture } from \"../../2D/advancedDynamicTexture\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { Color3 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { DomManagement } from \"@babylonjs/core/Misc/domManagement\";\r\n\r\n/**\r\n * Class used to create a holographic button in 3D\r\n */\r\nexport class HolographicButton extends Button3D {\r\n private _backPlate: Mesh;\r\n private _textPlate: Mesh;\r\n private _frontPlate: Mesh;\r\n private _text: string;\r\n private _imageUrl: string;\r\n private _shareMaterials = true;\r\n private _frontMaterial: FluentMaterial;\r\n private _backMaterial: FluentMaterial;\r\n private _plateMaterial: StandardMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\r\n\r\n // Tooltip\r\n private _tooltipFade: Nullable<FadeInOutBehavior>;\r\n private _tooltipTextBlock: Nullable<TextBlock>;\r\n private _tooltipTexture: Nullable<AdvancedDynamicTexture>;\r\n private _tooltipMesh: Nullable<Mesh>;\r\n private _tooltipHoverObserver: Nullable<Observer<Control3D>>;\r\n private _tooltipOutObserver: Nullable<Observer<Control3D>>;\r\n\r\n private _disposeTooltip() {\r\n this._tooltipFade = null;\r\n if (this._tooltipTextBlock) {\r\n this._tooltipTextBlock.dispose();\r\n }\r\n if (this._tooltipTexture) {\r\n this._tooltipTexture.dispose();\r\n }\r\n if (this._tooltipMesh) {\r\n this._tooltipMesh.dispose();\r\n }\r\n this.onPointerEnterObservable.remove(this._tooltipHoverObserver);\r\n this.onPointerOutObservable.remove(this._tooltipOutObserver);\r\n }\r\n\r\n /**\r\n * Rendering ground id of all the mesh in the button\r\n */\r\n public set renderingGroupId(id: number) {\r\n this._backPlate.renderingGroupId = id;\r\n this._textPlate.renderingGroupId = id;\r\n this._frontPlate.renderingGroupId = id;\r\n\r\n if (this._tooltipMesh) {\r\n this._tooltipMesh.renderingGroupId = id;\r\n }\r\n }\r\n public get renderingGroupId(): number {\r\n return this._backPlate.renderingGroupId;\r\n }\r\n\r\n /**\r\n * Text to be displayed on the tooltip shown when hovering on the button. When set to null tooltip is disabled. (Default: null)\r\n */\r\n public set tooltipText(text: Nullable<string>) {\r\n if (!text) {\r\n this._disposeTooltip();\r\n return;\r\n }\r\n if (!this._tooltipFade) {\r\n const rightHandedScene = this._backPlate._scene.useRightHandedSystem;\r\n // Create tooltip with mesh and text\r\n this._tooltipMesh = CreatePlane(\"\", { size: 1 }, this._backPlate._scene);\r\n var tooltipBackground = CreatePlane(\"\", { size: 1, sideOrientation: Mesh.DOUBLESIDE }, this._backPlate._scene);\r\n var mat = new StandardMaterial(\"\", this._backPlate._scene);\r\n mat.diffuseColor = Color3.FromHexString(\"#212121\");\r\n tooltipBackground.material = mat;\r\n tooltipBackground.isPickable = false;\r\n this._tooltipMesh.addChild(tooltipBackground);\r\n tooltipBackground.position = Vector3.Forward(rightHandedScene).scale(0.05);\r\n this._tooltipMesh.scaling.y = 1 / 3;\r\n this._tooltipMesh.position = Vector3.Up().scale(0.7).add(Vector3.Forward(rightHandedScene).scale(-0.15));\r\n this._tooltipMesh.isPickable = false;\r\n this._tooltipMesh.parent = this._backPlate;\r\n\r\n // Create text texture for the tooltip\r\n this._tooltipTexture = AdvancedDynamicTexture.CreateForMesh(this._tooltipMesh);\r\n this._tooltipTextBlock = new TextBlock();\r\n this._tooltipTextBlock.scaleY = 3;\r\n this._tooltipTextBlock.color = \"white\";\r\n this._tooltipTextBlock.fontSize = 130;\r\n this._tooltipTexture.addControl(this._tooltipTextBlock);\r\n\r\n // Add hover action to tooltip\r\n this._tooltipFade = new FadeInOutBehavior();\r\n this._tooltipFade.delay = 500;\r\n this._tooltipMesh.addBehavior(this._tooltipFade);\r\n this._tooltipHoverObserver = this.onPointerEnterObservable.add(() => {\r\n if (this._tooltipFade) {\r\n this._tooltipFade.fadeIn(true);\r\n }\r\n });\r\n this._tooltipOutObserver = this.onPointerOutObservable.add(() => {\r\n if (this._tooltipFade) {\r\n this._tooltipFade.fadeIn(false);\r\n }\r\n });\r\n }\r\n if (this._tooltipTextBlock) {\r\n this._tooltipTextBlock.text = text;\r\n }\r\n }\r\n\r\n public get tooltipText() {\r\n if (this._tooltipTextBlock) {\r\n return this._tooltipTextBlock.text;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets or sets text for the button\r\n */\r\n public get text(): string {\r\n return this._text;\r\n }\r\n\r\n public set text(value: string) {\r\n if (this._text === value) {\r\n return;\r\n }\r\n\r\n this._text = value;\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Gets or sets the image url for the button\r\n */\r\n public get imageUrl(): string {\r\n return this._imageUrl;\r\n }\r\n\r\n public set imageUrl(value: string) {\r\n if (this._imageUrl === value) {\r\n return;\r\n }\r\n\r\n this._imageUrl = value;\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Gets the back material used by this button\r\n */\r\n public get backMaterial(): FluentMaterial {\r\n return this._backMaterial;\r\n }\r\n\r\n /**\r\n * Gets the front material used by this button\r\n */\r\n public get frontMaterial(): FluentMaterial {\r\n return this._frontMaterial;\r\n }\r\n\r\n /**\r\n * Gets the plate material used by this button\r\n */\r\n public get plateMaterial(): StandardMaterial {\r\n return this._plateMaterial;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this button shares its material with other HolographicButtons\r\n */\r\n public get shareMaterials(): boolean {\r\n return this._shareMaterials;\r\n }\r\n\r\n /**\r\n * Creates a new button\r\n * @param name defines the control name\r\n */\r\n constructor(name?: string, shareMaterials = true) {\r\n super(name);\r\n\r\n this._shareMaterials = shareMaterials;\r\n\r\n // Default animations\r\n this.pointerEnterAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n this._frontPlate.setEnabled(true);\r\n };\r\n\r\n this.pointerOutAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n this._frontPlate.setEnabled(false);\r\n };\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"HolographicButton\";\r\n }\r\n\r\n private _rebuildContent(): void {\r\n this._disposeFacadeTexture();\r\n\r\n let panel = new StackPanel();\r\n panel.isVertical = true;\r\n\r\n if (DomManagement.IsDocumentAvailable() && !!document.createElement) {\r\n if (this._imageUrl) {\r\n let image = new Image();\r\n image.source = this._imageUrl;\r\n image.paddingTop = \"40px\";\r\n image.height = \"180px\";\r\n image.width = \"100px\";\r\n image.paddingBottom = \"40px\";\r\n panel.addControl(image);\r\n }\r\n }\r\n\r\n if (this._text) {\r\n let text = new TextBlock();\r\n text.text = this._text;\r\n text.color = \"white\";\r\n text.height = \"30px\";\r\n text.fontSize = 24;\r\n panel.addControl(text);\r\n }\r\n\r\n if (this._frontPlate) {\r\n this.content = panel;\r\n }\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n this._backPlate = CreateBox(\r\n this.name + \"BackMesh\",\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: 0.08,\r\n },\r\n scene\r\n );\r\n\r\n this._frontPlate = CreateBox(\r\n this.name + \"FrontMesh\",\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: 0.08,\r\n },\r\n scene\r\n );\r\n\r\n this._frontPlate.parent = this._backPlate;\r\n this._frontPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-0.08);\r\n this._frontPlate.isPickable = false;\r\n this._frontPlate.setEnabled(false);\r\n\r\n this._textPlate = <Mesh>super._createNode(scene);\r\n this._textPlate.parent = this._backPlate;\r\n this._textPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-0.08);\r\n this._textPlate.isPickable = false;\r\n\r\n return this._backPlate;\r\n }\r\n\r\n protected _applyFacade(facadeTexture: AdvancedDynamicTexture) {\r\n this._plateMaterial.emissiveTexture = facadeTexture;\r\n this._plateMaterial.opacityTexture = facadeTexture;\r\n }\r\n\r\n private _createBackMaterial(mesh: Mesh) {\r\n this._backMaterial = new FluentMaterial(this.name + \"Back Material\", mesh.getScene());\r\n this._backMaterial.renderHoverLight = true;\r\n this._pickedPointObserver = this._host.onPickedPointChangedObservable.add((pickedPoint) => {\r\n if (pickedPoint) {\r\n this._backMaterial.hoverPosition = pickedPoint;\r\n this._backMaterial.hoverColor.a = 1.0;\r\n } else {\r\n this._backMaterial.hoverColor.a = 0;\r\n }\r\n });\r\n }\r\n\r\n private _createFrontMaterial(mesh: Mesh) {\r\n this._frontMaterial = new FluentMaterial(this.name + \"Front Material\", mesh.getScene());\r\n this._frontMaterial.innerGlowColorIntensity = 0; // No inner glow\r\n this._frontMaterial.alpha = 0.5; // Additive\r\n this._frontMaterial.renderBorders = true;\r\n }\r\n\r\n private _createPlateMaterial(mesh: Mesh) {\r\n this._plateMaterial = new StandardMaterial(this.name + \"Plate Material\", mesh.getScene());\r\n this._plateMaterial.specularColor = Color3.Black();\r\n }\r\n\r\n protected _affectMaterial(mesh: Mesh) {\r\n // Back\r\n if (this._shareMaterials) {\r\n if (!this._host._sharedMaterials[\"backFluentMaterial\"]) {\r\n this._createBackMaterial(mesh);\r\n this._host._sharedMaterials[\"backFluentMaterial\"] = this._backMaterial;\r\n } else {\r\n this._backMaterial = this._host._sharedMaterials[\"backFluentMaterial\"] as FluentMaterial;\r\n }\r\n\r\n // Front\r\n if (!this._host._sharedMaterials[\"frontFluentMaterial\"]) {\r\n this._createFrontMaterial(mesh);\r\n this._host._sharedMaterials[\"frontFluentMaterial\"] = this._frontMaterial;\r\n } else {\r\n this._frontMaterial = this._host._sharedMaterials[\"frontFluentMaterial\"] as FluentMaterial;\r\n }\r\n } else {\r\n this._createBackMaterial(mesh);\r\n this._createFrontMaterial(mesh);\r\n }\r\n\r\n this._createPlateMaterial(mesh);\r\n this._backPlate.material = this._backMaterial;\r\n this._frontPlate.material = this._frontMaterial;\r\n this._textPlate.material = this._plateMaterial;\r\n\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose(); // will dispose main mesh ie. back plate\r\n\r\n this._disposeTooltip();\r\n\r\n if (!this.shareMaterials) {\r\n this._backMaterial.dispose();\r\n this._frontMaterial.dispose();\r\n this._plateMaterial.dispose();\r\n\r\n if (this._pickedPointObserver) {\r\n this._host.onPickedPointChangedObservable.remove(this._pickedPointObserver);\r\n this._pickedPointObserver = null;\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ Button3D } from \"./button3D\";\r\n\r\nimport { Nullable } from \"core/types\";\r\nimport { Observer } from \"core/Misc/observable\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { CreatePlane } from \"core/Meshes/Builders/planeBuilder\";\r\nimport { CreateBox } from \"core/Meshes/Builders/boxBuilder\";\r\nimport { FadeInOutBehavior } from \"core/Behaviors/Meshes/fadeInOutBehavior\";\r\nimport { Scene } from \"core/scene\";\r\n\r\nimport { FluentMaterial } from \"../materials/fluent/fluentMaterial\";\r\nimport { StackPanel } from \"../../2D/controls/stackPanel\";\r\nimport { Image } from \"../../2D/controls/image\";\r\nimport { TextBlock } from \"../../2D/controls/textBlock\";\r\nimport { AdvancedDynamicTexture } from \"../../2D/advancedDynamicTexture\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { DomManagement } from \"core/Misc/domManagement\";\r\n\r\n/**\r\n * Class used to create a holographic button in 3D\r\n */\r\nexport class HolographicButton extends Button3D {\r\n private _backPlate: Mesh;\r\n private _textPlate: Mesh;\r\n private _frontPlate: Mesh;\r\n private _text: string;\r\n private _imageUrl: string;\r\n private _shareMaterials = true;\r\n private _frontMaterial: FluentMaterial;\r\n private _backMaterial: FluentMaterial;\r\n private _plateMaterial: StandardMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\r\n\r\n // Tooltip\r\n private _tooltipFade: Nullable<FadeInOutBehavior>;\r\n private _tooltipTextBlock: Nullable<TextBlock>;\r\n private _tooltipTexture: Nullable<AdvancedDynamicTexture>;\r\n private _tooltipMesh: Nullable<Mesh>;\r\n private _tooltipHoverObserver: Nullable<Observer<Control3D>>;\r\n private _tooltipOutObserver: Nullable<Observer<Control3D>>;\r\n\r\n private _disposeTooltip() {\r\n this._tooltipFade = null;\r\n if (this._tooltipTextBlock) {\r\n this._tooltipTextBlock.dispose();\r\n }\r\n if (this._tooltipTexture) {\r\n this._tooltipTexture.dispose();\r\n }\r\n if (this._tooltipMesh) {\r\n this._tooltipMesh.dispose();\r\n }\r\n this.onPointerEnterObservable.remove(this._tooltipHoverObserver);\r\n this.onPointerOutObservable.remove(this._tooltipOutObserver);\r\n }\r\n\r\n /**\r\n * Rendering ground id of all the mesh in the button\r\n */\r\n public set renderingGroupId(id: number) {\r\n this._backPlate.renderingGroupId = id;\r\n this._textPlate.renderingGroupId = id;\r\n this._frontPlate.renderingGroupId = id;\r\n\r\n if (this._tooltipMesh) {\r\n this._tooltipMesh.renderingGroupId = id;\r\n }\r\n }\r\n public get renderingGroupId(): number {\r\n return this._backPlate.renderingGroupId;\r\n }\r\n\r\n /**\r\n * Text to be displayed on the tooltip shown when hovering on the button. When set to null tooltip is disabled. (Default: null)\r\n */\r\n public set tooltipText(text: Nullable<string>) {\r\n if (!text) {\r\n this._disposeTooltip();\r\n return;\r\n }\r\n if (!this._tooltipFade) {\r\n const rightHandedScene = this._backPlate._scene.useRightHandedSystem;\r\n // Create tooltip with mesh and text\r\n this._tooltipMesh = CreatePlane(\"\", { size: 1 }, this._backPlate._scene);\r\n const tooltipBackground = CreatePlane(\"\", { size: 1, sideOrientation: Mesh.DOUBLESIDE }, this._backPlate._scene);\r\n const mat = new StandardMaterial(\"\", this._backPlate._scene);\r\n mat.diffuseColor = Color3.FromHexString(\"#212121\");\r\n tooltipBackground.material = mat;\r\n tooltipBackground.isPickable = false;\r\n this._tooltipMesh.addChild(tooltipBackground);\r\n tooltipBackground.position = Vector3.Forward(rightHandedScene).scale(0.05);\r\n this._tooltipMesh.scaling.y = 1 / 3;\r\n this._tooltipMesh.position = Vector3.Up().scale(0.7).add(Vector3.Forward(rightHandedScene).scale(-0.15));\r\n this._tooltipMesh.isPickable = false;\r\n this._tooltipMesh.parent = this._backPlate;\r\n\r\n // Create text texture for the tooltip\r\n this._tooltipTexture = AdvancedDynamicTexture.CreateForMesh(this._tooltipMesh);\r\n this._tooltipTextBlock = new TextBlock();\r\n this._tooltipTextBlock.scaleY = 3;\r\n this._tooltipTextBlock.color = \"white\";\r\n this._tooltipTextBlock.fontSize = 130;\r\n this._tooltipTexture.addControl(this._tooltipTextBlock);\r\n\r\n // Add hover action to tooltip\r\n this._tooltipFade = new FadeInOutBehavior();\r\n this._tooltipFade.delay = 500;\r\n this._tooltipMesh.addBehavior(this._tooltipFade);\r\n this._tooltipHoverObserver = this.onPointerEnterObservable.add(() => {\r\n if (this._tooltipFade) {\r\n this._tooltipFade.fadeIn(true);\r\n }\r\n });\r\n this._tooltipOutObserver = this.onPointerOutObservable.add(() => {\r\n if (this._tooltipFade) {\r\n this._tooltipFade.fadeIn(false);\r\n }\r\n });\r\n }\r\n if (this._tooltipTextBlock) {\r\n this._tooltipTextBlock.text = text;\r\n }\r\n }\r\n\r\n public get tooltipText() {\r\n if (this._tooltipTextBlock) {\r\n return this._tooltipTextBlock.text;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets or sets text for the button\r\n */\r\n public get text(): string {\r\n return this._text;\r\n }\r\n\r\n public set text(value: string) {\r\n if (this._text === value) {\r\n return;\r\n }\r\n\r\n this._text = value;\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Gets or sets the image url for the button\r\n */\r\n public get imageUrl(): string {\r\n return this._imageUrl;\r\n }\r\n\r\n public set imageUrl(value: string) {\r\n if (this._imageUrl === value) {\r\n return;\r\n }\r\n\r\n this._imageUrl = value;\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Gets the back material used by this button\r\n */\r\n public get backMaterial(): FluentMaterial {\r\n return this._backMaterial;\r\n }\r\n\r\n /**\r\n * Gets the front material used by this button\r\n */\r\n public get frontMaterial(): FluentMaterial {\r\n return this._frontMaterial;\r\n }\r\n\r\n /**\r\n * Gets the plate material used by this button\r\n */\r\n public get plateMaterial(): StandardMaterial {\r\n return this._plateMaterial;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this button shares its material with other HolographicButtons\r\n */\r\n public get shareMaterials(): boolean {\r\n return this._shareMaterials;\r\n }\r\n\r\n /**\r\n * Creates a new button\r\n * @param name defines the control name\r\n */\r\n constructor(name?: string, shareMaterials = true) {\r\n super(name);\r\n\r\n this._shareMaterials = shareMaterials;\r\n\r\n // Default animations\r\n this.pointerEnterAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n this._frontPlate.setEnabled(true);\r\n };\r\n\r\n this.pointerOutAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n this._frontPlate.setEnabled(false);\r\n };\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"HolographicButton\";\r\n }\r\n\r\n private _rebuildContent(): void {\r\n this._disposeFacadeTexture();\r\n\r\n const panel = new StackPanel();\r\n panel.isVertical = true;\r\n\r\n if (DomManagement.IsDocumentAvailable() && !!document.createElement) {\r\n if (this._imageUrl) {\r\n const image = new Image();\r\n image.source = this._imageUrl;\r\n image.paddingTop = \"40px\";\r\n image.height = \"180px\";\r\n image.width = \"100px\";\r\n image.paddingBottom = \"40px\";\r\n panel.addControl(image);\r\n }\r\n }\r\n\r\n if (this._text) {\r\n const text = new TextBlock();\r\n text.text = this._text;\r\n text.color = \"white\";\r\n text.height = \"30px\";\r\n text.fontSize = 24;\r\n panel.addControl(text);\r\n }\r\n\r\n if (this._frontPlate) {\r\n this.content = panel;\r\n }\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n this._backPlate = CreateBox(\r\n this.name + \"BackMesh\",\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: 0.08,\r\n },\r\n scene\r\n );\r\n\r\n this._frontPlate = CreateBox(\r\n this.name + \"FrontMesh\",\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: 0.08,\r\n },\r\n scene\r\n );\r\n\r\n this._frontPlate.parent = this._backPlate;\r\n this._frontPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-0.08);\r\n this._frontPlate.isPickable = false;\r\n this._frontPlate.setEnabled(false);\r\n\r\n this._textPlate = <Mesh>super._createNode(scene);\r\n this._textPlate.parent = this._backPlate;\r\n this._textPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-0.08);\r\n this._textPlate.isPickable = false;\r\n\r\n return this._backPlate;\r\n }\r\n\r\n protected _applyFacade(facadeTexture: AdvancedDynamicTexture) {\r\n this._plateMaterial.emissiveTexture = facadeTexture;\r\n this._plateMaterial.opacityTexture = facadeTexture;\r\n }\r\n\r\n private _createBackMaterial(mesh: Mesh) {\r\n this._backMaterial = new FluentMaterial(this.name + \"Back Material\", mesh.getScene());\r\n this._backMaterial.renderHoverLight = true;\r\n this._pickedPointObserver = this._host.onPickedPointChangedObservable.add((pickedPoint) => {\r\n if (pickedPoint) {\r\n this._backMaterial.hoverPosition = pickedPoint;\r\n this._backMaterial.hoverColor.a = 1.0;\r\n } else {\r\n this._backMaterial.hoverColor.a = 0;\r\n }\r\n });\r\n }\r\n\r\n private _createFrontMaterial(mesh: Mesh) {\r\n this._frontMaterial = new FluentMaterial(this.name + \"Front Material\", mesh.getScene());\r\n this._frontMaterial.innerGlowColorIntensity = 0; // No inner glow\r\n this._frontMaterial.alpha = 0.5; // Additive\r\n this._frontMaterial.renderBorders = true;\r\n }\r\n\r\n private _createPlateMaterial(mesh: Mesh) {\r\n this._plateMaterial = new StandardMaterial(this.name + \"Plate Material\", mesh.getScene());\r\n this._plateMaterial.specularColor = Color3.Black();\r\n }\r\n\r\n protected _affectMaterial(mesh: Mesh) {\r\n // Back\r\n if (this._shareMaterials) {\r\n if (!this._host._sharedMaterials[\"backFluentMaterial\"]) {\r\n this._createBackMaterial(mesh);\r\n this._host._sharedMaterials[\"backFluentMaterial\"] = this._backMaterial;\r\n } else {\r\n this._backMaterial = this._host._sharedMaterials[\"backFluentMaterial\"] as FluentMaterial;\r\n }\r\n\r\n // Front\r\n if (!this._host._sharedMaterials[\"frontFluentMaterial\"]) {\r\n this._createFrontMaterial(mesh);\r\n this._host._sharedMaterials[\"frontFluentMaterial\"] = this._frontMaterial;\r\n } else {\r\n this._frontMaterial = this._host._sharedMaterials[\"frontFluentMaterial\"] as FluentMaterial;\r\n }\r\n } else {\r\n this._createBackMaterial(mesh);\r\n this._createFrontMaterial(mesh);\r\n }\r\n\r\n this._createPlateMaterial(mesh);\r\n this._backPlate.material = this._backMaterial;\r\n this._frontPlate.material = this._frontMaterial;\r\n this._textPlate.material = this._plateMaterial;\r\n\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose(); // will dispose main mesh ie. back plate\r\n\r\n this._disposeTooltip();\r\n\r\n if (!this.shareMaterials) {\r\n this._backMaterial.dispose();\r\n this._frontMaterial.dispose();\r\n this._plateMaterial.dispose();\r\n\r\n if (this._pickedPointObserver) {\r\n this._host.onPickedPointChangedObservable.remove(this._pickedPointObserver);\r\n this._pickedPointObserver = null;\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -1,9 +1,9 @@
1
- import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh";
2
- import { Scene } from "@babylonjs/core/scene";
3
- import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
4
- import { Mesh } from "@babylonjs/core/Meshes/mesh";
1
+ import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
2
+ import { Scene } from "@babylonjs/core/scene.js";
3
+ import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
4
+ import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
5
5
  import { TouchHolographicButton } from "./touchHolographicButton";
6
- import { Vector3 } from "@babylonjs/core/Maths/math.vector";
6
+ import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
7
7
  import { ContentDisplay3D } from "./contentDisplay3D";
8
8
  import { AdvancedDynamicTexture } from "../../2D/advancedDynamicTexture";
9
9
  import { SlateGizmo } from "../gizmos/slateGizmo";
@@ -1 +1 @@
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"]}
1
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{ AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { Scene } from \"core/scene\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { CreateBox } from \"core/Meshes/Builders/boxBuilder\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { FluentMaterial } from \"../materials/fluent/fluentMaterial\";\r\nimport { TouchHolographicButton } from \"./touchHolographicButton\";\r\nimport { Nullable } from \"core/types\";\r\nimport { Observer } from \"core/Misc/observable\";\r\nimport { Matrix, Quaternion, Vector2, Vector3 } from \"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 \"core/Maths/math.viewport\";\r\nimport { PointerDragBehavior } from \"core/Behaviors/Meshes/pointerDragBehavior\";\r\nimport { Scalar } from \"core/Maths/math.scalar\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { FluentBackplateMaterial } from \"../materials/fluentBackplate/fluentBackplateMaterial\";\r\nimport { DomManagement } from \"core/Misc/domManagement\";\r\nimport { Vector4 } from \"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 const 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 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../sourceES6/gui/src/3D/controls/index.ts"],"names":[],"mappings":"AAAA,cAAc,oBAAoB,CAAC;AACnC,cAAc,YAAY,CAAC;AAC3B,cAAc,eAAe,CAAC;AAC9B,cAAc,aAAa,CAAC;AAC5B,cAAc,iBAAiB,CAAC;AAChC,cAAc,qBAAqB,CAAC;AACpC,cAAc,oBAAoB,CAAC;AACnC,cAAc,YAAY,CAAC;AAC3B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,YAAY,CAAC;AAC3B,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,YAAY,CAAC;AAC3B,cAAc,eAAe,CAAC;AAC9B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,qBAAqB,CAAC;AACpC,cAAc,0BAA0B,CAAC;AACzC,cAAc,wBAAwB,CAAC;AACvC,cAAc,oBAAoB,CAAC;AACnC,cAAc,wBAAwB,CAAC","sourcesContent":["export * from \"./abstractButton3D\";\r\nexport * from \"./button3D\";\r\nexport * from \"./container3D\";\r\nexport * from \"./control3D\";\r\nexport * from \"./cylinderPanel\";\r\nexport * from \"./holographicButton\";\r\nexport * from \"./holographicSlate\";\r\nexport * from \"./handMenu\";\r\nexport * from \"./meshButton3D\";\r\nexport * from \"./nearMenu\";\r\nexport * from \"./planePanel\";\r\nexport * from \"./scatterPanel\";\r\nexport * from \"./slider3D\";\r\nexport * from \"./spherePanel\";\r\nexport * from \"./stackPanel3D\";\r\nexport * from \"./touchButton3D\";\r\nexport * from \"./touchMeshButton3D\";\r\nexport * from \"./touchHolographicButton\";\r\nexport * from \"./touchHolographicMenu\";\r\nexport * from \"./volumeBasedPanel\";\r\nexport * from \"./holographicBackplate\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/index.ts"],"names":[],"mappings":"AAAA,cAAc,oBAAoB,CAAC;AACnC,cAAc,YAAY,CAAC;AAC3B,cAAc,eAAe,CAAC;AAC9B,cAAc,aAAa,CAAC;AAC5B,cAAc,iBAAiB,CAAC;AAChC,cAAc,qBAAqB,CAAC;AACpC,cAAc,oBAAoB,CAAC;AACnC,cAAc,YAAY,CAAC;AAC3B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,YAAY,CAAC;AAC3B,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,YAAY,CAAC;AAC3B,cAAc,eAAe,CAAC;AAC9B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,qBAAqB,CAAC;AACpC,cAAc,0BAA0B,CAAC;AACzC,cAAc,wBAAwB,CAAC;AACvC,cAAc,oBAAoB,CAAC;AACnC,cAAc,wBAAwB,CAAC","sourcesContent":["export * from \"./abstractButton3D\";\r\nexport * from \"./button3D\";\r\nexport * from \"./container3D\";\r\nexport * from \"./control3D\";\r\nexport * from \"./cylinderPanel\";\r\nexport * from \"./holographicButton\";\r\nexport * from \"./holographicSlate\";\r\nexport * from \"./handMenu\";\r\nexport * from \"./meshButton3D\";\r\nexport * from \"./nearMenu\";\r\nexport * from \"./planePanel\";\r\nexport * from \"./scatterPanel\";\r\nexport * from \"./slider3D\";\r\nexport * from \"./spherePanel\";\r\nexport * from \"./stackPanel3D\";\r\nexport * from \"./touchButton3D\";\r\nexport * from \"./touchMeshButton3D\";\r\nexport * from \"./touchHolographicButton\";\r\nexport * from \"./touchHolographicMenu\";\r\nexport * from \"./volumeBasedPanel\";\r\nexport * from \"./holographicBackplate\";\r\n"]}
@@ -1,7 +1,7 @@
1
- import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
2
- import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh";
3
- import { Mesh } from "@babylonjs/core/Meshes/mesh";
4
- import { Scene } from "@babylonjs/core/scene";
1
+ import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
2
+ import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
3
+ import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
4
+ import { Scene } from "@babylonjs/core/scene.js";
5
5
  import { Button3D } from "./button3D";
6
6
  /**
7
7
  * Class used to create an interactable object. It's a 3D button using a mesh coming from the current scene
@@ -54,8 +54,7 @@ var MeshButton3D = /** @class */ (function (_super) {
54
54
  });
55
55
  return this._currentMesh;
56
56
  };
57
- MeshButton3D.prototype._affectMaterial = function (mesh) {
58
- };
57
+ MeshButton3D.prototype._affectMaterial = function (mesh) { };
59
58
  return MeshButton3D;
60
59
  }(Button3D));
61
60
  export { MeshButton3D };
@@ -1 +1 @@
1
- {"version":3,"file":"meshButton3D.js","sourceRoot":"","sources":["../../../../sourceES6/gui/src/3D/controls/meshButton3D.ts"],"names":[],"mappings":";AAKA,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AAEtC;;GAEG;AACH;IAAkC,gCAAQ;IAItC;;;;OAIG;IACH,sBAAY,IAAU,EAAE,IAAa;QAArC,YACI,kBAAM,IAAI,CAAC,SAkCd;QAjCG,KAAI,CAAC,YAAY,GAAG,IAAI,CAAC;QAEzB;;;WAGG;QACH,KAAI,CAAC,qBAAqB,GAAG;YACzB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YACD,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,CAAC,CAAC;QACxC,CAAC,CAAC;QAEF,KAAI,CAAC,mBAAmB,GAAG;YACvB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YACD,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC;QAC9C,CAAC,CAAC;QAEF,KAAI,CAAC,oBAAoB,GAAG;YACxB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YACD,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;YACD,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,GAAG,IAAI,CAAC,CAAC;QAC/C,CAAC,CAAC;;IACN,CAAC;IAES,mCAAY,GAAtB;QACI,OAAO,cAAc,CAAC;IAC1B,CAAC;IAED,mBAAmB;IACT,kCAAW,GAArB,UAAsB,KAAY;QAAlC,iBAKC;QAJG,IAAI,CAAC,YAAY,CAAC,cAAc,EAAE,CAAC,OAAO,CAAC,UAAC,IAAI;YAC5C,KAAI,CAAC,6BAA6B,CAAC,IAAI,CAAC,CAAC,OAAO,GAAG,KAAI,CAAC;QAC5D,CAAC,CAAC,CAAC;QACH,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAES,sCAAe,GAAzB,UAA0B,IAAkB;IAC5C,CAAC;IACL,mBAAC;AAAD,CAAC,AA5DD,CAAkC,QAAQ,GA4DzC","sourcesContent":["import { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\n\r\nimport { Button3D } from \"./button3D\";\r\n\r\n/**\r\n * Class used to create an interactable object. It's a 3D button using a mesh coming from the current scene\r\n */\r\nexport class MeshButton3D extends Button3D {\r\n /** @hidden */\r\n protected _currentMesh: Mesh;\r\n\r\n /**\r\n * Creates a new 3D button based on a mesh\r\n * @param mesh mesh to become a 3D button\r\n * @param name defines the control name\r\n */\r\n constructor(mesh: Mesh, name?: string) {\r\n super(name);\r\n this._currentMesh = mesh;\r\n\r\n /**\r\n * Provides a default behavior on hover/out & up/down\r\n * Override those function to create your own desired behavior specific to your mesh\r\n */\r\n this.pointerEnterAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n this.mesh.scaling.scaleInPlace(1.1);\r\n };\r\n\r\n this.pointerOutAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n this.mesh.scaling.scaleInPlace(1.0 / 1.1);\r\n };\r\n\r\n this.pointerDownAnimation = () => {\r\n if (!this.mesh) {\r\n return;\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 this.mesh.scaling.scaleInPlace(1.0 / 0.95);\r\n };\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"MeshButton3D\";\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n this._currentMesh.getChildMeshes().forEach((mesh) => {\r\n this._injectGUI3DReservedDataStore(mesh).control = this;\r\n });\r\n return this._currentMesh;\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n }\r\n}"]}
1
+ {"version":3,"file":"meshButton3D.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/meshButton3D.ts"],"names":[],"mappings":";AAKA,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AAEtC;;GAEG;AACH;IAAkC,gCAAQ;IAItC;;;;OAIG;IACH,sBAAY,IAAU,EAAE,IAAa;QAArC,YACI,kBAAM,IAAI,CAAC,SAkCd;QAjCG,KAAI,CAAC,YAAY,GAAG,IAAI,CAAC;QAEzB;;;WAGG;QACH,KAAI,CAAC,qBAAqB,GAAG;YACzB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YACD,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,CAAC,CAAC;QACxC,CAAC,CAAC;QAEF,KAAI,CAAC,mBAAmB,GAAG;YACvB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YACD,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC;QAC9C,CAAC,CAAC;QAEF,KAAI,CAAC,oBAAoB,GAAG;YACxB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YACD,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;YACD,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,GAAG,IAAI,CAAC,CAAC;QAC/C,CAAC,CAAC;;IACN,CAAC;IAES,mCAAY,GAAtB;QACI,OAAO,cAAc,CAAC;IAC1B,CAAC;IAED,mBAAmB;IACT,kCAAW,GAArB,UAAsB,KAAY;QAAlC,iBAKC;QAJG,IAAI,CAAC,YAAY,CAAC,cAAc,EAAE,CAAC,OAAO,CAAC,UAAC,IAAI;YAC5C,KAAI,CAAC,6BAA6B,CAAC,IAAI,CAAC,CAAC,OAAO,GAAG,KAAI,CAAC;QAC5D,CAAC,CAAC,CAAC;QACH,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAES,sCAAe,GAAzB,UAA0B,IAAkB,IAAG,CAAC;IACpD,mBAAC;AAAD,CAAC,AA3DD,CAAkC,QAAQ,GA2DzC","sourcesContent":["import { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { Scene } from \"core/scene\";\r\n\r\nimport { Button3D } from \"./button3D\";\r\n\r\n/**\r\n * Class used to create an interactable object. It's a 3D button using a mesh coming from the current scene\r\n */\r\nexport class MeshButton3D extends Button3D {\r\n /** @hidden */\r\n protected _currentMesh: Mesh;\r\n\r\n /**\r\n * Creates a new 3D button based on a mesh\r\n * @param mesh mesh to become a 3D button\r\n * @param name defines the control name\r\n */\r\n constructor(mesh: Mesh, name?: string) {\r\n super(name);\r\n this._currentMesh = mesh;\r\n\r\n /**\r\n * Provides a default behavior on hover/out & up/down\r\n * Override those function to create your own desired behavior specific to your mesh\r\n */\r\n this.pointerEnterAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n this.mesh.scaling.scaleInPlace(1.1);\r\n };\r\n\r\n this.pointerOutAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n this.mesh.scaling.scaleInPlace(1.0 / 1.1);\r\n };\r\n\r\n this.pointerDownAnimation = () => {\r\n if (!this.mesh) {\r\n return;\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 this.mesh.scaling.scaleInPlace(1.0 / 0.95);\r\n };\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"MeshButton3D\";\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n this._currentMesh.getChildMeshes().forEach((mesh) => {\r\n this._injectGUI3DReservedDataStore(mesh).control = this;\r\n });\r\n return this._currentMesh;\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {}\r\n}\r\n"]}
@@ -1,6 +1,6 @@
1
- import { Scene } from "@babylonjs/core/scene";
2
- import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
3
- import { Nullable } from "@babylonjs/core/types";
1
+ import { Scene } from "@babylonjs/core/scene.js";
2
+ import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
3
+ import { Nullable } from "@babylonjs/core/types.js";
4
4
  import { DefaultBehavior } from "../behaviors/defaultBehavior";
5
5
  import { TouchHolographicMenu } from "./touchHolographicMenu";
6
6
  /**
@@ -63,7 +63,9 @@ var NearMenu = /** @class */ (function (_super) {
63
63
  control.parent = this;
64
64
  control._host = this._host;
65
65
  control.isToggleButton = true;
66
- control.onToggleObservable.add(function (newState) { _this.isPinned = newState; });
66
+ control.onToggleObservable.add(function (newState) {
67
+ _this.isPinned = newState;
68
+ });
67
69
  if (this._host.utilityLayer) {
68
70
  control._prepareNode(this._host.utilityLayer.utilityLayerScene);
69
71
  control.scaling.scaleInPlace(TouchHolographicMenu.MENU_BUTTON_SCALE);
@@ -1 +1 @@
1
- {"version":3,"file":"nearMenu.js","sourceRoot":"","sources":["../../../../sourceES6/gui/src/3D/controls/nearMenu.ts"],"names":[],"mappings":";AAIA,OAAO,EAAE,sBAAsB,EAAE,MAAM,0BAA0B,CAAC;AAClE,OAAO,EAAE,eAAe,EAAE,MAAM,8BAA8B,CAAC;AAC/D,OAAO,EAAE,oBAAoB,EAAE,MAAM,wBAAwB,CAAC;AAK9D;;;GAGG;AACH;IAA8B,4BAAoB;IAgG9C;;;OAGG;IACH,kBAAY,IAAa;QAAzB,YACI,kBAAM,IAAI,CAAC,SAQd;QAlFO,eAAS,GAAY,KAAK,CAAC;QA4E/B,KAAI,CAAC,gBAAgB,GAAG,IAAI,eAAe,EAAE,CAAC;QAC9C,KAAI,CAAC,aAAa,GAAG,KAAI,CAAC,gBAAgB,CAAC,kBAAkB,CAAC,gBAAgB,CAAC,GAAG,CAAC;YAC/E,KAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;QACzB,CAAC,CAAC,CAAC;QAEH,KAAI,CAAC,eAAe,GAAG,CAAC,CAAC;;IAC7B,CAAC;IAtFD,sBAAW,qCAAe;QAH1B;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,gBAAgB,CAAC;QACjC,CAAC;;;OAAA;IAMD,sBAAW,8BAAQ;QAHnB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,SAAS,CAAC;QAC1B,CAAC;aAED,UAAoB,KAAc;YAC9B,qFAAqF;YACrF,IAAI,IAAI,CAAC,UAAU,CAAC,SAAS,KAAK,KAAK,EAAE;gBACrC,IAAI,CAAC,UAAU,CAAC,SAAS,GAAG,KAAK,CAAC;gBAClC,OAAO;aACV;YAED,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;YAEvB,IAAI,KAAK,EAAE;gBACP,IAAI,CAAC,gBAAgB,CAAC,qBAAqB,GAAG,KAAK,CAAC;aACvD;iBAAM;gBACH,IAAI,CAAC,gBAAgB,CAAC,qBAAqB,GAAG,IAAI,CAAC;aACtD;QACL,CAAC;;;OAhBA;IAkBO,mCAAgB,GAAxB,UAAyB,MAAqB;QAA9C,iBAkBC;QAjBG,IAAM,OAAO,GAAG,IAAI,sBAAsB,CAAC,KAAK,GAAG,IAAI,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;QACrE,OAAO,CAAC,QAAQ,GAAG,QAAQ,CAAC,eAAe,GAAG,QAAQ,CAAC,iBAAiB,CAAC;QACzE,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC;QACtB,OAAO,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAC3B,OAAO,CAAC,cAAc,GAAG,IAAI,CAAC;QAC9B,OAAO,CAAC,kBAAkB,CAAC,GAAG,CAAC,UAAC,QAAQ,IAAO,KAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;QAE5E,IAAI,IAAI,CAAC,KAAK,CAAC,YAAY,EAAE;YACzB,OAAO,CAAC,YAAY,CAAC,IAAI,CAAC,KAAK,CAAC,YAAY,CAAC,iBAAiB,CAAC,CAAC;YAChE,OAAO,CAAC,OAAO,CAAC,YAAY,CAAC,oBAAoB,CAAC,iBAAiB,CAAC,CAAC;YAErE,IAAI,OAAO,CAAC,IAAI,EAAE;gBACd,OAAO,CAAC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;aAChC;SACJ;QAED,OAAO,OAAO,CAAC;IACnB,CAAC;IAES,8BAAW,GAArB,UAAsB,KAAY;QAC9B,IAAM,IAAI,GAAG,iBAAM,WAAW,YAAC,KAAK,CAAU,CAAC;QAE/C,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,gBAAgB,CAAC,IAAI,CAAC,CAAC;QAC9C,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QAEtB,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,IAAI,EAAE,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC,CAAC;QACtD,IAAI,CAAC,gBAAgB,CAAC,cAAc,CAAC,wBAAwB,GAAG,IAAI,CAAC;QACrE,IAAI,CAAC,gBAAgB,CAAC,cAAc,CAAC,WAAW,GAAG,CAAC,EAAE,CAAC;QACvD,IAAI,CAAC,gBAAgB,CAAC,cAAc,CAAC,eAAe,GAAG,GAAG,CAAC;QAC3D,IAAI,CAAC,gBAAgB,CAAC,cAAc,CAAC,eAAe,GAAG,GAAG,CAAC;QAC3D,IAAI,CAAC,gBAAgB,CAAC,cAAc,CAAC,eAAe,GAAG,GAAG,CAAC;QAE3D,IAAI,CAAC,UAAU,CAAC,eAAe,GAAG,IAAI,CAAC;QACvC,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;QAEvB,OAAO,IAAI,CAAC;IAChB,CAAC;IAES,mCAAgB,GAA1B;QACI,iBAAM,gBAAgB,WAAE,CAAC;QAEzB,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,cAAc,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,GAAG,oBAAoB,CAAC,iBAAiB,CAAC,GAAG,CAAC,EAAE,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC,CAAC;IACxJ,CAAC;IAiBD;;OAEG;IACI,0BAAO,GAAd;QACI,iBAAM,OAAO,WAAE,CAAC;QAEhB,IAAI,CAAC,gBAAgB,CAAC,kBAAkB,CAAC,gBAAgB,CAAC,MAAM,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;QACrF,IAAI,CAAC,gBAAgB,CAAC,MAAM,EAAE,CAAC;IACnC,CAAC;IAtHD;;OAEG;IACY,wBAAe,GAAW,2CAA2C,CAAC;IACrF;;OAEG;IACY,0BAAiB,GAAW,aAAa,CAAC;IAgH7D,eAAC;CAAA,AAxHD,CAA8B,oBAAoB,GAwHjD;SAxHY,QAAQ","sourcesContent":["import { Scene } from \"@babylonjs/core/scene\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { Nullable } from \"@babylonjs/core/types\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { TouchHolographicButton } from \"./touchHolographicButton\";\r\nimport { DefaultBehavior } from \"../behaviors/defaultBehavior\";\r\nimport { TouchHolographicMenu } from \"./touchHolographicMenu\";\r\nimport { Observer } from \"@babylonjs/core/Misc/observable\";\r\nimport { Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { PickingInfo } from \"@babylonjs/core/Collisions/pickingInfo\";\r\n\r\n/**\r\n * NearMenu that displays buttons and follows the camera\r\n * @since 5.0.0\r\n */\r\nexport class NearMenu extends TouchHolographicMenu {\r\n /**\r\n * Base Url for the assets.\r\n */\r\n private 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 private static PIN_ICON_FILENAME: string = \"IconPin.png\";\r\n\r\n private _pinButton: TouchHolographicButton;\r\n private _dragObserver: Nullable<\r\n Observer<{\r\n delta: Vector3;\r\n position: Vector3;\r\n pickInfo: PickingInfo;\r\n }>\r\n >;\r\n\r\n private _defaultBehavior: DefaultBehavior;\r\n /**\r\n * Regroups all mesh behaviors for the near menu\r\n */\r\n public get defaultBehavior(): DefaultBehavior {\r\n return this._defaultBehavior;\r\n }\r\n\r\n private _isPinned: boolean = false;\r\n /**\r\n * Indicates if the near menu is world-pinned\r\n */\r\n public get isPinned(): boolean {\r\n return this._isPinned;\r\n }\r\n\r\n public set isPinned(value: boolean) {\r\n // Tell the pin button to toggle if this was called manually, for clean state control\r\n if (this._pinButton.isToggled !== value) {\r\n this._pinButton.isToggled = value;\r\n return;\r\n }\r\n\r\n this._isPinned = value;\r\n\r\n if (value) {\r\n this._defaultBehavior.followBehaviorEnabled = false;\r\n } else {\r\n this._defaultBehavior.followBehaviorEnabled = true;\r\n }\r\n }\r\n\r\n private _createPinButton(parent: TransformNode) {\r\n const control = new TouchHolographicButton(\"pin\" + this.name, false);\r\n control.imageUrl = NearMenu.ASSETS_BASE_URL + NearMenu.PIN_ICON_FILENAME;\r\n control.parent = this;\r\n control._host = this._host;\r\n control.isToggleButton = true;\r\n control.onToggleObservable.add((newState) => { this.isPinned = newState; });\r\n\r\n if (this._host.utilityLayer) {\r\n control._prepareNode(this._host.utilityLayer.utilityLayerScene);\r\n control.scaling.scaleInPlace(TouchHolographicMenu.MENU_BUTTON_SCALE);\r\n\r\n if (control.node) {\r\n control.node.parent = parent;\r\n }\r\n }\r\n\r\n return control;\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._pinButton = this._createPinButton(node);\r\n this.isPinned = false;\r\n\r\n this._defaultBehavior.attach(node, [this._backPlate]);\r\n this._defaultBehavior.followBehavior.ignoreCameraPitchAndRoll = true;\r\n this._defaultBehavior.followBehavior.pitchOffset = -15;\r\n this._defaultBehavior.followBehavior.minimumDistance = 0.3;\r\n this._defaultBehavior.followBehavior.defaultDistance = 0.4;\r\n this._defaultBehavior.followBehavior.maximumDistance = 0.6;\r\n\r\n this._backPlate.isNearGrabbable = true;\r\n node.isVisible = false;\r\n\r\n return node;\r\n }\r\n\r\n protected _finalProcessing() {\r\n super._finalProcessing();\r\n\r\n this._pinButton.position.copyFromFloats((this._backPlate.scaling.x + TouchHolographicMenu.MENU_BUTTON_SCALE) / 2, this._backPlate.scaling.y / 2, 0);\r\n }\r\n\r\n /**\r\n * Creates a near menu GUI 3D control\r\n * @param name name of the near menu\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n\r\n this._defaultBehavior = new DefaultBehavior();\r\n this._dragObserver = this._defaultBehavior.sixDofDragBehavior.onDragObservable.add(() => {\r\n this.isPinned = true;\r\n });\r\n\r\n this.backPlateMargin = 1;\r\n }\r\n\r\n /**\r\n * Disposes the near menu\r\n */\r\n public dispose() {\r\n super.dispose();\r\n\r\n this._defaultBehavior.sixDofDragBehavior.onDragObservable.remove(this._dragObserver);\r\n this._defaultBehavior.detach();\r\n }\r\n}\r\n"]}
1
+ 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{ 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 { TouchHolographicButton } from \"./touchHolographicButton\";\r\nimport { DefaultBehavior } from \"../behaviors/defaultBehavior\";\r\nimport { TouchHolographicMenu } from \"./touchHolographicMenu\";\r\nimport { Observer } from \"core/Misc/observable\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { PickingInfo } from \"core/Collisions/pickingInfo\";\r\n\r\n/**\r\n * NearMenu that displays buttons and follows the camera\r\n * @since 5.0.0\r\n */\r\nexport class NearMenu extends TouchHolographicMenu {\r\n /**\r\n * Base Url for the assets.\r\n */\r\n private 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 private static PIN_ICON_FILENAME: string = \"IconPin.png\";\r\n\r\n private _pinButton: TouchHolographicButton;\r\n private _dragObserver: Nullable<\r\n Observer<{\r\n delta: Vector3;\r\n position: Vector3;\r\n pickInfo: PickingInfo;\r\n }>\r\n >;\r\n\r\n private _defaultBehavior: DefaultBehavior;\r\n /**\r\n * Regroups all mesh behaviors for the near menu\r\n */\r\n public get defaultBehavior(): DefaultBehavior {\r\n return this._defaultBehavior;\r\n }\r\n\r\n private _isPinned: boolean = false;\r\n /**\r\n * Indicates if the near menu is world-pinned\r\n */\r\n public get isPinned(): boolean {\r\n return this._isPinned;\r\n }\r\n\r\n public set isPinned(value: boolean) {\r\n // Tell the pin button to toggle if this was called manually, for clean state control\r\n if (this._pinButton.isToggled !== value) {\r\n this._pinButton.isToggled = value;\r\n return;\r\n }\r\n\r\n this._isPinned = value;\r\n\r\n if (value) {\r\n this._defaultBehavior.followBehaviorEnabled = false;\r\n } else {\r\n this._defaultBehavior.followBehaviorEnabled = true;\r\n }\r\n }\r\n\r\n private _createPinButton(parent: TransformNode) {\r\n const control = new TouchHolographicButton(\"pin\" + this.name, false);\r\n control.imageUrl = NearMenu.ASSETS_BASE_URL + NearMenu.PIN_ICON_FILENAME;\r\n control.parent = this;\r\n control._host = this._host;\r\n control.isToggleButton = true;\r\n control.onToggleObservable.add((newState) => {\r\n this.isPinned = newState;\r\n });\r\n\r\n if (this._host.utilityLayer) {\r\n control._prepareNode(this._host.utilityLayer.utilityLayerScene);\r\n control.scaling.scaleInPlace(TouchHolographicMenu.MENU_BUTTON_SCALE);\r\n\r\n if (control.node) {\r\n control.node.parent = parent;\r\n }\r\n }\r\n\r\n return control;\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._pinButton = this._createPinButton(node);\r\n this.isPinned = false;\r\n\r\n this._defaultBehavior.attach(node, [this._backPlate]);\r\n this._defaultBehavior.followBehavior.ignoreCameraPitchAndRoll = true;\r\n this._defaultBehavior.followBehavior.pitchOffset = -15;\r\n this._defaultBehavior.followBehavior.minimumDistance = 0.3;\r\n this._defaultBehavior.followBehavior.defaultDistance = 0.4;\r\n this._defaultBehavior.followBehavior.maximumDistance = 0.6;\r\n\r\n this._backPlate.isNearGrabbable = true;\r\n node.isVisible = false;\r\n\r\n return node;\r\n }\r\n\r\n protected _finalProcessing() {\r\n super._finalProcessing();\r\n\r\n this._pinButton.position.copyFromFloats((this._backPlate.scaling.x + TouchHolographicMenu.MENU_BUTTON_SCALE) / 2, this._backPlate.scaling.y / 2, 0);\r\n }\r\n\r\n /**\r\n * Creates a near menu GUI 3D control\r\n * @param name name of the near menu\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n\r\n this._defaultBehavior = new DefaultBehavior();\r\n this._dragObserver = this._defaultBehavior.sixDofDragBehavior.onDragObservable.add(() => {\r\n this.isPinned = true;\r\n });\r\n\r\n this.backPlateMargin = 1;\r\n }\r\n\r\n /**\r\n * Disposes the near menu\r\n */\r\n public dispose() {\r\n super.dispose();\r\n\r\n this._defaultBehavior.sixDofDragBehavior.onDragObservable.remove(this._dragObserver);\r\n this._defaultBehavior.detach();\r\n }\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- import { Vector3 } from "@babylonjs/core/Maths/math.vector";
1
+ import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
2
2
  import { Control3D } from "./control3D";
3
3
  import { VolumeBasedPanel } from "./volumeBasedPanel";
4
4
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"planePanel.js","sourceRoot":"","sources":["../../../../sourceES6/gui/src/3D/controls/planePanel.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,MAAM,mCAAmC,CAAC;AAExE,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAEtD;;GAEG;AACH;IAAgC,8BAAgB;IAAhD;;IA2BA,CAAC;IA1Ba,iCAAY,GAAtB,UAAuB,OAAkB,EAAE,YAAqB;QAC5D,IAAI,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;QAExB,IAAI,CAAC,IAAI,EAAE;YACP,OAAO;SACV;QAED,OAAO,CAAC,QAAQ,GAAG,YAAY,CAAC,KAAK,EAAE,CAAC;QACxC,IAAI,MAAM,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAEnC,MAAM,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC;QAE9B,QAAQ,IAAI,CAAC,WAAW,EAAE;YACtB,KAAK,WAAW,CAAC,sBAAsB,CAAC;YACxC,KAAK,WAAW,CAAC,uBAAuB;gBACpC,MAAM,CAAC,UAAU,CAAC,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;gBACxC,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;gBACpB,MAAM;YACV,KAAK,WAAW,CAAC,+BAA+B,CAAC;YACjD,KAAK,WAAW,CAAC,8BAA8B;gBAC3C,MAAM,CAAC,UAAU,CAAC,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;gBACzC,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;gBACpB,MAAM;SACb;IAEL,CAAC;IACL,iBAAC;AAAD,CAAC,AA3BD,CAAgC,gBAAgB,GA2B/C","sourcesContent":["import { TmpVectors, Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\n\r\nimport { Container3D } from \"./container3D\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { VolumeBasedPanel } from \"./volumeBasedPanel\";\r\n\r\n/**\r\n * Class used to create a container panel deployed on the surface of a plane\r\n */\r\nexport class PlanePanel extends VolumeBasedPanel {\r\n protected _mapGridNode(control: Control3D, nodePosition: Vector3) {\r\n let mesh = control.mesh;\r\n\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n control.position = nodePosition.clone();\r\n let target = TmpVectors.Vector3[0];\r\n\r\n target.copyFrom(nodePosition);\r\n\r\n switch (this.orientation) {\r\n case Container3D.FACEORIGIN_ORIENTATION:\r\n case Container3D.FACEFORWARD_ORIENTATION:\r\n target.addInPlace(new Vector3(0, 0, 1));\r\n mesh.lookAt(target);\r\n break;\r\n case Container3D.FACEFORWARDREVERSED_ORIENTATION:\r\n case Container3D.FACEORIGINREVERSED_ORIENTATION:\r\n target.addInPlace(new Vector3(0, 0, -1));\r\n mesh.lookAt(target);\r\n break;\r\n }\r\n\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"planePanel.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/planePanel.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,6CAA+B;AAE7D,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAEtD;;GAEG;AACH;IAAgC,8BAAgB;IAAhD;;IA0BA,CAAC;IAzBa,iCAAY,GAAtB,UAAuB,OAAkB,EAAE,YAAqB;QAC5D,IAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;QAE1B,IAAI,CAAC,IAAI,EAAE;YACP,OAAO;SACV;QAED,OAAO,CAAC,QAAQ,GAAG,YAAY,CAAC,KAAK,EAAE,CAAC;QACxC,IAAM,MAAM,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAErC,MAAM,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC;QAE9B,QAAQ,IAAI,CAAC,WAAW,EAAE;YACtB,KAAK,WAAW,CAAC,sBAAsB,CAAC;YACxC,KAAK,WAAW,CAAC,uBAAuB;gBACpC,MAAM,CAAC,UAAU,CAAC,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;gBACxC,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;gBACpB,MAAM;YACV,KAAK,WAAW,CAAC,+BAA+B,CAAC;YACjD,KAAK,WAAW,CAAC,8BAA8B;gBAC3C,MAAM,CAAC,UAAU,CAAC,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;gBACzC,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;gBACpB,MAAM;SACb;IACL,CAAC;IACL,iBAAC;AAAD,CAAC,AA1BD,CAAgC,gBAAgB,GA0B/C","sourcesContent":["import { TmpVectors, Vector3 } from \"core/Maths/math.vector\";\r\n\r\nimport { Container3D } from \"./container3D\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { VolumeBasedPanel } from \"./volumeBasedPanel\";\r\n\r\n/**\r\n * Class used to create a container panel deployed on the surface of a plane\r\n */\r\nexport class PlanePanel extends VolumeBasedPanel {\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\r\n control.position = nodePosition.clone();\r\n const target = TmpVectors.Vector3[0];\r\n\r\n target.copyFrom(nodePosition);\r\n\r\n switch (this.orientation) {\r\n case Container3D.FACEORIGIN_ORIENTATION:\r\n case Container3D.FACEFORWARD_ORIENTATION:\r\n target.addInPlace(new Vector3(0, 0, 1));\r\n mesh.lookAt(target);\r\n break;\r\n case Container3D.FACEFORWARDREVERSED_ORIENTATION:\r\n case Container3D.FACEORIGINREVERSED_ORIENTATION:\r\n target.addInPlace(new Vector3(0, 0, -1));\r\n mesh.lookAt(target);\r\n break;\r\n }\r\n }\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
- import { Vector3 } from "@babylonjs/core/Maths/math.vector";
2
- import { float } from "@babylonjs/core/types";
1
+ import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
2
+ import { float } from "@babylonjs/core/types.js";
3
3
  import { VolumeBasedPanel } from "./volumeBasedPanel";
4
4
  import { Control3D } from "./control3D";
5
5
  /**
@@ -92,7 +92,7 @@ var ScatterPanel = /** @class */ (function (_super) {
92
92
  var distance = difference2D.lengthSquared() - radiusPaddingSquared;
93
93
  var minSeparation = Math.min(distance, radiusPaddingSquared);
94
94
  distance -= minSeparation;
95
- if (distance < (Math.pow(combinedRadius, 2.0))) {
95
+ if (distance < Math.pow(combinedRadius, 2.0)) {
96
96
  difference2D.normalize();
97
97
  difference.scaleInPlace((combinedRadius - Math.sqrt(distance)) * 0.5);
98
98
  meshes[j].position.addInPlace(difference);
@@ -1 +1 @@
1
- {"version":3,"file":"scatterPanel.js","sourceRoot":"","sources":["../../../../sourceES6/gui/src/3D/controls/scatterPanel.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,4BAA4B,CAAC;AACnD,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,MAAM,mCAAmC,CAAC;AAGxE,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAEtD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C;;GAEG;AACH;IAAkC,gCAAgB;IAAlD;QAAA,qEAwGC;QAvGW,gBAAU,GAAG,KAAK,CAAC;;IAuG/B,CAAC;IAlGG,sBAAW,mCAAS;QAHpB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,UAAU,CAAC;QAC3B,CAAC;aAED,UAAqB,KAAY;YAAjC,iBAUC;YATG,IAAI,IAAI,CAAC,UAAU,KAAK,KAAK,EAAE;gBAC3B,OAAO;aACV;YAED,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;YAExB,KAAK,CAAC,YAAY,CAAC;gBACf,KAAI,CAAC,gBAAgB,EAAE,CAAC;YAC5B,CAAC,CAAC,CAAC;QACP,CAAC;;;OAZA;IAcS,mCAAY,GAAtB,UAAuB,OAAkB,EAAE,YAAqB;QAC5D,IAAI,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;QACxB,IAAI,MAAM,GAAG,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,CAAC;QAEhD,IAAI,CAAC,IAAI,EAAE;YACP,OAAO;SACV;QAED,QAAQ,IAAI,CAAC,WAAW,EAAE;YACtB,KAAK,WAAW,CAAC,sBAAsB,CAAC;YACxC,KAAK,WAAW,CAAC,uBAAuB;gBACpC,IAAI,CAAC,MAAM,CAAC,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;gBAClC,MAAM;YACV,KAAK,WAAW,CAAC,+BAA+B,CAAC;YACjD,KAAK,WAAW,CAAC,8BAA8B;gBAC3C,IAAI,CAAC,MAAM,CAAC,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;gBACnC,MAAM;SACb;QAED,OAAO,CAAC,QAAQ,GAAG,MAAM,CAAC;IAC9B,CAAC;IAEO,sCAAe,GAAvB,UAAwB,MAAe;QACnC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,GAAG,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC;QACzD,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,GAAG,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC;QAE1D,OAAO,MAAM,CAAC;IAClB,CAAC;IAES,uCAAgB,GAA1B;QACI,IAAI,MAAM,GAAG,EAAE,CAAC;QAChB,KAAkB,UAAc,EAAd,KAAA,IAAI,CAAC,SAAS,EAAd,cAAc,EAAd,IAAc,EAAE;YAA7B,IAAI,KAAK,SAAA;YACV,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE;gBACb,SAAS;aACZ;YAED,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;SAC3B;QAED,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,UAAU,EAAE,KAAK,EAAE,EAAE;YAClD,MAAM,CAAC,IAAI,CAAC,UAAC,CAAC,EAAE,CAAC;gBACb,IAAI,SAAS,GAAG,CAAC,CAAC,QAAQ,CAAC,aAAa,EAAE,CAAC;gBAC3C,IAAI,SAAS,GAAG,CAAC,CAAC,QAAQ,CAAC,aAAa,EAAE,CAAC;gBAE3C,IAAI,SAAS,GAAG,SAAS,EAAE;oBACvB,OAAO,CAAC,CAAC;iBACZ;qBAAM,IAAI,SAAS,GAAG,SAAS,EAAE;oBAC9B,OAAO,CAAC,CAAC,CAAC;iBACb;gBAED,OAAO,CAAC,CAAC;YACb,CAAC,CAAC,CAAC;YAEH,IAAI,oBAAoB,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,EAAE,GAAG,CAAC,CAAC;YACtD,IAAI,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;YAC3D,IAAI,YAAY,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;YACzC,IAAI,UAAU,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;YAEvC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;gBACxC,KAAK,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;oBACxC,IAAI,CAAC,IAAI,CAAC,EAAE;wBACR,MAAM,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,aAAa,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,QAAQ,EAAE,UAAU,CAAC,CAAC;wBAEjE,gBAAgB;wBAChB,YAAY,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,CAAC;wBAC9B,YAAY,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,CAAC;wBAC9B,IAAI,cAAc,GAAG,QAAQ,CAAC;wBAC9B,IAAI,QAAQ,GAAG,YAAY,CAAC,aAAa,EAAE,GAAG,oBAAoB,CAAC;wBACnE,IAAI,aAAa,GAAG,IAAI,CAAC,GAAG,CAAC,QAAQ,EAAE,oBAAoB,CAAC,CAAC;wBAC7D,QAAQ,IAAI,aAAa,CAAC;wBAE1B,IAAI,QAAQ,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,cAAc,EAAE,GAAG,CAAC,CAAC,EAAE;4BAC5C,YAAY,CAAC,SAAS,EAAE,CAAC;4BACzB,UAAU,CAAC,YAAY,CAAC,CAAC,cAAc,GAAG,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC;4BACtE,MAAM,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC;4BAC1C,MAAM,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,eAAe,CAAC,UAAU,CAAC,CAAC;yBAClD;qBACJ;iBACJ;aACJ;SACJ;IACL,CAAC;IACL,mBAAC;AAAD,CAAC,AAxGD,CAAkC,gBAAgB,GAwGjD","sourcesContent":["import { Tools } from \"@babylonjs/core/Misc/tools\";\r\nimport { TmpVectors, Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { float } from \"@babylonjs/core/types\";\r\n\r\nimport { VolumeBasedPanel } from \"./volumeBasedPanel\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { Container3D } from \"./container3D\";\r\n\r\n/**\r\n * Class used to create a container panel where items get randomized planar mapping\r\n */\r\nexport class ScatterPanel extends VolumeBasedPanel {\r\n private _iteration = 100.0;\r\n\r\n /**\r\n * Gets or sets the number of iteration to use to scatter the controls (100 by default)\r\n */\r\n public get iteration(): float {\r\n return this._iteration;\r\n }\r\n\r\n public set iteration(value: float) {\r\n if (this._iteration === value) {\r\n return;\r\n }\r\n\r\n this._iteration = 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 let mesh = control.mesh;\r\n let newPos = this._scatterMapping(nodePosition);\r\n\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n switch (this.orientation) {\r\n case Container3D.FACEORIGIN_ORIENTATION:\r\n case Container3D.FACEFORWARD_ORIENTATION:\r\n mesh.lookAt(new Vector3(0, 0, 1));\r\n break;\r\n case Container3D.FACEFORWARDREVERSED_ORIENTATION:\r\n case Container3D.FACEORIGINREVERSED_ORIENTATION:\r\n mesh.lookAt(new Vector3(0, 0, -1));\r\n break;\r\n }\r\n\r\n control.position = newPos;\r\n }\r\n\r\n private _scatterMapping(source: Vector3): Vector3 {\r\n source.x = (1.0 - Math.random() * 2.0) * this._cellWidth;\r\n source.y = (1.0 - Math.random() * 2.0) * this._cellHeight;\r\n\r\n return source;\r\n }\r\n\r\n protected _finalProcessing() {\r\n var meshes = [];\r\n for (var child of this._children) {\r\n if (!child.mesh) {\r\n continue;\r\n }\r\n\r\n meshes.push(child.mesh);\r\n }\r\n\r\n for (var count = 0; count < this._iteration; count++) {\r\n meshes.sort((a, b) => {\r\n let distance1 = a.position.lengthSquared();\r\n let distance2 = b.position.lengthSquared();\r\n\r\n if (distance1 < distance2) {\r\n return 1;\r\n } else if (distance1 > distance2) {\r\n return -1;\r\n }\r\n\r\n return 0;\r\n });\r\n\r\n let radiusPaddingSquared = Math.pow(this.margin, 2.0);\r\n let cellSize = Math.max(this._cellWidth, this._cellHeight);\r\n let difference2D = TmpVectors.Vector2[0];\r\n let difference = TmpVectors.Vector3[0];\r\n\r\n for (let i = 0; i < meshes.length - 1; i++) {\r\n for (let j = i + 1; j < meshes.length; j++) {\r\n if (i != j) {\r\n meshes[j].position.subtractToRef(meshes[i].position, difference);\r\n\r\n // Ignore Z axis\r\n difference2D.x = difference.x;\r\n difference2D.y = difference.y;\r\n let combinedRadius = cellSize;\r\n let distance = difference2D.lengthSquared() - radiusPaddingSquared;\r\n let minSeparation = Math.min(distance, radiusPaddingSquared);\r\n distance -= minSeparation;\r\n\r\n if (distance < (Math.pow(combinedRadius, 2.0))) {\r\n difference2D.normalize();\r\n difference.scaleInPlace((combinedRadius - Math.sqrt(distance)) * 0.5);\r\n meshes[j].position.addInPlace(difference);\r\n meshes[i].position.subtractInPlace(difference);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n}"]}
1
+ {"version":3,"file":"scatterPanel.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/scatterPanel.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,KAAK,EAAE,sCAAwB;AACxC,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,6CAA+B;AAG7D,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAEtD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C;;GAEG;AACH;IAAkC,gCAAgB;IAAlD;QAAA,qEAwGC;QAvGW,gBAAU,GAAG,KAAK,CAAC;;IAuG/B,CAAC;IAlGG,sBAAW,mCAAS;QAHpB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,UAAU,CAAC;QAC3B,CAAC;aAED,UAAqB,KAAY;YAAjC,iBAUC;YATG,IAAI,IAAI,CAAC,UAAU,KAAK,KAAK,EAAE;gBAC3B,OAAO;aACV;YAED,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;YAExB,KAAK,CAAC,YAAY,CAAC;gBACf,KAAI,CAAC,gBAAgB,EAAE,CAAC;YAC5B,CAAC,CAAC,CAAC;QACP,CAAC;;;OAZA;IAcS,mCAAY,GAAtB,UAAuB,OAAkB,EAAE,YAAqB;QAC5D,IAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;QAC1B,IAAM,MAAM,GAAG,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,CAAC;QAElD,IAAI,CAAC,IAAI,EAAE;YACP,OAAO;SACV;QAED,QAAQ,IAAI,CAAC,WAAW,EAAE;YACtB,KAAK,WAAW,CAAC,sBAAsB,CAAC;YACxC,KAAK,WAAW,CAAC,uBAAuB;gBACpC,IAAI,CAAC,MAAM,CAAC,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;gBAClC,MAAM;YACV,KAAK,WAAW,CAAC,+BAA+B,CAAC;YACjD,KAAK,WAAW,CAAC,8BAA8B;gBAC3C,IAAI,CAAC,MAAM,CAAC,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;gBACnC,MAAM;SACb;QAED,OAAO,CAAC,QAAQ,GAAG,MAAM,CAAC;IAC9B,CAAC;IAEO,sCAAe,GAAvB,UAAwB,MAAe;QACnC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,GAAG,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC;QACzD,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,GAAG,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC;QAE1D,OAAO,MAAM,CAAC;IAClB,CAAC;IAES,uCAAgB,GAA1B;QACI,IAAM,MAAM,GAAG,EAAE,CAAC;QAClB,KAAoB,UAAc,EAAd,KAAA,IAAI,CAAC,SAAS,EAAd,cAAc,EAAd,IAAc,EAAE;YAA/B,IAAM,KAAK,SAAA;YACZ,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE;gBACb,SAAS;aACZ;YAED,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;SAC3B;QAED,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,UAAU,EAAE,KAAK,EAAE,EAAE;YAClD,MAAM,CAAC,IAAI,CAAC,UAAC,CAAC,EAAE,CAAC;gBACb,IAAM,SAAS,GAAG,CAAC,CAAC,QAAQ,CAAC,aAAa,EAAE,CAAC;gBAC7C,IAAM,SAAS,GAAG,CAAC,CAAC,QAAQ,CAAC,aAAa,EAAE,CAAC;gBAE7C,IAAI,SAAS,GAAG,SAAS,EAAE;oBACvB,OAAO,CAAC,CAAC;iBACZ;qBAAM,IAAI,SAAS,GAAG,SAAS,EAAE;oBAC9B,OAAO,CAAC,CAAC,CAAC;iBACb;gBAED,OAAO,CAAC,CAAC;YACb,CAAC,CAAC,CAAC;YAEH,IAAM,oBAAoB,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,EAAE,GAAG,CAAC,CAAC;YACxD,IAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;YAC7D,IAAM,YAAY,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;YAC3C,IAAM,UAAU,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;YAEzC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;gBACxC,KAAK,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;oBACxC,IAAI,CAAC,IAAI,CAAC,EAAE;wBACR,MAAM,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,aAAa,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,QAAQ,EAAE,UAAU,CAAC,CAAC;wBAEjE,gBAAgB;wBAChB,YAAY,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,CAAC;wBAC9B,YAAY,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,CAAC;wBAC9B,IAAM,cAAc,GAAG,QAAQ,CAAC;wBAChC,IAAI,QAAQ,GAAG,YAAY,CAAC,aAAa,EAAE,GAAG,oBAAoB,CAAC;wBACnE,IAAM,aAAa,GAAG,IAAI,CAAC,GAAG,CAAC,QAAQ,EAAE,oBAAoB,CAAC,CAAC;wBAC/D,QAAQ,IAAI,aAAa,CAAC;wBAE1B,IAAI,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,cAAc,EAAE,GAAG,CAAC,EAAE;4BAC1C,YAAY,CAAC,SAAS,EAAE,CAAC;4BACzB,UAAU,CAAC,YAAY,CAAC,CAAC,cAAc,GAAG,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC;4BACtE,MAAM,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC;4BAC1C,MAAM,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,eAAe,CAAC,UAAU,CAAC,CAAC;yBAClD;qBACJ;iBACJ;aACJ;SACJ;IACL,CAAC;IACL,mBAAC;AAAD,CAAC,AAxGD,CAAkC,gBAAgB,GAwGjD","sourcesContent":["import { Tools } from \"core/Misc/tools\";\r\nimport { 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\n\r\n/**\r\n * Class used to create a container panel where items get randomized planar mapping\r\n */\r\nexport class ScatterPanel extends VolumeBasedPanel {\r\n private _iteration = 100.0;\r\n\r\n /**\r\n * Gets or sets the number of iteration to use to scatter the controls (100 by default)\r\n */\r\n public get iteration(): float {\r\n return this._iteration;\r\n }\r\n\r\n public set iteration(value: float) {\r\n if (this._iteration === value) {\r\n return;\r\n }\r\n\r\n this._iteration = 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 const newPos = this._scatterMapping(nodePosition);\r\n\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n switch (this.orientation) {\r\n case Container3D.FACEORIGIN_ORIENTATION:\r\n case Container3D.FACEFORWARD_ORIENTATION:\r\n mesh.lookAt(new Vector3(0, 0, 1));\r\n break;\r\n case Container3D.FACEFORWARDREVERSED_ORIENTATION:\r\n case Container3D.FACEORIGINREVERSED_ORIENTATION:\r\n mesh.lookAt(new Vector3(0, 0, -1));\r\n break;\r\n }\r\n\r\n control.position = newPos;\r\n }\r\n\r\n private _scatterMapping(source: Vector3): Vector3 {\r\n source.x = (1.0 - Math.random() * 2.0) * this._cellWidth;\r\n source.y = (1.0 - Math.random() * 2.0) * this._cellHeight;\r\n\r\n return source;\r\n }\r\n\r\n protected _finalProcessing() {\r\n const meshes = [];\r\n for (const child of this._children) {\r\n if (!child.mesh) {\r\n continue;\r\n }\r\n\r\n meshes.push(child.mesh);\r\n }\r\n\r\n for (let count = 0; count < this._iteration; count++) {\r\n meshes.sort((a, b) => {\r\n const distance1 = a.position.lengthSquared();\r\n const distance2 = b.position.lengthSquared();\r\n\r\n if (distance1 < distance2) {\r\n return 1;\r\n } else if (distance1 > distance2) {\r\n return -1;\r\n }\r\n\r\n return 0;\r\n });\r\n\r\n const radiusPaddingSquared = Math.pow(this.margin, 2.0);\r\n const cellSize = Math.max(this._cellWidth, this._cellHeight);\r\n const difference2D = TmpVectors.Vector2[0];\r\n const difference = TmpVectors.Vector3[0];\r\n\r\n for (let i = 0; i < meshes.length - 1; i++) {\r\n for (let j = i + 1; j < meshes.length; j++) {\r\n if (i != j) {\r\n meshes[j].position.subtractToRef(meshes[i].position, difference);\r\n\r\n // Ignore Z axis\r\n difference2D.x = difference.x;\r\n difference2D.y = difference.y;\r\n const combinedRadius = cellSize;\r\n let distance = difference2D.lengthSquared() - radiusPaddingSquared;\r\n const minSeparation = Math.min(distance, radiusPaddingSquared);\r\n distance -= minSeparation;\r\n\r\n if (distance < Math.pow(combinedRadius, 2.0)) {\r\n difference2D.normalize();\r\n difference.scaleInPlace((combinedRadius - Math.sqrt(distance)) * 0.5);\r\n meshes[j].position.addInPlace(difference);\r\n meshes[i].position.subtractInPlace(difference);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -1,9 +1,9 @@
1
- import { Nullable } from "@babylonjs/core/types";
2
- import { Observable } from "@babylonjs/core/Misc/observable";
3
- import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
4
- import { Scene } from "@babylonjs/core/scene";
1
+ import { Nullable } from "@babylonjs/core/types.js";
2
+ import { Observable } from "@babylonjs/core/Misc/observable.js";
3
+ import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
4
+ import { Scene } from "@babylonjs/core/scene.js";
5
5
  import { Control3D } from "./control3D";
6
- import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh";
6
+ import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
7
7
  import { MRDLSliderBarMaterial } from "../materials/mrdl/mrdlSliderBarMaterial";
8
8
  import { MRDLSliderThumbMaterial } from "../materials/mrdl/mrdlSliderThumbMaterial";
9
9
  import { MRDLBackplateMaterial } from "../materials/mrdl/mrdlBackplateMaterial";
@@ -168,8 +168,7 @@ var Slider3D = /** @class */ (function (_super) {
168
168
  sliderBackplate.isPickable = false;
169
169
  sliderBackplate.visibility = 0;
170
170
  sliderBackplate.scaling = new Vector3(1, 0.5, 0.8);
171
- SceneLoader.ImportMeshAsync(undefined, Slider3D.MODEL_BASE_URL, Slider3D.MODEL_FILENAME, scene)
172
- .then(function (result) {
171
+ SceneLoader.ImportMeshAsync(undefined, Slider3D.MODEL_BASE_URL, Slider3D.MODEL_FILENAME, scene).then(function (result) {
173
172
  var sliderBackplateModel = result.meshes[1];
174
173
  var sliderBarModel = result.meshes[1].clone("".concat(_this.name, "_sliderbar"), sliderBackplate);
175
174
  var sliderThumbModel = result.meshes[1].clone("".concat(_this.name, "_sliderthumb"), sliderBackplate);
@@ -181,29 +180,29 @@ var Slider3D = /** @class */ (function (_super) {
181
180
  sliderBackplateModel.scaling.x = 1;
182
181
  sliderBackplateModel.scaling.z = 0.2;
183
182
  sliderBackplateModel.parent = sliderBackplate;
184
- if (!!_this._sliderBackplateMaterial) {
183
+ if (_this._sliderBackplateMaterial) {
185
184
  sliderBackplateModel.material = _this._sliderBackplateMaterial;
186
185
  }
187
186
  _this._sliderBackplate = sliderBackplateModel;
188
187
  }
189
- if (!!sliderBarModel) {
188
+ if (sliderBarModel) {
190
189
  sliderBarModel.parent = sliderBackplate;
191
190
  sliderBarModel.position.z = -0.1;
192
191
  sliderBarModel.scaling = new Vector3(SLIDER_SCALING - SLIDER_MARGIN, 0.04, 0.3);
193
192
  sliderBarModel.isPickable = false;
194
- if (!!_this._sliderBarMaterial) {
193
+ if (_this._sliderBarMaterial) {
195
194
  sliderBarModel.material = _this._sliderBarMaterial;
196
195
  }
197
196
  _this._sliderBar = sliderBarModel;
198
197
  }
199
- if (!!sliderThumbModel) {
198
+ if (sliderThumbModel) {
200
199
  sliderThumbModel.parent = sliderBackplate;
201
200
  sliderThumbModel.isPickable = true;
202
201
  sliderThumbModel.position.z = -0.115;
203
202
  sliderThumbModel.scaling = new Vector3(0.025, 0.3, 0.6);
204
203
  sliderThumbModel.position.x = _this._convertToPosition(_this.value);
205
204
  sliderThumbModel.addBehavior(_this._createBehavior());
206
- if (!!_this._sliderThumbMaterial) {
205
+ if (_this._sliderThumbMaterial) {
207
206
  sliderThumbModel.material = _this._sliderThumbMaterial;
208
207
  }
209
208
  _this._sliderThumb = sliderThumbModel;
@@ -261,7 +260,7 @@ var Slider3D = /** @class */ (function (_super) {
261
260
  /**
262
261
  * File name for the 8x4 model.
263
262
  */
264
- Slider3D.MODEL_FILENAME = 'mrtk-fluent-backplate.glb';
263
+ Slider3D.MODEL_FILENAME = "mrtk-fluent-backplate.glb";
265
264
  return Slider3D;
266
265
  }(Control3D));
267
266
  export { Slider3D };