@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.
- package/2D/adtInstrumentation.d.ts +2 -2
- package/2D/adtInstrumentation.js.map +1 -1
- package/2D/advancedDynamicTexture.d.ts +9 -9
- package/2D/advancedDynamicTexture.js.map +1 -1
- package/2D/controls/button.d.ts +6 -6
- package/2D/controls/button.js +4 -4
- package/2D/controls/button.js.map +1 -1
- package/2D/controls/checkbox.d.ts +6 -6
- package/2D/controls/checkbox.js +2 -2
- package/2D/controls/checkbox.js.map +1 -1
- package/2D/controls/colorpicker.d.ts +5 -5
- package/2D/controls/colorpicker.js +93 -85
- package/2D/controls/colorpicker.js.map +1 -1
- package/2D/controls/container.d.ts +7 -7
- package/2D/controls/container.js +7 -7
- package/2D/controls/container.js.map +1 -1
- package/2D/controls/control.d.ts +7 -7
- package/2D/controls/control.js.map +1 -1
- package/2D/controls/displayGrid.d.ts +3 -3
- package/2D/controls/displayGrid.js +2 -2
- package/2D/controls/displayGrid.js.map +1 -1
- package/2D/controls/ellipse.d.ts +1 -1
- package/2D/controls/ellipse.js +2 -2
- package/2D/controls/ellipse.js.map +1 -1
- package/2D/controls/focusableButton.d.ts +5 -5
- package/2D/controls/focusableButton.js +2 -2
- package/2D/controls/focusableButton.js.map +1 -1
- package/2D/controls/focusableControl.d.ts +11 -11
- package/2D/controls/focusableControl.js.map +1 -1
- package/2D/controls/grid.d.ts +2 -2
- package/2D/controls/grid.js +2 -2
- package/2D/controls/grid.js.map +1 -1
- package/2D/controls/image.d.ts +5 -5
- package/2D/controls/image.js +17 -17
- package/2D/controls/image.js.map +1 -1
- package/2D/controls/index.js.map +1 -1
- package/2D/controls/inputPassword.d.ts +1 -1
- package/2D/controls/inputPassword.js +2 -2
- package/2D/controls/inputPassword.js.map +1 -1
- package/2D/controls/inputText.d.ts +8 -8
- package/2D/controls/inputText.js +19 -17
- package/2D/controls/inputText.js.map +1 -1
- package/2D/controls/line.d.ts +3 -3
- package/2D/controls/line.js +4 -4
- package/2D/controls/line.js.map +1 -1
- package/2D/controls/multiLine.d.ts +5 -5
- package/2D/controls/multiLine.js +2 -2
- package/2D/controls/multiLine.js.map +1 -1
- package/2D/controls/radioButton.d.ts +4 -4
- package/2D/controls/radioButton.js +2 -2
- package/2D/controls/radioButton.js.map +1 -1
- package/2D/controls/rectangle.d.ts +1 -1
- package/2D/controls/rectangle.js +2 -2
- package/2D/controls/rectangle.js.map +1 -1
- package/2D/controls/scrollViewers/scrollViewer.d.ts +6 -6
- package/2D/controls/scrollViewers/scrollViewer.js +5 -5
- package/2D/controls/scrollViewers/scrollViewer.js.map +1 -1
- package/2D/controls/scrollViewers/scrollViewerWindow.d.ts +5 -5
- package/2D/controls/scrollViewers/scrollViewerWindow.js +4 -4
- package/2D/controls/scrollViewers/scrollViewerWindow.js.map +1 -1
- package/2D/controls/selector.d.ts +11 -11
- package/2D/controls/selector.js +19 -14
- package/2D/controls/selector.js.map +1 -1
- package/2D/controls/sliders/baseSlider.d.ts +3 -3
- package/2D/controls/sliders/baseSlider.js +5 -5
- package/2D/controls/sliders/baseSlider.js.map +1 -1
- package/2D/controls/sliders/imageBasedSlider.d.ts +5 -5
- package/2D/controls/sliders/imageBasedSlider.js +4 -4
- package/2D/controls/sliders/imageBasedSlider.js.map +1 -1
- package/2D/controls/sliders/imageScrollBar.d.ts +3 -3
- package/2D/controls/sliders/imageScrollBar.js +5 -2
- package/2D/controls/sliders/imageScrollBar.js.map +1 -1
- package/2D/controls/sliders/scrollBar.d.ts +3 -3
- package/2D/controls/sliders/scrollBar.js +5 -2
- package/2D/controls/sliders/scrollBar.js.map +1 -1
- package/2D/controls/sliders/slider.d.ts +3 -3
- package/2D/controls/sliders/slider.js +5 -5
- package/2D/controls/sliders/slider.js.map +1 -1
- package/2D/controls/stackPanel.d.ts +1 -1
- package/2D/controls/stackPanel.js +6 -4
- package/2D/controls/stackPanel.js.map +1 -1
- package/2D/controls/statics.js.map +1 -1
- package/2D/controls/textBlock.d.ts +3 -3
- package/2D/controls/textBlock.js +5 -3
- package/2D/controls/textBlock.js.map +1 -1
- package/2D/controls/textWrapper.js.map +1 -1
- package/2D/controls/toggleButton.d.ts +3 -3
- package/2D/controls/toggleButton.js.map +1 -1
- package/2D/controls/virtualKeyboard.d.ts +2 -2
- package/2D/controls/virtualKeyboard.js +6 -6
- package/2D/controls/virtualKeyboard.js.map +1 -1
- package/2D/index.js.map +1 -1
- package/2D/math2D.d.ts +2 -2
- package/2D/math2D.js +2 -2
- package/2D/math2D.js.map +1 -1
- package/2D/measure.d.ts +4 -4
- package/2D/measure.js +6 -16
- package/2D/measure.js.map +1 -1
- package/2D/multiLinePoint.d.ts +3 -3
- package/2D/multiLinePoint.js +3 -3
- package/2D/multiLinePoint.js.map +1 -1
- package/2D/style.d.ts +2 -2
- package/2D/style.js.map +1 -1
- package/2D/valueAndUnit.d.ts +1 -1
- package/2D/valueAndUnit.js +4 -2
- package/2D/valueAndUnit.js.map +1 -1
- package/2D/xmlLoader.d.ts +10 -10
- package/2D/xmlLoader.js +17 -17
- package/2D/xmlLoader.js.map +1 -1
- package/3D/behaviors/defaultBehavior.d.ts +7 -7
- package/3D/behaviors/defaultBehavior.js.map +1 -1
- package/3D/controls/abstractButton3D.d.ts +2 -2
- package/3D/controls/abstractButton3D.js.map +1 -1
- package/3D/controls/button3D.d.ts +4 -4
- package/3D/controls/button3D.js.map +1 -1
- package/3D/controls/container3D.d.ts +3 -3
- package/3D/controls/container3D.js +1 -2
- package/3D/controls/container3D.js.map +1 -1
- package/3D/controls/contentDisplay3D.js.map +1 -1
- package/3D/controls/control3D.d.ts +7 -7
- package/3D/controls/control3D.js.map +1 -1
- package/3D/controls/cylinderPanel.d.ts +2 -2
- package/3D/controls/cylinderPanel.js +2 -2
- package/3D/controls/cylinderPanel.js.map +1 -1
- package/3D/controls/handMenu.d.ts +5 -5
- package/3D/controls/handMenu.js.map +1 -1
- package/3D/controls/holographicBackplate.d.ts +3 -3
- package/3D/controls/holographicBackplate.js +3 -4
- package/3D/controls/holographicBackplate.js.map +1 -1
- package/3D/controls/holographicButton.d.ts +5 -5
- package/3D/controls/holographicButton.js.map +1 -1
- package/3D/controls/holographicSlate.d.ts +5 -5
- package/3D/controls/holographicSlate.js.map +1 -1
- package/3D/controls/index.js.map +1 -1
- package/3D/controls/meshButton3D.d.ts +4 -4
- package/3D/controls/meshButton3D.js +1 -2
- package/3D/controls/meshButton3D.js.map +1 -1
- package/3D/controls/nearMenu.d.ts +3 -3
- package/3D/controls/nearMenu.js +3 -1
- package/3D/controls/nearMenu.js.map +1 -1
- package/3D/controls/planePanel.d.ts +1 -1
- package/3D/controls/planePanel.js.map +1 -1
- package/3D/controls/scatterPanel.d.ts +2 -2
- package/3D/controls/scatterPanel.js +1 -1
- package/3D/controls/scatterPanel.js.map +1 -1
- package/3D/controls/slider3D.d.ts +5 -5
- package/3D/controls/slider3D.js +7 -8
- package/3D/controls/slider3D.js.map +1 -1
- package/3D/controls/spherePanel.d.ts +2 -2
- package/3D/controls/spherePanel.js +2 -2
- package/3D/controls/spherePanel.js.map +1 -1
- package/3D/controls/stackPanel3D.js +3 -3
- package/3D/controls/stackPanel3D.js.map +1 -1
- package/3D/controls/touchButton3D.d.ts +5 -5
- package/3D/controls/touchButton3D.js +4 -3
- package/3D/controls/touchButton3D.js.map +1 -1
- package/3D/controls/touchHolographicButton.d.ts +5 -5
- package/3D/controls/touchHolographicButton.js +6 -7
- package/3D/controls/touchHolographicButton.js.map +1 -1
- package/3D/controls/touchHolographicMenu.d.ts +6 -6
- package/3D/controls/touchHolographicMenu.js.map +1 -1
- package/3D/controls/touchMeshButton3D.d.ts +4 -4
- package/3D/controls/touchMeshButton3D.js +1 -2
- package/3D/controls/touchMeshButton3D.js.map +1 -1
- package/3D/controls/volumeBasedPanel.d.ts +9 -9
- package/3D/controls/volumeBasedPanel.js +12 -13
- package/3D/controls/volumeBasedPanel.js.map +1 -1
- package/3D/gizmos/gizmoHandle.d.ts +4 -4
- package/3D/gizmos/gizmoHandle.js.map +1 -1
- package/3D/gizmos/index.js.map +1 -1
- package/3D/gizmos/slateGizmo.d.ts +4 -4
- package/3D/gizmos/slateGizmo.js.map +1 -1
- package/3D/gui3DManager.d.ts +7 -7
- package/3D/gui3DManager.js.map +1 -1
- package/3D/index.js.map +1 -1
- package/3D/materials/fluent/fluentMaterial.d.ts +10 -10
- package/3D/materials/fluent/fluentMaterial.js +15 -4
- package/3D/materials/fluent/fluentMaterial.js.map +1 -1
- package/3D/materials/fluent/index.js.map +1 -1
- package/3D/materials/fluent/shaders/fluent.fragment.d.ts +1 -1
- package/3D/materials/fluent/shaders/fluent.fragment.js +4 -2
- package/3D/materials/fluent/shaders/fluent.fragment.js.map +1 -1
- package/3D/materials/fluent/shaders/fluent.vertex.d.ts +1 -1
- package/3D/materials/fluent/shaders/fluent.vertex.js +4 -2
- package/3D/materials/fluent/shaders/fluent.vertex.js.map +1 -1
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +10 -10
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +46 -11
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -1
- package/3D/materials/fluentBackplate/index.js.map +1 -1
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.d.ts +1 -1
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js +4 -2
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js.map +1 -1
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.d.ts +1 -1
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js +4 -2
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js.map +1 -1
- package/3D/materials/fluentButton/fluentButtonMaterial.d.ts +10 -10
- package/3D/materials/fluentButton/fluentButtonMaterial.js +6 -4
- package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -1
- package/3D/materials/fluentButton/index.js.map +1 -1
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.d.ts +1 -1
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.js +4 -2
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.js.map +1 -1
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.d.ts +1 -1
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.js +4 -2
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.js.map +1 -1
- package/3D/materials/fluentMaterial.d.ts +1 -1
- package/3D/materials/fluentMaterial.js +1 -1
- package/3D/materials/fluentMaterial.js.map +1 -1
- package/3D/materials/handle/handleMaterial.d.ts +4 -4
- package/3D/materials/handle/handleMaterial.js.map +1 -1
- package/3D/materials/handle/index.js.map +1 -1
- package/3D/materials/handle/shaders/handle.fragment.d.ts +1 -1
- package/3D/materials/handle/shaders/handle.fragment.js +3 -1
- package/3D/materials/handle/shaders/handle.fragment.js.map +1 -1
- package/3D/materials/handle/shaders/handle.vertex.d.ts +1 -1
- package/3D/materials/handle/shaders/handle.vertex.js +4 -2
- package/3D/materials/handle/shaders/handle.vertex.js.map +1 -1
- package/3D/materials/index.js.map +1 -1
- package/3D/materials/mrdl/index.js.map +1 -1
- package/3D/materials/mrdl/mrdlBackplateMaterial.d.ts +14 -14
- package/3D/materials/mrdl/mrdlBackplateMaterial.js +41 -14
- package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -1
- package/3D/materials/mrdl/mrdlSliderBarMaterial.d.ts +15 -15
- package/3D/materials/mrdl/mrdlSliderBarMaterial.js +87 -22
- package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -1
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.d.ts +15 -15
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +87 -22
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.d.ts +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js +4 -2
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.d.ts +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js +4 -2
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.d.ts +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js +4 -2
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.d.ts +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js +4 -2
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.d.ts +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js +4 -2
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.d.ts +1 -1
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js +4 -2
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js.map +1 -1
- package/3D/vector3WithInfo.d.ts +1 -1
- package/3D/vector3WithInfo.js.map +1 -1
- package/index.js.map +1 -1
- package/legacy/legacy.d.ts +1 -1
- package/legacy/legacy.js +3 -3
- package/legacy/legacy.js.map +1 -1
- package/package.json +21 -329
- package/readme.md +0 -31
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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\r\nimport { Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { CreateBox } from \"@babylonjs/core/Meshes/Builders/boxBuilder\";\r\nimport { PointerDragBehavior } from \"@babylonjs/core/Behaviors/Meshes/pointerDragBehavior\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { SceneLoader } from \"@babylonjs/core/Loading/sceneLoader\";\r\nimport { MRDLSliderBarMaterial } from \"../materials/mrdl/mrdlSliderBarMaterial\";\r\nimport { MRDLSliderThumbMaterial } from \"../materials/mrdl/mrdlSliderThumbMaterial\";\r\nimport { MRDLBackplateMaterial } from \"../materials/mrdl/mrdlBackplateMaterial\";\r\n\r\nconst SLIDER_MIN: number = 0;\r\nconst SLIDER_MAX: number = 100;\r\nconst SLIDER_VAL: number = 50;\r\nconst SLIDER_STEP: number = 0;\r\nconst SLIDER_SCALING: number = 1.0;\r\nconst SLIDER_MARGIN: number = 0.2;\r\n\r\n/**\r\n * Class used to create a slider in 3D\r\n */\r\nexport class Slider3D extends Control3D {\r\n /**\r\n * Base Url for the models.\r\n */\r\n public static MODEL_BASE_URL: string = \"https://assets.babylonjs.com/meshes/MRTK/\";\r\n\r\n /**\r\n * File name for the 8x4 model.\r\n */\r\n public static MODEL_FILENAME: string = 'mrtk-fluent-backplate.glb';\r\n\r\n private _sliderBackplate: AbstractMesh;\r\n private _sliderBackplateMaterial: MRDLBackplateMaterial;\r\n private _sliderBarMaterial: MRDLSliderBarMaterial;\r\n private _sliderThumbMaterial: MRDLSliderThumbMaterial;\r\n private _sliderThumb: AbstractMesh;\r\n private _sliderBar: AbstractMesh;\r\n private _sliderBackplateVisible: boolean;\r\n\r\n private _minimum: number;\r\n private _maximum: number;\r\n private _value: number;\r\n private _step: number;\r\n\r\n /** Observable raised when the sldier value changes */\r\n public onValueChangedObservable = new Observable<number>();\r\n\r\n /**\r\n * Creates a new slider\r\n * @param name defines the control name\r\n * @param sliderBackplateVisible defines if the control has a backplate, default is false\r\n */\r\n constructor(name?: string, sliderBackplateVisible?: boolean) {\r\n super(name);\r\n this._sliderBackplateVisible = sliderBackplateVisible || false;\r\n\r\n this._minimum = SLIDER_MIN;\r\n this._maximum = SLIDER_MAX;\r\n this._step = SLIDER_STEP;\r\n this._value = SLIDER_VAL;\r\n }\r\n\r\n /**\r\n * Gets the mesh used to render this control\r\n */\r\n public get mesh(): Nullable<AbstractMesh> {\r\n if (this.node) {\r\n return this._sliderThumb;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** Gets or sets minimum value */\r\n public get minimum(): number {\r\n return this._minimum;\r\n }\r\n\r\n public set minimum(value: number) {\r\n if (this._minimum === value) {\r\n return;\r\n }\r\n\r\n this._minimum = Math.max(value, SLIDER_MIN);\r\n this._value = Math.max(Math.min(this._value, this._maximum), this._minimum);\r\n }\r\n\r\n /** Gets or sets maximum value */\r\n public get maximum(): number {\r\n return this._maximum;\r\n }\r\n\r\n public set maximum(value: number) {\r\n if (this._maximum === value) {\r\n return;\r\n }\r\n\r\n this._maximum = Math.max(value, this._minimum);\r\n this._value = Math.max(Math.min(this._value, this._maximum), this._minimum);\r\n }\r\n\r\n /** Gets or sets step value */\r\n public get step(): number {\r\n return this._step;\r\n }\r\n\r\n public set step(value: number) {\r\n if (this._step === value) {\r\n return;\r\n }\r\n\r\n this._step = Math.max(Math.min(value, this._maximum - this._minimum), SLIDER_STEP);\r\n }\r\n\r\n /** Gets or sets current value */\r\n public get value(): number {\r\n return this._value;\r\n }\r\n\r\n public set value(value: number) {\r\n if (this._value === value) {\r\n return;\r\n }\r\n\r\n this._value = Math.max(Math.min(value, this._maximum), this._minimum);\r\n this.onValueChangedObservable.notifyObservers(this._value);\r\n }\r\n\r\n protected get start(): number {\r\n if (!this.node) {\r\n return -SLIDER_SCALING / 2;\r\n }\r\n\r\n return this._sliderBar.position.x - this._sliderBar.scaling.x / 2;\r\n }\r\n\r\n protected get end(): number {\r\n if (!this.node) {\r\n return SLIDER_SCALING / 2;\r\n }\r\n\r\n return this._sliderBar.position.x + this._sliderBar.scaling.x / 2;\r\n }\r\n\r\n /**\r\n * Gets the slider bar material used by this control\r\n */\r\n public get sliderBarMaterial(): MRDLSliderBarMaterial {\r\n return this._sliderBarMaterial;\r\n }\r\n\r\n /**\r\n * Gets the slider thumb material used by this control\r\n */\r\n public get sliderThumbMaterial(): MRDLSliderThumbMaterial {\r\n return this._sliderThumbMaterial;\r\n }\r\n\r\n /**\r\n * Gets the slider backplate material used by this control\r\n */\r\n public get sliderBackplateMaterial(): MRDLBackplateMaterial {\r\n return this._sliderBackplateMaterial;\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n const sliderBackplate = CreateBox(`${this.name}_sliderbackplate`, {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: 1.0,\r\n }, scene);\r\n sliderBackplate.isPickable = false;\r\n sliderBackplate.visibility = 0;\r\n sliderBackplate.scaling = new Vector3(1, 0.5, 0.8);\r\n\r\n SceneLoader.ImportMeshAsync(\r\n undefined,\r\n Slider3D.MODEL_BASE_URL,\r\n Slider3D.MODEL_FILENAME,\r\n scene)\r\n .then((result) => {\r\n const sliderBackplateModel = result.meshes[1];\r\n const sliderBarModel = result.meshes[1].clone(`${this.name}_sliderbar`, sliderBackplate);\r\n const sliderThumbModel = result.meshes[1].clone(`${this.name}_sliderthumb`, sliderBackplate);\r\n sliderBackplateModel.visibility = 0;\r\n\r\n if (this._sliderBackplateVisible) {\r\n sliderBackplateModel.visibility = 1;\r\n sliderBackplateModel.name = `${this.name}_sliderbackplate`;\r\n sliderBackplateModel.isPickable = false;\r\n sliderBackplateModel.scaling.x = 1;\r\n sliderBackplateModel.scaling.z = 0.2;\r\n sliderBackplateModel.parent = sliderBackplate;\r\n if (!!this._sliderBackplateMaterial) {\r\n sliderBackplateModel.material = this._sliderBackplateMaterial;\r\n }\r\n this._sliderBackplate = sliderBackplateModel;\r\n }\r\n\r\n if (!!sliderBarModel) {\r\n sliderBarModel.parent = sliderBackplate;\r\n sliderBarModel.position.z = -0.1;\r\n sliderBarModel.scaling = new Vector3(SLIDER_SCALING - SLIDER_MARGIN, 0.04, 0.3);\r\n sliderBarModel.isPickable = false;\r\n if (!!this._sliderBarMaterial) {\r\n sliderBarModel.material = this._sliderBarMaterial;\r\n }\r\n this._sliderBar = sliderBarModel;\r\n }\r\n\r\n if (!!sliderThumbModel) {\r\n sliderThumbModel.parent = sliderBackplate;\r\n sliderThumbModel.isPickable = true;\r\n sliderThumbModel.position.z = -0.115;\r\n sliderThumbModel.scaling = new Vector3(0.025, 0.3, 0.6);\r\n sliderThumbModel.position.x = this._convertToPosition(this.value);\r\n sliderThumbModel.addBehavior(this._createBehavior());\r\n if (!!this._sliderThumbMaterial) {\r\n sliderThumbModel.material = this._sliderThumbMaterial;\r\n }\r\n this._sliderThumb = sliderThumbModel;\r\n }\r\n });\r\n\r\n this._affectMaterial(sliderBackplate);\r\n return sliderBackplate;\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n this._sliderBackplateMaterial = this._sliderBackplateMaterial ?? new MRDLBackplateMaterial(`${this.name}_sliderbackplate_material`, mesh.getScene());\r\n this._sliderBarMaterial = this._sliderBarMaterial ?? new MRDLSliderBarMaterial(`${this.name}_sliderbar_material`, mesh.getScene());\r\n this._sliderThumbMaterial = this._sliderThumbMaterial ?? new MRDLSliderThumbMaterial(`${this.name}_sliderthumb_material`, mesh.getScene());\r\n }\r\n\r\n private _createBehavior(): PointerDragBehavior {\r\n const pointerDragBehavior = new PointerDragBehavior({ dragAxis: Vector3.Right() });\r\n pointerDragBehavior.moveAttached = false;\r\n\r\n pointerDragBehavior.onDragObservable.add((event) => {\r\n const newPosition = this._sliderThumb.position.x + event.dragDistance / this.scaling.x;\r\n this._sliderThumb.position.x = Math.max(Math.min(newPosition, this.end), this.start);\r\n this.value = this._convertToValue(this._sliderThumb.position.x);\r\n });\r\n\r\n pointerDragBehavior.onDragEndObservable.add((event) => {\r\n this._sliderThumb.position.x = this._convertToPosition(this.value);\r\n });\r\n\r\n return pointerDragBehavior;\r\n }\r\n\r\n private _convertToPosition(value: number): number {\r\n const position = ((value - this.minimum) / (this.maximum - this.minimum)) * (this.end - this.start) + this.start;\r\n return Math.min(Math.max(position, this.start), this.end);\r\n }\r\n\r\n private _convertToValue(position: number): number {\r\n let value = ((position - this.start) / (this.end - this.start)) * (this.maximum - this.minimum);\r\n value = this.step ? Math.round(value / this.step) * this.step : value;\r\n\r\n return Math.max(Math.min(this.minimum + value, this._maximum), this._minimum);\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._sliderBar?.dispose();\r\n this._sliderThumb?.dispose();\r\n this._sliderBarMaterial?.dispose();\r\n this._sliderThumbMaterial?.dispose();\r\n this._sliderBackplate?.dispose();\r\n this._sliderBackplateMaterial?.dispose();\r\n }\r\n}\r\n"]}
|
|
1
|
+
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{ Nullable } from \"core/types\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { Scene } from \"core/scene\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { CreateBox } from \"core/Meshes/Builders/boxBuilder\";\r\nimport { PointerDragBehavior } from \"core/Behaviors/Meshes/pointerDragBehavior\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { SceneLoader } from \"core/Loading/sceneLoader\";\r\nimport { MRDLSliderBarMaterial } from \"../materials/mrdl/mrdlSliderBarMaterial\";\r\nimport { MRDLSliderThumbMaterial } from \"../materials/mrdl/mrdlSliderThumbMaterial\";\r\nimport { MRDLBackplateMaterial } from \"../materials/mrdl/mrdlBackplateMaterial\";\r\n\r\nconst SLIDER_MIN: number = 0;\r\nconst SLIDER_MAX: number = 100;\r\nconst SLIDER_VAL: number = 50;\r\nconst SLIDER_STEP: number = 0;\r\nconst SLIDER_SCALING: number = 1.0;\r\nconst SLIDER_MARGIN: number = 0.2;\r\n\r\n/**\r\n * Class used to create a slider in 3D\r\n */\r\nexport class Slider3D extends Control3D {\r\n /**\r\n * Base Url for the models.\r\n */\r\n public static MODEL_BASE_URL: string = \"https://assets.babylonjs.com/meshes/MRTK/\";\r\n\r\n /**\r\n * File name for the 8x4 model.\r\n */\r\n public static MODEL_FILENAME: string = \"mrtk-fluent-backplate.glb\";\r\n\r\n private _sliderBackplate: AbstractMesh;\r\n private _sliderBackplateMaterial: MRDLBackplateMaterial;\r\n private _sliderBarMaterial: MRDLSliderBarMaterial;\r\n private _sliderThumbMaterial: MRDLSliderThumbMaterial;\r\n private _sliderThumb: AbstractMesh;\r\n private _sliderBar: AbstractMesh;\r\n private _sliderBackplateVisible: boolean;\r\n\r\n private _minimum: number;\r\n private _maximum: number;\r\n private _value: number;\r\n private _step: number;\r\n\r\n /** Observable raised when the sldier value changes */\r\n public onValueChangedObservable = new Observable<number>();\r\n\r\n /**\r\n * Creates a new slider\r\n * @param name defines the control name\r\n * @param sliderBackplateVisible defines if the control has a backplate, default is false\r\n */\r\n constructor(name?: string, sliderBackplateVisible?: boolean) {\r\n super(name);\r\n this._sliderBackplateVisible = sliderBackplateVisible || false;\r\n\r\n this._minimum = SLIDER_MIN;\r\n this._maximum = SLIDER_MAX;\r\n this._step = SLIDER_STEP;\r\n this._value = SLIDER_VAL;\r\n }\r\n\r\n /**\r\n * Gets the mesh used to render this control\r\n */\r\n public get mesh(): Nullable<AbstractMesh> {\r\n if (this.node) {\r\n return this._sliderThumb;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** Gets or sets minimum value */\r\n public get minimum(): number {\r\n return this._minimum;\r\n }\r\n\r\n public set minimum(value: number) {\r\n if (this._minimum === value) {\r\n return;\r\n }\r\n\r\n this._minimum = Math.max(value, SLIDER_MIN);\r\n this._value = Math.max(Math.min(this._value, this._maximum), this._minimum);\r\n }\r\n\r\n /** Gets or sets maximum value */\r\n public get maximum(): number {\r\n return this._maximum;\r\n }\r\n\r\n public set maximum(value: number) {\r\n if (this._maximum === value) {\r\n return;\r\n }\r\n\r\n this._maximum = Math.max(value, this._minimum);\r\n this._value = Math.max(Math.min(this._value, this._maximum), this._minimum);\r\n }\r\n\r\n /** Gets or sets step value */\r\n public get step(): number {\r\n return this._step;\r\n }\r\n\r\n public set step(value: number) {\r\n if (this._step === value) {\r\n return;\r\n }\r\n\r\n this._step = Math.max(Math.min(value, this._maximum - this._minimum), SLIDER_STEP);\r\n }\r\n\r\n /** Gets or sets current value */\r\n public get value(): number {\r\n return this._value;\r\n }\r\n\r\n public set value(value: number) {\r\n if (this._value === value) {\r\n return;\r\n }\r\n\r\n this._value = Math.max(Math.min(value, this._maximum), this._minimum);\r\n this.onValueChangedObservable.notifyObservers(this._value);\r\n }\r\n\r\n protected get start(): number {\r\n if (!this.node) {\r\n return -SLIDER_SCALING / 2;\r\n }\r\n\r\n return this._sliderBar.position.x - this._sliderBar.scaling.x / 2;\r\n }\r\n\r\n protected get end(): number {\r\n if (!this.node) {\r\n return SLIDER_SCALING / 2;\r\n }\r\n\r\n return this._sliderBar.position.x + this._sliderBar.scaling.x / 2;\r\n }\r\n\r\n /**\r\n * Gets the slider bar material used by this control\r\n */\r\n public get sliderBarMaterial(): MRDLSliderBarMaterial {\r\n return this._sliderBarMaterial;\r\n }\r\n\r\n /**\r\n * Gets the slider thumb material used by this control\r\n */\r\n public get sliderThumbMaterial(): MRDLSliderThumbMaterial {\r\n return this._sliderThumbMaterial;\r\n }\r\n\r\n /**\r\n * Gets the slider backplate material used by this control\r\n */\r\n public get sliderBackplateMaterial(): MRDLBackplateMaterial {\r\n return this._sliderBackplateMaterial;\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n const sliderBackplate = CreateBox(\r\n `${this.name}_sliderbackplate`,\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: 1.0,\r\n },\r\n scene\r\n );\r\n sliderBackplate.isPickable = false;\r\n sliderBackplate.visibility = 0;\r\n sliderBackplate.scaling = new Vector3(1, 0.5, 0.8);\r\n\r\n SceneLoader.ImportMeshAsync(undefined, Slider3D.MODEL_BASE_URL, Slider3D.MODEL_FILENAME, scene).then((result) => {\r\n const sliderBackplateModel = result.meshes[1];\r\n const sliderBarModel = result.meshes[1].clone(`${this.name}_sliderbar`, sliderBackplate);\r\n const sliderThumbModel = result.meshes[1].clone(`${this.name}_sliderthumb`, sliderBackplate);\r\n sliderBackplateModel.visibility = 0;\r\n\r\n if (this._sliderBackplateVisible) {\r\n sliderBackplateModel.visibility = 1;\r\n sliderBackplateModel.name = `${this.name}_sliderbackplate`;\r\n sliderBackplateModel.isPickable = false;\r\n sliderBackplateModel.scaling.x = 1;\r\n sliderBackplateModel.scaling.z = 0.2;\r\n sliderBackplateModel.parent = sliderBackplate;\r\n if (this._sliderBackplateMaterial) {\r\n sliderBackplateModel.material = this._sliderBackplateMaterial;\r\n }\r\n this._sliderBackplate = sliderBackplateModel;\r\n }\r\n\r\n if (sliderBarModel) {\r\n sliderBarModel.parent = sliderBackplate;\r\n sliderBarModel.position.z = -0.1;\r\n sliderBarModel.scaling = new Vector3(SLIDER_SCALING - SLIDER_MARGIN, 0.04, 0.3);\r\n sliderBarModel.isPickable = false;\r\n if (this._sliderBarMaterial) {\r\n sliderBarModel.material = this._sliderBarMaterial;\r\n }\r\n this._sliderBar = sliderBarModel;\r\n }\r\n\r\n if (sliderThumbModel) {\r\n sliderThumbModel.parent = sliderBackplate;\r\n sliderThumbModel.isPickable = true;\r\n sliderThumbModel.position.z = -0.115;\r\n sliderThumbModel.scaling = new Vector3(0.025, 0.3, 0.6);\r\n sliderThumbModel.position.x = this._convertToPosition(this.value);\r\n sliderThumbModel.addBehavior(this._createBehavior());\r\n if (this._sliderThumbMaterial) {\r\n sliderThumbModel.material = this._sliderThumbMaterial;\r\n }\r\n this._sliderThumb = sliderThumbModel;\r\n }\r\n });\r\n\r\n this._affectMaterial(sliderBackplate);\r\n return sliderBackplate;\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n this._sliderBackplateMaterial = this._sliderBackplateMaterial ?? new MRDLBackplateMaterial(`${this.name}_sliderbackplate_material`, mesh.getScene());\r\n this._sliderBarMaterial = this._sliderBarMaterial ?? new MRDLSliderBarMaterial(`${this.name}_sliderbar_material`, mesh.getScene());\r\n this._sliderThumbMaterial = this._sliderThumbMaterial ?? new MRDLSliderThumbMaterial(`${this.name}_sliderthumb_material`, mesh.getScene());\r\n }\r\n\r\n private _createBehavior(): PointerDragBehavior {\r\n const pointerDragBehavior = new PointerDragBehavior({ dragAxis: Vector3.Right() });\r\n pointerDragBehavior.moveAttached = false;\r\n\r\n pointerDragBehavior.onDragObservable.add((event) => {\r\n const newPosition = this._sliderThumb.position.x + event.dragDistance / this.scaling.x;\r\n this._sliderThumb.position.x = Math.max(Math.min(newPosition, this.end), this.start);\r\n this.value = this._convertToValue(this._sliderThumb.position.x);\r\n });\r\n\r\n pointerDragBehavior.onDragEndObservable.add((event) => {\r\n this._sliderThumb.position.x = this._convertToPosition(this.value);\r\n });\r\n\r\n return pointerDragBehavior;\r\n }\r\n\r\n private _convertToPosition(value: number): number {\r\n const position = ((value - this.minimum) / (this.maximum - this.minimum)) * (this.end - this.start) + this.start;\r\n return Math.min(Math.max(position, this.start), this.end);\r\n }\r\n\r\n private _convertToValue(position: number): number {\r\n let value = ((position - this.start) / (this.end - this.start)) * (this.maximum - this.minimum);\r\n value = this.step ? Math.round(value / this.step) * this.step : value;\r\n\r\n return Math.max(Math.min(this.minimum + value, this._maximum), this._minimum);\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._sliderBar?.dispose();\r\n this._sliderThumb?.dispose();\r\n this._sliderBarMaterial?.dispose();\r\n this._sliderThumbMaterial?.dispose();\r\n this._sliderBackplate?.dispose();\r\n this._sliderBackplateMaterial?.dispose();\r\n }\r\n}\r\n"]}
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@@ -1,5 +1,5 @@
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1
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-
import { Vector3 } from "@babylonjs/core/Maths/math.vector";
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2
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-
import { float } from "@babylonjs/core/types";
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1
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+
import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
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2
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+
import { float } from "@babylonjs/core/types.js";
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3
3
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import { VolumeBasedPanel } from "./volumeBasedPanel";
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import { Control3D } from "./control3D";
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/**
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@@ -3,7 +3,7 @@ import { Tools } from "@babylonjs/core/Misc/tools.js";
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3
3
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import { Matrix, TmpVectors, Vector3 } from "@babylonjs/core/Maths/math.vector.js";
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4
4
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import { VolumeBasedPanel } from "./volumeBasedPanel.js";
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5
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import { Container3D } from "./container3D.js";
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-
import { Axis, Space } from
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6
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+
import { Axis, Space } from "@babylonjs/core/Maths/math.axis.js";
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7
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/**
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8
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* Class used to create a container panel deployed on the surface of a sphere
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*/
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@@ -57,7 +57,7 @@ var SpherePanel = /** @class */ (function (_super) {
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};
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SpherePanel.prototype._sphericalMapping = function (source) {
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var newPos = new Vector3(0, 0, this._radius);
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-
var xAngle =
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+
var xAngle = source.y / this._radius;
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var yAngle = -(source.x / this._radius);
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Matrix.RotationYawPitchRollToRef(yAngle, xAngle, 0, TmpVectors.Matrix[0]);
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63
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return Vector3.TransformNormal(newPos, TmpVectors.Matrix[0]);
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"spherePanel.js","sourceRoot":"","sources":["
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1
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+
{"version":3,"file":"spherePanel.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/spherePanel.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,KAAK,EAAE,sCAAwB;AACxC,OAAO,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,EAAE,6CAA+B;AAGrE,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAEtD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,IAAI,EAAE,KAAK,EAAE,2CAA6B;AAEnD;;GAEG;AACH;IAAiC,+BAAgB;IAAjD;QAAA,qEAyDC;QAxDW,aAAO,GAAG,GAAG,CAAC;;IAwD1B,CAAC;IAnDG,sBAAW,+BAAM;QAHjB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,OAAO,CAAC;QACxB,CAAC;aAED,UAAkB,KAAY;YAA9B,iBAUC;YATG,IAAI,IAAI,CAAC,OAAO,KAAK,KAAK,EAAE;gBACxB,OAAO;aACV;YAED,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;YAErB,KAAK,CAAC,YAAY,CAAC;gBACf,KAAI,CAAC,gBAAgB,EAAE,CAAC;YAC5B,CAAC,CAAC,CAAC;QACP,CAAC;;;OAZA;IAcS,kCAAY,GAAtB,UAAuB,OAAkB,EAAE,YAAqB;QAC5D,IAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;QAE1B,IAAI,CAAC,IAAI,EAAE;YACP,OAAO;SACV;QAED,IAAM,MAAM,GAAG,IAAI,CAAC,iBAAiB,CAAC,YAAY,CAAC,CAAC;QACpD,OAAO,CAAC,QAAQ,GAAG,MAAM,CAAC;QAE1B,QAAQ,IAAI,CAAC,WAAW,EAAE;YACtB,KAAK,WAAW,CAAC,sBAAsB;gBACnC,IAAI,CAAC,MAAM,CAAC,IAAI,OAAO,CAAC,CAAC,GAAG,MAAM,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;gBACnE,MAAM;YACV,KAAK,WAAW,CAAC,8BAA8B;gBAC3C,IAAI,CAAC,MAAM,CAAC,IAAI,OAAO,CAAC,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,MAAM,CAAC,CAAC,EAAE,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC1D,MAAM;YACV,KAAK,WAAW,CAAC,uBAAuB;gBACpC,MAAM;YACV,KAAK,WAAW,CAAC,+BAA+B;gBAC5C,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,EAAE,IAAI,CAAC,EAAE,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC;gBAC1C,MAAM;SACb;IACL,CAAC;IAEO,uCAAiB,GAAzB,UAA0B,MAAe;QACrC,IAAM,MAAM,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;QAE/C,IAAM,MAAM,GAAG,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC;QACvC,IAAM,MAAM,GAAG,CAAC,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC;QAE1C,MAAM,CAAC,yBAAyB,CAAC,MAAM,EAAE,MAAM,EAAE,CAAC,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;QAE1E,OAAO,OAAO,CAAC,eAAe,CAAC,MAAM,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;IACjE,CAAC;IACL,kBAAC;AAAD,CAAC,AAzDD,CAAiC,gBAAgB,GAyDhD","sourcesContent":["import { Tools } from \"core/Misc/tools\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"core/Maths/math.vector\";\r\nimport { float } from \"core/types\";\r\n\r\nimport { VolumeBasedPanel } from \"./volumeBasedPanel\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { Container3D } from \"./container3D\";\r\nimport { Axis, Space } from \"core/Maths/math.axis\";\r\n\r\n/**\r\n * Class used to create a container panel deployed on the surface of a sphere\r\n */\r\nexport class SpherePanel extends VolumeBasedPanel {\r\n private _radius = 5.0;\r\n\r\n /**\r\n * Gets or sets the radius of the sphere where to project controls (5 by default)\r\n */\r\n public get radius(): float {\r\n return this._radius;\r\n }\r\n\r\n public set radius(value: float) {\r\n if (this._radius === value) {\r\n return;\r\n }\r\n\r\n this._radius = value;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n protected _mapGridNode(control: Control3D, nodePosition: Vector3) {\r\n const mesh = control.mesh;\r\n\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n const newPos = this._sphericalMapping(nodePosition);\r\n control.position = newPos;\r\n\r\n switch (this.orientation) {\r\n case Container3D.FACEORIGIN_ORIENTATION:\r\n mesh.lookAt(new Vector3(2 * newPos.x, 2 * newPos.y, 2 * newPos.z));\r\n break;\r\n case Container3D.FACEORIGINREVERSED_ORIENTATION:\r\n mesh.lookAt(new Vector3(-newPos.x, -newPos.y, -newPos.z));\r\n break;\r\n case Container3D.FACEFORWARD_ORIENTATION:\r\n break;\r\n case Container3D.FACEFORWARDREVERSED_ORIENTATION:\r\n mesh.rotate(Axis.Y, Math.PI, Space.LOCAL);\r\n break;\r\n }\r\n }\r\n\r\n private _sphericalMapping(source: Vector3) {\r\n const newPos = new Vector3(0, 0, this._radius);\r\n\r\n const xAngle = source.y / this._radius;\r\n const yAngle = -(source.x / this._radius);\r\n\r\n Matrix.RotationYawPitchRollToRef(yAngle, xAngle, 0, TmpVectors.Matrix[0]);\r\n\r\n return Vector3.TransformNormal(newPos, TmpVectors.Matrix[0]);\r\n }\r\n}\r\n"]}
|
|
@@ -68,10 +68,10 @@ var StackPanel3D = /** @class */ (function (_super) {
|
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|
68
68
|
}
|
|
69
69
|
}
|
|
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70
|
if (this._isVertical) {
|
|
71
|
-
height += (controlCount - 1) * this.margin / 2;
|
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|
+
height += ((controlCount - 1) * this.margin) / 2;
|
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|
}
|
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|
else {
|
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74
|
-
width += (controlCount - 1) * this.margin / 2;
|
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|
+
width += ((controlCount - 1) * this.margin) / 2;
|
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75
|
}
|
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|
// Arrange
|
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|
var offset;
|
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@@ -99,7 +99,7 @@ var StackPanel3D = /** @class */ (function (_super) {
|
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child.position.y = 0;
|
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offset += extendSize.x * 2;
|
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|
}
|
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-
offset +=
|
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102
|
+
offset += controlCount > 0 ? this.margin : 0;
|
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|
}
|
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|
};
|
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|
return StackPanel3D;
|
|
@@ -1 +1 @@
|
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1
|
-
{"version":3,"file":"stackPanel3D.js","sourceRoot":"","sources":["
|
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1
|
+
{"version":3,"file":"stackPanel3D.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/stackPanel3D.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,KAAK,EAAE,sCAAwB;AACxC,OAAO,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,EAAE,6CAA+B;AAErE,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C;;GAEG;AACH;IAAkC,gCAAW;IA2BzC;;;OAGG;IACH,sBAAmB,UAAkB;QAAlB,2BAAA,EAAA,kBAAkB;QAArC,YACI,iBAAO,SAGV;QAlCO,iBAAW,GAAG,KAAK,CAAC;QAqB5B;;WAEG;QACI,YAAM,GAAG,GAAG,CAAC;QAShB,KAAI,CAAC,WAAW,GAAG,UAAU,CAAC;;IAClC,CAAC;IA7BD,sBAAW,oCAAU;QAHrB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,WAAW,CAAC;QAC5B,CAAC;aAED,UAAsB,KAAc;YAApC,iBAUC;YATG,IAAI,IAAI,CAAC,WAAW,KAAK,KAAK,EAAE;gBAC5B,OAAO;aACV;YAED,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;YAEzB,KAAK,CAAC,YAAY,CAAC;gBACf,KAAI,CAAC,gBAAgB,EAAE,CAAC;YAC5B,CAAC,CAAC,CAAC;QACP,CAAC;;;OAZA;IA6BS,uCAAgB,GAA1B;QACI,IAAI,KAAK,GAAG,CAAC,CAAC;QACd,IAAI,MAAM,GAAG,CAAC,CAAC;QACf,IAAI,YAAY,GAAG,CAAC,CAAC;QACrB,IAAM,WAAW,GAAG,EAAE,CAAC;QAEvB,IAAM,mBAAmB,GAAG,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC,IAAK,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC,CAAC;QAE/E,UAAU;QACV,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,YAAY,EAAE,CAAC;YACf,KAAK,CAAC,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;YACpC,KAAK,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC,aAAa,CAAC,mBAAmB,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;YAErF,IAAM,WAAW,GAAG,KAAK,CAAC,IAAI,CAAC,eAAe,EAAE,CAAC,WAAW,CAAC;YAC7D,IAAM,UAAU,GAAG,OAAO,CAAC,eAAe,CAAC,WAAW,CAAC,UAAU,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;YACzF,WAAW,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;YAE7B,IAAI,IAAI,CAAC,WAAW,EAAE;gBAClB,MAAM,IAAI,UAAU,CAAC,CAAC,CAAC;aAC1B;iBAAM;gBACH,KAAK,IAAI,UAAU,CAAC,CAAC,CAAC;aACzB;SACJ;QAED,IAAI,IAAI,CAAC,WAAW,EAAE;YAClB,MAAM,IAAI,CAAC,CAAC,YAAY,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC;SACpD;aAAM;YACH,KAAK,IAAI,CAAC,CAAC,YAAY,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC;SACnD;QAED,UAAU;QACV,IAAI,MAAc,CAAC;QACnB,IAAI,IAAI,CAAC,WAAW,EAAE;YAClB,MAAM,GAAG,CAAC,MAAM,CAAC;SACpB;aAAM;YACH,MAAM,GAAG,CAAC,KAAK,CAAC;SACnB;QAED,IAAI,KAAK,GAAG,CAAC,CAAC;QACd,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;YACD,YAAY,EAAE,CAAC;YACf,IAAM,UAAU,GAAG,WAAW,CAAC,KAAK,EAAE,CAAC,CAAC;YAExC,IAAI,IAAI,CAAC,WAAW,EAAE;gBAClB,KAAK,CAAC,QAAQ,CAAC,CAAC,GAAG,MAAM,GAAG,UAAU,CAAC,CAAC,CAAC;gBACzC,KAAK,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC;gBACrB,MAAM,IAAI,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC;aAC9B;iBAAM;gBACH,KAAK,CAAC,QAAQ,CAAC,CAAC,GAAG,MAAM,GAAG,UAAU,CAAC,CAAC,CAAC;gBACzC,KAAK,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC;gBACrB,MAAM,IAAI,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC;aAC9B;YAED,MAAM,IAAI,YAAY,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;SAChD;IACL,CAAC;IACL,mBAAC;AAAD,CAAC,AArGD,CAAkC,WAAW,GAqG5C","sourcesContent":["import { Tools } from \"core/Misc/tools\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"core/Maths/math.vector\";\r\n\r\nimport { Container3D } from \"./container3D\";\r\n\r\n/**\r\n * Class used to create a stack panel in 3D on XY plane\r\n */\r\nexport class StackPanel3D extends Container3D {\r\n private _isVertical = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the stack panel is vertical or horizontal (horizontal by default)\r\n */\r\n public get isVertical(): boolean {\r\n return this._isVertical;\r\n }\r\n\r\n public set isVertical(value: boolean) {\r\n if (this._isVertical === value) {\r\n return;\r\n }\r\n\r\n this._isVertical = value;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Gets or sets the distance between elements\r\n */\r\n public margin = 0.1;\r\n\r\n /**\r\n * Creates new StackPanel\r\n * @param isVertical\r\n */\r\n public constructor(isVertical = false) {\r\n super();\r\n\r\n this._isVertical = isVertical;\r\n }\r\n\r\n protected _arrangeChildren() {\r\n let width = 0;\r\n let height = 0;\r\n let controlCount = 0;\r\n const extendSizes = [];\r\n\r\n const currentInverseWorld = Matrix.Invert(this.node!.computeWorldMatrix(true));\r\n\r\n // Measure\r\n for (var child of this._children) {\r\n if (!child.mesh) {\r\n continue;\r\n }\r\n\r\n controlCount++;\r\n child.mesh.computeWorldMatrix(true);\r\n child.mesh.getWorldMatrix().multiplyToRef(currentInverseWorld, TmpVectors.Matrix[0]);\r\n\r\n const boundingBox = child.mesh.getBoundingInfo().boundingBox;\r\n const extendSize = Vector3.TransformNormal(boundingBox.extendSize, TmpVectors.Matrix[0]);\r\n extendSizes.push(extendSize);\r\n\r\n if (this._isVertical) {\r\n height += extendSize.y;\r\n } else {\r\n width += extendSize.x;\r\n }\r\n }\r\n\r\n if (this._isVertical) {\r\n height += ((controlCount - 1) * this.margin) / 2;\r\n } else {\r\n width += ((controlCount - 1) * this.margin) / 2;\r\n }\r\n\r\n // Arrange\r\n let offset: number;\r\n if (this._isVertical) {\r\n offset = -height;\r\n } else {\r\n offset = -width;\r\n }\r\n\r\n let index = 0;\r\n for (var child of this._children) {\r\n if (!child.mesh) {\r\n continue;\r\n }\r\n controlCount--;\r\n const extendSize = extendSizes[index++];\r\n\r\n if (this._isVertical) {\r\n child.position.y = offset + extendSize.y;\r\n child.position.x = 0;\r\n offset += extendSize.y * 2;\r\n } else {\r\n child.position.x = offset + extendSize.x;\r\n child.position.y = 0;\r\n offset += extendSize.x * 2;\r\n }\r\n\r\n offset += controlCount > 0 ? this.margin : 0;\r\n }\r\n }\r\n}\r\n"]}
|
|
@@ -1,8 +1,8 @@
|
|
|
1
|
-
import { Vector3 } from "@babylonjs/core/Maths/math.vector";
|
|
2
|
-
import { Mesh } from "@babylonjs/core/Meshes/mesh";
|
|
3
|
-
import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
|
|
4
|
-
import { Scene } from "@babylonjs/core/scene";
|
|
5
|
-
import { Observable } from "@babylonjs/core/Misc/observable";
|
|
1
|
+
import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
|
|
2
|
+
import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
|
|
3
|
+
import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
|
|
4
|
+
import { Scene } from "@babylonjs/core/scene.js";
|
|
5
|
+
import { Observable } from "@babylonjs/core/Misc/observable.js";
|
|
6
6
|
import { Button3D } from "./button3D";
|
|
7
7
|
/**
|
|
8
8
|
* Class used to create a touchable button in 3D
|
|
@@ -1,8 +1,7 @@
|
|
|
1
1
|
// Assumptions: absolute position of button mesh is inside the mesh
|
|
2
2
|
import { __extends } from "tslib";
|
|
3
|
-
import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
|
|
3
|
+
import { Vector3, TmpVectors } from "@babylonjs/core/Maths/math.vector.js";
|
|
4
4
|
import { PointerEventTypes } from "@babylonjs/core/Events/pointerEvents.js";
|
|
5
|
-
import { TmpVectors } from "@babylonjs/core/Maths/math.vector.js";
|
|
6
5
|
import { Observable } from "@babylonjs/core/Misc/observable.js";
|
|
7
6
|
import { Button3D } from "./button3D.js";
|
|
8
7
|
/**
|
|
@@ -20,7 +19,9 @@ var TouchButton3D = /** @class */ (function (_super) {
|
|
|
20
19
|
_this._isNearPressed = false;
|
|
21
20
|
_this._isToggleButton = false;
|
|
22
21
|
_this._toggleState = false;
|
|
23
|
-
_this._toggleButtonCallback = function () {
|
|
22
|
+
_this._toggleButtonCallback = function () {
|
|
23
|
+
_this._onToggle(!_this._toggleState);
|
|
24
|
+
};
|
|
24
25
|
/**
|
|
25
26
|
* An event triggered when the button is toggled. Only fired if 'isToggleButton' is true
|
|
26
27
|
*/
|
|
@@ -1 +1 @@
|
|
|
1
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Assumptions: absolute position of button mesh is inside the mesh\r\n\r\nimport { Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { PointerEventTypes } from \"@babylonjs/core/Events/pointerEvents\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { TmpVectors } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { Observable } from \"@babylonjs/core/Misc/observable\";\r\n\r\nimport { Button3D } from \"./button3D\";\r\n\r\n/**\r\n * Class used to create a touchable button in 3D\r\n */\r\nexport class TouchButton3D extends Button3D {\r\n private _collisionMesh: Mesh;\r\n\r\n // 'front' direction. If Vector3.Zero, there is no front and all directions of interaction are accepted\r\n private _collidableFrontDirection: Vector3;\r\n protected _isNearPressed = false;\r\n\r\n private _isToggleButton = false;\r\n private _toggleState = false;\r\n private _toggleButtonCallback = () => { this._onToggle(!this._toggleState); };\r\n\r\n /**\r\n * An event triggered when the button is toggled. Only fired if 'isToggleButton' is true\r\n */\r\n public onToggleObservable = new Observable<boolean>();\r\n\r\n /**\r\n * Creates a new touchable button\r\n * @param name defines the control name\r\n * @param collisionMesh mesh to track collisions with\r\n */\r\n constructor(name?: string, collisionMesh?: Mesh) {\r\n super(name);\r\n\r\n this.collidableFrontDirection = Vector3.Zero();\r\n\r\n if (collisionMesh) {\r\n this.collisionMesh = collisionMesh;\r\n }\r\n }\r\n\r\n /**\r\n * Sets the front-facing direction of the button. Pass in Vector3.Zero to allow interactions from any direction\r\n * @param frontDir the forward direction of the button\r\n */\r\n public set collidableFrontDirection(frontWorldDir: Vector3) {\r\n this._collidableFrontDirection = frontWorldDir.normalize();\r\n\r\n if (this._collisionMesh) {\r\n const invert = TmpVectors.Matrix[0];\r\n\r\n invert.copyFrom(this._collisionMesh.getWorldMatrix());\r\n invert.invert();\r\n Vector3.TransformNormalToRef(this._collidableFrontDirection, invert, this._collidableFrontDirection);\r\n this._collidableFrontDirection.normalize();\r\n }\r\n }\r\n\r\n /**\r\n * Returns the front-facing direction of the button, or Vector3.Zero if there is no 'front'\r\n */\r\n public get collidableFrontDirection() {\r\n if (this._collisionMesh) {\r\n // Update the front direction to reflect any rotations of the collision mesh\r\n const transformedDirection = TmpVectors.Vector3[0];\r\n Vector3.TransformNormalToRef(this._collidableFrontDirection, this._collisionMesh.getWorldMatrix(), transformedDirection);\r\n\r\n return transformedDirection.normalize();\r\n }\r\n\r\n return this._collidableFrontDirection;\r\n }\r\n\r\n /**\r\n * Sets the mesh used for testing input collision\r\n * @param collisionMesh the new collision mesh for the button\r\n */\r\n public set collisionMesh(collisionMesh: Mesh) {\r\n // Remove the GUI3DManager's data from the previous collision mesh's reserved data store\r\n if (this._collisionMesh?.reservedDataStore?.GUI3D) {\r\n this._collisionMesh.reservedDataStore.GUI3D = {};\r\n }\r\n\r\n this._collisionMesh = collisionMesh;\r\n this._injectGUI3DReservedDataStore(this._collisionMesh).control = this;\r\n this._collisionMesh.isNearPickable = true;\r\n\r\n this.collidableFrontDirection = collisionMesh.forward;\r\n }\r\n\r\n /**\r\n * Setter for if this TouchButton3D should be treated as a toggle button\r\n * @param value If this TouchHolographicButton should act like a toggle button\r\n */\r\n public set isToggleButton(value: boolean) {\r\n if (value === this._isToggleButton) {\r\n return;\r\n }\r\n\r\n this._isToggleButton = value;\r\n\r\n if (value) {\r\n this.onPointerUpObservable.add(this._toggleButtonCallback);\r\n }\r\n else {\r\n this.onPointerUpObservable.removeCallback(this._toggleButtonCallback);\r\n\r\n // Safety check, reset the button if it's toggled on but no longer a toggle button\r\n if (this._toggleState) {\r\n this._onToggle(false);\r\n }\r\n }\r\n }\r\n public get isToggleButton() {\r\n return this._isToggleButton;\r\n }\r\n\r\n /**\r\n * A public entrypoint to set the toggle state of the TouchHolographicButton. Only works if 'isToggleButton' is true\r\n * @param newState The new state to set the TouchHolographicButton's toggle state to\r\n */\r\n public set isToggled(newState: boolean) {\r\n if (this._isToggleButton && this._toggleState !== newState) {\r\n this._onToggle(newState);\r\n }\r\n }\r\n public get isToggled() {\r\n return this._toggleState;\r\n }\r\n\r\n protected _onToggle(newState: boolean) {\r\n this._toggleState = newState;\r\n this.onToggleObservable.notifyObservers(newState);\r\n }\r\n\r\n // Returns true if the collidable is in front of the button, or if the button has no front direction\r\n private _isInteractionInFrontOfButton(collidablePos: Vector3) {\r\n return this._getInteractionHeight(collidablePos, this._collisionMesh.getAbsolutePosition()) > 0;\r\n }\r\n\r\n // Returns true if the collidable is in front of the button, or if the button has no front direction\r\n protected _getInteractionHeight(interactionPos: Vector3, basePos: Vector3) {\r\n const frontDir = this.collidableFrontDirection;\r\n if (frontDir.length() === 0) {\r\n // The button has no front, just return the distance to the base\r\n return Vector3.Distance(interactionPos, basePos);\r\n }\r\n const d = Vector3.Dot(basePos, frontDir);\r\n const abc = Vector3.Dot(interactionPos, frontDir);\r\n\r\n return abc - d;\r\n }\r\n\r\n /** @hidden */\r\n public _generatePointerEventType(providedType: number, nearMeshPosition: Vector3, activeInteractionCount: number): number {\r\n if (providedType === PointerEventTypes.POINTERDOWN) {\r\n if (!this._isInteractionInFrontOfButton(nearMeshPosition)) {\r\n // Near interaction mesh is behind the button, don't send a pointer down\r\n return PointerEventTypes.POINTERMOVE;\r\n }\r\n else {\r\n this._isNearPressed = true;\r\n }\r\n }\r\n if (providedType === PointerEventTypes.POINTERUP) {\r\n if (activeInteractionCount == 0) {\r\n // We get the release for the down we swallowed earlier, swallow as well\r\n return PointerEventTypes.POINTERMOVE;\r\n }\r\n else {\r\n this._isNearPressed = false;\r\n }\r\n }\r\n\r\n return providedType;\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"TouchButton3D\";\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n return super._createNode(scene);\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose();\r\n\r\n // Clean up toggle observables\r\n this.onPointerUpObservable.removeCallback(this._toggleButtonCallback);\r\n this.onToggleObservable.clear();\r\n\r\n if (this._collisionMesh) {\r\n this._collisionMesh.dispose();\r\n }\r\n }\r\n}"]}
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{"version":3,"file":"touchButton3D.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/touchButton3D.ts"],"names":[],"mappings":"AAAA,mEAAmE;;AAEnE,OAAO,EAAE,OAAO,EAAG,UAAU,EAAE,6CAA+B;AAE9D,OAAO,EAAE,iBAAiB,EAAE,gDAAkC;AAI9D,OAAO,EAAE,UAAU,EAAE,2CAA6B;AAElD,OAAO,EAAE,QAAQ,EAAE,MAAM,YAAY,CAAC;AAEtC;;GAEG;AACH;IAAmC,iCAAQ;IAkBvC;;;;OAIG;IACH,uBAAY,IAAa,EAAE,aAAoB;QAA/C,YACI,kBAAM,IAAI,CAAC,SAOd;QA1BS,oBAAc,GAAG,KAAK,CAAC;QAEzB,qBAAe,GAAG,KAAK,CAAC;QACxB,kBAAY,GAAG,KAAK,CAAC;QACrB,2BAAqB,GAAG;YAC5B,KAAI,CAAC,SAAS,CAAC,CAAC,KAAI,CAAC,YAAY,CAAC,CAAC;QACvC,CAAC,CAAC;QAEF;;WAEG;QACI,wBAAkB,GAAG,IAAI,UAAU,EAAW,CAAC;QAUlD,KAAI,CAAC,wBAAwB,GAAG,OAAO,CAAC,IAAI,EAAE,CAAC;QAE/C,IAAI,aAAa,EAAE;YACf,KAAI,CAAC,aAAa,GAAG,aAAa,CAAC;SACtC;;IACL,CAAC;IAMD,sBAAW,mDAAwB;QAanC;;WAEG;aACH;YACI,IAAI,IAAI,CAAC,cAAc,EAAE;gBACrB,4EAA4E;gBAC5E,IAAM,oBAAoB,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;gBACnD,OAAO,CAAC,oBAAoB,CAAC,IAAI,CAAC,yBAAyB,EAAE,IAAI,CAAC,cAAc,CAAC,cAAc,EAAE,EAAE,oBAAoB,CAAC,CAAC;gBAEzH,OAAO,oBAAoB,CAAC,SAAS,EAAE,CAAC;aAC3C;YAED,OAAO,IAAI,CAAC,yBAAyB,CAAC;QAC1C,CAAC;QA9BD;;;WAGG;aACH,UAAoC,aAAsB;YACtD,IAAI,CAAC,yBAAyB,GAAG,aAAa,CAAC,SAAS,EAAE,CAAC;YAE3D,IAAI,IAAI,CAAC,cAAc,EAAE;gBACrB,IAAM,MAAM,GAAG,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;gBAEpC,MAAM,CAAC,QAAQ,CAAC,IAAI,CAAC,cAAc,CAAC,cAAc,EAAE,CAAC,CAAC;gBACtD,MAAM,CAAC,MAAM,EAAE,CAAC;gBAChB,OAAO,CAAC,oBAAoB,CAAC,IAAI,CAAC,yBAAyB,EAAE,MAAM,EAAE,IAAI,CAAC,yBAAyB,CAAC,CAAC;gBACrG,IAAI,CAAC,yBAAyB,CAAC,SAAS,EAAE,CAAC;aAC9C;QACL,CAAC;;;OAAA;IAqBD,sBAAW,wCAAa;QAJxB;;;WAGG;aACH,UAAyB,aAAmB;;YACxC,wFAAwF;YACxF,IAAI,MAAA,MAAA,IAAI,CAAC,cAAc,0CAAE,iBAAiB,0CAAE,KAAK,EAAE;gBAC/C,IAAI,CAAC,cAAc,CAAC,iBAAiB,CAAC,KAAK,GAAG,EAAE,CAAC;aACpD;YAED,IAAI,CAAC,cAAc,GAAG,aAAa,CAAC;YACpC,IAAI,CAAC,6BAA6B,CAAC,IAAI,CAAC,cAAc,CAAC,CAAC,OAAO,GAAG,IAAI,CAAC;YACvE,IAAI,CAAC,cAAc,CAAC,cAAc,GAAG,IAAI,CAAC;YAE1C,IAAI,CAAC,wBAAwB,GAAG,aAAa,CAAC,OAAO,CAAC;QAC1D,CAAC;;;OAAA;IAMD,sBAAW,yCAAc;aAkBzB;YACI,OAAO,IAAI,CAAC,eAAe,CAAC;QAChC,CAAC;QAxBD;;;WAGG;aACH,UAA0B,KAAc;YACpC,IAAI,KAAK,KAAK,IAAI,CAAC,eAAe,EAAE;gBAChC,OAAO;aACV;YAED,IAAI,CAAC,eAAe,GAAG,KAAK,CAAC;YAE7B,IAAI,KAAK,EAAE;gBACP,IAAI,CAAC,qBAAqB,CAAC,GAAG,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;aAC9D;iBAAM;gBACH,IAAI,CAAC,qBAAqB,CAAC,cAAc,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;gBAEtE,kFAAkF;gBAClF,IAAI,IAAI,CAAC,YAAY,EAAE;oBACnB,IAAI,CAAC,SAAS,CAAC,KAAK,CAAC,CAAC;iBACzB;aACJ;QACL,CAAC;;;OAAA;IASD,sBAAW,oCAAS;aAKpB;YACI,OAAO,IAAI,CAAC,YAAY,CAAC;QAC7B,CAAC;QAXD;;;WAGG;aACH,UAAqB,QAAiB;YAClC,IAAI,IAAI,CAAC,eAAe,IAAI,IAAI,CAAC,YAAY,KAAK,QAAQ,EAAE;gBACxD,IAAI,CAAC,SAAS,CAAC,QAAQ,CAAC,CAAC;aAC5B;QACL,CAAC;;;OAAA;IAKS,iCAAS,GAAnB,UAAoB,QAAiB;QACjC,IAAI,CAAC,YAAY,GAAG,QAAQ,CAAC;QAC7B,IAAI,CAAC,kBAAkB,CAAC,eAAe,CAAC,QAAQ,CAAC,CAAC;IACtD,CAAC;IAED,oGAAoG;IAC5F,qDAA6B,GAArC,UAAsC,aAAsB;QACxD,OAAO,IAAI,CAAC,qBAAqB,CAAC,aAAa,EAAE,IAAI,CAAC,cAAc,CAAC,mBAAmB,EAAE,CAAC,GAAG,CAAC,CAAC;IACpG,CAAC;IAED,oGAAoG;IAC1F,6CAAqB,GAA/B,UAAgC,cAAuB,EAAE,OAAgB;QACrE,IAAM,QAAQ,GAAG,IAAI,CAAC,wBAAwB,CAAC;QAC/C,IAAI,QAAQ,CAAC,MAAM,EAAE,KAAK,CAAC,EAAE;YACzB,gEAAgE;YAChE,OAAO,OAAO,CAAC,QAAQ,CAAC,cAAc,EAAE,OAAO,CAAC,CAAC;SACpD;QACD,IAAM,CAAC,GAAG,OAAO,CAAC,GAAG,CAAC,OAAO,EAAE,QAAQ,CAAC,CAAC;QACzC,IAAM,GAAG,GAAG,OAAO,CAAC,GAAG,CAAC,cAAc,EAAE,QAAQ,CAAC,CAAC;QAElD,OAAO,GAAG,GAAG,CAAC,CAAC;IACnB,CAAC;IAED,cAAc;IACP,iDAAyB,GAAhC,UAAiC,YAAoB,EAAE,gBAAyB,EAAE,sBAA8B;QAC5G,IAAI,YAAY,KAAK,iBAAiB,CAAC,WAAW,EAAE;YAChD,IAAI,CAAC,IAAI,CAAC,6BAA6B,CAAC,gBAAgB,CAAC,EAAE;gBACvD,wEAAwE;gBACxE,OAAO,iBAAiB,CAAC,WAAW,CAAC;aACxC;iBAAM;gBACH,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC;aAC9B;SACJ;QACD,IAAI,YAAY,KAAK,iBAAiB,CAAC,SAAS,EAAE;YAC9C,IAAI,sBAAsB,IAAI,CAAC,EAAE;gBAC7B,wEAAwE;gBACxE,OAAO,iBAAiB,CAAC,WAAW,CAAC;aACxC;iBAAM;gBACH,IAAI,CAAC,cAAc,GAAG,KAAK,CAAC;aAC/B;SACJ;QAED,OAAO,YAAY,CAAC;IACxB,CAAC;IAES,oCAAY,GAAtB;QACI,OAAO,eAAe,CAAC;IAC3B,CAAC;IAED,mBAAmB;IACT,mCAAW,GAArB,UAAsB,KAAY;QAC9B,OAAO,iBAAM,WAAW,YAAC,KAAK,CAAC,CAAC;IACpC,CAAC;IAED;;OAEG;IACI,+BAAO,GAAd;QACI,iBAAM,OAAO,WAAE,CAAC;QAEhB,8BAA8B;QAC9B,IAAI,CAAC,qBAAqB,CAAC,cAAc,CAAC,IAAI,CAAC,qBAAqB,CAAC,CAAC;QACtE,IAAI,CAAC,kBAAkB,CAAC,KAAK,EAAE,CAAC;QAEhC,IAAI,IAAI,CAAC,cAAc,EAAE;YACrB,IAAI,CAAC,cAAc,CAAC,OAAO,EAAE,CAAC;SACjC;IACL,CAAC;IACL,oBAAC;AAAD,CAAC,AA7LD,CAAmC,QAAQ,GA6L1C","sourcesContent":["// Assumptions: absolute position of button mesh is inside the mesh\r\n\r\nimport { Vector3 , TmpVectors } from \"core/Maths/math.vector\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { PointerEventTypes } from \"core/Events/pointerEvents\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { Scene } from \"core/scene\";\r\n\r\nimport { Observable } from \"core/Misc/observable\";\r\n\r\nimport { Button3D } from \"./button3D\";\r\n\r\n/**\r\n * Class used to create a touchable button in 3D\r\n */\r\nexport class TouchButton3D extends Button3D {\r\n private _collisionMesh: Mesh;\r\n\r\n // 'front' direction. If Vector3.Zero, there is no front and all directions of interaction are accepted\r\n private _collidableFrontDirection: Vector3;\r\n protected _isNearPressed = false;\r\n\r\n private _isToggleButton = false;\r\n private _toggleState = false;\r\n private _toggleButtonCallback = () => {\r\n this._onToggle(!this._toggleState);\r\n };\r\n\r\n /**\r\n * An event triggered when the button is toggled. Only fired if 'isToggleButton' is true\r\n */\r\n public onToggleObservable = new Observable<boolean>();\r\n\r\n /**\r\n * Creates a new touchable button\r\n * @param name defines the control name\r\n * @param collisionMesh mesh to track collisions with\r\n */\r\n constructor(name?: string, collisionMesh?: Mesh) {\r\n super(name);\r\n\r\n this.collidableFrontDirection = Vector3.Zero();\r\n\r\n if (collisionMesh) {\r\n this.collisionMesh = collisionMesh;\r\n }\r\n }\r\n\r\n /**\r\n * Sets the front-facing direction of the button. Pass in Vector3.Zero to allow interactions from any direction\r\n * @param frontDir the forward direction of the button\r\n */\r\n public set collidableFrontDirection(frontWorldDir: Vector3) {\r\n this._collidableFrontDirection = frontWorldDir.normalize();\r\n\r\n if (this._collisionMesh) {\r\n const invert = TmpVectors.Matrix[0];\r\n\r\n invert.copyFrom(this._collisionMesh.getWorldMatrix());\r\n invert.invert();\r\n Vector3.TransformNormalToRef(this._collidableFrontDirection, invert, this._collidableFrontDirection);\r\n this._collidableFrontDirection.normalize();\r\n }\r\n }\r\n\r\n /**\r\n * Returns the front-facing direction of the button, or Vector3.Zero if there is no 'front'\r\n */\r\n public get collidableFrontDirection() {\r\n if (this._collisionMesh) {\r\n // Update the front direction to reflect any rotations of the collision mesh\r\n const transformedDirection = TmpVectors.Vector3[0];\r\n Vector3.TransformNormalToRef(this._collidableFrontDirection, this._collisionMesh.getWorldMatrix(), transformedDirection);\r\n\r\n return transformedDirection.normalize();\r\n }\r\n\r\n return this._collidableFrontDirection;\r\n }\r\n\r\n /**\r\n * Sets the mesh used for testing input collision\r\n * @param collisionMesh the new collision mesh for the button\r\n */\r\n public set collisionMesh(collisionMesh: Mesh) {\r\n // Remove the GUI3DManager's data from the previous collision mesh's reserved data store\r\n if (this._collisionMesh?.reservedDataStore?.GUI3D) {\r\n this._collisionMesh.reservedDataStore.GUI3D = {};\r\n }\r\n\r\n this._collisionMesh = collisionMesh;\r\n this._injectGUI3DReservedDataStore(this._collisionMesh).control = this;\r\n this._collisionMesh.isNearPickable = true;\r\n\r\n this.collidableFrontDirection = collisionMesh.forward;\r\n }\r\n\r\n /**\r\n * Setter for if this TouchButton3D should be treated as a toggle button\r\n * @param value If this TouchHolographicButton should act like a toggle button\r\n */\r\n public set isToggleButton(value: boolean) {\r\n if (value === this._isToggleButton) {\r\n return;\r\n }\r\n\r\n this._isToggleButton = value;\r\n\r\n if (value) {\r\n this.onPointerUpObservable.add(this._toggleButtonCallback);\r\n } else {\r\n this.onPointerUpObservable.removeCallback(this._toggleButtonCallback);\r\n\r\n // Safety check, reset the button if it's toggled on but no longer a toggle button\r\n if (this._toggleState) {\r\n this._onToggle(false);\r\n }\r\n }\r\n }\r\n public get isToggleButton() {\r\n return this._isToggleButton;\r\n }\r\n\r\n /**\r\n * A public entrypoint to set the toggle state of the TouchHolographicButton. Only works if 'isToggleButton' is true\r\n * @param newState The new state to set the TouchHolographicButton's toggle state to\r\n */\r\n public set isToggled(newState: boolean) {\r\n if (this._isToggleButton && this._toggleState !== newState) {\r\n this._onToggle(newState);\r\n }\r\n }\r\n public get isToggled() {\r\n return this._toggleState;\r\n }\r\n\r\n protected _onToggle(newState: boolean) {\r\n this._toggleState = newState;\r\n this.onToggleObservable.notifyObservers(newState);\r\n }\r\n\r\n // Returns true if the collidable is in front of the button, or if the button has no front direction\r\n private _isInteractionInFrontOfButton(collidablePos: Vector3) {\r\n return this._getInteractionHeight(collidablePos, this._collisionMesh.getAbsolutePosition()) > 0;\r\n }\r\n\r\n // Returns true if the collidable is in front of the button, or if the button has no front direction\r\n protected _getInteractionHeight(interactionPos: Vector3, basePos: Vector3) {\r\n const frontDir = this.collidableFrontDirection;\r\n if (frontDir.length() === 0) {\r\n // The button has no front, just return the distance to the base\r\n return Vector3.Distance(interactionPos, basePos);\r\n }\r\n const d = Vector3.Dot(basePos, frontDir);\r\n const abc = Vector3.Dot(interactionPos, frontDir);\r\n\r\n return abc - d;\r\n }\r\n\r\n /** @hidden */\r\n public _generatePointerEventType(providedType: number, nearMeshPosition: Vector3, activeInteractionCount: number): number {\r\n if (providedType === PointerEventTypes.POINTERDOWN) {\r\n if (!this._isInteractionInFrontOfButton(nearMeshPosition)) {\r\n // Near interaction mesh is behind the button, don't send a pointer down\r\n return PointerEventTypes.POINTERMOVE;\r\n } else {\r\n this._isNearPressed = true;\r\n }\r\n }\r\n if (providedType === PointerEventTypes.POINTERUP) {\r\n if (activeInteractionCount == 0) {\r\n // We get the release for the down we swallowed earlier, swallow as well\r\n return PointerEventTypes.POINTERMOVE;\r\n } else {\r\n this._isNearPressed = false;\r\n }\r\n }\r\n\r\n return providedType;\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"TouchButton3D\";\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n return super._createNode(scene);\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose();\r\n\r\n // Clean up toggle observables\r\n this.onPointerUpObservable.removeCallback(this._toggleButtonCallback);\r\n this.onToggleObservable.clear();\r\n\r\n if (this._collisionMesh) {\r\n this._collisionMesh.dispose();\r\n }\r\n }\r\n}\r\n"]}
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import { Nullable } from "@babylonjs/core/types";
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import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial";
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import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
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import { Mesh } from "@babylonjs/core/Meshes/mesh";
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import { Scene } from "@babylonjs/core/scene";
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import { Nullable } from "@babylonjs/core/types.js";
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import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
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import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
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import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
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import { Scene } from "@babylonjs/core/scene.js";
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import { FluentMaterial } from "../materials/fluent/fluentMaterial";
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import { FluentButtonMaterial } from "../materials/fluentButton/fluentButtonMaterial";
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import { AdvancedDynamicTexture } from "../../2D/advancedDynamicTexture";
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@@ -47,8 +47,8 @@ var TouchHolographicButton = /** @class */ (function (_super) {
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_this.pointerDownAnimation = function () {
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if (_this._frontPlate && !_this._isNearPressed) {
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_this._frontPlate.scaling.z = _this._frontPlateDepth * 0.2;
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_this._frontPlate.position = Vector3.Forward(_this._frontPlate._scene.useRightHandedSystem).scale((_this._frontPlateDepth -
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_this._textPlate.position = Vector3.Forward(_this._textPlate._scene.useRightHandedSystem).scale(-(_this._backPlateDepth +
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_this._frontPlate.position = Vector3.Forward(_this._frontPlate._scene.useRightHandedSystem).scale((_this._frontPlateDepth - 0.2 * _this._frontPlateDepth) / 2);
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_this._textPlate.position = Vector3.Forward(_this._textPlate._scene.useRightHandedSystem).scale(-(_this._backPlateDepth + 0.2 * _this._frontPlateDepth) / 2);
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}
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};
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_this.pointerUpAnimation = function () {
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@@ -63,7 +63,7 @@ var TouchHolographicButton = /** @class */ (function (_super) {
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var scale = Vector3.Zero();
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if (_this._backPlate.getWorldMatrix().decompose(scale, undefined, undefined)) {
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var interactionHeight = _this._getInteractionHeight(position, _this._backPlate.getAbsolutePosition()) / scale.z;
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interactionHeight = Scalar.Clamp(interactionHeight -
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interactionHeight = Scalar.Clamp(interactionHeight - _this._backPlateDepth / 2, 0.2 * _this._frontPlateDepth, _this._frontPlateDepth);
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_this._frontPlate.position = Vector3.Forward(_this._frontPlate._scene.useRightHandedSystem).scale((_this._frontPlateDepth - interactionHeight) / 2);
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_this._textPlate.position = Vector3.Forward(_this._textPlate._scene.useRightHandedSystem).scale(-(_this._backPlateDepth + interactionHeight) / 2);
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@@ -301,8 +301,7 @@ var TouchHolographicButton = /** @class */ (function (_super) {
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collisionMesh.visibility = 0;
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collisionMesh.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);
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SceneLoader.ImportMeshAsync(undefined, TouchHolographicButton.MODEL_BASE_URL, TouchHolographicButton.MODEL_FILENAME, scene)
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.then(function (result) {
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SceneLoader.ImportMeshAsync(undefined, TouchHolographicButton.MODEL_BASE_URL, TouchHolographicButton.MODEL_FILENAME, scene).then(function (result) {
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var alphaMesh = CreateBox("${this.name}_alphaMesh", {
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width: 1.0,
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@@ -317,7 +316,7 @@ var TouchHolographicButton = /** @class */ (function (_super) {
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importedFrontPlate.scaling.z = _this._frontPlateDepth;
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if (
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if (_this._frontMaterial) {
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importedFrontPlate.material = _this._frontMaterial;
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}
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_this._frontPlate = importedFrontPlate;
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@@ -397,7 +396,7 @@ var TouchHolographicButton = /** @class */ (function (_super) {
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}
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if (
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if (this._frontPlate) {
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this._frontPlate.material = this._frontMaterial;
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}
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this._rebuildContent();
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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { Observer } from \"@babylonjs/core/Misc/observable\";\r\nimport { Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { CreatePlane } from \"@babylonjs/core/Meshes/Builders/planeBuilder\";\r\nimport { CreateBox } from \"@babylonjs/core/Meshes/Builders/boxBuilder\";\r\nimport { FadeInOutBehavior } from \"@babylonjs/core/Behaviors/Meshes/fadeInOutBehavior\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { FluentMaterial } from \"../materials/fluent/fluentMaterial\";\r\nimport { FluentButtonMaterial } from \"../materials/fluentButton/fluentButtonMaterial\";\r\nimport { StackPanel } from \"../../2D/controls/stackPanel\";\r\nimport { Image } from \"../../2D/controls/image\";\r\nimport { TextBlock } from \"../../2D/controls/textBlock\";\r\nimport { AdvancedDynamicTexture } from \"../../2D/advancedDynamicTexture\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { Color3 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { TouchButton3D } from \"./touchButton3D\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { SceneLoader } from \"@babylonjs/core/Loading/sceneLoader\";\r\nimport { DomManagement } from \"@babylonjs/core/Misc/domManagement\";\r\nimport { Scalar } from \"@babylonjs/core/Maths/math.scalar\";\r\n\r\n/**\r\n * Class used to create a holographic button in 3D\r\n * @since 5.0.0\r\n */\r\nexport class TouchHolographicButton extends TouchButton3D {\r\n /**\r\n * Base Url for the button model.\r\n */\r\n public static MODEL_BASE_URL: string = \"https://assets.babylonjs.com/meshes/MRTK/\";\r\n /**\r\n * File name for the button model.\r\n */\r\n public static MODEL_FILENAME: string = \"mrtk-fluent-button.glb\";\r\n\r\n private _backPlate: Mesh;\r\n private _textPlate: Mesh;\r\n private _frontPlate: AbstractMesh;\r\n private _text: string;\r\n private _imageUrl: string;\r\n private _shareMaterials = true;\r\n private _isBackplateVisible = true;\r\n private _frontMaterial: FluentButtonMaterial;\r\n private _backMaterial: FluentMaterial;\r\n private _plateMaterial: StandardMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\r\n private _pointerHoverObserver: Nullable<Observer<Vector3>>;\r\n private _frontPlateDepth = 0.5;\r\n private _backPlateDepth = 0.04;\r\n private _backplateColor = new Color3(0.08, 0.15, 0.55);\r\n private _backplateToggledColor = new Color3(0.25, 0.4, 0.95);\r\n\r\n // Tooltip\r\n private _tooltipFade: Nullable<FadeInOutBehavior>;\r\n private _tooltipTextBlock: Nullable<TextBlock>;\r\n private _tooltipTexture: Nullable<AdvancedDynamicTexture>;\r\n private _tooltipMesh: Nullable<Mesh>;\r\n private _tooltipHoverObserver: Nullable<Observer<Control3D>>;\r\n private _tooltipOutObserver: Nullable<Observer<Control3D>>;\r\n\r\n private _disposeTooltip() {\r\n this._tooltipFade = null;\r\n if (this._tooltipTextBlock) {\r\n this._tooltipTextBlock.dispose();\r\n }\r\n if (this._tooltipTexture) {\r\n this._tooltipTexture.dispose();\r\n }\r\n if (this._tooltipMesh) {\r\n this._tooltipMesh.dispose();\r\n }\r\n this.onPointerEnterObservable.remove(this._tooltipHoverObserver);\r\n this.onPointerOutObservable.remove(this._tooltipOutObserver);\r\n }\r\n\r\n /**\r\n * Rendering ground id of all the mesh in the button\r\n */\r\n public set renderingGroupId(id: number) {\r\n this._backPlate.renderingGroupId = id;\r\n this._textPlate.renderingGroupId = id;\r\n this._frontPlate.renderingGroupId = id;\r\n\r\n if (this._tooltipMesh) {\r\n this._tooltipMesh.renderingGroupId = id;\r\n }\r\n }\r\n public get renderingGroupId(): number {\r\n return this._backPlate.renderingGroupId;\r\n }\r\n\r\n /**\r\n * Text to be displayed on the tooltip shown when hovering on the button. When set to null tooltip is disabled. (Default: null)\r\n */\r\n public set tooltipText(text: Nullable<string>) {\r\n if (!text) {\r\n this._disposeTooltip();\r\n return;\r\n }\r\n if (!this._tooltipFade) {\r\n const rightHandedScene = this._backPlate._scene.useRightHandedSystem;\r\n // Create tooltip with mesh and text\r\n this._tooltipMesh = CreatePlane(\"\", { size: 1 }, this._backPlate._scene);\r\n var tooltipBackground = CreatePlane(\"\", { size: 1, sideOrientation: Mesh.DOUBLESIDE }, this._backPlate._scene);\r\n var mat = new StandardMaterial(\"\", this._backPlate._scene);\r\n mat.diffuseColor = Color3.FromHexString(\"#212121\");\r\n tooltipBackground.material = mat;\r\n tooltipBackground.isPickable = false;\r\n this._tooltipMesh.addChild(tooltipBackground);\r\n tooltipBackground.position = Vector3.Forward(rightHandedScene).scale(0.05);\r\n this._tooltipMesh.scaling.y = 1 / 3;\r\n this._tooltipMesh.position = Vector3.Up().scale(0.7).add(Vector3.Forward(rightHandedScene).scale(-0.15));\r\n this._tooltipMesh.isPickable = false;\r\n this._tooltipMesh.parent = this._backPlate;\r\n\r\n // Create text texture for the tooltip\r\n this._tooltipTexture = AdvancedDynamicTexture.CreateForMesh(this._tooltipMesh);\r\n this._tooltipTextBlock = new TextBlock();\r\n this._tooltipTextBlock.scaleY = 3;\r\n this._tooltipTextBlock.color = \"white\";\r\n this._tooltipTextBlock.fontSize = 130;\r\n this._tooltipTexture.addControl(this._tooltipTextBlock);\r\n\r\n // Add hover action to tooltip\r\n this._tooltipFade = new FadeInOutBehavior();\r\n this._tooltipFade.delay = 500;\r\n this._tooltipMesh.addBehavior(this._tooltipFade);\r\n this._tooltipHoverObserver = this.onPointerEnterObservable.add(() => {\r\n if (this._tooltipFade) {\r\n this._tooltipFade.fadeIn(true);\r\n }\r\n });\r\n this._tooltipOutObserver = this.onPointerOutObservable.add(() => {\r\n if (this._tooltipFade) {\r\n this._tooltipFade.fadeIn(false);\r\n }\r\n });\r\n }\r\n if (this._tooltipTextBlock) {\r\n this._tooltipTextBlock.text = text;\r\n }\r\n }\r\n\r\n public get tooltipText() {\r\n if (this._tooltipTextBlock) {\r\n return this._tooltipTextBlock.text;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets or sets text for the button\r\n */\r\n public get text(): string {\r\n return this._text;\r\n }\r\n\r\n public set text(value: string) {\r\n if (this._text === value) {\r\n return;\r\n }\r\n\r\n this._text = value;\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Gets or sets the image url for the button\r\n */\r\n public get imageUrl(): string {\r\n return this._imageUrl;\r\n }\r\n\r\n public set imageUrl(value: string) {\r\n if (this._imageUrl === value) {\r\n return;\r\n }\r\n\r\n this._imageUrl = value;\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Gets the back material used by this button\r\n */\r\n public get backMaterial(): FluentMaterial {\r\n return this._backMaterial;\r\n }\r\n\r\n /**\r\n * Gets the front material used by this button\r\n */\r\n public get frontMaterial(): FluentButtonMaterial {\r\n return this._frontMaterial;\r\n }\r\n\r\n /**\r\n * Gets the plate material used by this button\r\n */\r\n public get plateMaterial(): StandardMaterial {\r\n return this._plateMaterial;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this button shares its material with other HolographicButtons\r\n */\r\n public get shareMaterials(): boolean {\r\n return this._shareMaterials;\r\n }\r\n\r\n /**\r\n * Sets whether the backplate is visible or hidden. Hiding the backplate is not recommended without some sort of replacement\r\n */\r\n public set isBackplateVisible(isVisible: boolean) {\r\n if (this.mesh && !!this._backMaterial) {\r\n if (isVisible && !this._isBackplateVisible) {\r\n this._backPlate.visibility = 1;\r\n }\r\n else if (!isVisible && this._isBackplateVisible) {\r\n this._backPlate.visibility = 0;\r\n }\r\n }\r\n\r\n this._isBackplateVisible = isVisible;\r\n }\r\n\r\n /**\r\n * Creates a new button\r\n * @param name defines the control name\r\n */\r\n constructor(name?: string, shareMaterials = true) {\r\n super(name);\r\n\r\n this._shareMaterials = shareMaterials;\r\n\r\n this.pointerEnterAnimation = () => {\r\n this._frontMaterial.leftBlobEnable = true;\r\n this._frontMaterial.rightBlobEnable = true;\r\n };\r\n\r\n this.pointerOutAnimation = () => {\r\n this._frontMaterial.leftBlobEnable = false;\r\n this._frontMaterial.rightBlobEnable = false;\r\n };\r\n\r\n this.pointerDownAnimation = () => {\r\n if (this._frontPlate && !this._isNearPressed) {\r\n this._frontPlate.scaling.z = this._frontPlateDepth * 0.2;\r\n this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - (0.2 * this._frontPlateDepth)) / 2);\r\n this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + (0.2 * this._frontPlateDepth)) / 2);\r\n }\r\n };\r\n this.pointerUpAnimation = () => {\r\n if (this._frontPlate) {\r\n this._frontPlate.scaling.z = this._frontPlateDepth;\r\n this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - this._frontPlateDepth) / 2);\r\n this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + this._frontPlateDepth) / 2);\r\n }\r\n };\r\n\r\n this.onPointerMoveObservable.add((position) => {\r\n if (this._frontPlate && this._isNearPressed) {\r\n const scale = Vector3.Zero();\r\n if (this._backPlate.getWorldMatrix().decompose(scale, undefined, undefined)) {\r\n let interactionHeight = this._getInteractionHeight(position, this._backPlate.getAbsolutePosition()) / scale.z;\r\n interactionHeight = Scalar.Clamp(interactionHeight - (this._backPlateDepth / 2), 0.2 * this._frontPlateDepth, this._frontPlateDepth);\r\n\r\n this._frontPlate.scaling.z = interactionHeight;\r\n this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - interactionHeight) / 2);\r\n this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + interactionHeight) / 2);\r\n }\r\n }\r\n });\r\n\r\n this._pointerHoverObserver = this.onPointerMoveObservable.add((hoverPosition: Vector3) => {\r\n this._frontMaterial.globalLeftIndexTipPosition = hoverPosition;\r\n });\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"TouchHolographicButton\";\r\n }\r\n\r\n private _rebuildContent(): void {\r\n this._disposeFacadeTexture();\r\n\r\n let panel = new StackPanel();\r\n panel.isVertical = true;\r\n\r\n if (DomManagement.IsDocumentAvailable() && !!document.createElement) {\r\n if (this._imageUrl) {\r\n let image = new Image();\r\n image.source = this._imageUrl;\r\n image.paddingTop = \"40px\";\r\n image.height = \"180px\";\r\n image.width = \"100px\";\r\n image.paddingBottom = \"40px\";\r\n panel.addControl(image);\r\n }\r\n }\r\n\r\n if (this._text) {\r\n let text = new TextBlock();\r\n text.text = this._text;\r\n text.color = \"white\";\r\n text.height = \"30px\";\r\n text.fontSize = 24;\r\n panel.addControl(text);\r\n }\r\n\r\n this.content = panel;\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n this.name = this.name ?? \"TouchHolographicButton\";\r\n const collisionMesh = CreateBox(`${this.name}_collisionMesh`, {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: this._frontPlateDepth,\r\n }, scene);\r\n collisionMesh.isPickable = true;\r\n collisionMesh.isNearPickable = true;\r\n collisionMesh.visibility = 0;\r\n collisionMesh.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);\r\n\r\n SceneLoader.ImportMeshAsync(\r\n undefined,\r\n TouchHolographicButton.MODEL_BASE_URL,\r\n TouchHolographicButton.MODEL_FILENAME,\r\n scene)\r\n .then((result) => {\r\n let alphaMesh = CreateBox(\"${this.name}_alphaMesh\", {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: 1.0,\r\n }, scene);\r\n alphaMesh.isPickable = false;\r\n alphaMesh.material = new StandardMaterial(\"${this.name}_alphaMesh_material\", scene);\r\n alphaMesh.material.alpha = 0.15;\r\n\r\n var importedFrontPlate = result.meshes[1];\r\n importedFrontPlate.name = `${this.name}_frontPlate`;\r\n importedFrontPlate.isPickable = false;\r\n importedFrontPlate.scaling.z = this._frontPlateDepth;\r\n alphaMesh.parent = importedFrontPlate;\r\n importedFrontPlate.parent = collisionMesh;\r\n if (!!this._frontMaterial) {\r\n importedFrontPlate.material = this._frontMaterial;\r\n }\r\n this._frontPlate = importedFrontPlate;\r\n });\r\n\r\n this._backPlate = CreateBox(\r\n `${this.name}_backPlate`,\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: this._backPlateDepth,\r\n },\r\n scene\r\n );\r\n\r\n this._backPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._backPlateDepth / 2);\r\n this._backPlate.isPickable = false;\r\n\r\n this._textPlate = <Mesh>super._createNode(scene);\r\n this._textPlate.name = `${this.name}_textPlate`;\r\n this._textPlate.isPickable = false;\r\n this._textPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);\r\n\r\n this._backPlate.addChild(collisionMesh);\r\n this._backPlate.addChild(this._textPlate);\r\n\r\n this.collisionMesh = collisionMesh;\r\n this.collidableFrontDirection = this._backPlate.forward.negate(); // Mesh is facing the wrong way\r\n\r\n return this._backPlate;\r\n }\r\n\r\n protected _applyFacade(facadeTexture: AdvancedDynamicTexture) {\r\n this._plateMaterial.emissiveTexture = facadeTexture;\r\n this._plateMaterial.opacityTexture = facadeTexture;\r\n this._plateMaterial.diffuseColor = new Color3(0.4, 0.4, 0.4);\r\n }\r\n\r\n private _createBackMaterial(mesh: Mesh) {\r\n this._backMaterial = new FluentMaterial(this.name + \"backPlateMaterial\", mesh.getScene());\r\n this._backMaterial.albedoColor = this._backplateColor;\r\n this._backMaterial.renderBorders = true;\r\n this._backMaterial.renderHoverLight = false;\r\n }\r\n\r\n private _createFrontMaterial(mesh: Mesh) {\r\n this._frontMaterial = new FluentButtonMaterial(this.name + \"Front Material\", mesh.getScene());\r\n }\r\n\r\n private _createPlateMaterial(mesh: Mesh) {\r\n this._plateMaterial = new StandardMaterial(this.name + \"Plate Material\", mesh.getScene());\r\n this._plateMaterial.specularColor = Color3.Black();\r\n }\r\n\r\n protected _onToggle(newState: boolean) {\r\n if (this._backMaterial) {\r\n if (newState) {\r\n this._backMaterial.albedoColor = this._backplateToggledColor;\r\n }\r\n else {\r\n this._backMaterial.albedoColor = this._backplateColor;\r\n }\r\n }\r\n\r\n super._onToggle(newState);\r\n }\r\n\r\n protected _affectMaterial(mesh: Mesh) {\r\n if (this._shareMaterials) {\r\n // Back\r\n if (!this._host._touchSharedMaterials[\"backFluentMaterial\"]) {\r\n this._createBackMaterial(mesh);\r\n this._host._touchSharedMaterials[\"backFluentMaterial\"] = this._backMaterial;\r\n } else {\r\n this._backMaterial = this._host._touchSharedMaterials[\"backFluentMaterial\"] as FluentMaterial;\r\n }\r\n\r\n // Front\r\n if (!this._host._touchSharedMaterials[\"frontFluentMaterial\"]) {\r\n this._createFrontMaterial(mesh);\r\n this._host._touchSharedMaterials[\"frontFluentMaterial\"] = this._frontMaterial;\r\n } else {\r\n this._frontMaterial = this._host._touchSharedMaterials[\"frontFluentMaterial\"] as FluentButtonMaterial;\r\n }\r\n } else {\r\n this._createBackMaterial(mesh);\r\n this._createFrontMaterial(mesh);\r\n }\r\n\r\n this._createPlateMaterial(mesh);\r\n this._backPlate.material = this._backMaterial;\r\n this._textPlate.material = this._plateMaterial;\r\n\r\n if (!this._isBackplateVisible) {\r\n this._backPlate.visibility = 0;\r\n }\r\n if (!!this._frontPlate) {\r\n this._frontPlate.material = this._frontMaterial;\r\n }\r\n\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose(); // will dispose main mesh ie. back plate\r\n\r\n this._disposeTooltip();\r\n this.onPointerMoveObservable.remove(this._pointerHoverObserver);\r\n\r\n if (!this.shareMaterials) {\r\n this._backMaterial.dispose();\r\n this._frontMaterial.dispose();\r\n this._plateMaterial.dispose();\r\n\r\n if (this._pickedPointObserver) {\r\n this._host.onPickedPointChangedObservable.remove(this._pickedPointObserver);\r\n this._pickedPointObserver = null;\r\n }\r\n }\r\n }\r\n}\r\n"]}
|
|
1
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+
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{ 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\nimport { FluentMaterial } from \"../materials/fluent/fluentMaterial\";\r\nimport { FluentButtonMaterial } from \"../materials/fluentButton/fluentButtonMaterial\";\r\nimport { StackPanel } from \"../../2D/controls/stackPanel\";\r\nimport { Image } from \"../../2D/controls/image\";\r\nimport { TextBlock } from \"../../2D/controls/textBlock\";\r\nimport { AdvancedDynamicTexture } from \"../../2D/advancedDynamicTexture\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { TouchButton3D } from \"./touchButton3D\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { SceneLoader } from \"core/Loading/sceneLoader\";\r\nimport { DomManagement } from \"core/Misc/domManagement\";\r\nimport { Scalar } from \"core/Maths/math.scalar\";\r\n\r\n/**\r\n * Class used to create a holographic button in 3D\r\n * @since 5.0.0\r\n */\r\nexport class TouchHolographicButton extends TouchButton3D {\r\n /**\r\n * Base Url for the button model.\r\n */\r\n public static MODEL_BASE_URL: string = \"https://assets.babylonjs.com/meshes/MRTK/\";\r\n /**\r\n * File name for the button model.\r\n */\r\n public static MODEL_FILENAME: string = \"mrtk-fluent-button.glb\";\r\n\r\n private _backPlate: Mesh;\r\n private _textPlate: Mesh;\r\n private _frontPlate: AbstractMesh;\r\n private _text: string;\r\n private _imageUrl: string;\r\n private _shareMaterials = true;\r\n private _isBackplateVisible = true;\r\n private _frontMaterial: FluentButtonMaterial;\r\n private _backMaterial: FluentMaterial;\r\n private _plateMaterial: StandardMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\r\n private _pointerHoverObserver: Nullable<Observer<Vector3>>;\r\n private _frontPlateDepth = 0.5;\r\n private _backPlateDepth = 0.04;\r\n private _backplateColor = new Color3(0.08, 0.15, 0.55);\r\n private _backplateToggledColor = new Color3(0.25, 0.4, 0.95);\r\n\r\n // Tooltip\r\n private _tooltipFade: Nullable<FadeInOutBehavior>;\r\n private _tooltipTextBlock: Nullable<TextBlock>;\r\n private _tooltipTexture: Nullable<AdvancedDynamicTexture>;\r\n private _tooltipMesh: Nullable<Mesh>;\r\n private _tooltipHoverObserver: Nullable<Observer<Control3D>>;\r\n private _tooltipOutObserver: Nullable<Observer<Control3D>>;\r\n\r\n private _disposeTooltip() {\r\n this._tooltipFade = null;\r\n if (this._tooltipTextBlock) {\r\n this._tooltipTextBlock.dispose();\r\n }\r\n if (this._tooltipTexture) {\r\n this._tooltipTexture.dispose();\r\n }\r\n if (this._tooltipMesh) {\r\n this._tooltipMesh.dispose();\r\n }\r\n this.onPointerEnterObservable.remove(this._tooltipHoverObserver);\r\n this.onPointerOutObservable.remove(this._tooltipOutObserver);\r\n }\r\n\r\n /**\r\n * Rendering ground id of all the mesh in the button\r\n */\r\n public set renderingGroupId(id: number) {\r\n this._backPlate.renderingGroupId = id;\r\n this._textPlate.renderingGroupId = id;\r\n this._frontPlate.renderingGroupId = id;\r\n\r\n if (this._tooltipMesh) {\r\n this._tooltipMesh.renderingGroupId = id;\r\n }\r\n }\r\n public get renderingGroupId(): number {\r\n return this._backPlate.renderingGroupId;\r\n }\r\n\r\n /**\r\n * Text to be displayed on the tooltip shown when hovering on the button. When set to null tooltip is disabled. (Default: null)\r\n */\r\n public set tooltipText(text: Nullable<string>) {\r\n if (!text) {\r\n this._disposeTooltip();\r\n return;\r\n }\r\n if (!this._tooltipFade) {\r\n const rightHandedScene = this._backPlate._scene.useRightHandedSystem;\r\n // Create tooltip with mesh and text\r\n this._tooltipMesh = CreatePlane(\"\", { size: 1 }, this._backPlate._scene);\r\n 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(): FluentButtonMaterial {\r\n return this._frontMaterial;\r\n }\r\n\r\n /**\r\n * Gets the plate material used by this button\r\n */\r\n public get plateMaterial(): StandardMaterial {\r\n return this._plateMaterial;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this button shares its material with other HolographicButtons\r\n */\r\n public get shareMaterials(): boolean {\r\n return this._shareMaterials;\r\n }\r\n\r\n /**\r\n * Sets whether the backplate is visible or hidden. Hiding the backplate is not recommended without some sort of replacement\r\n */\r\n public set isBackplateVisible(isVisible: boolean) {\r\n if (this.mesh && !!this._backMaterial) {\r\n if (isVisible && !this._isBackplateVisible) {\r\n this._backPlate.visibility = 1;\r\n } else if (!isVisible && this._isBackplateVisible) {\r\n this._backPlate.visibility = 0;\r\n }\r\n }\r\n\r\n this._isBackplateVisible = isVisible;\r\n }\r\n\r\n /**\r\n * Creates a new button\r\n * @param name defines the control name\r\n */\r\n constructor(name?: string, shareMaterials = true) {\r\n super(name);\r\n\r\n this._shareMaterials = shareMaterials;\r\n\r\n this.pointerEnterAnimation = () => {\r\n this._frontMaterial.leftBlobEnable = true;\r\n this._frontMaterial.rightBlobEnable = true;\r\n };\r\n\r\n this.pointerOutAnimation = () => {\r\n this._frontMaterial.leftBlobEnable = false;\r\n this._frontMaterial.rightBlobEnable = false;\r\n };\r\n\r\n this.pointerDownAnimation = () => {\r\n if (this._frontPlate && !this._isNearPressed) {\r\n this._frontPlate.scaling.z = this._frontPlateDepth * 0.2;\r\n this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - 0.2 * this._frontPlateDepth) / 2);\r\n this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + 0.2 * this._frontPlateDepth) / 2);\r\n }\r\n };\r\n this.pointerUpAnimation = () => {\r\n if (this._frontPlate) {\r\n this._frontPlate.scaling.z = this._frontPlateDepth;\r\n this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - this._frontPlateDepth) / 2);\r\n this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + this._frontPlateDepth) / 2);\r\n }\r\n };\r\n\r\n this.onPointerMoveObservable.add((position) => {\r\n if (this._frontPlate && this._isNearPressed) {\r\n const scale = Vector3.Zero();\r\n if (this._backPlate.getWorldMatrix().decompose(scale, undefined, undefined)) {\r\n let interactionHeight = this._getInteractionHeight(position, this._backPlate.getAbsolutePosition()) / scale.z;\r\n interactionHeight = Scalar.Clamp(interactionHeight - this._backPlateDepth / 2, 0.2 * this._frontPlateDepth, this._frontPlateDepth);\r\n\r\n this._frontPlate.scaling.z = interactionHeight;\r\n this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - interactionHeight) / 2);\r\n this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + interactionHeight) / 2);\r\n }\r\n }\r\n });\r\n\r\n this._pointerHoverObserver = this.onPointerMoveObservable.add((hoverPosition: Vector3) => {\r\n this._frontMaterial.globalLeftIndexTipPosition = hoverPosition;\r\n });\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"TouchHolographicButton\";\r\n }\r\n\r\n private _rebuildContent(): void {\r\n this._disposeFacadeTexture();\r\n\r\n 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 this.content = panel;\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n this.name = this.name ?? \"TouchHolographicButton\";\r\n const collisionMesh = CreateBox(\r\n `${this.name}_collisionMesh`,\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: this._frontPlateDepth,\r\n },\r\n scene\r\n );\r\n collisionMesh.isPickable = true;\r\n collisionMesh.isNearPickable = true;\r\n collisionMesh.visibility = 0;\r\n collisionMesh.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);\r\n\r\n SceneLoader.ImportMeshAsync(undefined, TouchHolographicButton.MODEL_BASE_URL, TouchHolographicButton.MODEL_FILENAME, scene).then((result) => {\r\n const alphaMesh = CreateBox(\r\n \"${this.name}_alphaMesh\",\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: 1.0,\r\n },\r\n scene\r\n );\r\n alphaMesh.isPickable = false;\r\n alphaMesh.material = new StandardMaterial(\"${this.name}_alphaMesh_material\", scene);\r\n alphaMesh.material.alpha = 0.15;\r\n\r\n const importedFrontPlate = result.meshes[1];\r\n importedFrontPlate.name = `${this.name}_frontPlate`;\r\n importedFrontPlate.isPickable = false;\r\n importedFrontPlate.scaling.z = this._frontPlateDepth;\r\n alphaMesh.parent = importedFrontPlate;\r\n importedFrontPlate.parent = collisionMesh;\r\n if (this._frontMaterial) {\r\n importedFrontPlate.material = this._frontMaterial;\r\n }\r\n this._frontPlate = importedFrontPlate;\r\n });\r\n\r\n this._backPlate = CreateBox(\r\n `${this.name}_backPlate`,\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: this._backPlateDepth,\r\n },\r\n scene\r\n );\r\n\r\n this._backPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._backPlateDepth / 2);\r\n this._backPlate.isPickable = false;\r\n\r\n this._textPlate = <Mesh>super._createNode(scene);\r\n this._textPlate.name = `${this.name}_textPlate`;\r\n this._textPlate.isPickable = false;\r\n this._textPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);\r\n\r\n this._backPlate.addChild(collisionMesh);\r\n this._backPlate.addChild(this._textPlate);\r\n\r\n this.collisionMesh = collisionMesh;\r\n this.collidableFrontDirection = this._backPlate.forward.negate(); // Mesh is facing the wrong way\r\n\r\n return this._backPlate;\r\n }\r\n\r\n protected _applyFacade(facadeTexture: AdvancedDynamicTexture) {\r\n this._plateMaterial.emissiveTexture = facadeTexture;\r\n this._plateMaterial.opacityTexture = facadeTexture;\r\n this._plateMaterial.diffuseColor = new Color3(0.4, 0.4, 0.4);\r\n }\r\n\r\n private _createBackMaterial(mesh: Mesh) {\r\n this._backMaterial = new FluentMaterial(this.name + \"backPlateMaterial\", mesh.getScene());\r\n this._backMaterial.albedoColor = this._backplateColor;\r\n this._backMaterial.renderBorders = true;\r\n this._backMaterial.renderHoverLight = false;\r\n }\r\n\r\n private _createFrontMaterial(mesh: Mesh) {\r\n this._frontMaterial = new FluentButtonMaterial(this.name + \"Front Material\", mesh.getScene());\r\n }\r\n\r\n private _createPlateMaterial(mesh: Mesh) {\r\n this._plateMaterial = new StandardMaterial(this.name + \"Plate Material\", mesh.getScene());\r\n this._plateMaterial.specularColor = Color3.Black();\r\n }\r\n\r\n protected _onToggle(newState: boolean) {\r\n if (this._backMaterial) {\r\n if (newState) {\r\n this._backMaterial.albedoColor = this._backplateToggledColor;\r\n } else {\r\n this._backMaterial.albedoColor = this._backplateColor;\r\n }\r\n }\r\n\r\n super._onToggle(newState);\r\n }\r\n\r\n protected _affectMaterial(mesh: Mesh) {\r\n if (this._shareMaterials) {\r\n // Back\r\n if (!this._host._touchSharedMaterials[\"backFluentMaterial\"]) {\r\n this._createBackMaterial(mesh);\r\n this._host._touchSharedMaterials[\"backFluentMaterial\"] = this._backMaterial;\r\n } else {\r\n this._backMaterial = this._host._touchSharedMaterials[\"backFluentMaterial\"] as FluentMaterial;\r\n }\r\n\r\n // Front\r\n if (!this._host._touchSharedMaterials[\"frontFluentMaterial\"]) {\r\n this._createFrontMaterial(mesh);\r\n this._host._touchSharedMaterials[\"frontFluentMaterial\"] = this._frontMaterial;\r\n } else {\r\n this._frontMaterial = this._host._touchSharedMaterials[\"frontFluentMaterial\"] as FluentButtonMaterial;\r\n }\r\n } else {\r\n this._createBackMaterial(mesh);\r\n this._createFrontMaterial(mesh);\r\n }\r\n\r\n this._createPlateMaterial(mesh);\r\n this._backPlate.material = this._backMaterial;\r\n this._textPlate.material = this._plateMaterial;\r\n\r\n if (!this._isBackplateVisible) {\r\n this._backPlate.visibility = 0;\r\n }\r\n if (this._frontPlate) {\r\n this._frontPlate.material = this._frontMaterial;\r\n }\r\n\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose(); // will dispose main mesh ie. back plate\r\n\r\n this._disposeTooltip();\r\n this.onPointerMoveObservable.remove(this._pointerHoverObserver);\r\n\r\n if (!this.shareMaterials) {\r\n this._backMaterial.dispose();\r\n this._frontMaterial.dispose();\r\n this._plateMaterial.dispose();\r\n\r\n if (this._pickedPointObserver) {\r\n this._host.onPickedPointChangedObservable.remove(this._pickedPointObserver);\r\n this._pickedPointObserver = null;\r\n }\r\n }\r\n }\r\n}\r\n"]}
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import { Scene } from "@babylonjs/core/scene";
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import { Vector3 } from "@babylonjs/core/Maths/math.vector";
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import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
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import { Nullable } from "@babylonjs/core/types";
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import { Scene } from "@babylonjs/core/scene.js";
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import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
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import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
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import { Nullable } from "@babylonjs/core/types.js";
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import { Control3D } from "./control3D";
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import { VolumeBasedPanel } from "./volumeBasedPanel";
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import { Mesh } from "@babylonjs/core/Meshes/mesh";
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import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh";
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import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
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import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
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import { Container3D } from "./container3D";
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import { TouchHolographicButton } from "./touchHolographicButton";
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/**
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