@babylonjs/gui 5.0.0-rc.0 → 5.0.0-rc.11

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (305) hide show
  1. package/2D/adtInstrumentation.d.ts +52 -52
  2. package/2D/adtInstrumentation.js +126 -126
  3. package/2D/adtInstrumentation.js.map +1 -1
  4. package/2D/advancedDynamicTexture.d.ts +449 -423
  5. package/2D/advancedDynamicTexture.js +1318 -1286
  6. package/2D/advancedDynamicTexture.js.map +1 -1
  7. package/2D/controls/button.d.ts +135 -97
  8. package/2D/controls/button.js +276 -238
  9. package/2D/controls/button.js.map +1 -1
  10. package/2D/controls/checkbox.d.ts +59 -51
  11. package/2D/controls/checkbox.js +188 -178
  12. package/2D/controls/checkbox.js.map +1 -1
  13. package/2D/controls/colorpicker.d.ts +103 -90
  14. package/2D/controls/colorpicker.js +1417 -1400
  15. package/2D/controls/colorpicker.js.map +1 -1
  16. package/2D/controls/container.d.ts +175 -130
  17. package/2D/controls/container.js +570 -525
  18. package/2D/controls/container.js.map +1 -1
  19. package/2D/controls/control.d.ts +866 -743
  20. package/2D/controls/control.js +2433 -2308
  21. package/2D/controls/control.js.map +1 -1
  22. package/2D/controls/displayGrid.d.ts +53 -55
  23. package/2D/controls/displayGrid.js +245 -245
  24. package/2D/controls/displayGrid.js.map +1 -1
  25. package/2D/controls/ellipse.d.ts +21 -21
  26. package/2D/controls/ellipse.js +85 -85
  27. package/2D/controls/ellipse.js.map +1 -1
  28. package/2D/controls/focusableButton.d.ts +59 -52
  29. package/2D/controls/focusableButton.js +99 -92
  30. package/2D/controls/focusableButton.js.map +1 -1
  31. package/2D/controls/focusableControl.d.ts +34 -34
  32. package/2D/controls/focusableControl.js +1 -1
  33. package/2D/controls/focusableControl.js.map +1 -1
  34. package/2D/controls/grid.d.ts +139 -135
  35. package/2D/controls/grid.js +529 -525
  36. package/2D/controls/grid.js.map +1 -1
  37. package/2D/controls/image.d.ts +204 -197
  38. package/2D/controls/image.js +887 -879
  39. package/2D/controls/image.js.map +1 -1
  40. package/2D/controls/index.d.ts +29 -29
  41. package/2D/controls/index.js +29 -29
  42. package/2D/controls/index.js.map +1 -1
  43. package/2D/controls/inputPassword.d.ts +9 -8
  44. package/2D/controls/inputPassword.js +28 -25
  45. package/2D/controls/inputPassword.js.map +1 -1
  46. package/2D/controls/inputText.d.ts +201 -182
  47. package/2D/controls/inputText.js +1119 -1096
  48. package/2D/controls/inputText.js.map +1 -1
  49. package/2D/controls/line.d.ts +66 -66
  50. package/2D/controls/line.js +271 -271
  51. package/2D/controls/line.js.map +1 -1
  52. package/2D/controls/multiLine.d.ts +75 -77
  53. package/2D/controls/multiLine.js +262 -262
  54. package/2D/controls/multiLine.js.map +1 -1
  55. package/2D/controls/radioButton.d.ts +49 -49
  56. package/2D/controls/radioButton.js +205 -205
  57. package/2D/controls/radioButton.js.map +1 -1
  58. package/2D/controls/rectangle.d.ts +29 -29
  59. package/2D/controls/rectangle.js +150 -150
  60. package/2D/controls/rectangle.js.map +1 -1
  61. package/2D/controls/scrollViewers/scrollViewer.d.ts +182 -175
  62. package/2D/controls/scrollViewers/scrollViewer.js +677 -676
  63. package/2D/controls/scrollViewers/scrollViewer.js.map +1 -1
  64. package/2D/controls/scrollViewers/scrollViewerWindow.d.ts +57 -45
  65. package/2D/controls/scrollViewers/scrollViewerWindow.js +278 -263
  66. package/2D/controls/scrollViewers/scrollViewerWindow.js.map +1 -1
  67. package/2D/controls/selector.d.ts +263 -209
  68. package/2D/controls/selector.js +692 -629
  69. package/2D/controls/selector.js.map +1 -1
  70. package/2D/controls/sliders/baseSlider.d.ts +82 -78
  71. package/2D/controls/sliders/baseSlider.js +347 -343
  72. package/2D/controls/sliders/baseSlider.js.map +1 -1
  73. package/2D/controls/sliders/imageBasedSlider.d.ts +49 -47
  74. package/2D/controls/sliders/imageBasedSlider.js +192 -188
  75. package/2D/controls/sliders/imageBasedSlider.js.map +1 -1
  76. package/2D/controls/sliders/imageScrollBar.d.ts +65 -61
  77. package/2D/controls/sliders/imageScrollBar.js +263 -256
  78. package/2D/controls/sliders/imageScrollBar.js.map +1 -1
  79. package/2D/controls/sliders/scrollBar.d.ts +38 -34
  80. package/2D/controls/sliders/scrollBar.js +143 -136
  81. package/2D/controls/sliders/scrollBar.js.map +1 -1
  82. package/2D/controls/sliders/slider.d.ts +35 -37
  83. package/2D/controls/sliders/slider.js +271 -271
  84. package/2D/controls/sliders/slider.js.map +1 -1
  85. package/2D/controls/stackPanel.d.ts +64 -56
  86. package/2D/controls/stackPanel.js +246 -236
  87. package/2D/controls/stackPanel.js.map +1 -1
  88. package/2D/controls/statics.d.ts +6 -6
  89. package/2D/controls/statics.js +49 -47
  90. package/2D/controls/statics.js.map +1 -1
  91. package/2D/controls/textBlock.d.ts +175 -172
  92. package/2D/controls/textBlock.js +603 -598
  93. package/2D/controls/textBlock.js.map +1 -1
  94. package/2D/controls/textWrapper.d.ts +13 -13
  95. package/2D/controls/textWrapper.js +101 -101
  96. package/2D/controls/textWrapper.js.map +1 -1
  97. package/2D/controls/toggleButton.d.ts +117 -83
  98. package/2D/controls/toggleButton.js +268 -234
  99. package/2D/controls/toggleButton.js.map +1 -1
  100. package/2D/controls/virtualKeyboard.d.ts +96 -96
  101. package/2D/controls/virtualKeyboard.js +256 -256
  102. package/2D/controls/virtualKeyboard.js.map +1 -1
  103. package/2D/index.d.ts +9 -9
  104. package/2D/index.js +10 -9
  105. package/2D/index.js.map +1 -1
  106. package/2D/math2D.d.ts +117 -117
  107. package/2D/math2D.js +221 -221
  108. package/2D/math2D.js.map +1 -1
  109. package/2D/measure.d.ts +77 -77
  110. package/2D/measure.js +139 -149
  111. package/2D/measure.js.map +1 -1
  112. package/2D/multiLinePoint.d.ts +47 -47
  113. package/2D/multiLinePoint.js +127 -127
  114. package/2D/multiLinePoint.js.map +1 -1
  115. package/2D/style.d.ts +46 -46
  116. package/2D/style.js +97 -97
  117. package/2D/style.js.map +1 -1
  118. package/2D/valueAndUnit.d.ts +89 -89
  119. package/2D/valueAndUnit.js +226 -222
  120. package/2D/valueAndUnit.js.map +1 -1
  121. package/2D/xmlLoader.d.ts +60 -60
  122. package/2D/xmlLoader.js +348 -348
  123. package/2D/xmlLoader.js.map +1 -1
  124. package/3D/behaviors/defaultBehavior.d.ts +73 -73
  125. package/3D/behaviors/defaultBehavior.js +121 -121
  126. package/3D/behaviors/defaultBehavior.js.map +1 -1
  127. package/3D/controls/abstractButton3D.d.ts +15 -15
  128. package/3D/controls/abstractButton3D.js +25 -25
  129. package/3D/controls/abstractButton3D.js.map +1 -1
  130. package/3D/controls/button3D.d.ts +30 -30
  131. package/3D/controls/button3D.js +93 -93
  132. package/3D/controls/button3D.js.map +1 -1
  133. package/3D/controls/container3D.d.ts +72 -72
  134. package/3D/controls/container3D.js +139 -140
  135. package/3D/controls/container3D.js.map +1 -1
  136. package/3D/controls/contentDisplay3D.d.ts +30 -30
  137. package/3D/controls/contentDisplay3D.js +79 -78
  138. package/3D/controls/contentDisplay3D.js.map +1 -1
  139. package/3D/controls/control3D.d.ts +201 -165
  140. package/3D/controls/control3D.js +445 -408
  141. package/3D/controls/control3D.js.map +1 -1
  142. package/3D/controls/cylinderPanel.d.ts +17 -17
  143. package/3D/controls/cylinderPanel.js +66 -66
  144. package/3D/controls/cylinderPanel.js.map +1 -1
  145. package/3D/controls/handMenu.d.ts +28 -28
  146. package/3D/controls/handMenu.js +47 -47
  147. package/3D/controls/handMenu.js.map +1 -1
  148. package/3D/controls/holographicBackplate.d.ts +49 -48
  149. package/3D/controls/holographicBackplate.js +120 -120
  150. package/3D/controls/holographicBackplate.js.map +1 -1
  151. package/3D/controls/holographicButton.d.ts +84 -83
  152. package/3D/controls/holographicButton.js +339 -338
  153. package/3D/controls/holographicButton.js.map +1 -1
  154. package/3D/controls/holographicSlate.d.ts +131 -128
  155. package/3D/controls/holographicSlate.js +431 -428
  156. package/3D/controls/holographicSlate.js.map +1 -1
  157. package/3D/controls/index.d.ts +21 -21
  158. package/3D/controls/index.js +21 -21
  159. package/3D/controls/index.js.map +1 -1
  160. package/3D/controls/meshButton3D.d.ts +21 -21
  161. package/3D/controls/meshButton3D.js +62 -61
  162. package/3D/controls/meshButton3D.js.map +1 -1
  163. package/3D/controls/nearMenu.d.ts +44 -44
  164. package/3D/controls/nearMenu.js +114 -112
  165. package/3D/controls/nearMenu.js.map +1 -1
  166. package/3D/controls/planePanel.d.ts +9 -9
  167. package/3D/controls/planePanel.js +36 -36
  168. package/3D/controls/planePanel.js.map +1 -1
  169. package/3D/controls/scatterPanel.d.ts +18 -18
  170. package/3D/controls/scatterPanel.js +108 -108
  171. package/3D/controls/scatterPanel.js.map +1 -1
  172. package/3D/controls/slider3D.d.ts +81 -80
  173. package/3D/controls/slider3D.js +268 -267
  174. package/3D/controls/slider3D.js.map +1 -1
  175. package/3D/controls/spherePanel.d.ts +17 -17
  176. package/3D/controls/spherePanel.js +67 -67
  177. package/3D/controls/spherePanel.js.map +1 -1
  178. package/3D/controls/stackPanel3D.d.ts +22 -22
  179. package/3D/controls/stackPanel3D.js +107 -107
  180. package/3D/controls/stackPanel3D.js.map +1 -1
  181. package/3D/controls/touchButton3D.d.ts +80 -75
  182. package/3D/controls/touchButton3D.js +233 -227
  183. package/3D/controls/touchButton3D.js.map +1 -1
  184. package/3D/controls/touchHolographicButton.d.ts +110 -109
  185. package/3D/controls/touchHolographicButton.js +445 -445
  186. package/3D/controls/touchHolographicButton.js.map +1 -1
  187. package/3D/controls/touchHolographicMenu.d.ts +61 -61
  188. package/3D/controls/touchHolographicMenu.js +149 -148
  189. package/3D/controls/touchHolographicMenu.js.map +1 -1
  190. package/3D/controls/touchMeshButton3D.d.ts +21 -22
  191. package/3D/controls/touchMeshButton3D.js +62 -62
  192. package/3D/controls/touchMeshButton3D.js.map +1 -1
  193. package/3D/controls/volumeBasedPanel.d.ts +53 -52
  194. package/3D/controls/volumeBasedPanel.js +174 -174
  195. package/3D/controls/volumeBasedPanel.js.map +1 -1
  196. package/3D/gizmos/gizmoHandle.d.ts +108 -108
  197. package/3D/gizmos/gizmoHandle.js +209 -209
  198. package/3D/gizmos/gizmoHandle.js.map +1 -1
  199. package/3D/gizmos/index.d.ts +2 -2
  200. package/3D/gizmos/index.js +2 -2
  201. package/3D/gizmos/index.js.map +1 -1
  202. package/3D/gizmos/slateGizmo.d.ts +57 -57
  203. package/3D/gizmos/slateGizmo.js +369 -369
  204. package/3D/gizmos/slateGizmo.js.map +1 -1
  205. package/3D/gui3DManager.d.ts +94 -94
  206. package/3D/gui3DManager.js +257 -257
  207. package/3D/gui3DManager.js.map +1 -1
  208. package/3D/index.d.ts +5 -5
  209. package/3D/index.js +6 -5
  210. package/3D/index.js.map +1 -1
  211. package/3D/materials/fluent/fluentMaterial.d.ts +91 -90
  212. package/3D/materials/fluent/fluentMaterial.js +292 -281
  213. package/3D/materials/fluent/fluentMaterial.js.map +1 -1
  214. package/3D/materials/fluent/index.d.ts +1 -1
  215. package/3D/materials/fluent/index.js +1 -1
  216. package/3D/materials/fluent/index.js.map +1 -1
  217. package/3D/materials/fluent/shaders/fluent.fragment.d.ts +5 -5
  218. package/3D/materials/fluent/shaders/fluent.fragment.js +8 -6
  219. package/3D/materials/fluent/shaders/fluent.fragment.js.map +1 -1
  220. package/3D/materials/fluent/shaders/fluent.vertex.d.ts +5 -5
  221. package/3D/materials/fluent/shaders/fluent.vertex.js +8 -6
  222. package/3D/materials/fluent/shaders/fluent.vertex.js.map +1 -1
  223. package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +155 -154
  224. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +469 -434
  225. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -1
  226. package/3D/materials/fluentBackplate/index.d.ts +1 -1
  227. package/3D/materials/fluentBackplate/index.js +1 -1
  228. package/3D/materials/fluentBackplate/index.js.map +1 -1
  229. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.d.ts +5 -5
  230. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js +8 -6
  231. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js.map +1 -1
  232. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.d.ts +5 -5
  233. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js +8 -6
  234. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js.map +1 -1
  235. package/3D/materials/fluentButton/fluentButtonMaterial.d.ts +190 -189
  236. package/3D/materials/fluentButton/fluentButtonMaterial.js +539 -537
  237. package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -1
  238. package/3D/materials/fluentButton/index.d.ts +1 -1
  239. package/3D/materials/fluentButton/index.js +1 -1
  240. package/3D/materials/fluentButton/index.js.map +1 -1
  241. package/3D/materials/fluentButton/shaders/fluentButton.fragment.d.ts +5 -5
  242. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js +8 -6
  243. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js.map +1 -1
  244. package/3D/materials/fluentButton/shaders/fluentButton.vertex.d.ts +5 -5
  245. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js +8 -6
  246. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js.map +1 -1
  247. package/3D/materials/fluentMaterial.d.ts +4 -4
  248. package/3D/materials/fluentMaterial.js +4 -4
  249. package/3D/materials/fluentMaterial.js.map +1 -1
  250. package/3D/materials/handle/handleMaterial.d.ts +68 -68
  251. package/3D/materials/handle/handleMaterial.js +126 -126
  252. package/3D/materials/handle/handleMaterial.js.map +1 -1
  253. package/3D/materials/handle/index.d.ts +1 -1
  254. package/3D/materials/handle/index.js +1 -1
  255. package/3D/materials/handle/index.js.map +1 -1
  256. package/3D/materials/handle/shaders/handle.fragment.d.ts +5 -5
  257. package/3D/materials/handle/shaders/handle.fragment.js +8 -6
  258. package/3D/materials/handle/shaders/handle.fragment.js.map +1 -1
  259. package/3D/materials/handle/shaders/handle.vertex.d.ts +5 -5
  260. package/3D/materials/handle/shaders/handle.vertex.js +8 -6
  261. package/3D/materials/handle/shaders/handle.vertex.js.map +1 -1
  262. package/3D/materials/index.d.ts +5 -5
  263. package/3D/materials/index.js +6 -5
  264. package/3D/materials/index.js.map +1 -1
  265. package/3D/materials/mrdl/index.d.ts +3 -3
  266. package/3D/materials/mrdl/index.js +3 -3
  267. package/3D/materials/mrdl/index.js.map +1 -1
  268. package/3D/materials/mrdl/mrdlBackplateMaterial.d.ts +148 -147
  269. package/3D/materials/mrdl/mrdlBackplateMaterial.js +436 -409
  270. package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -1
  271. package/3D/materials/mrdl/mrdlSliderBarMaterial.d.ts +334 -333
  272. package/3D/materials/mrdl/mrdlSliderBarMaterial.js +851 -786
  273. package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -1
  274. package/3D/materials/mrdl/mrdlSliderThumbMaterial.d.ts +334 -333
  275. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +851 -786
  276. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -1
  277. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.d.ts +5 -5
  278. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js +8 -6
  279. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js.map +1 -1
  280. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.d.ts +5 -5
  281. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js +8 -6
  282. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js.map +1 -1
  283. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.d.ts +5 -5
  284. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js +8 -6
  285. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js.map +1 -1
  286. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.d.ts +5 -5
  287. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js +8 -6
  288. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js.map +1 -1
  289. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.d.ts +5 -5
  290. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js +8 -6
  291. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js.map +1 -1
  292. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.d.ts +5 -5
  293. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js +8 -6
  294. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js.map +1 -1
  295. package/3D/vector3WithInfo.d.ts +16 -16
  296. package/3D/vector3WithInfo.js +23 -23
  297. package/3D/vector3WithInfo.js.map +1 -1
  298. package/index.d.ts +2 -2
  299. package/index.js +3 -2
  300. package/index.js.map +1 -1
  301. package/legacy/legacy.d.ts +1 -1
  302. package/legacy/legacy.js +14 -13
  303. package/legacy/legacy.js.map +1 -1
  304. package/package.json +21 -328
  305. package/readme.md +2 -2
@@ -1,228 +1,234 @@
1
- // Assumptions: absolute position of button mesh is inside the mesh
2
- import { __extends } from "tslib";
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- import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
4
- import { PointerEventTypes } from "@babylonjs/core/Events/pointerEvents.js";
5
- import { TmpVectors } from "@babylonjs/core/Maths/math.vector.js";
6
- import { Observable } from "@babylonjs/core/Misc/observable.js";
7
- import { Button3D } from "./button3D.js";
8
- /**
9
- * Class used to create a touchable button in 3D
10
- */
11
- var TouchButton3D = /** @class */ (function (_super) {
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- __extends(TouchButton3D, _super);
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- /**
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- * Creates a new touchable button
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- * @param name defines the control name
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- * @param collisionMesh mesh to track collisions with
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- */
18
- function TouchButton3D(name, collisionMesh) {
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- var _this = _super.call(this, name) || this;
20
- _this._isNearPressed = false;
21
- _this._interactionSurfaceHeight = 0;
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- _this._isToggleButton = false;
23
- _this._toggleState = false;
24
- _this._toggleButtonCallback = function () { _this._onToggle(!_this._toggleState); };
25
- /**
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- * An event triggered when the button is toggled. Only fired if 'isToggleButton' is true
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- */
28
- _this.onToggleObservable = new Observable();
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- _this.collidableFrontDirection = Vector3.Zero();
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- if (collisionMesh) {
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- _this.collisionMesh = collisionMesh;
32
- }
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- return _this;
34
- }
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- Object.defineProperty(TouchButton3D.prototype, "isActiveNearInteraction", {
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- /**
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- * Whether the current interaction is caused by near interaction or not
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- */
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- get: function () {
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- return this._isNearPressed;
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- },
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- enumerable: false,
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- configurable: true
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- });
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- Object.defineProperty(TouchButton3D.prototype, "collidableFrontDirection", {
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- /**
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- * Returns the front-facing direction of the button, or Vector3.Zero if there is no 'front'
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- */
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- get: function () {
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- if (this._collisionMesh) {
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- // Update the front direction to reflect any rotations of the collision mesh
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- var transformedDirection = TmpVectors.Vector3[0];
53
- Vector3.TransformNormalToRef(this._collidableFrontDirection, this._collisionMesh.getWorldMatrix(), transformedDirection);
54
- return transformedDirection.normalize();
55
- }
56
- return this._collidableFrontDirection;
57
- },
58
- /**
59
- * Sets the front-facing direction of the button. Pass in Vector3.Zero to allow interactions from any direction
60
- * @param frontDir the forward direction of the button
61
- */
62
- set: function (frontWorldDir) {
63
- this._collidableFrontDirection = frontWorldDir.normalize();
64
- if (this._collisionMesh) {
65
- var invert = TmpVectors.Matrix[0];
66
- invert.copyFrom(this._collisionMesh.getWorldMatrix());
67
- invert.invert();
68
- Vector3.TransformNormalToRef(this._collidableFrontDirection, invert, this._collidableFrontDirection);
69
- this._collidableFrontDirection.normalize();
70
- }
71
- },
72
- enumerable: false,
73
- configurable: true
74
- });
75
- Object.defineProperty(TouchButton3D.prototype, "collisionMesh", {
76
- /**
77
- * Sets the mesh used for testing input collision
78
- * @param collisionMesh the new collision mesh for the button
79
- */
80
- set: function (collisionMesh) {
81
- var _this = this;
82
- var _a;
83
- // Remove the GUI3DManager's data from the previous collision mesh's reserved data store, and reset interactability
84
- if (this._collisionMesh) {
85
- this._collisionMesh.isNearPickable = false;
86
- if ((_a = this._collisionMesh.reservedDataStore) === null || _a === void 0 ? void 0 : _a.GUI3D) {
87
- this._collisionMesh.reservedDataStore.GUI3D = {};
88
- }
89
- this._collisionMesh.getChildMeshes().forEach(function (mesh) {
90
- var _a;
91
- mesh.isNearPickable = false;
92
- if ((_a = mesh.reservedDataStore) === null || _a === void 0 ? void 0 : _a.GUI3D) {
93
- mesh.reservedDataStore.GUI3D = {};
94
- }
95
- });
96
- }
97
- this._collisionMesh = collisionMesh;
98
- this._injectGUI3DReservedDataStore(this._collisionMesh).control = this;
99
- this._collisionMesh.isNearPickable = true;
100
- this._collisionMesh.getChildMeshes().forEach(function (mesh) {
101
- _this._injectGUI3DReservedDataStore(mesh).control = _this;
102
- mesh.isNearPickable = true;
103
- });
104
- this.collidableFrontDirection = collisionMesh.forward;
105
- },
106
- enumerable: false,
107
- configurable: true
108
- });
109
- Object.defineProperty(TouchButton3D.prototype, "isToggleButton", {
110
- get: function () {
111
- return this._isToggleButton;
112
- },
113
- /**
114
- * Setter for if this TouchButton3D should be treated as a toggle button
115
- * @param value If this TouchHolographicButton should act like a toggle button
116
- */
117
- set: function (value) {
118
- if (value === this._isToggleButton) {
119
- return;
120
- }
121
- this._isToggleButton = value;
122
- if (value) {
123
- this.onPointerUpObservable.add(this._toggleButtonCallback);
124
- }
125
- else {
126
- this.onPointerUpObservable.removeCallback(this._toggleButtonCallback);
127
- // Safety check, reset the button if it's toggled on but no longer a toggle button
128
- if (this._toggleState) {
129
- this._onToggle(false);
130
- }
131
- }
132
- },
133
- enumerable: false,
134
- configurable: true
135
- });
136
- Object.defineProperty(TouchButton3D.prototype, "isToggled", {
137
- get: function () {
138
- return this._toggleState;
139
- },
140
- /**
141
- * A public entrypoint to set the toggle state of the TouchHolographicButton. Only works if 'isToggleButton' is true
142
- * @param newState The new state to set the TouchHolographicButton's toggle state to
143
- */
144
- set: function (newState) {
145
- if (this._isToggleButton && this._toggleState !== newState) {
146
- this._onToggle(newState);
147
- }
148
- },
149
- enumerable: false,
150
- configurable: true
151
- });
152
- TouchButton3D.prototype._onToggle = function (newState) {
153
- this._toggleState = newState;
154
- this.onToggleObservable.notifyObservers(newState);
155
- };
156
- // Returns true if the collidable is in front of the button, or if the button has no front direction
157
- TouchButton3D.prototype._isInteractionInFrontOfButton = function (collidablePos) {
158
- return this._getInteractionHeight(collidablePos, this._collisionMesh.getAbsolutePosition()) > 0;
159
- };
160
- /**
161
- * Get the height of the touchPoint from the collidable part of the button
162
- * @param touchPoint the point to compare to the button, in absolute position
163
- * @returns the depth of the touch point into the front of the button
164
- */
165
- TouchButton3D.prototype.getPressDepth = function (touchPoint) {
166
- if (!this._isNearPressed) {
167
- return 0;
168
- }
169
- var interactionHeight = this._getInteractionHeight(touchPoint, this._collisionMesh.getAbsolutePosition());
170
- return this._interactionSurfaceHeight - interactionHeight;
171
- };
172
- // Returns true if the collidable is in front of the button, or if the button has no front direction
173
- TouchButton3D.prototype._getInteractionHeight = function (interactionPos, basePos) {
174
- var frontDir = this.collidableFrontDirection;
175
- if (frontDir.length() === 0) {
176
- // The button has no front, just return the distance to the base
177
- return Vector3.Distance(interactionPos, basePos);
178
- }
179
- var d = Vector3.Dot(basePos, frontDir);
180
- var abc = Vector3.Dot(interactionPos, frontDir);
181
- return abc - d;
182
- };
183
- /** @hidden */
184
- TouchButton3D.prototype._generatePointerEventType = function (providedType, nearMeshPosition, activeInteractionCount) {
185
- if (providedType === PointerEventTypes.POINTERDOWN) {
186
- if (!this._isInteractionInFrontOfButton(nearMeshPosition)) {
187
- // Near interaction mesh is behind the button, don't send a pointer down
188
- return PointerEventTypes.POINTERMOVE;
189
- }
190
- else {
191
- this._isNearPressed = true;
192
- this._interactionSurfaceHeight = this._getInteractionHeight(nearMeshPosition, this._collisionMesh.getAbsolutePosition());
193
- }
194
- }
195
- if (providedType === PointerEventTypes.POINTERUP) {
196
- if (activeInteractionCount == 0) {
197
- // We get the release for the down we swallowed earlier, swallow as well
198
- return PointerEventTypes.POINTERMOVE;
199
- }
200
- else {
201
- this._isNearPressed = false;
202
- }
203
- }
204
- return providedType;
205
- };
206
- TouchButton3D.prototype._getTypeName = function () {
207
- return "TouchButton3D";
208
- };
209
- // Mesh association
210
- TouchButton3D.prototype._createNode = function (scene) {
211
- return _super.prototype._createNode.call(this, scene);
212
- };
213
- /**
214
- * Releases all associated resources
215
- */
216
- TouchButton3D.prototype.dispose = function () {
217
- _super.prototype.dispose.call(this);
218
- // Clean up toggle observables
219
- this.onPointerUpObservable.removeCallback(this._toggleButtonCallback);
220
- this.onToggleObservable.clear();
221
- if (this._collisionMesh) {
222
- this._collisionMesh.dispose();
223
- }
224
- };
225
- return TouchButton3D;
226
- }(Button3D));
227
- export { TouchButton3D };
1
+ // Assumptions: absolute position of button mesh is inside the mesh
2
+ import { __extends } from "tslib";
3
+ import { Vector3, TmpVectors } from "@babylonjs/core/Maths/math.vector.js";
4
+ import { PointerEventTypes } from "@babylonjs/core/Events/pointerEvents.js";
5
+ import { Observable } from "@babylonjs/core/Misc/observable.js";
6
+ import { Button3D } from "./button3D";
7
+ /**
8
+ * Class used to create a touchable button in 3D
9
+ */
10
+ var TouchButton3D = /** @class */ (function (_super) {
11
+ __extends(TouchButton3D, _super);
12
+ /**
13
+ * Creates a new touchable button
14
+ * @param name defines the control name
15
+ * @param collisionMesh mesh to track collisions with
16
+ */
17
+ function TouchButton3D(name, collisionMesh) {
18
+ var _this = _super.call(this, name) || this;
19
+ _this._isNearPressed = false;
20
+ _this._interactionSurfaceHeight = 0;
21
+ _this._isToggleButton = false;
22
+ _this._toggleState = false;
23
+ _this._toggleButtonCallback = function () {
24
+ _this._onToggle(!_this._toggleState);
25
+ };
26
+ /**
27
+ * An event triggered when the button is toggled. Only fired if 'isToggleButton' is true
28
+ */
29
+ _this.onToggleObservable = new Observable();
30
+ _this.collidableFrontDirection = Vector3.Zero();
31
+ if (collisionMesh) {
32
+ _this.collisionMesh = collisionMesh;
33
+ }
34
+ return _this;
35
+ }
36
+ Object.defineProperty(TouchButton3D.prototype, "isActiveNearInteraction", {
37
+ /**
38
+ * Whether the current interaction is caused by near interaction or not
39
+ */
40
+ get: function () {
41
+ return this._isNearPressed;
42
+ },
43
+ enumerable: false,
44
+ configurable: true
45
+ });
46
+ Object.defineProperty(TouchButton3D.prototype, "collidableFrontDirection", {
47
+ /**
48
+ * Returns the front-facing direction of the button, or Vector3.Zero if there is no 'front'
49
+ */
50
+ get: function () {
51
+ if (this._collisionMesh) {
52
+ // Update the front direction to reflect any rotations of the collision mesh
53
+ var transformedDirection = TmpVectors.Vector3[0];
54
+ Vector3.TransformNormalToRef(this._collidableFrontDirection, this._collisionMesh.getWorldMatrix(), transformedDirection);
55
+ return transformedDirection.normalize();
56
+ }
57
+ return this._collidableFrontDirection;
58
+ },
59
+ /**
60
+ * Sets the front-facing direction of the button. Pass in Vector3.Zero to allow interactions from any direction
61
+ * @param frontWorldDir the forward direction of the button
62
+ */
63
+ set: function (frontWorldDir) {
64
+ this._collidableFrontDirection = frontWorldDir.normalize();
65
+ if (this._collisionMesh) {
66
+ var invert = TmpVectors.Matrix[0];
67
+ invert.copyFrom(this._collisionMesh.getWorldMatrix());
68
+ invert.invert();
69
+ Vector3.TransformNormalToRef(this._collidableFrontDirection, invert, this._collidableFrontDirection);
70
+ this._collidableFrontDirection.normalize();
71
+ }
72
+ },
73
+ enumerable: false,
74
+ configurable: true
75
+ });
76
+ Object.defineProperty(TouchButton3D.prototype, "collisionMesh", {
77
+ /**
78
+ * Sets the mesh used for testing input collision
79
+ * @param collisionMesh the new collision mesh for the button
80
+ */
81
+ set: function (collisionMesh) {
82
+ var _this = this;
83
+ var _a;
84
+ // Remove the GUI3DManager's data from the previous collision mesh's reserved data store, and reset interactability
85
+ if (this._collisionMesh) {
86
+ this._collisionMesh.isNearPickable = false;
87
+ if ((_a = this._collisionMesh.reservedDataStore) === null || _a === void 0 ? void 0 : _a.GUI3D) {
88
+ this._collisionMesh.reservedDataStore.GUI3D = {};
89
+ }
90
+ this._collisionMesh.getChildMeshes().forEach(function (mesh) {
91
+ var _a;
92
+ mesh.isNearPickable = false;
93
+ if ((_a = mesh.reservedDataStore) === null || _a === void 0 ? void 0 : _a.GUI3D) {
94
+ mesh.reservedDataStore.GUI3D = {};
95
+ }
96
+ });
97
+ }
98
+ this._collisionMesh = collisionMesh;
99
+ this._injectGUI3DReservedDataStore(this._collisionMesh).control = this;
100
+ this._collisionMesh.isNearPickable = true;
101
+ this._collisionMesh.getChildMeshes().forEach(function (mesh) {
102
+ _this._injectGUI3DReservedDataStore(mesh).control = _this;
103
+ mesh.isNearPickable = true;
104
+ });
105
+ this.collidableFrontDirection = collisionMesh.forward;
106
+ },
107
+ enumerable: false,
108
+ configurable: true
109
+ });
110
+ Object.defineProperty(TouchButton3D.prototype, "isToggleButton", {
111
+ get: function () {
112
+ return this._isToggleButton;
113
+ },
114
+ /**
115
+ * Setter for if this TouchButton3D should be treated as a toggle button
116
+ * @param value If this TouchHolographicButton should act like a toggle button
117
+ */
118
+ set: function (value) {
119
+ if (value === this._isToggleButton) {
120
+ return;
121
+ }
122
+ this._isToggleButton = value;
123
+ if (value) {
124
+ this.onPointerUpObservable.add(this._toggleButtonCallback);
125
+ }
126
+ else {
127
+ this.onPointerUpObservable.removeCallback(this._toggleButtonCallback);
128
+ // Safety check, reset the button if it's toggled on but no longer a toggle button
129
+ if (this._toggleState) {
130
+ this._onToggle(false);
131
+ }
132
+ }
133
+ },
134
+ enumerable: false,
135
+ configurable: true
136
+ });
137
+ Object.defineProperty(TouchButton3D.prototype, "isToggled", {
138
+ get: function () {
139
+ return this._toggleState;
140
+ },
141
+ /**
142
+ * A public entrypoint to set the toggle state of the TouchHolographicButton. Only works if 'isToggleButton' is true
143
+ * @param newState The new state to set the TouchHolographicButton's toggle state to
144
+ */
145
+ set: function (newState) {
146
+ if (this._isToggleButton && this._toggleState !== newState) {
147
+ this._onToggle(newState);
148
+ }
149
+ },
150
+ enumerable: false,
151
+ configurable: true
152
+ });
153
+ TouchButton3D.prototype._onToggle = function (newState) {
154
+ this._toggleState = newState;
155
+ this.onToggleObservable.notifyObservers(newState);
156
+ };
157
+ // Returns true if the collidable is in front of the button, or if the button has no front direction
158
+ TouchButton3D.prototype._isInteractionInFrontOfButton = function (collidablePos) {
159
+ return this._getInteractionHeight(collidablePos, this._collisionMesh.getAbsolutePosition()) > 0;
160
+ };
161
+ /**
162
+ * Get the height of the touchPoint from the collidable part of the button
163
+ * @param touchPoint the point to compare to the button, in absolute position
164
+ * @returns the depth of the touch point into the front of the button
165
+ */
166
+ TouchButton3D.prototype.getPressDepth = function (touchPoint) {
167
+ if (!this._isNearPressed) {
168
+ return 0;
169
+ }
170
+ var interactionHeight = this._getInteractionHeight(touchPoint, this._collisionMesh.getAbsolutePosition());
171
+ return this._interactionSurfaceHeight - interactionHeight;
172
+ };
173
+ // Returns true if the collidable is in front of the button, or if the button has no front direction
174
+ TouchButton3D.prototype._getInteractionHeight = function (interactionPos, basePos) {
175
+ var frontDir = this.collidableFrontDirection;
176
+ if (frontDir.length() === 0) {
177
+ // The button has no front, just return the distance to the base
178
+ return Vector3.Distance(interactionPos, basePos);
179
+ }
180
+ var d = Vector3.Dot(basePos, frontDir);
181
+ var abc = Vector3.Dot(interactionPos, frontDir);
182
+ return abc - d;
183
+ };
184
+ /**
185
+ * @param providedType
186
+ * @param nearMeshPosition
187
+ * @param activeInteractionCount
188
+ * @hidden
189
+ */
190
+ TouchButton3D.prototype._generatePointerEventType = function (providedType, nearMeshPosition, activeInteractionCount) {
191
+ if (providedType === PointerEventTypes.POINTERDOWN) {
192
+ if (!this._isInteractionInFrontOfButton(nearMeshPosition)) {
193
+ // Near interaction mesh is behind the button, don't send a pointer down
194
+ return PointerEventTypes.POINTERMOVE;
195
+ }
196
+ else {
197
+ this._isNearPressed = true;
198
+ this._interactionSurfaceHeight = this._getInteractionHeight(nearMeshPosition, this._collisionMesh.getAbsolutePosition());
199
+ }
200
+ }
201
+ if (providedType === PointerEventTypes.POINTERUP) {
202
+ if (activeInteractionCount == 0) {
203
+ // We get the release for the down we swallowed earlier, swallow as well
204
+ return PointerEventTypes.POINTERMOVE;
205
+ }
206
+ else {
207
+ this._isNearPressed = false;
208
+ }
209
+ }
210
+ return providedType;
211
+ };
212
+ TouchButton3D.prototype._getTypeName = function () {
213
+ return "TouchButton3D";
214
+ };
215
+ // Mesh association
216
+ TouchButton3D.prototype._createNode = function (scene) {
217
+ return _super.prototype._createNode.call(this, scene);
218
+ };
219
+ /**
220
+ * Releases all associated resources
221
+ */
222
+ TouchButton3D.prototype.dispose = function () {
223
+ _super.prototype.dispose.call(this);
224
+ // Clean up toggle observables
225
+ this.onPointerUpObservable.removeCallback(this._toggleButtonCallback);
226
+ this.onToggleObservable.clear();
227
+ if (this._collisionMesh) {
228
+ this._collisionMesh.dispose();
229
+ }
230
+ };
231
+ return TouchButton3D;
232
+ }(Button3D));
233
+ export { TouchButton3D };
228
234
  //# sourceMappingURL=touchButton3D.js.map
@@ -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 private _isNearPressed = false;\r\n private _interactionSurfaceHeight = 0;\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 * Whether the current interaction is caused by near interaction or not\r\n */\r\n public get isActiveNearInteraction() {\r\n return this._isNearPressed;\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, and reset interactability\r\n if (this._collisionMesh) {\r\n this._collisionMesh.isNearPickable = false;\r\n if (this._collisionMesh.reservedDataStore?.GUI3D) {\r\n this._collisionMesh.reservedDataStore.GUI3D = {};\r\n }\r\n\r\n this._collisionMesh.getChildMeshes().forEach((mesh) => {\r\n mesh.isNearPickable = false;\r\n if (mesh.reservedDataStore?.GUI3D) {\r\n mesh.reservedDataStore.GUI3D = {};\r\n }\r\n });\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._collisionMesh.getChildMeshes().forEach((mesh) => {\r\n this._injectGUI3DReservedDataStore(mesh).control = this;\r\n mesh.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 /**\r\n * Get the height of the touchPoint from the collidable part of the button\r\n * @param touchPoint the point to compare to the button, in absolute position\r\n * @returns the depth of the touch point into the front of the button\r\n */\r\n public getPressDepth(touchPoint: Vector3) {\r\n if (!this._isNearPressed) {\r\n return 0;\r\n }\r\n var interactionHeight = this._getInteractionHeight(touchPoint, this._collisionMesh.getAbsolutePosition());\r\n return this._interactionSurfaceHeight - interactionHeight;\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 this._interactionSurfaceHeight = this._getInteractionHeight(nearMeshPosition, this._collisionMesh.getAbsolutePosition());\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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Assumptions: absolute position of button mesh is inside the mesh\r\n\r\nimport { Vector3, TmpVectors } from \"core/Maths/math.vector\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { PointerEventTypes } from \"core/Events/pointerEvents\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\nimport type { 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 private _isNearPressed = false;\r\n private _interactionSurfaceHeight = 0;\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 * Whether the current interaction is caused by near interaction or not\r\n */\r\n public get isActiveNearInteraction() {\r\n return this._isNearPressed;\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 frontWorldDir 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, and reset interactability\r\n if (this._collisionMesh) {\r\n this._collisionMesh.isNearPickable = false;\r\n if (this._collisionMesh.reservedDataStore?.GUI3D) {\r\n this._collisionMesh.reservedDataStore.GUI3D = {};\r\n }\r\n\r\n this._collisionMesh.getChildMeshes().forEach((mesh) => {\r\n mesh.isNearPickable = false;\r\n if (mesh.reservedDataStore?.GUI3D) {\r\n mesh.reservedDataStore.GUI3D = {};\r\n }\r\n });\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._collisionMesh.getChildMeshes().forEach((mesh) => {\r\n this._injectGUI3DReservedDataStore(mesh).control = this;\r\n mesh.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 /**\r\n * Get the height of the touchPoint from the collidable part of the button\r\n * @param touchPoint the point to compare to the button, in absolute position\r\n * @returns the depth of the touch point into the front of the button\r\n */\r\n public getPressDepth(touchPoint: Vector3) {\r\n if (!this._isNearPressed) {\r\n return 0;\r\n }\r\n const interactionHeight = this._getInteractionHeight(touchPoint, this._collisionMesh.getAbsolutePosition());\r\n return this._interactionSurfaceHeight - interactionHeight;\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 /**\r\n * @param providedType\r\n * @param nearMeshPosition\r\n * @param activeInteractionCount\r\n * @hidden\r\n */\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 this._interactionSurfaceHeight = this._getInteractionHeight(nearMeshPosition, this._collisionMesh.getAbsolutePosition());\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"]}