@babylonjs/gui 5.0.0-rc.2 → 5.0.0-rc.5

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 (265) hide show
  1. package/2D/adtInstrumentation.d.ts +2 -2
  2. package/2D/adtInstrumentation.js.map +1 -1
  3. package/2D/advancedDynamicTexture.d.ts +43 -20
  4. package/2D/advancedDynamicTexture.js +45 -22
  5. package/2D/advancedDynamicTexture.js.map +1 -1
  6. package/2D/controls/button.d.ts +50 -12
  7. package/2D/controls/button.js +48 -10
  8. package/2D/controls/button.js.map +1 -1
  9. package/2D/controls/checkbox.d.ts +17 -9
  10. package/2D/controls/checkbox.js +17 -7
  11. package/2D/controls/checkbox.js.map +1 -1
  12. package/2D/controls/colorpicker.d.ts +21 -8
  13. package/2D/controls/colorpicker.js +540 -523
  14. package/2D/controls/colorpicker.js.map +1 -1
  15. package/2D/controls/container.d.ts +63 -18
  16. package/2D/controls/container.js +63 -18
  17. package/2D/controls/container.js.map +1 -1
  18. package/2D/controls/control.d.ts +172 -49
  19. package/2D/controls/control.js +166 -41
  20. package/2D/controls/control.js.map +1 -1
  21. package/2D/controls/displayGrid.d.ts +2 -4
  22. package/2D/controls/displayGrid.js +3 -3
  23. package/2D/controls/displayGrid.js.map +1 -1
  24. package/2D/controls/ellipse.d.ts +1 -1
  25. package/2D/controls/ellipse.js +2 -2
  26. package/2D/controls/ellipse.js.map +1 -1
  27. package/2D/controls/focusableButton.d.ts +13 -6
  28. package/2D/controls/focusableButton.js +10 -3
  29. package/2D/controls/focusableButton.js.map +1 -1
  30. package/2D/controls/focusableControl.d.ts +11 -11
  31. package/2D/controls/focusableControl.js.map +1 -1
  32. package/2D/controls/grid.d.ts +7 -3
  33. package/2D/controls/grid.js +9 -5
  34. package/2D/controls/grid.js.map +1 -1
  35. package/2D/controls/image.d.ts +15 -8
  36. package/2D/controls/image.js +29 -21
  37. package/2D/controls/image.js.map +1 -1
  38. package/2D/controls/index.js.map +1 -1
  39. package/2D/controls/inputPassword.d.ts +1 -1
  40. package/2D/controls/inputPassword.js +2 -2
  41. package/2D/controls/inputPassword.js.map +1 -1
  42. package/2D/controls/inputText.d.ts +34 -15
  43. package/2D/controls/inputText.js +47 -24
  44. package/2D/controls/inputText.js.map +1 -1
  45. package/2D/controls/line.d.ts +4 -4
  46. package/2D/controls/line.js +5 -5
  47. package/2D/controls/line.js.map +1 -1
  48. package/2D/controls/multiLine.d.ts +9 -11
  49. package/2D/controls/multiLine.js +8 -8
  50. package/2D/controls/multiLine.js.map +1 -1
  51. package/2D/controls/radioButton.d.ts +4 -4
  52. package/2D/controls/radioButton.js +2 -2
  53. package/2D/controls/radioButton.js.map +1 -1
  54. package/2D/controls/rectangle.d.ts +1 -1
  55. package/2D/controls/rectangle.js +2 -2
  56. package/2D/controls/rectangle.js.map +1 -1
  57. package/2D/controls/scrollViewers/scrollViewer.d.ts +14 -7
  58. package/2D/controls/scrollViewers/scrollViewer.js +14 -13
  59. package/2D/controls/scrollViewers/scrollViewer.js.map +1 -1
  60. package/2D/controls/scrollViewers/scrollViewerWindow.d.ts +20 -8
  61. package/2D/controls/scrollViewers/scrollViewerWindow.js +25 -10
  62. package/2D/controls/scrollViewers/scrollViewerWindow.js.map +1 -1
  63. package/2D/controls/selector.d.ts +79 -25
  64. package/2D/controls/selector.js +93 -30
  65. package/2D/controls/selector.js.map +1 -1
  66. package/2D/controls/sliders/baseSlider.d.ts +9 -5
  67. package/2D/controls/sliders/baseSlider.js +11 -7
  68. package/2D/controls/sliders/baseSlider.js.map +1 -1
  69. package/2D/controls/sliders/imageBasedSlider.d.ts +10 -8
  70. package/2D/controls/sliders/imageBasedSlider.js +10 -6
  71. package/2D/controls/sliders/imageBasedSlider.js.map +1 -1
  72. package/2D/controls/sliders/imageScrollBar.d.ts +8 -4
  73. package/2D/controls/sliders/imageScrollBar.js +10 -3
  74. package/2D/controls/sliders/imageScrollBar.js.map +1 -1
  75. package/2D/controls/sliders/scrollBar.d.ts +8 -4
  76. package/2D/controls/sliders/scrollBar.js +10 -3
  77. package/2D/controls/sliders/scrollBar.js.map +1 -1
  78. package/2D/controls/sliders/slider.d.ts +2 -4
  79. package/2D/controls/sliders/slider.js +6 -6
  80. package/2D/controls/sliders/slider.js.map +1 -1
  81. package/2D/controls/stackPanel.d.ts +11 -3
  82. package/2D/controls/stackPanel.js +16 -6
  83. package/2D/controls/stackPanel.js.map +1 -1
  84. package/2D/controls/statics.js +2 -0
  85. package/2D/controls/statics.js.map +1 -1
  86. package/2D/controls/textBlock.d.ts +9 -6
  87. package/2D/controls/textBlock.js +11 -6
  88. package/2D/controls/textBlock.js.map +1 -1
  89. package/2D/controls/textWrapper.js.map +1 -1
  90. package/2D/controls/toggleButton.d.ts +43 -9
  91. package/2D/controls/toggleButton.js +40 -6
  92. package/2D/controls/toggleButton.js.map +1 -1
  93. package/2D/controls/virtualKeyboard.d.ts +2 -2
  94. package/2D/controls/virtualKeyboard.js +6 -6
  95. package/2D/controls/virtualKeyboard.js.map +1 -1
  96. package/2D/index.js.map +1 -1
  97. package/2D/math2D.d.ts +2 -2
  98. package/2D/math2D.js +2 -2
  99. package/2D/math2D.js.map +1 -1
  100. package/2D/measure.d.ts +4 -4
  101. package/2D/measure.js +6 -16
  102. package/2D/measure.js.map +1 -1
  103. package/2D/multiLinePoint.d.ts +3 -3
  104. package/2D/multiLinePoint.js +3 -3
  105. package/2D/multiLinePoint.js.map +1 -1
  106. package/2D/style.d.ts +2 -2
  107. package/2D/style.js.map +1 -1
  108. package/2D/valueAndUnit.d.ts +1 -1
  109. package/2D/valueAndUnit.js +8 -4
  110. package/2D/valueAndUnit.js.map +1 -1
  111. package/2D/xmlLoader.d.ts +10 -10
  112. package/2D/xmlLoader.js +17 -17
  113. package/2D/xmlLoader.js.map +1 -1
  114. package/3D/behaviors/defaultBehavior.d.ts +7 -7
  115. package/3D/behaviors/defaultBehavior.js.map +1 -1
  116. package/3D/controls/abstractButton3D.d.ts +2 -2
  117. package/3D/controls/abstractButton3D.js +1 -1
  118. package/3D/controls/abstractButton3D.js.map +1 -1
  119. package/3D/controls/button3D.d.ts +4 -4
  120. package/3D/controls/button3D.js.map +1 -1
  121. package/3D/controls/container3D.d.ts +3 -3
  122. package/3D/controls/container3D.js +1 -2
  123. package/3D/controls/container3D.js.map +1 -1
  124. package/3D/controls/contentDisplay3D.js +1 -0
  125. package/3D/controls/contentDisplay3D.js.map +1 -1
  126. package/3D/controls/control3D.d.ts +53 -17
  127. package/3D/controls/control3D.js +48 -11
  128. package/3D/controls/control3D.js.map +1 -1
  129. package/3D/controls/cylinderPanel.d.ts +2 -2
  130. package/3D/controls/cylinderPanel.js +2 -2
  131. package/3D/controls/cylinderPanel.js.map +1 -1
  132. package/3D/controls/handMenu.d.ts +5 -5
  133. package/3D/controls/handMenu.js.map +1 -1
  134. package/3D/controls/holographicBackplate.d.ts +4 -3
  135. package/3D/controls/holographicBackplate.js +4 -4
  136. package/3D/controls/holographicBackplate.js.map +1 -1
  137. package/3D/controls/holographicButton.d.ts +6 -5
  138. package/3D/controls/holographicButton.js +1 -0
  139. package/3D/controls/holographicButton.js.map +1 -1
  140. package/3D/controls/holographicSlate.d.ts +10 -7
  141. package/3D/controls/holographicSlate.js +17 -14
  142. package/3D/controls/holographicSlate.js.map +1 -1
  143. package/3D/controls/index.js.map +1 -1
  144. package/3D/controls/meshButton3D.d.ts +4 -4
  145. package/3D/controls/meshButton3D.js +3 -2
  146. package/3D/controls/meshButton3D.js.map +1 -1
  147. package/3D/controls/nearMenu.d.ts +5 -5
  148. package/3D/controls/nearMenu.js +6 -4
  149. package/3D/controls/nearMenu.js.map +1 -1
  150. package/3D/controls/planePanel.d.ts +1 -1
  151. package/3D/controls/planePanel.js.map +1 -1
  152. package/3D/controls/scatterPanel.d.ts +2 -2
  153. package/3D/controls/scatterPanel.js +1 -1
  154. package/3D/controls/scatterPanel.js.map +1 -1
  155. package/3D/controls/slider3D.d.ts +5 -5
  156. package/3D/controls/slider3D.js +8 -9
  157. package/3D/controls/slider3D.js.map +1 -1
  158. package/3D/controls/spherePanel.d.ts +2 -2
  159. package/3D/controls/spherePanel.js +2 -2
  160. package/3D/controls/spherePanel.js.map +1 -1
  161. package/3D/controls/stackPanel3D.js +3 -3
  162. package/3D/controls/stackPanel3D.js.map +1 -1
  163. package/3D/controls/touchButton3D.d.ts +12 -7
  164. package/3D/controls/touchButton3D.js +11 -5
  165. package/3D/controls/touchButton3D.js.map +1 -1
  166. package/3D/controls/touchHolographicButton.d.ts +7 -6
  167. package/3D/controls/touchHolographicButton.js +7 -7
  168. package/3D/controls/touchHolographicButton.js.map +1 -1
  169. package/3D/controls/touchHolographicMenu.d.ts +6 -6
  170. package/3D/controls/touchHolographicMenu.js +1 -0
  171. package/3D/controls/touchHolographicMenu.js.map +1 -1
  172. package/3D/controls/touchMeshButton3D.d.ts +4 -5
  173. package/3D/controls/touchMeshButton3D.js +3 -3
  174. package/3D/controls/touchMeshButton3D.js.map +1 -1
  175. package/3D/controls/volumeBasedPanel.d.ts +10 -9
  176. package/3D/controls/volumeBasedPanel.js +13 -13
  177. package/3D/controls/volumeBasedPanel.js.map +1 -1
  178. package/3D/gizmos/gizmoHandle.d.ts +5 -5
  179. package/3D/gizmos/gizmoHandle.js.map +1 -1
  180. package/3D/gizmos/index.js.map +1 -1
  181. package/3D/gizmos/slateGizmo.d.ts +4 -4
  182. package/3D/gizmos/slateGizmo.js.map +1 -1
  183. package/3D/gui3DManager.d.ts +7 -7
  184. package/3D/gui3DManager.js +3 -3
  185. package/3D/gui3DManager.js.map +1 -1
  186. package/3D/index.js.map +1 -1
  187. package/3D/materials/fluent/fluentMaterial.d.ts +12 -12
  188. package/3D/materials/fluent/fluentMaterial.js +17 -6
  189. package/3D/materials/fluent/fluentMaterial.js.map +1 -1
  190. package/3D/materials/fluent/index.js.map +1 -1
  191. package/3D/materials/fluent/shaders/fluent.fragment.d.ts +1 -1
  192. package/3D/materials/fluent/shaders/fluent.fragment.js +4 -2
  193. package/3D/materials/fluent/shaders/fluent.fragment.js.map +1 -1
  194. package/3D/materials/fluent/shaders/fluent.vertex.d.ts +1 -1
  195. package/3D/materials/fluent/shaders/fluent.vertex.js +4 -2
  196. package/3D/materials/fluent/shaders/fluent.vertex.js.map +1 -1
  197. package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +12 -12
  198. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +48 -13
  199. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -1
  200. package/3D/materials/fluentBackplate/index.js.map +1 -1
  201. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.d.ts +1 -1
  202. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js +4 -2
  203. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js.map +1 -1
  204. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.d.ts +1 -1
  205. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js +4 -2
  206. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js.map +1 -1
  207. package/3D/materials/fluentButton/fluentButtonMaterial.d.ts +12 -12
  208. package/3D/materials/fluentButton/fluentButtonMaterial.js +8 -6
  209. package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -1
  210. package/3D/materials/fluentButton/index.js.map +1 -1
  211. package/3D/materials/fluentButton/shaders/fluentButton.fragment.d.ts +1 -1
  212. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js +4 -2
  213. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js.map +1 -1
  214. package/3D/materials/fluentButton/shaders/fluentButton.vertex.d.ts +1 -1
  215. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js +4 -2
  216. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js.map +1 -1
  217. package/3D/materials/fluentMaterial.d.ts +1 -1
  218. package/3D/materials/fluentMaterial.js +1 -1
  219. package/3D/materials/fluentMaterial.js.map +1 -1
  220. package/3D/materials/handle/handleMaterial.d.ts +4 -4
  221. package/3D/materials/handle/handleMaterial.js.map +1 -1
  222. package/3D/materials/handle/index.js.map +1 -1
  223. package/3D/materials/handle/shaders/handle.fragment.d.ts +1 -1
  224. package/3D/materials/handle/shaders/handle.fragment.js +3 -1
  225. package/3D/materials/handle/shaders/handle.fragment.js.map +1 -1
  226. package/3D/materials/handle/shaders/handle.vertex.d.ts +1 -1
  227. package/3D/materials/handle/shaders/handle.vertex.js +4 -2
  228. package/3D/materials/handle/shaders/handle.vertex.js.map +1 -1
  229. package/3D/materials/index.js.map +1 -1
  230. package/3D/materials/mrdl/index.js.map +1 -1
  231. package/3D/materials/mrdl/mrdlBackplateMaterial.d.ts +15 -15
  232. package/3D/materials/mrdl/mrdlBackplateMaterial.js +42 -15
  233. package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -1
  234. package/3D/materials/mrdl/mrdlSliderBarMaterial.d.ts +16 -16
  235. package/3D/materials/mrdl/mrdlSliderBarMaterial.js +88 -23
  236. package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -1
  237. package/3D/materials/mrdl/mrdlSliderThumbMaterial.d.ts +17 -17
  238. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +89 -24
  239. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -1
  240. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.d.ts +1 -1
  241. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js +4 -2
  242. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js.map +1 -1
  243. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.d.ts +1 -1
  244. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js +4 -2
  245. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js.map +1 -1
  246. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.d.ts +1 -1
  247. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js +4 -2
  248. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js.map +1 -1
  249. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.d.ts +1 -1
  250. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js +4 -2
  251. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js.map +1 -1
  252. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.d.ts +1 -1
  253. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js +4 -2
  254. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js.map +1 -1
  255. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.d.ts +1 -1
  256. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js +4 -2
  257. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js.map +1 -1
  258. package/3D/vector3WithInfo.d.ts +1 -1
  259. package/3D/vector3WithInfo.js.map +1 -1
  260. package/index.js.map +1 -1
  261. package/legacy/legacy.d.ts +1 -1
  262. package/legacy/legacy.js +3 -3
  263. package/legacy/legacy.js.map +1 -1
  264. package/package.json +21 -328
  265. package/readme.md +2 -2
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1
- 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{ Scene } from \"@babylonjs/core/scene\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { Nullable } from \"@babylonjs/core/types\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { TouchHolographicButton } from \"./touchHolographicButton\";\r\nimport { DefaultBehavior } from \"../behaviors/defaultBehavior\";\r\nimport { TouchHolographicMenu } from \"./touchHolographicMenu\";\r\nimport { Observer } from \"@babylonjs/core/Misc/observable\";\r\nimport { Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { PickingInfo } from \"@babylonjs/core/Collisions/pickingInfo\";\r\n\r\n/**\r\n * NearMenu that displays buttons and follows the camera\r\n * @since 5.0.0\r\n */\r\nexport class NearMenu extends TouchHolographicMenu {\r\n /**\r\n * Base Url for the assets.\r\n */\r\n private static ASSETS_BASE_URL: string = \"https://assets.babylonjs.com/meshes/MRTK/\";\r\n /**\r\n * File name for the close icon.\r\n */\r\n private static PIN_ICON_FILENAME: string = \"IconPin.png\";\r\n\r\n private _pinButton: TouchHolographicButton;\r\n private _dragObserver: Nullable<\r\n Observer<{\r\n delta: Vector3;\r\n position: Vector3;\r\n pickInfo: PickingInfo;\r\n }>\r\n >;\r\n\r\n private _defaultBehavior: DefaultBehavior;\r\n /**\r\n * Regroups all mesh behaviors for the near menu\r\n */\r\n public get defaultBehavior(): DefaultBehavior {\r\n return this._defaultBehavior;\r\n }\r\n\r\n private _isPinned: boolean = false;\r\n /**\r\n * Indicates if the near menu is world-pinned\r\n */\r\n public get isPinned(): boolean {\r\n return this._isPinned;\r\n }\r\n\r\n public set isPinned(value: boolean) {\r\n // Tell the pin button to toggle if this was called manually, for clean state control\r\n if (this._pinButton.isToggled !== value) {\r\n this._pinButton.isToggled = value;\r\n return;\r\n }\r\n\r\n this._isPinned = value;\r\n\r\n if (value) {\r\n this._defaultBehavior.followBehaviorEnabled = false;\r\n } else {\r\n this._defaultBehavior.followBehaviorEnabled = true;\r\n }\r\n }\r\n\r\n private _createPinButton(parent: TransformNode) {\r\n const control = new TouchHolographicButton(\"pin\" + this.name, false);\r\n control.imageUrl = NearMenu.ASSETS_BASE_URL + NearMenu.PIN_ICON_FILENAME;\r\n control.parent = this;\r\n control._host = this._host;\r\n control.isToggleButton = true;\r\n control.onToggleObservable.add((newState) => { this.isPinned = newState; });\r\n\r\n if (this._host.utilityLayer) {\r\n control._prepareNode(this._host.utilityLayer.utilityLayerScene);\r\n control.scaling.scaleInPlace(TouchHolographicMenu.MENU_BUTTON_SCALE);\r\n\r\n if (control.node) {\r\n control.node.parent = parent;\r\n }\r\n }\r\n\r\n return control;\r\n }\r\n\r\n protected _createNode(scene: Scene): Nullable<TransformNode> {\r\n const node = super._createNode(scene)! as Mesh;\r\n\r\n this._pinButton = this._createPinButton(node);\r\n this.isPinned = false;\r\n\r\n this._defaultBehavior.attach(node, [this._backPlate]);\r\n this._defaultBehavior.followBehavior.ignoreCameraPitchAndRoll = true;\r\n this._defaultBehavior.followBehavior.pitchOffset = -15;\r\n this._defaultBehavior.followBehavior.minimumDistance = 0.3;\r\n this._defaultBehavior.followBehavior.defaultDistance = 0.4;\r\n this._defaultBehavior.followBehavior.maximumDistance = 0.6;\r\n\r\n this._backPlate.isNearGrabbable = true;\r\n node.isVisible = false;\r\n\r\n return node;\r\n }\r\n\r\n protected _finalProcessing() {\r\n super._finalProcessing();\r\n\r\n this._pinButton.position.copyFromFloats((this._backPlate.scaling.x + TouchHolographicMenu.MENU_BUTTON_SCALE) / 2, this._backPlate.scaling.y / 2, 0);\r\n }\r\n\r\n /**\r\n * Creates a near menu GUI 3D control\r\n * @param name name of the near menu\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n\r\n this._defaultBehavior = new DefaultBehavior();\r\n this._dragObserver = this._defaultBehavior.sixDofDragBehavior.onDragObservable.add(() => {\r\n this.isPinned = true;\r\n });\r\n\r\n this.backPlateMargin = 1;\r\n }\r\n\r\n /**\r\n * Disposes the near menu\r\n */\r\n public dispose() {\r\n super.dispose();\r\n\r\n this._defaultBehavior.sixDofDragBehavior.onDragObservable.remove(this._dragObserver);\r\n this._defaultBehavior.detach();\r\n }\r\n}\r\n"]}
1
+ 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{ Scene } from \"core/scene\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { Nullable } from \"core/types\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { TouchHolographicButton } from \"./touchHolographicButton\";\r\nimport { DefaultBehavior } from \"../behaviors/defaultBehavior\";\r\nimport { TouchHolographicMenu } from \"./touchHolographicMenu\";\r\nimport { Observer } from \"core/Misc/observable\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { PickingInfo } from \"core/Collisions/pickingInfo\";\r\n\r\n/**\r\n * NearMenu that displays buttons and follows the camera\r\n * @since 5.0.0\r\n */\r\nexport class NearMenu extends TouchHolographicMenu {\r\n /**\r\n * Base Url for the assets.\r\n */\r\n private static _ASSETS_BASE_URL: string = \"https://assets.babylonjs.com/meshes/MRTK/\";\r\n /**\r\n * File name for the close icon.\r\n */\r\n private static _PIN_ICON_FILENAME: string = \"IconPin.png\";\r\n\r\n private _pinButton: TouchHolographicButton;\r\n private _dragObserver: Nullable<\r\n Observer<{\r\n delta: Vector3;\r\n position: Vector3;\r\n pickInfo: PickingInfo;\r\n }>\r\n >;\r\n\r\n private _defaultBehavior: DefaultBehavior;\r\n /**\r\n * Regroups all mesh behaviors for the near menu\r\n */\r\n public get defaultBehavior(): DefaultBehavior {\r\n return this._defaultBehavior;\r\n }\r\n\r\n private _isPinned: boolean = false;\r\n /**\r\n * Indicates if the near menu is world-pinned\r\n */\r\n public get isPinned(): boolean {\r\n return this._isPinned;\r\n }\r\n\r\n public set isPinned(value: boolean) {\r\n // Tell the pin button to toggle if this was called manually, for clean state control\r\n if (this._pinButton.isToggled !== value) {\r\n this._pinButton.isToggled = value;\r\n return;\r\n }\r\n\r\n this._isPinned = value;\r\n\r\n if (value) {\r\n this._defaultBehavior.followBehaviorEnabled = false;\r\n } else {\r\n this._defaultBehavior.followBehaviorEnabled = true;\r\n }\r\n }\r\n\r\n private _createPinButton(parent: TransformNode) {\r\n const control = new TouchHolographicButton(\"pin\" + this.name, false);\r\n control.imageUrl = NearMenu._ASSETS_BASE_URL + NearMenu._PIN_ICON_FILENAME;\r\n control.parent = this;\r\n control._host = this._host;\r\n control.isToggleButton = true;\r\n control.onToggleObservable.add((newState) => {\r\n this.isPinned = newState;\r\n });\r\n\r\n if (this._host.utilityLayer) {\r\n control._prepareNode(this._host.utilityLayer.utilityLayerScene);\r\n control.scaling.scaleInPlace(TouchHolographicMenu.MENU_BUTTON_SCALE);\r\n\r\n if (control.node) {\r\n control.node.parent = parent;\r\n }\r\n }\r\n\r\n return control;\r\n }\r\n\r\n protected _createNode(scene: Scene): Nullable<TransformNode> {\r\n const node = super._createNode(scene)! as Mesh;\r\n\r\n this._pinButton = this._createPinButton(node);\r\n this.isPinned = false;\r\n\r\n this._defaultBehavior.attach(node, [this._backPlate]);\r\n this._defaultBehavior.followBehavior.ignoreCameraPitchAndRoll = true;\r\n this._defaultBehavior.followBehavior.pitchOffset = -15;\r\n this._defaultBehavior.followBehavior.minimumDistance = 0.3;\r\n this._defaultBehavior.followBehavior.defaultDistance = 0.4;\r\n this._defaultBehavior.followBehavior.maximumDistance = 0.6;\r\n\r\n this._backPlate.isNearGrabbable = true;\r\n node.isVisible = false;\r\n\r\n return node;\r\n }\r\n\r\n protected _finalProcessing() {\r\n super._finalProcessing();\r\n\r\n this._pinButton.position.copyFromFloats((this._backPlate.scaling.x + TouchHolographicMenu.MENU_BUTTON_SCALE) / 2, this._backPlate.scaling.y / 2, 0);\r\n }\r\n\r\n /**\r\n * Creates a near menu GUI 3D control\r\n * @param name name of the near menu\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n\r\n this._defaultBehavior = new DefaultBehavior();\r\n this._dragObserver = this._defaultBehavior.sixDofDragBehavior.onDragObservable.add(() => {\r\n this.isPinned = true;\r\n });\r\n\r\n this.backPlateMargin = 1;\r\n }\r\n\r\n /**\r\n * Disposes the near menu\r\n */\r\n public dispose() {\r\n super.dispose();\r\n\r\n this._defaultBehavior.sixDofDragBehavior.onDragObservable.remove(this._dragObserver);\r\n this._defaultBehavior.detach();\r\n }\r\n}\r\n"]}
@@ -1,4 +1,4 @@
1
- import { Vector3 } from "@babylonjs/core/Maths/math.vector";
1
+ import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
2
2
  import { Control3D } from "./control3D";
3
3
  import { VolumeBasedPanel } from "./volumeBasedPanel";
4
4
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"planePanel.js","sourceRoot":"","sources":["../../../../sourceES6/gui/src/3D/controls/planePanel.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,MAAM,mCAAmC,CAAC;AAExE,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAEtD;;GAEG;AACH;IAAgC,8BAAgB;IAAhD;;IA2BA,CAAC;IA1Ba,iCAAY,GAAtB,UAAuB,OAAkB,EAAE,YAAqB;QAC5D,IAAI,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;QAExB,IAAI,CAAC,IAAI,EAAE;YACP,OAAO;SACV;QAED,OAAO,CAAC,QAAQ,GAAG,YAAY,CAAC,KAAK,EAAE,CAAC;QACxC,IAAI,MAAM,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAEnC,MAAM,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC;QAE9B,QAAQ,IAAI,CAAC,WAAW,EAAE;YACtB,KAAK,WAAW,CAAC,sBAAsB,CAAC;YACxC,KAAK,WAAW,CAAC,uBAAuB;gBACpC,MAAM,CAAC,UAAU,CAAC,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;gBACxC,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;gBACpB,MAAM;YACV,KAAK,WAAW,CAAC,+BAA+B,CAAC;YACjD,KAAK,WAAW,CAAC,8BAA8B;gBAC3C,MAAM,CAAC,UAAU,CAAC,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;gBACzC,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;gBACpB,MAAM;SACb;IAEL,CAAC;IACL,iBAAC;AAAD,CAAC,AA3BD,CAAgC,gBAAgB,GA2B/C","sourcesContent":["import { TmpVectors, Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\n\r\nimport { Container3D } from \"./container3D\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { VolumeBasedPanel } from \"./volumeBasedPanel\";\r\n\r\n/**\r\n * Class used to create a container panel deployed on the surface of a plane\r\n */\r\nexport class PlanePanel extends VolumeBasedPanel {\r\n protected _mapGridNode(control: Control3D, nodePosition: Vector3) {\r\n let mesh = control.mesh;\r\n\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n control.position = nodePosition.clone();\r\n let target = TmpVectors.Vector3[0];\r\n\r\n target.copyFrom(nodePosition);\r\n\r\n switch (this.orientation) {\r\n case Container3D.FACEORIGIN_ORIENTATION:\r\n case Container3D.FACEFORWARD_ORIENTATION:\r\n target.addInPlace(new Vector3(0, 0, 1));\r\n mesh.lookAt(target);\r\n break;\r\n case Container3D.FACEFORWARDREVERSED_ORIENTATION:\r\n case Container3D.FACEORIGINREVERSED_ORIENTATION:\r\n target.addInPlace(new Vector3(0, 0, -1));\r\n mesh.lookAt(target);\r\n break;\r\n }\r\n\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"planePanel.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/planePanel.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,6CAA+B;AAE7D,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAEtD;;GAEG;AACH;IAAgC,8BAAgB;IAAhD;;IA0BA,CAAC;IAzBa,iCAAY,GAAtB,UAAuB,OAAkB,EAAE,YAAqB;QAC5D,IAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;QAE1B,IAAI,CAAC,IAAI,EAAE;YACP,OAAO;SACV;QAED,OAAO,CAAC,QAAQ,GAAG,YAAY,CAAC,KAAK,EAAE,CAAC;QACxC,IAAM,MAAM,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAErC,MAAM,CAAC,QAAQ,CAAC,YAAY,CAAC,CAAC;QAE9B,QAAQ,IAAI,CAAC,WAAW,EAAE;YACtB,KAAK,WAAW,CAAC,sBAAsB,CAAC;YACxC,KAAK,WAAW,CAAC,uBAAuB;gBACpC,MAAM,CAAC,UAAU,CAAC,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;gBACxC,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;gBACpB,MAAM;YACV,KAAK,WAAW,CAAC,+BAA+B,CAAC;YACjD,KAAK,WAAW,CAAC,8BAA8B;gBAC3C,MAAM,CAAC,UAAU,CAAC,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;gBACzC,IAAI,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC;gBACpB,MAAM;SACb;IACL,CAAC;IACL,iBAAC;AAAD,CAAC,AA1BD,CAAgC,gBAAgB,GA0B/C","sourcesContent":["import { TmpVectors, Vector3 } from \"core/Maths/math.vector\";\r\n\r\nimport { Container3D } from \"./container3D\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { VolumeBasedPanel } from \"./volumeBasedPanel\";\r\n\r\n/**\r\n * Class used to create a container panel deployed on the surface of a plane\r\n */\r\nexport class PlanePanel extends VolumeBasedPanel {\r\n protected _mapGridNode(control: Control3D, nodePosition: Vector3) {\r\n const mesh = control.mesh;\r\n\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n control.position = nodePosition.clone();\r\n const target = TmpVectors.Vector3[0];\r\n\r\n target.copyFrom(nodePosition);\r\n\r\n switch (this.orientation) {\r\n case Container3D.FACEORIGIN_ORIENTATION:\r\n case Container3D.FACEFORWARD_ORIENTATION:\r\n target.addInPlace(new Vector3(0, 0, 1));\r\n mesh.lookAt(target);\r\n break;\r\n case Container3D.FACEFORWARDREVERSED_ORIENTATION:\r\n case Container3D.FACEORIGINREVERSED_ORIENTATION:\r\n target.addInPlace(new Vector3(0, 0, -1));\r\n mesh.lookAt(target);\r\n break;\r\n }\r\n }\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
- import { Vector3 } from "@babylonjs/core/Maths/math.vector";
2
- import { float } from "@babylonjs/core/types";
1
+ import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
2
+ import { float } from "@babylonjs/core/types.js";
3
3
  import { VolumeBasedPanel } from "./volumeBasedPanel";
4
4
  import { Control3D } from "./control3D";
5
5
  /**
@@ -92,7 +92,7 @@ var ScatterPanel = /** @class */ (function (_super) {
92
92
  var distance = difference2D.lengthSquared() - radiusPaddingSquared;
93
93
  var minSeparation = Math.min(distance, radiusPaddingSquared);
94
94
  distance -= minSeparation;
95
- if (distance < (Math.pow(combinedRadius, 2.0))) {
95
+ if (distance < Math.pow(combinedRadius, 2.0)) {
96
96
  difference2D.normalize();
97
97
  difference.scaleInPlace((combinedRadius - Math.sqrt(distance)) * 0.5);
98
98
  meshes[j].position.addInPlace(difference);
@@ -1 +1 @@
1
- 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{ Tools } from \"@babylonjs/core/Misc/tools\";\r\nimport { TmpVectors, Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { float } from \"@babylonjs/core/types\";\r\n\r\nimport { VolumeBasedPanel } from \"./volumeBasedPanel\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { Container3D } from \"./container3D\";\r\n\r\n/**\r\n * Class used to create a container panel where items get randomized planar mapping\r\n */\r\nexport class ScatterPanel extends VolumeBasedPanel {\r\n private _iteration = 100.0;\r\n\r\n /**\r\n * Gets or sets the number of iteration to use to scatter the controls (100 by default)\r\n */\r\n public get iteration(): float {\r\n return this._iteration;\r\n }\r\n\r\n public set iteration(value: float) {\r\n if (this._iteration === value) {\r\n return;\r\n }\r\n\r\n this._iteration = value;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n protected _mapGridNode(control: Control3D, nodePosition: Vector3) {\r\n let mesh = control.mesh;\r\n let newPos = this._scatterMapping(nodePosition);\r\n\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n switch (this.orientation) {\r\n case Container3D.FACEORIGIN_ORIENTATION:\r\n case Container3D.FACEFORWARD_ORIENTATION:\r\n mesh.lookAt(new Vector3(0, 0, 1));\r\n break;\r\n case Container3D.FACEFORWARDREVERSED_ORIENTATION:\r\n case Container3D.FACEORIGINREVERSED_ORIENTATION:\r\n mesh.lookAt(new Vector3(0, 0, -1));\r\n break;\r\n }\r\n\r\n control.position = newPos;\r\n }\r\n\r\n private _scatterMapping(source: Vector3): Vector3 {\r\n source.x = (1.0 - Math.random() * 2.0) * this._cellWidth;\r\n source.y = (1.0 - Math.random() * 2.0) * this._cellHeight;\r\n\r\n return source;\r\n }\r\n\r\n protected _finalProcessing() {\r\n var meshes = [];\r\n for (var child of this._children) {\r\n if (!child.mesh) {\r\n continue;\r\n }\r\n\r\n meshes.push(child.mesh);\r\n }\r\n\r\n for (var count = 0; count < this._iteration; count++) {\r\n meshes.sort((a, b) => {\r\n let distance1 = a.position.lengthSquared();\r\n let distance2 = b.position.lengthSquared();\r\n\r\n if (distance1 < distance2) {\r\n return 1;\r\n } else if (distance1 > distance2) {\r\n return -1;\r\n }\r\n\r\n return 0;\r\n });\r\n\r\n let radiusPaddingSquared = Math.pow(this.margin, 2.0);\r\n let cellSize = Math.max(this._cellWidth, this._cellHeight);\r\n let difference2D = TmpVectors.Vector2[0];\r\n let difference = TmpVectors.Vector3[0];\r\n\r\n for (let i = 0; i < meshes.length - 1; i++) {\r\n for (let j = i + 1; j < meshes.length; j++) {\r\n if (i != j) {\r\n meshes[j].position.subtractToRef(meshes[i].position, difference);\r\n\r\n // Ignore Z axis\r\n difference2D.x = difference.x;\r\n difference2D.y = difference.y;\r\n let combinedRadius = cellSize;\r\n let distance = difference2D.lengthSquared() - radiusPaddingSquared;\r\n let minSeparation = Math.min(distance, radiusPaddingSquared);\r\n distance -= minSeparation;\r\n\r\n if (distance < (Math.pow(combinedRadius, 2.0))) {\r\n difference2D.normalize();\r\n difference.scaleInPlace((combinedRadius - Math.sqrt(distance)) * 0.5);\r\n meshes[j].position.addInPlace(difference);\r\n meshes[i].position.subtractInPlace(difference);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n}"]}
1
+ {"version":3,"file":"scatterPanel.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/scatterPanel.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,KAAK,EAAE,sCAAwB;AACxC,OAAO,EAAE,UAAU,EAAE,OAAO,EAAE,6CAA+B;AAG7D,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAEtD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C;;GAEG;AACH;IAAkC,gCAAgB;IAAlD;QAAA,qEAwGC;QAvGW,gBAAU,GAAG,KAAK,CAAC;;IAuG/B,CAAC;IAlGG,sBAAW,mCAAS;QAHpB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,UAAU,CAAC;QAC3B,CAAC;aAED,UAAqB,KAAY;YAAjC,iBAUC;YATG,IAAI,IAAI,CAAC,UAAU,KAAK,KAAK,EAAE;gBAC3B,OAAO;aACV;YAED,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;YAExB,KAAK,CAAC,YAAY,CAAC;gBACf,KAAI,CAAC,gBAAgB,EAAE,CAAC;YAC5B,CAAC,CAAC,CAAC;QACP,CAAC;;;OAZA;IAcS,mCAAY,GAAtB,UAAuB,OAAkB,EAAE,YAAqB;QAC5D,IAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;QAC1B,IAAM,MAAM,GAAG,IAAI,CAAC,eAAe,CAAC,YAAY,CAAC,CAAC;QAElD,IAAI,CAAC,IAAI,EAAE;YACP,OAAO;SACV;QAED,QAAQ,IAAI,CAAC,WAAW,EAAE;YACtB,KAAK,WAAW,CAAC,sBAAsB,CAAC;YACxC,KAAK,WAAW,CAAC,uBAAuB;gBACpC,IAAI,CAAC,MAAM,CAAC,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;gBAClC,MAAM;YACV,KAAK,WAAW,CAAC,+BAA+B,CAAC;YACjD,KAAK,WAAW,CAAC,8BAA8B;gBAC3C,IAAI,CAAC,MAAM,CAAC,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC,CAAC;gBACnC,MAAM;SACb;QAED,OAAO,CAAC,QAAQ,GAAG,MAAM,CAAC;IAC9B,CAAC;IAEO,sCAAe,GAAvB,UAAwB,MAAe;QACnC,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,GAAG,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC;QACzD,MAAM,CAAC,CAAC,GAAG,CAAC,GAAG,GAAG,IAAI,CAAC,MAAM,EAAE,GAAG,GAAG,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC;QAE1D,OAAO,MAAM,CAAC;IAClB,CAAC;IAES,uCAAgB,GAA1B;QACI,IAAM,MAAM,GAAG,EAAE,CAAC;QAClB,KAAoB,UAAc,EAAd,KAAA,IAAI,CAAC,SAAS,EAAd,cAAc,EAAd,IAAc,EAAE;YAA/B,IAAM,KAAK,SAAA;YACZ,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE;gBACb,SAAS;aACZ;YAED,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,IAAI,CAAC,CAAC;SAC3B;QAED,KAAK,IAAI,KAAK,GAAG,CAAC,EAAE,KAAK,GAAG,IAAI,CAAC,UAAU,EAAE,KAAK,EAAE,EAAE;YAClD,MAAM,CAAC,IAAI,CAAC,UAAC,CAAC,EAAE,CAAC;gBACb,IAAM,SAAS,GAAG,CAAC,CAAC,QAAQ,CAAC,aAAa,EAAE,CAAC;gBAC7C,IAAM,SAAS,GAAG,CAAC,CAAC,QAAQ,CAAC,aAAa,EAAE,CAAC;gBAE7C,IAAI,SAAS,GAAG,SAAS,EAAE;oBACvB,OAAO,CAAC,CAAC;iBACZ;qBAAM,IAAI,SAAS,GAAG,SAAS,EAAE;oBAC9B,OAAO,CAAC,CAAC,CAAC;iBACb;gBAED,OAAO,CAAC,CAAC;YACb,CAAC,CAAC,CAAC;YAEH,IAAM,oBAAoB,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,EAAE,GAAG,CAAC,CAAC;YACxD,IAAM,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,UAAU,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;YAC7D,IAAM,YAAY,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;YAC3C,IAAM,UAAU,GAAG,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;YAEzC,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;gBACxC,KAAK,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,MAAM,EAAE,CAAC,EAAE,EAAE;oBACxC,IAAI,CAAC,IAAI,CAAC,EAAE;wBACR,MAAM,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,aAAa,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,QAAQ,EAAE,UAAU,CAAC,CAAC;wBAEjE,gBAAgB;wBAChB,YAAY,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,CAAC;wBAC9B,YAAY,CAAC,CAAC,GAAG,UAAU,CAAC,CAAC,CAAC;wBAC9B,IAAM,cAAc,GAAG,QAAQ,CAAC;wBAChC,IAAI,QAAQ,GAAG,YAAY,CAAC,aAAa,EAAE,GAAG,oBAAoB,CAAC;wBACnE,IAAM,aAAa,GAAG,IAAI,CAAC,GAAG,CAAC,QAAQ,EAAE,oBAAoB,CAAC,CAAC;wBAC/D,QAAQ,IAAI,aAAa,CAAC;wBAE1B,IAAI,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,cAAc,EAAE,GAAG,CAAC,EAAE;4BAC1C,YAAY,CAAC,SAAS,EAAE,CAAC;4BACzB,UAAU,CAAC,YAAY,CAAC,CAAC,cAAc,GAAG,IAAI,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC,GAAG,GAAG,CAAC,CAAC;4BACtE,MAAM,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,UAAU,CAAC,UAAU,CAAC,CAAC;4BAC1C,MAAM,CAAC,CAAC,CAAC,CAAC,QAAQ,CAAC,eAAe,CAAC,UAAU,CAAC,CAAC;yBAClD;qBACJ;iBACJ;aACJ;SACJ;IACL,CAAC;IACL,mBAAC;AAAD,CAAC,AAxGD,CAAkC,gBAAgB,GAwGjD","sourcesContent":["import { Tools } from \"core/Misc/tools\";\r\nimport { TmpVectors, Vector3 } from \"core/Maths/math.vector\";\r\nimport { float } from \"core/types\";\r\n\r\nimport { VolumeBasedPanel } from \"./volumeBasedPanel\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { Container3D } from \"./container3D\";\r\n\r\n/**\r\n * Class used to create a container panel where items get randomized planar mapping\r\n */\r\nexport class ScatterPanel extends VolumeBasedPanel {\r\n private _iteration = 100.0;\r\n\r\n /**\r\n * Gets or sets the number of iteration to use to scatter the controls (100 by default)\r\n */\r\n public get iteration(): float {\r\n return this._iteration;\r\n }\r\n\r\n public set iteration(value: float) {\r\n if (this._iteration === value) {\r\n return;\r\n }\r\n\r\n this._iteration = value;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n protected _mapGridNode(control: Control3D, nodePosition: Vector3) {\r\n const mesh = control.mesh;\r\n const newPos = this._scatterMapping(nodePosition);\r\n\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n switch (this.orientation) {\r\n case Container3D.FACEORIGIN_ORIENTATION:\r\n case Container3D.FACEFORWARD_ORIENTATION:\r\n mesh.lookAt(new Vector3(0, 0, 1));\r\n break;\r\n case Container3D.FACEFORWARDREVERSED_ORIENTATION:\r\n case Container3D.FACEORIGINREVERSED_ORIENTATION:\r\n mesh.lookAt(new Vector3(0, 0, -1));\r\n break;\r\n }\r\n\r\n control.position = newPos;\r\n }\r\n\r\n private _scatterMapping(source: Vector3): Vector3 {\r\n source.x = (1.0 - Math.random() * 2.0) * this._cellWidth;\r\n source.y = (1.0 - Math.random() * 2.0) * this._cellHeight;\r\n\r\n return source;\r\n }\r\n\r\n protected _finalProcessing() {\r\n const meshes = [];\r\n for (const child of this._children) {\r\n if (!child.mesh) {\r\n continue;\r\n }\r\n\r\n meshes.push(child.mesh);\r\n }\r\n\r\n for (let count = 0; count < this._iteration; count++) {\r\n meshes.sort((a, b) => {\r\n const distance1 = a.position.lengthSquared();\r\n const distance2 = b.position.lengthSquared();\r\n\r\n if (distance1 < distance2) {\r\n return 1;\r\n } else if (distance1 > distance2) {\r\n return -1;\r\n }\r\n\r\n return 0;\r\n });\r\n\r\n const radiusPaddingSquared = Math.pow(this.margin, 2.0);\r\n const cellSize = Math.max(this._cellWidth, this._cellHeight);\r\n const difference2D = TmpVectors.Vector2[0];\r\n const difference = TmpVectors.Vector3[0];\r\n\r\n for (let i = 0; i < meshes.length - 1; i++) {\r\n for (let j = i + 1; j < meshes.length; j++) {\r\n if (i != j) {\r\n meshes[j].position.subtractToRef(meshes[i].position, difference);\r\n\r\n // Ignore Z axis\r\n difference2D.x = difference.x;\r\n difference2D.y = difference.y;\r\n const combinedRadius = cellSize;\r\n let distance = difference2D.lengthSquared() - radiusPaddingSquared;\r\n const minSeparation = Math.min(distance, radiusPaddingSquared);\r\n distance -= minSeparation;\r\n\r\n if (distance < Math.pow(combinedRadius, 2.0)) {\r\n difference2D.normalize();\r\n difference.scaleInPlace((combinedRadius - Math.sqrt(distance)) * 0.5);\r\n meshes[j].position.addInPlace(difference);\r\n meshes[i].position.subtractInPlace(difference);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -1,9 +1,9 @@
1
- import { Nullable } from "@babylonjs/core/types";
2
- import { Observable } from "@babylonjs/core/Misc/observable";
3
- import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
4
- import { Scene } from "@babylonjs/core/scene";
1
+ import { Nullable } from "@babylonjs/core/types.js";
2
+ import { Observable } from "@babylonjs/core/Misc/observable.js";
3
+ import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
4
+ import { Scene } from "@babylonjs/core/scene.js";
5
5
  import { Control3D } from "./control3D";
6
- import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh";
6
+ import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
7
7
  import { MRDLSliderBarMaterial } from "../materials/mrdl/mrdlSliderBarMaterial";
8
8
  import { MRDLSliderThumbMaterial } from "../materials/mrdl/mrdlSliderThumbMaterial";
9
9
  import { MRDLBackplateMaterial } from "../materials/mrdl/mrdlBackplateMaterial";
@@ -171,8 +171,7 @@ var Slider3D = /** @class */ (function (_super) {
171
171
  sliderBackplate.isPickable = false;
172
172
  sliderBackplate.visibility = 0;
173
173
  sliderBackplate.scaling = new Vector3(1, 0.5, 0.8);
174
- SceneLoader.ImportMeshAsync(undefined, Slider3D.MODEL_BASE_URL, Slider3D.MODEL_FILENAME, scene)
175
- .then(function (result) {
174
+ SceneLoader.ImportMeshAsync(undefined, Slider3D.MODEL_BASE_URL, Slider3D.MODEL_FILENAME, scene).then(function (result) {
176
175
  var sliderBackplateModel = result.meshes[1];
177
176
  var sliderBarModel = result.meshes[1].clone("".concat(_this.name, "_sliderbar"), sliderBackplate);
178
177
  var sliderThumbModel = result.meshes[1].clone("".concat(_this.name, "_sliderthumb"), sliderBackplate);
@@ -184,29 +183,29 @@ var Slider3D = /** @class */ (function (_super) {
184
183
  sliderBackplateModel.scaling.x = 1;
185
184
  sliderBackplateModel.scaling.z = 0.2;
186
185
  sliderBackplateModel.parent = sliderBackplate;
187
- if (!!_this._sliderBackplateMaterial) {
186
+ if (_this._sliderBackplateMaterial) {
188
187
  sliderBackplateModel.material = _this._sliderBackplateMaterial;
189
188
  }
190
189
  _this._sliderBackplate = sliderBackplateModel;
191
190
  }
192
- if (!!sliderBarModel) {
191
+ if (sliderBarModel) {
193
192
  sliderBarModel.parent = sliderBackplate;
194
193
  sliderBarModel.position.z = -0.1;
195
194
  sliderBarModel.scaling = new Vector3(SLIDER_SCALING - SLIDER_MARGIN, 0.04, 0.3);
196
195
  sliderBarModel.isPickable = false;
197
- if (!!_this._sliderBarMaterial) {
196
+ if (_this._sliderBarMaterial) {
198
197
  sliderBarModel.material = _this._sliderBarMaterial;
199
198
  }
200
199
  _this._sliderBar = sliderBarModel;
201
200
  }
202
- if (!!sliderThumbModel) {
201
+ if (sliderThumbModel) {
203
202
  sliderThumbModel.parent = sliderBackplate;
204
203
  sliderThumbModel.isPickable = true;
205
204
  sliderThumbModel.position.z = -0.115;
206
205
  sliderThumbModel.scaling = new Vector3(0.025, 0.3, 0.6);
207
206
  sliderThumbModel.position.x = _this._convertToPosition(_this.value);
208
207
  sliderThumbModel.addBehavior(_this._createBehavior());
209
- if (!!_this._sliderThumbMaterial) {
208
+ if (_this._sliderThumbMaterial) {
210
209
  sliderThumbModel.material = _this._sliderThumbMaterial;
211
210
  }
212
211
  _this._sliderThumb = sliderThumbModel;
@@ -225,7 +224,7 @@ var Slider3D = /** @class */ (function (_super) {
225
224
  var _this = this;
226
225
  var pointerDragBehavior = new PointerDragBehavior({ dragAxis: Vector3.Right() });
227
226
  pointerDragBehavior.moveAttached = false;
228
- pointerDragBehavior.onDragStartObservable.add(function (event) {
227
+ pointerDragBehavior.onDragStartObservable.add(function () {
229
228
  _this._draggedPosition = _this._sliderThumb.position.x;
230
229
  });
231
230
  pointerDragBehavior.onDragObservable.add(function (event) {
@@ -263,7 +262,7 @@ var Slider3D = /** @class */ (function (_super) {
263
262
  /**
264
263
  * File name for the 8x4 model.
265
264
  */
266
- Slider3D.MODEL_FILENAME = 'mrtk-fluent-backplate.glb';
265
+ Slider3D.MODEL_FILENAME = "mrtk-fluent-backplate.glb";
267
266
  return Slider3D;
268
267
  }(Control3D));
269
268
  export { Slider3D };
@@ -1 +1 @@
1
- {"version":3,"file":"slider3D.js","sourceRoot":"","sources":["../../../../sourceES6/gui/src/3D/controls/slider3D.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,UAAU,EAAE,MAAM,iCAAiC,CAAC;AAC7D,OAAO,EAAE,OAAO,EAAE,MAAM,mCAAmC,CAAC;AAG5D,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,SAAS,EAAE,MAAM,4CAA4C,CAAC;AACvE,OAAO,EAAE,mBAAmB,EAAE,MAAM,sDAAsD,CAAC;AAE3F,OAAO,EAAE,WAAW,EAAE,MAAM,qCAAqC,CAAC;AAClE,OAAO,EAAE,qBAAqB,EAAE,MAAM,yCAAyC,CAAC;AAChF,OAAO,EAAE,uBAAuB,EAAE,MAAM,2CAA2C,CAAC;AACpF,OAAO,EAAE,qBAAqB,EAAE,MAAM,yCAAyC,CAAC;AAEhF,IAAM,UAAU,GAAW,CAAC,CAAC;AAC7B,IAAM,UAAU,GAAW,GAAG,CAAC;AAC/B,IAAM,UAAU,GAAW,EAAE,CAAC;AAC9B,IAAM,WAAW,GAAW,CAAC,CAAC;AAC9B,IAAM,cAAc,GAAW,GAAG,CAAC;AACnC,IAAM,aAAa,GAAW,GAAG,CAAC;AAElC;;GAEG;AACH;IAA8B,4BAAS;IA6BnC;;;;OAIG;IACH,kBAAY,IAAa,EAAE,sBAAgC;QAA3D,YACI,kBAAM,IAAI,CAAC,SAOd;QAhBD,sDAAsD;QAC/C,8BAAwB,GAAG,IAAI,UAAU,EAAU,CAAC;QASvD,KAAI,CAAC,uBAAuB,GAAG,sBAAsB,IAAI,KAAK,CAAC;QAE/D,KAAI,CAAC,QAAQ,GAAG,UAAU,CAAC;QAC3B,KAAI,CAAC,QAAQ,GAAG,UAAU,CAAC;QAC3B,KAAI,CAAC,KAAK,GAAG,WAAW,CAAC;QACzB,KAAI,CAAC,MAAM,GAAG,UAAU,CAAC;;IAC7B,CAAC;IAKD,sBAAW,0BAAI;QAHf;;WAEG;aACH;YACI,IAAI,IAAI,CAAC,IAAI,EAAE;gBACX,OAAO,IAAI,CAAC,YAAY,CAAC;aAC5B;YAED,OAAO,IAAI,CAAC;QAChB,CAAC;;;OAAA;IAGD,sBAAW,6BAAO;QADlB,iCAAiC;aACjC;YACI,OAAO,IAAI,CAAC,QAAQ,CAAC;QACzB,CAAC;aAED,UAAmB,KAAa;YAC5B,IAAI,IAAI,CAAC,QAAQ,KAAK,KAAK,EAAE;gBACzB,OAAO;aACV;YAED,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,UAAU,CAAC,CAAC;YAC5C,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,QAAQ,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;QAChF,CAAC;;;OATA;IAYD,sBAAW,6BAAO;QADlB,iCAAiC;aACjC;YACI,OAAO,IAAI,CAAC,QAAQ,CAAC;QACzB,CAAC;aAED,UAAmB,KAAa;YAC5B,IAAI,IAAI,CAAC,QAAQ,KAAK,KAAK,EAAE;gBACzB,OAAO;aACV;YAED,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;YAC/C,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,MAAM,EAAE,IAAI,CAAC,QAAQ,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;QAChF,CAAC;;;OATA;IAYD,sBAAW,0BAAI;QADf,8BAA8B;aAC9B;YACI,OAAO,IAAI,CAAC,KAAK,CAAC;QACtB,CAAC;aAED,UAAgB,KAAa;YACzB,IAAI,IAAI,CAAC,KAAK,KAAK,KAAK,EAAE;gBACtB,OAAO;aACV;YAED,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,QAAQ,CAAC,EAAE,WAAW,CAAC,CAAC;QACvF,CAAC;;;OARA;IAWD,sBAAW,2BAAK;QADhB,iCAAiC;aACjC;YACI,OAAO,IAAI,CAAC,MAAM,CAAC;QACvB,CAAC;aAED,UAAiB,KAAa;YAC1B,IAAI,IAAI,CAAC,MAAM,KAAK,KAAK,EAAE;gBACvB,OAAO;aACV;YAED,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,EAAE,IAAI,CAAC,QAAQ,CAAC,EAAE,IAAI,CAAC,QAAQ,CAAC,CAAC;YACtE,IAAI,IAAI,CAAC,YAAY,EAAE;gBACnB,IAAI,CAAC,YAAY,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;aACtE;YACD,IAAI,CAAC,wBAAwB,CAAC,eAAe,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC;QAC/D,CAAC;;;OAZA;IAcD,sBAAc,2BAAK;aAAnB;YACI,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE;gBACZ,OAAO,CAAC,cAAc,GAAG,CAAC,CAAC;aAC9B;YAED,OAAO,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC;QACtE,CAAC;;;OAAA;IAED,sBAAc,yBAAG;aAAjB;YACI,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE;gBACZ,OAAO,cAAc,GAAG,CAAC,CAAC;aAC7B;YAED,OAAO,IAAI,CAAC,UAAU,CAAC,QAAQ,CAAC,CAAC,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC;QACtE,CAAC;;;OAAA;IAKD,sBAAW,uCAAiB;QAH5B;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,kBAAkB,CAAC;QACnC,CAAC;;;OAAA;IAKD,sBAAW,yCAAmB;QAH9B;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,oBAAoB,CAAC;QACrC,CAAC;;;OAAA;IAKD,sBAAW,6CAAuB;QAHlC;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,wBAAwB,CAAC;QACzC,CAAC;;;OAAA;IAED,mBAAmB;IACT,8BAAW,GAArB,UAAsB,KAAY;QAAlC,iBA6DC;QA5DG,IAAM,eAAe,GAAG,SAAS,CAAC,UAAG,IAAI,CAAC,IAAI,qBAAkB,EAAE;YAC9D,KAAK,EAAE,GAAG;YACV,MAAM,EAAE,GAAG;YACX,KAAK,EAAE,GAAG;SACb,EAAE,KAAK,CAAC,CAAC;QACV,eAAe,CAAC,UAAU,GAAG,KAAK,CAAC;QACnC,eAAe,CAAC,UAAU,GAAG,CAAC,CAAC;QAC/B,eAAe,CAAC,OAAO,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,GAAG,EAAE,GAAG,CAAC,CAAC;QAEnD,WAAW,CAAC,eAAe,CACvB,SAAS,EACT,QAAQ,CAAC,cAAc,EACvB,QAAQ,CAAC,cAAc,EACvB,KAAK,CAAC;aACL,IAAI,CAAC,UAAC,MAAM;YACT,IAAM,oBAAoB,GAAG,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;YAC9C,IAAM,cAAc,GAAG,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,UAAG,KAAI,CAAC,IAAI,eAAY,EAAE,eAAe,CAAC,CAAC;YACzF,IAAM,gBAAgB,GAAG,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,UAAG,KAAI,CAAC,IAAI,iBAAc,EAAE,eAAe,CAAC,CAAC;YAC7F,oBAAoB,CAAC,UAAU,GAAG,CAAC,CAAC;YAEpC,IAAI,KAAI,CAAC,uBAAuB,EAAE;gBAC9B,oBAAoB,CAAC,UAAU,GAAG,CAAC,CAAC;gBACpC,oBAAoB,CAAC,IAAI,GAAG,UAAG,KAAI,CAAC,IAAI,qBAAkB,CAAC;gBAC3D,oBAAoB,CAAC,UAAU,GAAG,KAAK,CAAC;gBACxC,oBAAoB,CAAC,OAAO,CAAC,CAAC,GAAG,CAAC,CAAC;gBACnC,oBAAoB,CAAC,OAAO,CAAC,CAAC,GAAG,GAAG,CAAC;gBACrC,oBAAoB,CAAC,MAAM,GAAG,eAAe,CAAC;gBAC9C,IAAI,CAAC,CAAC,KAAI,CAAC,wBAAwB,EAAE;oBACjC,oBAAoB,CAAC,QAAQ,GAAG,KAAI,CAAC,wBAAwB,CAAC;iBACjE;gBACD,KAAI,CAAC,gBAAgB,GAAG,oBAAoB,CAAC;aAChD;YAED,IAAI,CAAC,CAAC,cAAc,EAAE;gBAClB,cAAc,CAAC,MAAM,GAAG,eAAe,CAAC;gBACxC,cAAc,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC,GAAG,CAAC;gBACjC,cAAc,CAAC,OAAO,GAAG,IAAI,OAAO,CAAC,cAAc,GAAG,aAAa,EAAE,IAAI,EAAE,GAAG,CAAC,CAAC;gBAChF,cAAc,CAAC,UAAU,GAAG,KAAK,CAAC;gBAClC,IAAI,CAAC,CAAC,KAAI,CAAC,kBAAkB,EAAE;oBAC3B,cAAc,CAAC,Q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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 private _draggedPosition: 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 if (this._sliderThumb) {\r\n this._sliderThumb.position.x = this._convertToPosition(this.value);\r\n }\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.onDragStartObservable.add((event) => {\r\n this._draggedPosition = this._sliderThumb.position.x;\r\n });\r\n\r\n pointerDragBehavior.onDragObservable.add((event) => {\r\n this._draggedPosition += event.dragDistance / this.scaling.x;\r\n this.value = this._convertToValue(this._draggedPosition);\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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eslint-disable @typescript-eslint/naming-convention */\r\nimport { 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 private _draggedPosition: 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 if (this._sliderThumb) {\r\n this._sliderThumb.position.x = this._convertToPosition(this.value);\r\n }\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.onDragStartObservable.add(() => {\r\n this._draggedPosition = this._sliderThumb.position.x;\r\n });\r\n\r\n pointerDragBehavior.onDragObservable.add((event) => {\r\n this._draggedPosition += event.dragDistance / this.scaling.x;\r\n this.value = this._convertToValue(this._draggedPosition);\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"]}
@@ -1,5 +1,5 @@
1
- import { Vector3 } from "@babylonjs/core/Maths/math.vector";
2
- import { float } from "@babylonjs/core/types";
1
+ import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
2
+ import { float } from "@babylonjs/core/types.js";
3
3
  import { VolumeBasedPanel } from "./volumeBasedPanel";
4
4
  import { Control3D } from "./control3D";
5
5
  /**
@@ -3,7 +3,7 @@ import { Tools } from "@babylonjs/core/Misc/tools.js";
3
3
  import { Matrix, TmpVectors, Vector3 } from "@babylonjs/core/Maths/math.vector.js";
4
4
  import { VolumeBasedPanel } from "./volumeBasedPanel.js";
5
5
  import { Container3D } from "./container3D.js";
6
- import { Axis, Space } from '@babylonjs/core/Maths/math.axis.js';
6
+ import { Axis, Space } from "@babylonjs/core/Maths/math.axis.js";
7
7
  /**
8
8
  * Class used to create a container panel deployed on the surface of a sphere
9
9
  */
@@ -57,7 +57,7 @@ var SpherePanel = /** @class */ (function (_super) {
57
57
  };
58
58
  SpherePanel.prototype._sphericalMapping = function (source) {
59
59
  var newPos = new Vector3(0, 0, this._radius);
60
- var xAngle = (source.y / this._radius);
60
+ var xAngle = source.y / this._radius;
61
61
  var yAngle = -(source.x / this._radius);
62
62
  Matrix.RotationYawPitchRollToRef(yAngle, xAngle, 0, TmpVectors.Matrix[0]);
63
63
  return Vector3.TransformNormal(newPos, TmpVectors.Matrix[0]);
@@ -1 +1 @@
1
- {"version":3,"file":"spherePanel.js","sourceRoot":"","sources":["../../../../sourceES6/gui/src/3D/controls/spherePanel.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,4BAA4B,CAAC;AACnD,OAAO,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,EAAE,MAAM,mCAAmC,CAAC;AAGhF,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAEtD,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAC5C,OAAO,EAAE,IAAI,EAAE,KAAK,EAAE,MAAM,iCAAiC,CAAC;AAE9D;;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,IAAI,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;QAExB,IAAI,CAAC,IAAI,EAAE;YACP,OAAO;SACV;QAED,IAAI,MAAM,GAAG,IAAI,CAAC,iBAAiB,CAAC,YAAY,CAAC,CAAC;QAClD,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,IAAI,MAAM,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;QAE7C,IAAI,MAAM,GAAG,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC;QACvC,IAAI,MAAM,GAAG,CAAC,CAAC,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC;QAExC,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 \"@babylonjs/core/Misc/tools\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { float } from \"@babylonjs/core/types\";\r\n\r\nimport { VolumeBasedPanel } from \"./volumeBasedPanel\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { Container3D } from \"./container3D\";\r\nimport { Axis, Space } from '@babylonjs/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 let mesh = control.mesh;\r\n\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n let 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 let newPos = new Vector3(0, 0, this._radius);\r\n\r\n let xAngle = (source.y / this._radius);\r\n let 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"]}
1
+ {"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) {
68
68
  }
69
69
  }
70
70
  if (this._isVertical) {
71
- height += (controlCount - 1) * this.margin / 2;
71
+ height += ((controlCount - 1) * this.margin) / 2;
72
72
  }
73
73
  else {
74
- width += (controlCount - 1) * this.margin / 2;
74
+ width += ((controlCount - 1) * this.margin) / 2;
75
75
  }
76
76
  // Arrange
77
77
  var offset;
@@ -99,7 +99,7 @@ var StackPanel3D = /** @class */ (function (_super) {
99
99
  child.position.y = 0;
100
100
  offset += extendSize.x * 2;
101
101
  }
102
- offset += (controlCount > 0 ? this.margin : 0);
102
+ offset += controlCount > 0 ? this.margin : 0;
103
103
  }
104
104
  };
105
105
  return StackPanel3D;
@@ -1 +1 @@
1
- {"version":3,"file":"stackPanel3D.js","sourceRoot":"","sources":["../../../../sourceES6/gui/src/3D/controls/stackPanel3D.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,4BAA4B,CAAC;AACnD,OAAO,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,EAAE,MAAM,mCAAmC,CAAC;AAEhF,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,IAAI,WAAW,GAAG,EAAE,CAAC;QAErB,IAAI,mBAAmB,GAAG,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC,IAAK,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC,CAAC;QAE7E,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,IAAI,WAAW,GAAG,KAAK,CAAC,IAAI,CAAC,eAAe,EAAE,CAAC,WAAW,CAAC;YAC3D,IAAI,UAAU,GAAG,OAAO,CAAC,eAAe,CAAC,WAAW,CAAC,UAAU,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;YACvF,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,YAAY,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC;SAClD;aAAM;YACH,KAAK,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC;SACjD;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,IAAI,UAAU,GAAG,WAAW,CAAC,KAAK,EAAE,CAAC,CAAC;YAEtC,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,CAAC,YAAY,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;SAClD;IACL,CAAC;IACL,mBAAC;AAAD,CAAC,AArGD,CAAkC,WAAW,GAqG5C","sourcesContent":["import { Tools } from \"@babylonjs/core/Misc/tools\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"@babylonjs/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 let extendSizes = [];\r\n\r\n let 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 let boundingBox = child.mesh.getBoundingInfo().boundingBox;\r\n let 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 let 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
+ {"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,KAAoB,UAAc,EAAd,KAAA,IAAI,CAAC,SAAS,EAAd,cAAc,EAAd,IAAc,EAAE;YAA/B,IAAM,KAAK,SAAA;YACZ,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE;gBACb,SAAS;aACZ;YAED,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,KAAoB,UAAc,EAAd,KAAA,IAAI,CAAC,SAAS,EAAd,cAAc,EAAd,IAAc,EAAE;YAA/B,IAAM,KAAK,SAAA;YACZ,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE;gBACb,SAAS;aACZ;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 (const 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 (const 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
@@ -31,7 +31,7 @@ export declare class TouchButton3D extends Button3D {
31
31
  get isActiveNearInteraction(): boolean;
32
32
  /**
33
33
  * Sets the front-facing direction of the button. Pass in Vector3.Zero to allow interactions from any direction
34
- * @param frontDir the forward direction of the button
34
+ * @param frontWorldDir the forward direction of the button
35
35
  */
36
36
  set collidableFrontDirection(frontWorldDir: Vector3);
37
37
  /**
@@ -64,7 +64,12 @@ export declare class TouchButton3D extends Button3D {
64
64
  */
65
65
  getPressDepth(touchPoint: Vector3): number;
66
66
  protected _getInteractionHeight(interactionPos: Vector3, basePos: Vector3): number;
67
- /** @hidden */
67
+ /**
68
+ * @param providedType
69
+ * @param nearMeshPosition
70
+ * @param activeInteractionCount
71
+ * @hidden
72
+ */
68
73
  _generatePointerEventType(providedType: number, nearMeshPosition: Vector3, activeInteractionCount: number): number;
69
74
  protected _getTypeName(): string;
70
75
  protected _createNode(scene: Scene): TransformNode;
@@ -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
  /**
@@ -21,7 +20,9 @@ var TouchButton3D = /** @class */ (function (_super) {
21
20
  _this._interactionSurfaceHeight = 0;
22
21
  _this._isToggleButton = false;
23
22
  _this._toggleState = false;
24
- _this._toggleButtonCallback = function () { _this._onToggle(!_this._toggleState); };
23
+ _this._toggleButtonCallback = function () {
24
+ _this._onToggle(!_this._toggleState);
25
+ };
25
26
  /**
26
27
  * An event triggered when the button is toggled. Only fired if 'isToggleButton' is true
27
28
  */
@@ -57,7 +58,7 @@ var TouchButton3D = /** @class */ (function (_super) {
57
58
  },
58
59
  /**
59
60
  * 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
+ * @param frontWorldDir the forward direction of the button
61
62
  */
62
63
  set: function (frontWorldDir) {
63
64
  this._collidableFrontDirection = frontWorldDir.normalize();
@@ -180,7 +181,12 @@ var TouchButton3D = /** @class */ (function (_super) {
180
181
  var abc = Vector3.Dot(interactionPos, frontDir);
181
182
  return abc - d;
182
183
  };
183
- /** @hidden */
184
+ /**
185
+ * @param providedType
186
+ * @param nearMeshPosition
187
+ * @param activeInteractionCount
188
+ * @hidden
189
+ */
184
190
  TouchButton3D.prototype._generatePointerEventType = function (providedType, nearMeshPosition, activeInteractionCount) {
185
191
  if (providedType === PointerEventTypes.POINTERDOWN) {
186
192
  if (!this._isInteractionInFrontOfButton(nearMeshPosition)) {
@@ -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}"]}
1
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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 { 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 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"]}
@@ -1,13 +1,13 @@
1
- import { Nullable } from "@babylonjs/core/types";
2
- import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial";
3
- import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
4
- import { Mesh } from "@babylonjs/core/Meshes/mesh";
5
- import { Scene } from "@babylonjs/core/scene";
1
+ import { Nullable } from "@babylonjs/core/types.js";
2
+ import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
3
+ import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
4
+ import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
5
+ import { Scene } from "@babylonjs/core/scene.js";
6
6
  import { FluentMaterial } from "../materials/fluent/fluentMaterial";
7
7
  import { FluentButtonMaterial } from "../materials/fluentButton/fluentButtonMaterial";
8
8
  import { AdvancedDynamicTexture } from "../../2D/advancedDynamicTexture";
9
9
  import { TouchButton3D } from "./touchButton3D";
10
- import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh";
10
+ import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
11
11
  /**
12
12
  * Class used to create a holographic button in 3D
13
13
  * @since 5.0.0
@@ -91,6 +91,7 @@ export declare class TouchHolographicButton extends TouchButton3D {
91
91
  /**
92
92
  * Creates a new button
93
93
  * @param name defines the control name
94
+ * @param shareMaterials
94
95
  */
95
96
  constructor(name?: string, shareMaterials?: boolean);
96
97
  protected _getTypeName(): string;