@babylonjs/gui 5.0.0-rc.4 → 5.0.0-rc.7

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 +171 -48
  19. package/2D/controls/control.js +165 -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
@@ -26,6 +26,7 @@ var TouchHolographicButton = /** @class */ (function (_super) {
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  /**
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  * Creates a new button
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  * @param name defines the control name
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+ * @param shareMaterials
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  */
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  function TouchHolographicButton(name, shareMaterials) {
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  if (shareMaterials === void 0) { shareMaterials = true; }
@@ -48,8 +49,8 @@ var TouchHolographicButton = /** @class */ (function (_super) {
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  _this.pointerDownAnimation = function () {
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  if (_this._frontPlate && !_this.isActiveNearInteraction) {
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  _this._frontPlate.scaling.z = _this._frontPlateDepth * 0.2;
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- _this._frontPlate.position = Vector3.Forward(_this._frontPlate._scene.useRightHandedSystem).scale((_this._frontPlateDepth - (0.2 * _this._frontPlateDepth)) / 2);
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- _this._textPlate.position = Vector3.Forward(_this._textPlate._scene.useRightHandedSystem).scale(-(_this._backPlateDepth + (0.2 * _this._frontPlateDepth)) / 2);
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+ _this._frontPlate.position = Vector3.Forward(_this._frontPlate._scene.useRightHandedSystem).scale((_this._frontPlateDepth - 0.2 * _this._frontPlateDepth) / 2);
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+ _this._textPlate.position = Vector3.Forward(_this._textPlate._scene.useRightHandedSystem).scale(-(_this._backPlateDepth + 0.2 * _this._frontPlateDepth) / 2);
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  }
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  };
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  _this.pointerUpAnimation = function () {
@@ -64,7 +65,7 @@ var TouchHolographicButton = /** @class */ (function (_super) {
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  var scale = Vector3.Zero();
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  if (_this._backPlate.getWorldMatrix().decompose(scale, undefined, undefined)) {
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  var interactionHeight = _this._getInteractionHeight(position, _this._backPlate.getAbsolutePosition()) / scale.z;
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- interactionHeight = Scalar.Clamp(interactionHeight - (_this._backPlateDepth / 2), 0.2 * _this._frontPlateDepth, _this._frontPlateDepth);
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+ interactionHeight = Scalar.Clamp(interactionHeight - _this._backPlateDepth / 2, 0.2 * _this._frontPlateDepth, _this._frontPlateDepth);
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  _this._frontPlate.scaling.z = interactionHeight;
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  _this._frontPlate.position = Vector3.Forward(_this._frontPlate._scene.useRightHandedSystem).scale((_this._frontPlateDepth - interactionHeight) / 2);
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  _this._textPlate.position = Vector3.Forward(_this._textPlate._scene.useRightHandedSystem).scale(-(_this._backPlateDepth + interactionHeight) / 2);
@@ -312,8 +313,7 @@ var TouchHolographicButton = /** @class */ (function (_super) {
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  collisionMesh.isNearPickable = true;
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  collisionMesh.visibility = 0;
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  collisionMesh.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);
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- SceneLoader.ImportMeshAsync(undefined, TouchHolographicButton.MODEL_BASE_URL, TouchHolographicButton.MODEL_FILENAME, scene)
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- .then(function (result) {
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+ SceneLoader.ImportMeshAsync(undefined, TouchHolographicButton.MODEL_BASE_URL, TouchHolographicButton.MODEL_FILENAME, scene).then(function (result) {
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  var alphaMesh = CreateBox("${this.name}_alphaMesh", {
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  width: 1.0,
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  height: 1.0,
@@ -328,7 +328,7 @@ var TouchHolographicButton = /** @class */ (function (_super) {
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  importedFrontPlate.scaling.z = _this._frontPlateDepth;
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  alphaMesh.parent = importedFrontPlate;
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  importedFrontPlate.parent = collisionMesh;
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- if (!!_this._frontMaterial) {
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+ if (_this._frontMaterial) {
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  importedFrontPlate.material = _this._frontMaterial;
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  }
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  _this._frontPlate = importedFrontPlate;
@@ -410,7 +410,7 @@ var TouchHolographicButton = /** @class */ (function (_super) {
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  if (!this._isBackplateVisible) {
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  this._backPlate.visibility = 0;
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  }
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- if (!!this._frontPlate) {
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+ if (this._frontPlate) {
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  this._frontPlate.material = this._frontMaterial;
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  }
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  this._rebuildContent();
@@ -1 +1 @@
1
- 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{ Nullable } from \"@babylonjs/core/types\";\r\nimport { Observer } from \"@babylonjs/core/Misc/observable\";\r\nimport { Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { StandardMaterial } from \"@babylonjs/core/Materials/standardMaterial\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { CreatePlane } from \"@babylonjs/core/Meshes/Builders/planeBuilder\";\r\nimport { CreateBox } from \"@babylonjs/core/Meshes/Builders/boxBuilder\";\r\nimport { FadeInOutBehavior } from \"@babylonjs/core/Behaviors/Meshes/fadeInOutBehavior\";\r\nimport { Scene } from \"@babylonjs/core/scene\";\r\nimport { FluentMaterial } from \"../materials/fluent/fluentMaterial\";\r\nimport { FluentButtonMaterial } from \"../materials/fluentButton/fluentButtonMaterial\";\r\nimport { StackPanel } from \"../../2D/controls/stackPanel\";\r\nimport { Image } from \"../../2D/controls/image\";\r\nimport { TextBlock } from \"../../2D/controls/textBlock\";\r\nimport { AdvancedDynamicTexture } from \"../../2D/advancedDynamicTexture\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { Color3 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { TouchButton3D } from \"./touchButton3D\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { SceneLoader } from \"@babylonjs/core/Loading/sceneLoader\";\r\nimport { DomManagement } from \"@babylonjs/core/Misc/domManagement\";\r\nimport { Scalar } from \"@babylonjs/core/Maths/math.scalar\";\r\n\r\n/**\r\n * Class used to create a holographic button in 3D\r\n * @since 5.0.0\r\n */\r\nexport class TouchHolographicButton extends TouchButton3D {\r\n /**\r\n * Base Url for the button model.\r\n */\r\n public static MODEL_BASE_URL: string = \"https://assets.babylonjs.com/meshes/MRTK/\";\r\n /**\r\n * File name for the button model.\r\n */\r\n public static MODEL_FILENAME: string = \"mrtk-fluent-button.glb\";\r\n\r\n private _backPlate: Mesh;\r\n private _textPlate: Mesh;\r\n private _frontPlate: AbstractMesh;\r\n private _text: string;\r\n private _imageUrl: string;\r\n private _shareMaterials = true;\r\n private _isBackplateVisible = true;\r\n private _frontMaterial: FluentButtonMaterial;\r\n private _backMaterial: FluentMaterial;\r\n private _plateMaterial: StandardMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\r\n private _pointerHoverObserver: Nullable<Observer<Vector3>>;\r\n private _frontPlateDepth = 0.5;\r\n private _backPlateDepth = 0.04;\r\n private _backplateColor = new Color3(0.08, 0.15, 0.55);\r\n private _backplateToggledColor = new Color3(0.25, 0.4, 0.95);\r\n\r\n // Tooltip\r\n private _tooltipFade: Nullable<FadeInOutBehavior>;\r\n private _tooltipTextBlock: Nullable<TextBlock>;\r\n private _tooltipTexture: Nullable<AdvancedDynamicTexture>;\r\n private _tooltipMesh: Nullable<Mesh>;\r\n private _tooltipHoverObserver: Nullable<Observer<Control3D>>;\r\n private _tooltipOutObserver: Nullable<Observer<Control3D>>;\r\n\r\n private _disposeTooltip() {\r\n this._tooltipFade = null;\r\n if (this._tooltipTextBlock) {\r\n this._tooltipTextBlock.dispose();\r\n }\r\n if (this._tooltipTexture) {\r\n this._tooltipTexture.dispose();\r\n }\r\n if (this._tooltipMesh) {\r\n this._tooltipMesh.dispose();\r\n }\r\n this.onPointerEnterObservable.remove(this._tooltipHoverObserver);\r\n this.onPointerOutObservable.remove(this._tooltipOutObserver);\r\n }\r\n\r\n /**\r\n * Rendering ground id of all the mesh in the button\r\n */\r\n public set renderingGroupId(id: number) {\r\n this._backPlate.renderingGroupId = id;\r\n this._textPlate.renderingGroupId = id;\r\n this._frontPlate.renderingGroupId = id;\r\n\r\n if (this._tooltipMesh) {\r\n this._tooltipMesh.renderingGroupId = id;\r\n }\r\n }\r\n public get renderingGroupId(): number {\r\n return this._backPlate.renderingGroupId;\r\n }\r\n\r\n /**\r\n * Gets the mesh used to render this control\r\n */\r\n public get mesh(): Nullable<AbstractMesh> {\r\n return this._backPlate as AbstractMesh;\r\n }\r\n\r\n /**\r\n * Text to be displayed on the tooltip shown when hovering on the button. When set to null tooltip is disabled. (Default: null)\r\n */\r\n public set tooltipText(text: Nullable<string>) {\r\n if (!text) {\r\n this._disposeTooltip();\r\n return;\r\n }\r\n if (!this._tooltipFade) {\r\n const rightHandedScene = this._backPlate._scene.useRightHandedSystem;\r\n // Create tooltip with mesh and text\r\n this._tooltipMesh = CreatePlane(\"\", { size: 1 }, this._backPlate._scene);\r\n var tooltipBackground = CreatePlane(\"\", { size: 1, sideOrientation: Mesh.DOUBLESIDE }, this._backPlate._scene);\r\n var mat = new StandardMaterial(\"\", this._backPlate._scene);\r\n mat.diffuseColor = Color3.FromHexString(\"#212121\");\r\n tooltipBackground.material = mat;\r\n tooltipBackground.isPickable = false;\r\n this._tooltipMesh.addChild(tooltipBackground);\r\n tooltipBackground.position = Vector3.Forward(rightHandedScene).scale(0.05);\r\n this._tooltipMesh.scaling.y = 1 / 3;\r\n this._tooltipMesh.position = Vector3.Up().scale(0.7).add(Vector3.Forward(rightHandedScene).scale(-0.15));\r\n this._tooltipMesh.isPickable = false;\r\n this._tooltipMesh.parent = this._backPlate;\r\n\r\n // Create text texture for the tooltip\r\n this._tooltipTexture = AdvancedDynamicTexture.CreateForMesh(this._tooltipMesh);\r\n this._tooltipTextBlock = new TextBlock();\r\n this._tooltipTextBlock.scaleY = 3;\r\n this._tooltipTextBlock.color = \"white\";\r\n this._tooltipTextBlock.fontSize = 130;\r\n this._tooltipTexture.addControl(this._tooltipTextBlock);\r\n\r\n // Add hover action to tooltip\r\n this._tooltipFade = new FadeInOutBehavior();\r\n this._tooltipFade.delay = 500;\r\n this._tooltipMesh.addBehavior(this._tooltipFade);\r\n this._tooltipHoverObserver = this.onPointerEnterObservable.add(() => {\r\n if (this._tooltipFade) {\r\n this._tooltipFade.fadeIn(true);\r\n }\r\n });\r\n this._tooltipOutObserver = this.onPointerOutObservable.add(() => {\r\n if (this._tooltipFade) {\r\n this._tooltipFade.fadeIn(false);\r\n }\r\n });\r\n }\r\n if (this._tooltipTextBlock) {\r\n this._tooltipTextBlock.text = text;\r\n }\r\n }\r\n\r\n public get tooltipText() {\r\n if (this._tooltipTextBlock) {\r\n return this._tooltipTextBlock.text;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets or sets text for the button\r\n */\r\n public get text(): string {\r\n return this._text;\r\n }\r\n\r\n public set text(value: string) {\r\n if (this._text === value) {\r\n return;\r\n }\r\n\r\n this._text = value;\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Gets or sets the image url for the button\r\n */\r\n public get imageUrl(): string {\r\n return this._imageUrl;\r\n }\r\n\r\n public set imageUrl(value: string) {\r\n if (this._imageUrl === value) {\r\n return;\r\n }\r\n\r\n this._imageUrl = value;\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Gets the back material used by this button\r\n */\r\n public get backMaterial(): FluentMaterial {\r\n return this._backMaterial;\r\n }\r\n\r\n /**\r\n * Gets the front material used by this button\r\n */\r\n public get frontMaterial(): FluentButtonMaterial {\r\n return this._frontMaterial;\r\n }\r\n\r\n /**\r\n * Gets the plate material used by this button\r\n */\r\n public get plateMaterial(): StandardMaterial {\r\n return this._plateMaterial;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this button shares its material with other HolographicButtons\r\n */\r\n public get shareMaterials(): boolean {\r\n return this._shareMaterials;\r\n }\r\n\r\n /**\r\n * Sets whether the backplate is visible or hidden. Hiding the backplate is not recommended without some sort of replacement\r\n */\r\n public set isBackplateVisible(isVisible: boolean) {\r\n if (this.mesh && !!this._backMaterial) {\r\n if (isVisible && !this._isBackplateVisible) {\r\n this._backPlate.visibility = 1;\r\n }\r\n else if (!isVisible && this._isBackplateVisible) {\r\n this._backPlate.visibility = 0;\r\n }\r\n }\r\n\r\n this._isBackplateVisible = isVisible;\r\n }\r\n\r\n /**\r\n * Creates a new button\r\n * @param name defines the control name\r\n */\r\n constructor(name?: string, shareMaterials = true) {\r\n super(name);\r\n\r\n this._shareMaterials = shareMaterials;\r\n\r\n this.pointerEnterAnimation = () => {\r\n this._frontMaterial.leftBlobEnable = true;\r\n this._frontMaterial.rightBlobEnable = true;\r\n };\r\n\r\n this.pointerOutAnimation = () => {\r\n this._frontMaterial.leftBlobEnable = false;\r\n this._frontMaterial.rightBlobEnable = false;\r\n };\r\n\r\n this.pointerDownAnimation = () => {\r\n if (this._frontPlate && !this.isActiveNearInteraction) {\r\n this._frontPlate.scaling.z = this._frontPlateDepth * 0.2;\r\n this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - (0.2 * this._frontPlateDepth)) / 2);\r\n this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + (0.2 * this._frontPlateDepth)) / 2);\r\n }\r\n };\r\n this.pointerUpAnimation = () => {\r\n if (this._frontPlate) {\r\n this._frontPlate.scaling.z = this._frontPlateDepth;\r\n this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - this._frontPlateDepth) / 2);\r\n this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + this._frontPlateDepth) / 2);\r\n }\r\n };\r\n\r\n this.onPointerMoveObservable.add((position) => {\r\n if (this._frontPlate && this.isActiveNearInteraction) {\r\n const scale = Vector3.Zero();\r\n if (this._backPlate.getWorldMatrix().decompose(scale, undefined, undefined)) {\r\n let interactionHeight = this._getInteractionHeight(position, this._backPlate.getAbsolutePosition()) / scale.z;\r\n interactionHeight = Scalar.Clamp(interactionHeight - (this._backPlateDepth / 2), 0.2 * this._frontPlateDepth, this._frontPlateDepth);\r\n\r\n this._frontPlate.scaling.z = interactionHeight;\r\n this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - interactionHeight) / 2);\r\n this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + interactionHeight) / 2);\r\n }\r\n }\r\n });\r\n\r\n this._pointerHoverObserver = this.onPointerMoveObservable.add((hoverPosition: Vector3) => {\r\n this._frontMaterial.globalLeftIndexTipPosition = hoverPosition;\r\n });\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"TouchHolographicButton\";\r\n }\r\n\r\n private _rebuildContent(): void {\r\n this._disposeFacadeTexture();\r\n\r\n let panel = new StackPanel();\r\n panel.isVertical = true;\r\n\r\n if (DomManagement.IsDocumentAvailable() && !!document.createElement) {\r\n if (this._imageUrl) {\r\n let image = new Image();\r\n image.source = this._imageUrl;\r\n image.paddingTop = \"40px\";\r\n image.height = \"180px\";\r\n image.width = \"100px\";\r\n image.paddingBottom = \"40px\";\r\n panel.addControl(image);\r\n }\r\n }\r\n\r\n if (this._text) {\r\n let text = new TextBlock();\r\n text.text = this._text;\r\n text.color = \"white\";\r\n text.height = \"30px\";\r\n text.fontSize = 24;\r\n panel.addControl(text);\r\n }\r\n\r\n this.content = panel;\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n this.name = this.name ?? \"TouchHolographicButton\";\r\n const collisionMesh = CreateBox(`${this.name}_collisionMesh`, {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: this._frontPlateDepth,\r\n }, scene);\r\n collisionMesh.isPickable = true;\r\n collisionMesh.isNearPickable = true;\r\n collisionMesh.visibility = 0;\r\n collisionMesh.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);\r\n\r\n SceneLoader.ImportMeshAsync(\r\n undefined,\r\n TouchHolographicButton.MODEL_BASE_URL,\r\n TouchHolographicButton.MODEL_FILENAME,\r\n scene)\r\n .then((result) => {\r\n let alphaMesh = CreateBox(\"${this.name}_alphaMesh\", {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: 1.0,\r\n }, scene);\r\n alphaMesh.isPickable = false;\r\n alphaMesh.material = new StandardMaterial(\"${this.name}_alphaMesh_material\", scene);\r\n alphaMesh.material.alpha = 0.15;\r\n\r\n var importedFrontPlate = result.meshes[1];\r\n importedFrontPlate.name = `${this.name}_frontPlate`;\r\n importedFrontPlate.isPickable = false;\r\n importedFrontPlate.scaling.z = this._frontPlateDepth;\r\n alphaMesh.parent = importedFrontPlate;\r\n importedFrontPlate.parent = collisionMesh;\r\n if (!!this._frontMaterial) {\r\n importedFrontPlate.material = this._frontMaterial;\r\n }\r\n this._frontPlate = importedFrontPlate;\r\n });\r\n\r\n this._backPlate = CreateBox(\r\n `${this.name}_backPlate`,\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: this._backPlateDepth,\r\n },\r\n scene\r\n );\r\n\r\n this._backPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(this._backPlateDepth / 2);\r\n this._backPlate.isPickable = false;\r\n\r\n this._textPlate = <Mesh>super._createNode(scene);\r\n this._textPlate.name = `${this.name}_textPlate`;\r\n this._textPlate.isPickable = false;\r\n this._textPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);\r\n\r\n this._backPlate.addChild(collisionMesh);\r\n this._backPlate.addChild(this._textPlate);\r\n\r\n let tn = new TransformNode(`{this.name}_root`, scene);\r\n this._backPlate.setParent(tn);\r\n\r\n this.collisionMesh = collisionMesh;\r\n this.collidableFrontDirection = this._backPlate.forward.negate(); // Mesh is facing the wrong way\r\n\r\n return tn;\r\n }\r\n\r\n protected _applyFacade(facadeTexture: AdvancedDynamicTexture) {\r\n this._plateMaterial.emissiveTexture = facadeTexture;\r\n this._plateMaterial.opacityTexture = facadeTexture;\r\n this._plateMaterial.diffuseColor = new Color3(0.4, 0.4, 0.4);\r\n }\r\n\r\n private _createBackMaterial(mesh: Mesh) {\r\n this._backMaterial = new FluentMaterial(this.name + \"backPlateMaterial\", mesh.getScene());\r\n this._backMaterial.albedoColor = this._backplateColor;\r\n this._backMaterial.renderBorders = true;\r\n this._backMaterial.renderHoverLight = false;\r\n }\r\n\r\n private _createFrontMaterial(mesh: Mesh) {\r\n this._frontMaterial = new FluentButtonMaterial(this.name + \"Front Material\", mesh.getScene());\r\n }\r\n\r\n private _createPlateMaterial(mesh: Mesh) {\r\n this._plateMaterial = new StandardMaterial(this.name + \"Plate Material\", mesh.getScene());\r\n this._plateMaterial.specularColor = Color3.Black();\r\n }\r\n\r\n protected _onToggle(newState: boolean) {\r\n if (this._backMaterial) {\r\n if (newState) {\r\n this._backMaterial.albedoColor = this._backplateToggledColor;\r\n }\r\n else {\r\n this._backMaterial.albedoColor = this._backplateColor;\r\n }\r\n }\r\n\r\n super._onToggle(newState);\r\n }\r\n\r\n protected _affectMaterial(mesh: Mesh) {\r\n if (this._shareMaterials) {\r\n // Back\r\n if (!this._host._touchSharedMaterials[\"backFluentMaterial\"]) {\r\n this._createBackMaterial(mesh);\r\n this._host._touchSharedMaterials[\"backFluentMaterial\"] = this._backMaterial;\r\n } else {\r\n this._backMaterial = this._host._touchSharedMaterials[\"backFluentMaterial\"] as FluentMaterial;\r\n }\r\n\r\n // Front\r\n if (!this._host._touchSharedMaterials[\"frontFluentMaterial\"]) {\r\n this._createFrontMaterial(mesh);\r\n this._host._touchSharedMaterials[\"frontFluentMaterial\"] = this._frontMaterial;\r\n } else {\r\n this._frontMaterial = this._host._touchSharedMaterials[\"frontFluentMaterial\"] as FluentButtonMaterial;\r\n }\r\n } else {\r\n this._createBackMaterial(mesh);\r\n this._createFrontMaterial(mesh);\r\n }\r\n\r\n this._createPlateMaterial(mesh);\r\n this._backPlate.material = this._backMaterial;\r\n this._textPlate.material = this._plateMaterial;\r\n\r\n if (!this._isBackplateVisible) {\r\n this._backPlate.visibility = 0;\r\n }\r\n if (!!this._frontPlate) {\r\n this._frontPlate.material = this._frontMaterial;\r\n }\r\n\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose(); // will dispose main mesh ie. back plate\r\n\r\n this._disposeTooltip();\r\n this.onPointerMoveObservable.remove(this._pointerHoverObserver);\r\n\r\n if (!this.shareMaterials) {\r\n this._backMaterial.dispose();\r\n this._frontMaterial.dispose();\r\n this._plateMaterial.dispose();\r\n\r\n if (this._pickedPointObserver) {\r\n this._host.onPickedPointChangedObservable.remove(this._pickedPointObserver);\r\n this._pickedPointObserver = null;\r\n }\r\n }\r\n }\r\n}\r\n"]}
1
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{ Nullable } from \"core/types\";\r\nimport { Observer } from \"core/Misc/observable\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { CreatePlane } from \"core/Meshes/Builders/planeBuilder\";\r\nimport { CreateBox } from \"core/Meshes/Builders/boxBuilder\";\r\nimport { FadeInOutBehavior } from \"core/Behaviors/Meshes/fadeInOutBehavior\";\r\nimport { Scene } from \"core/scene\";\r\nimport { FluentMaterial } from \"../materials/fluent/fluentMaterial\";\r\nimport { FluentButtonMaterial } from \"../materials/fluentButton/fluentButtonMaterial\";\r\nimport { StackPanel } from \"../../2D/controls/stackPanel\";\r\nimport { Image } from \"../../2D/controls/image\";\r\nimport { TextBlock } from \"../../2D/controls/textBlock\";\r\nimport { AdvancedDynamicTexture } from \"../../2D/advancedDynamicTexture\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { TouchButton3D } from \"./touchButton3D\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { SceneLoader } from \"core/Loading/sceneLoader\";\r\nimport { DomManagement } from \"core/Misc/domManagement\";\r\nimport { Scalar } from \"core/Maths/math.scalar\";\r\n\r\n/**\r\n * Class used to create a holographic button in 3D\r\n * @since 5.0.0\r\n */\r\nexport class TouchHolographicButton extends TouchButton3D {\r\n /**\r\n * Base Url for the button model.\r\n */\r\n public static MODEL_BASE_URL: string = \"https://assets.babylonjs.com/meshes/MRTK/\";\r\n /**\r\n * File name for the button model.\r\n */\r\n public static MODEL_FILENAME: string = \"mrtk-fluent-button.glb\";\r\n\r\n private _backPlate: Mesh;\r\n private _textPlate: Mesh;\r\n private _frontPlate: AbstractMesh;\r\n private _text: string;\r\n private _imageUrl: string;\r\n private _shareMaterials = true;\r\n private _isBackplateVisible = true;\r\n private _frontMaterial: FluentButtonMaterial;\r\n private _backMaterial: FluentMaterial;\r\n private _plateMaterial: StandardMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\r\n private _pointerHoverObserver: Nullable<Observer<Vector3>>;\r\n private _frontPlateDepth = 0.5;\r\n private _backPlateDepth = 0.04;\r\n private _backplateColor = new Color3(0.08, 0.15, 0.55);\r\n private _backplateToggledColor = new Color3(0.25, 0.4, 0.95);\r\n\r\n // Tooltip\r\n private _tooltipFade: Nullable<FadeInOutBehavior>;\r\n private _tooltipTextBlock: Nullable<TextBlock>;\r\n private _tooltipTexture: Nullable<AdvancedDynamicTexture>;\r\n private _tooltipMesh: Nullable<Mesh>;\r\n private _tooltipHoverObserver: Nullable<Observer<Control3D>>;\r\n private _tooltipOutObserver: Nullable<Observer<Control3D>>;\r\n\r\n private _disposeTooltip() {\r\n this._tooltipFade = null;\r\n if (this._tooltipTextBlock) {\r\n this._tooltipTextBlock.dispose();\r\n }\r\n if (this._tooltipTexture) {\r\n this._tooltipTexture.dispose();\r\n }\r\n if (this._tooltipMesh) {\r\n this._tooltipMesh.dispose();\r\n }\r\n this.onPointerEnterObservable.remove(this._tooltipHoverObserver);\r\n this.onPointerOutObservable.remove(this._tooltipOutObserver);\r\n }\r\n\r\n /**\r\n * Rendering ground id of all the mesh in the button\r\n */\r\n public set renderingGroupId(id: number) {\r\n this._backPlate.renderingGroupId = id;\r\n this._textPlate.renderingGroupId = id;\r\n this._frontPlate.renderingGroupId = id;\r\n\r\n if (this._tooltipMesh) {\r\n this._tooltipMesh.renderingGroupId = id;\r\n }\r\n }\r\n public get renderingGroupId(): number {\r\n return this._backPlate.renderingGroupId;\r\n }\r\n\r\n /**\r\n * Gets the mesh used to render this control\r\n */\r\n public get mesh(): Nullable<AbstractMesh> {\r\n return this._backPlate as AbstractMesh;\r\n }\r\n\r\n /**\r\n * Text to be displayed on the tooltip shown when hovering on the button. When set to null tooltip is disabled. (Default: null)\r\n */\r\n public set tooltipText(text: Nullable<string>) {\r\n if (!text) {\r\n this._disposeTooltip();\r\n return;\r\n }\r\n if (!this._tooltipFade) {\r\n const rightHandedScene = this._backPlate._scene.useRightHandedSystem;\r\n // Create tooltip with mesh and text\r\n this._tooltipMesh = CreatePlane(\"\", { size: 1 }, this._backPlate._scene);\r\n const tooltipBackground = CreatePlane(\"\", { size: 1, sideOrientation: Mesh.DOUBLESIDE }, this._backPlate._scene);\r\n const mat = new StandardMaterial(\"\", this._backPlate._scene);\r\n mat.diffuseColor = Color3.FromHexString(\"#212121\");\r\n tooltipBackground.material = mat;\r\n tooltipBackground.isPickable = false;\r\n this._tooltipMesh.addChild(tooltipBackground);\r\n tooltipBackground.position = Vector3.Forward(rightHandedScene).scale(0.05);\r\n this._tooltipMesh.scaling.y = 1 / 3;\r\n this._tooltipMesh.position = Vector3.Up().scale(0.7).add(Vector3.Forward(rightHandedScene).scale(-0.15));\r\n this._tooltipMesh.isPickable = false;\r\n this._tooltipMesh.parent = this._backPlate;\r\n\r\n // Create text texture for the tooltip\r\n this._tooltipTexture = AdvancedDynamicTexture.CreateForMesh(this._tooltipMesh);\r\n this._tooltipTextBlock = new TextBlock();\r\n this._tooltipTextBlock.scaleY = 3;\r\n this._tooltipTextBlock.color = \"white\";\r\n this._tooltipTextBlock.fontSize = 130;\r\n this._tooltipTexture.addControl(this._tooltipTextBlock);\r\n\r\n // Add hover action to tooltip\r\n this._tooltipFade = new FadeInOutBehavior();\r\n this._tooltipFade.delay = 500;\r\n this._tooltipMesh.addBehavior(this._tooltipFade);\r\n this._tooltipHoverObserver = this.onPointerEnterObservable.add(() => {\r\n if (this._tooltipFade) {\r\n this._tooltipFade.fadeIn(true);\r\n }\r\n });\r\n this._tooltipOutObserver = this.onPointerOutObservable.add(() => {\r\n if (this._tooltipFade) {\r\n this._tooltipFade.fadeIn(false);\r\n }\r\n });\r\n }\r\n if (this._tooltipTextBlock) {\r\n this._tooltipTextBlock.text = text;\r\n }\r\n }\r\n\r\n public get tooltipText() {\r\n if (this._tooltipTextBlock) {\r\n return this._tooltipTextBlock.text;\r\n }\r\n return null;\r\n }\r\n\r\n /**\r\n * Gets or sets text for the button\r\n */\r\n public get text(): string {\r\n return this._text;\r\n }\r\n\r\n public set text(value: string) {\r\n if (this._text === value) {\r\n return;\r\n }\r\n\r\n this._text = value;\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Gets or sets the image url for the button\r\n */\r\n public get imageUrl(): string {\r\n return this._imageUrl;\r\n }\r\n\r\n public set imageUrl(value: string) {\r\n if (this._imageUrl === value) {\r\n return;\r\n }\r\n\r\n this._imageUrl = value;\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Gets the back material used by this button\r\n */\r\n public get backMaterial(): FluentMaterial {\r\n return this._backMaterial;\r\n }\r\n\r\n /**\r\n * Gets the front material used by this button\r\n */\r\n public get frontMaterial(): FluentButtonMaterial {\r\n return this._frontMaterial;\r\n }\r\n\r\n /**\r\n * Gets the plate material used by this button\r\n */\r\n public get plateMaterial(): StandardMaterial {\r\n return this._plateMaterial;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this button shares its material with other HolographicButtons\r\n */\r\n public get shareMaterials(): boolean {\r\n return this._shareMaterials;\r\n }\r\n\r\n /**\r\n * Sets whether the backplate is visible or hidden. Hiding the backplate is not recommended without some sort of replacement\r\n */\r\n public set isBackplateVisible(isVisible: boolean) {\r\n if (this.mesh && !!this._backMaterial) {\r\n if (isVisible && !this._isBackplateVisible) {\r\n this._backPlate.visibility = 1;\r\n } else if (!isVisible && this._isBackplateVisible) {\r\n this._backPlate.visibility = 0;\r\n }\r\n }\r\n\r\n this._isBackplateVisible = isVisible;\r\n }\r\n\r\n /**\r\n * Creates a new button\r\n * @param name defines the control name\r\n * @param shareMaterials\r\n */\r\n constructor(name?: string, shareMaterials = true) {\r\n super(name);\r\n\r\n this._shareMaterials = shareMaterials;\r\n\r\n this.pointerEnterAnimation = () => {\r\n this._frontMaterial.leftBlobEnable = true;\r\n this._frontMaterial.rightBlobEnable = true;\r\n };\r\n\r\n this.pointerOutAnimation = () => {\r\n this._frontMaterial.leftBlobEnable = false;\r\n this._frontMaterial.rightBlobEnable = false;\r\n };\r\n\r\n this.pointerDownAnimation = () => {\r\n if (this._frontPlate && !this.isActiveNearInteraction) {\r\n this._frontPlate.scaling.z = this._frontPlateDepth * 0.2;\r\n this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - 0.2 * this._frontPlateDepth) / 2);\r\n this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + 0.2 * this._frontPlateDepth) / 2);\r\n }\r\n };\r\n this.pointerUpAnimation = () => {\r\n if (this._frontPlate) {\r\n this._frontPlate.scaling.z = this._frontPlateDepth;\r\n this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - this._frontPlateDepth) / 2);\r\n this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + this._frontPlateDepth) / 2);\r\n }\r\n };\r\n\r\n this.onPointerMoveObservable.add((position) => {\r\n if (this._frontPlate && this.isActiveNearInteraction) {\r\n const scale = Vector3.Zero();\r\n if (this._backPlate.getWorldMatrix().decompose(scale, undefined, undefined)) {\r\n let interactionHeight = this._getInteractionHeight(position, this._backPlate.getAbsolutePosition()) / scale.z;\r\n interactionHeight = Scalar.Clamp(interactionHeight - this._backPlateDepth / 2, 0.2 * this._frontPlateDepth, this._frontPlateDepth);\r\n\r\n this._frontPlate.scaling.z = interactionHeight;\r\n this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - interactionHeight) / 2);\r\n this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + interactionHeight) / 2);\r\n }\r\n }\r\n });\r\n\r\n this._pointerHoverObserver = this.onPointerMoveObservable.add((hoverPosition: Vector3) => {\r\n this._frontMaterial.globalLeftIndexTipPosition = hoverPosition;\r\n });\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"TouchHolographicButton\";\r\n }\r\n\r\n private _rebuildContent(): void {\r\n this._disposeFacadeTexture();\r\n\r\n const panel = new StackPanel();\r\n panel.isVertical = true;\r\n\r\n if (DomManagement.IsDocumentAvailable() && !!document.createElement) {\r\n if (this._imageUrl) {\r\n const image = new Image();\r\n image.source = this._imageUrl;\r\n image.paddingTop = \"40px\";\r\n image.height = \"180px\";\r\n image.width = \"100px\";\r\n image.paddingBottom = \"40px\";\r\n panel.addControl(image);\r\n }\r\n }\r\n\r\n if (this._text) {\r\n const text = new TextBlock();\r\n text.text = this._text;\r\n text.color = \"white\";\r\n text.height = \"30px\";\r\n text.fontSize = 24;\r\n panel.addControl(text);\r\n }\r\n\r\n this.content = panel;\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n this.name = this.name ?? \"TouchHolographicButton\";\r\n const collisionMesh = CreateBox(\r\n `${this.name}_collisionMesh`,\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: this._frontPlateDepth,\r\n },\r\n scene\r\n );\r\n collisionMesh.isPickable = true;\r\n collisionMesh.isNearPickable = true;\r\n collisionMesh.visibility = 0;\r\n collisionMesh.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);\r\n\r\n SceneLoader.ImportMeshAsync(undefined, TouchHolographicButton.MODEL_BASE_URL, TouchHolographicButton.MODEL_FILENAME, scene).then((result) => {\r\n const alphaMesh = CreateBox(\r\n \"${this.name}_alphaMesh\",\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: 1.0,\r\n },\r\n scene\r\n );\r\n alphaMesh.isPickable = false;\r\n alphaMesh.material = new StandardMaterial(\"${this.name}_alphaMesh_material\", scene);\r\n alphaMesh.material.alpha = 0.15;\r\n\r\n const importedFrontPlate = result.meshes[1];\r\n importedFrontPlate.name = `${this.name}_frontPlate`;\r\n importedFrontPlate.isPickable = false;\r\n importedFrontPlate.scaling.z = this._frontPlateDepth;\r\n alphaMesh.parent = importedFrontPlate;\r\n importedFrontPlate.parent = collisionMesh;\r\n if (this._frontMaterial) {\r\n importedFrontPlate.material = this._frontMaterial;\r\n }\r\n this._frontPlate = importedFrontPlate;\r\n });\r\n\r\n this._backPlate = CreateBox(\r\n `${this.name}_backPlate`,\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: this._backPlateDepth,\r\n },\r\n scene\r\n );\r\n\r\n this._backPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(this._backPlateDepth / 2);\r\n this._backPlate.isPickable = false;\r\n\r\n this._textPlate = <Mesh>super._createNode(scene);\r\n this._textPlate.name = `${this.name}_textPlate`;\r\n this._textPlate.isPickable = false;\r\n this._textPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);\r\n\r\n this._backPlate.addChild(collisionMesh);\r\n this._backPlate.addChild(this._textPlate);\r\n\r\n const tn = new TransformNode(`{this.name}_root`, scene);\r\n this._backPlate.setParent(tn);\r\n\r\n this.collisionMesh = collisionMesh;\r\n this.collidableFrontDirection = this._backPlate.forward.negate(); // Mesh is facing the wrong way\r\n\r\n return tn;\r\n }\r\n\r\n protected _applyFacade(facadeTexture: AdvancedDynamicTexture) {\r\n this._plateMaterial.emissiveTexture = facadeTexture;\r\n this._plateMaterial.opacityTexture = facadeTexture;\r\n this._plateMaterial.diffuseColor = new Color3(0.4, 0.4, 0.4);\r\n }\r\n\r\n private _createBackMaterial(mesh: Mesh) {\r\n this._backMaterial = new FluentMaterial(this.name + \"backPlateMaterial\", mesh.getScene());\r\n this._backMaterial.albedoColor = this._backplateColor;\r\n this._backMaterial.renderBorders = true;\r\n this._backMaterial.renderHoverLight = false;\r\n }\r\n\r\n private _createFrontMaterial(mesh: Mesh) {\r\n this._frontMaterial = new FluentButtonMaterial(this.name + \"Front Material\", mesh.getScene());\r\n }\r\n\r\n private _createPlateMaterial(mesh: Mesh) {\r\n this._plateMaterial = new StandardMaterial(this.name + \"Plate Material\", mesh.getScene());\r\n this._plateMaterial.specularColor = Color3.Black();\r\n }\r\n\r\n protected _onToggle(newState: boolean) {\r\n if (this._backMaterial) {\r\n if (newState) {\r\n this._backMaterial.albedoColor = this._backplateToggledColor;\r\n } else {\r\n this._backMaterial.albedoColor = this._backplateColor;\r\n }\r\n }\r\n\r\n super._onToggle(newState);\r\n }\r\n\r\n protected _affectMaterial(mesh: Mesh) {\r\n if (this._shareMaterials) {\r\n // Back\r\n if (!this._host._touchSharedMaterials[\"backFluentMaterial\"]) {\r\n this._createBackMaterial(mesh);\r\n this._host._touchSharedMaterials[\"backFluentMaterial\"] = this._backMaterial;\r\n } else {\r\n this._backMaterial = this._host._touchSharedMaterials[\"backFluentMaterial\"] as FluentMaterial;\r\n }\r\n\r\n // Front\r\n if (!this._host._touchSharedMaterials[\"frontFluentMaterial\"]) {\r\n this._createFrontMaterial(mesh);\r\n this._host._touchSharedMaterials[\"frontFluentMaterial\"] = this._frontMaterial;\r\n } else {\r\n this._frontMaterial = this._host._touchSharedMaterials[\"frontFluentMaterial\"] as FluentButtonMaterial;\r\n }\r\n } else {\r\n this._createBackMaterial(mesh);\r\n this._createFrontMaterial(mesh);\r\n }\r\n\r\n this._createPlateMaterial(mesh);\r\n this._backPlate.material = this._backMaterial;\r\n this._textPlate.material = this._plateMaterial;\r\n\r\n if (!this._isBackplateVisible) {\r\n this._backPlate.visibility = 0;\r\n }\r\n if (this._frontPlate) {\r\n this._frontPlate.material = this._frontMaterial;\r\n }\r\n\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose(); // will dispose main mesh ie. back plate\r\n\r\n this._disposeTooltip();\r\n this.onPointerMoveObservable.remove(this._pointerHoverObserver);\r\n\r\n if (!this.shareMaterials) {\r\n this._backMaterial.dispose();\r\n this._frontMaterial.dispose();\r\n this._plateMaterial.dispose();\r\n\r\n if (this._pickedPointObserver) {\r\n this._host.onPickedPointChangedObservable.remove(this._pickedPointObserver);\r\n this._pickedPointObserver = null;\r\n }\r\n }\r\n }\r\n}\r\n"]}
@@ -1,11 +1,11 @@
1
- import { Scene } from "@babylonjs/core/scene";
2
- import { Vector3 } from "@babylonjs/core/Maths/math.vector";
3
- import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
4
- import { Nullable } from "@babylonjs/core/types";
1
+ import { Scene } from "@babylonjs/core/scene.js";
2
+ import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
3
+ import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
4
+ import { Nullable } from "@babylonjs/core/types.js";
5
5
  import { Control3D } from "./control3D";
6
6
  import { VolumeBasedPanel } from "./volumeBasedPanel";
7
- import { Mesh } from "@babylonjs/core/Meshes/mesh";
8
- import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh";
7
+ import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
8
+ import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
9
9
  import { Container3D } from "./container3D";
10
10
  import { TouchHolographicButton } from "./touchHolographicButton";
11
11
  /**
@@ -142,6 +142,7 @@ var TouchHolographicMenu = /** @class */ (function (_super) {
142
142
  /**
143
143
  * Scale for the buttons added to the menu
144
144
  */
145
+ // eslint-disable-next-line @typescript-eslint/naming-convention
145
146
  TouchHolographicMenu.MENU_BUTTON_SCALE = 1;
146
147
  return TouchHolographicMenu;
147
148
  }(VolumeBasedPanel));
@@ -1 +1 @@
1
- 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{ Scene } from \"@babylonjs/core/scene\";\r\nimport { Vector3 } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { TransformNode } from \"@babylonjs/core/Meshes/transformNode\";\r\nimport { Nullable } from \"@babylonjs/core/types\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { VolumeBasedPanel } from \"./volumeBasedPanel\";\r\nimport { Mesh } from \"@babylonjs/core/Meshes/mesh\";\r\nimport { CreateBox } from \"@babylonjs/core/Meshes/Builders/boxBuilder\";\r\nimport { AbstractMesh } from \"@babylonjs/core/Meshes/abstractMesh\";\r\nimport { FluentMaterial } from \"../materials/fluent/fluentMaterial\";\r\nimport { Color3 } from \"@babylonjs/core/Maths/math.color\";\r\nimport { Observer } from \"@babylonjs/core/Misc/observable\";\r\nimport { Logger } from \"@babylonjs/core/Misc/logger\";\r\nimport { Container3D } from \"./container3D\";\r\nimport { TouchHolographicButton } from \"./touchHolographicButton\";\r\n\r\n/**\r\n * Simple menu that can contain holographic buttons\r\n */\r\nexport class TouchHolographicMenu extends VolumeBasedPanel {\r\n protected _backPlate: Mesh;\r\n private _backPlateMaterial: FluentMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\r\n\r\n private _currentMin: Nullable<Vector3>;\r\n private _currentMax: Nullable<Vector3>;\r\n\r\n private _backPlateMargin = 1.25;\r\n\r\n /**\r\n * Scale for the buttons added to the menu\r\n */\r\n protected static MENU_BUTTON_SCALE: number = 1;\r\n\r\n /**\r\n * Gets or sets the margin size of the backplate in button size units.\r\n * Setting this to 1, will make the backPlate margin the size of 1 button\r\n */\r\n public get backPlateMargin(): number {\r\n return this._backPlateMargin;\r\n }\r\n\r\n public set backPlateMargin(value: number) {\r\n this._backPlateMargin = value;\r\n\r\n if (this._children.length >= 1) {\r\n this.children.forEach((control) => {\r\n this._updateCurrentMinMax(control.position);\r\n });\r\n\r\n this._updateMargins();\r\n }\r\n }\r\n\r\n protected _createNode(scene: Scene): Nullable<TransformNode> {\r\n const node = new Mesh(`menu_${this.name}`, scene);\r\n\r\n this._backPlate = CreateBox(\"backPlate\" + this.name, { size: 1 }, scene);\r\n this._backPlate.parent = node;\r\n\r\n return node;\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n this._backPlateMaterial = new FluentMaterial(this.name + \"backPlateMaterial\", mesh.getScene());\r\n this._backPlateMaterial.albedoColor = new Color3(0.08, 0.15, 0.55);\r\n this._backPlateMaterial.renderBorders = true;\r\n this._backPlateMaterial.renderHoverLight = true;\r\n\r\n this._pickedPointObserver = this._host.onPickedPointChangedObservable.add((pickedPoint) => {\r\n if (pickedPoint) {\r\n this._backPlateMaterial.hoverPosition = pickedPoint;\r\n this._backPlateMaterial.hoverColor.a = 1.0;\r\n } else {\r\n this._backPlateMaterial.hoverColor.a = 0;\r\n }\r\n });\r\n\r\n this._backPlate.material = this._backPlateMaterial;\r\n }\r\n\r\n protected _mapGridNode(control: Control3D, nodePosition: Vector3) {\r\n // Simple plane mapping for the menu\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\r\n this._updateCurrentMinMax(nodePosition);\r\n }\r\n\r\n protected _finalProcessing() {\r\n this._updateMargins();\r\n }\r\n\r\n private _updateCurrentMinMax(nodePosition: Vector3) {\r\n if (!this._currentMin) {\r\n this._currentMin = nodePosition.clone();\r\n this._currentMax = nodePosition.clone();\r\n }\r\n\r\n this._currentMin.minimizeInPlace(nodePosition);\r\n this._currentMax!.maximizeInPlace(nodePosition);\r\n }\r\n\r\n private _updateMargins() {\r\n if (this._children.length > 0) {\r\n this._currentMin!.addInPlaceFromFloats(-this._cellWidth / 2, -this._cellHeight / 2, 0);\r\n this._currentMax!.addInPlaceFromFloats(this._cellWidth / 2, this._cellHeight / 2, 0);\r\n const extendSize = this._currentMax!.subtract(this._currentMin!);\r\n\r\n // Also add a % margin\r\n this._backPlate.scaling.x = extendSize.x + this._cellWidth * this.backPlateMargin;\r\n this._backPlate.scaling.y = extendSize.y + this._cellHeight * this.backPlateMargin;\r\n this._backPlate.scaling.z = 0.001;\r\n\r\n for (let i = 0; i < this._children.length; i++) {\r\n this._children[i].position.subtractInPlace(this._currentMin!).subtractInPlace(extendSize.scale(0.5));\r\n this._children[i].position.z -= 0.01;\r\n }\r\n }\r\n\r\n this._currentMin = null;\r\n this._currentMax = null;\r\n }\r\n\r\n /**\r\n * Creates a holographic menu GUI 3D control\r\n * @param name name of the menu\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Adds a button to the menu.\r\n * Please note that the back material of the button will be set to transparent as it is attached to the menu.\r\n *\r\n * @param button Button to add\r\n * @returns This menu\r\n */\r\n public addButton(button: TouchHolographicButton): TouchHolographicMenu {\r\n // Block updating the layout until the button is resized (which has to happen after node creation)\r\n let wasLayoutBlocked = this.blockLayout;\r\n if (!wasLayoutBlocked) {\r\n this.blockLayout = true;\r\n }\r\n\r\n super.addControl(button);\r\n\r\n button.isBackplateVisible = false;\r\n button.scaling.scaleInPlace(TouchHolographicMenu.MENU_BUTTON_SCALE);\r\n\r\n // Unblocking the layout triggers the pending layout update that uses the size of the buttons to determine the size of the backing mesh\r\n if (!wasLayoutBlocked) {\r\n this.blockLayout = false;\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * This method should not be used directly. It is inherited from `Container3D`.\r\n * Please use `addButton` instead.\r\n * @param _control\r\n * @returns\r\n */\r\n public addControl(_control: Control3D): Container3D {\r\n Logger.Warn(\"TouchHolographicMenu can only contain buttons. Please use the method `addButton` instead.\");\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes the menu\r\n */\r\n public dispose() {\r\n super.dispose();\r\n\r\n this._host.onPickedPointChangedObservable.remove(this._pickedPointObserver);\r\n }\r\n}\r\n"]}
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{ Scene } from \"core/scene\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { Nullable } from \"core/types\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { VolumeBasedPanel } from \"./volumeBasedPanel\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { CreateBox } from \"core/Meshes/Builders/boxBuilder\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { FluentMaterial } from \"../materials/fluent/fluentMaterial\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { Observer } from \"core/Misc/observable\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport { Container3D } from \"./container3D\";\r\nimport { TouchHolographicButton } from \"./touchHolographicButton\";\r\n\r\n/**\r\n * Simple menu that can contain holographic buttons\r\n */\r\nexport class TouchHolographicMenu extends VolumeBasedPanel {\r\n protected _backPlate: Mesh;\r\n private _backPlateMaterial: FluentMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\r\n\r\n private _currentMin: Nullable<Vector3>;\r\n private _currentMax: Nullable<Vector3>;\r\n\r\n private _backPlateMargin = 1.25;\r\n\r\n /**\r\n * Scale for the buttons added to the menu\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static MENU_BUTTON_SCALE: number = 1;\r\n\r\n /**\r\n * Gets or sets the margin size of the backplate in button size units.\r\n * Setting this to 1, will make the backPlate margin the size of 1 button\r\n */\r\n public get backPlateMargin(): number {\r\n return this._backPlateMargin;\r\n }\r\n\r\n public set backPlateMargin(value: number) {\r\n this._backPlateMargin = value;\r\n\r\n if (this._children.length >= 1) {\r\n this.children.forEach((control) => {\r\n this._updateCurrentMinMax(control.position);\r\n });\r\n\r\n this._updateMargins();\r\n }\r\n }\r\n\r\n protected _createNode(scene: Scene): Nullable<TransformNode> {\r\n const node = new Mesh(`menu_${this.name}`, scene);\r\n\r\n this._backPlate = CreateBox(\"backPlate\" + this.name, { size: 1 }, scene);\r\n this._backPlate.parent = node;\r\n\r\n return node;\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n this._backPlateMaterial = new FluentMaterial(this.name + \"backPlateMaterial\", mesh.getScene());\r\n this._backPlateMaterial.albedoColor = new Color3(0.08, 0.15, 0.55);\r\n this._backPlateMaterial.renderBorders = true;\r\n this._backPlateMaterial.renderHoverLight = true;\r\n\r\n this._pickedPointObserver = this._host.onPickedPointChangedObservable.add((pickedPoint) => {\r\n if (pickedPoint) {\r\n this._backPlateMaterial.hoverPosition = pickedPoint;\r\n this._backPlateMaterial.hoverColor.a = 1.0;\r\n } else {\r\n this._backPlateMaterial.hoverColor.a = 0;\r\n }\r\n });\r\n\r\n this._backPlate.material = this._backPlateMaterial;\r\n }\r\n\r\n protected _mapGridNode(control: Control3D, nodePosition: Vector3) {\r\n // Simple plane mapping for the menu\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\r\n this._updateCurrentMinMax(nodePosition);\r\n }\r\n\r\n protected _finalProcessing() {\r\n this._updateMargins();\r\n }\r\n\r\n private _updateCurrentMinMax(nodePosition: Vector3) {\r\n if (!this._currentMin) {\r\n this._currentMin = nodePosition.clone();\r\n this._currentMax = nodePosition.clone();\r\n }\r\n\r\n this._currentMin.minimizeInPlace(nodePosition);\r\n this._currentMax!.maximizeInPlace(nodePosition);\r\n }\r\n\r\n private _updateMargins() {\r\n if (this._children.length > 0) {\r\n this._currentMin!.addInPlaceFromFloats(-this._cellWidth / 2, -this._cellHeight / 2, 0);\r\n this._currentMax!.addInPlaceFromFloats(this._cellWidth / 2, this._cellHeight / 2, 0);\r\n const extendSize = this._currentMax!.subtract(this._currentMin!);\r\n\r\n // Also add a % margin\r\n this._backPlate.scaling.x = extendSize.x + this._cellWidth * this.backPlateMargin;\r\n this._backPlate.scaling.y = extendSize.y + this._cellHeight * this.backPlateMargin;\r\n this._backPlate.scaling.z = 0.001;\r\n\r\n for (let i = 0; i < this._children.length; i++) {\r\n this._children[i].position.subtractInPlace(this._currentMin!).subtractInPlace(extendSize.scale(0.5));\r\n this._children[i].position.z -= 0.01;\r\n }\r\n }\r\n\r\n this._currentMin = null;\r\n this._currentMax = null;\r\n }\r\n\r\n /**\r\n * Creates a holographic menu GUI 3D control\r\n * @param name name of the menu\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Adds a button to the menu.\r\n * Please note that the back material of the button will be set to transparent as it is attached to the menu.\r\n *\r\n * @param button Button to add\r\n * @returns This menu\r\n */\r\n public addButton(button: TouchHolographicButton): TouchHolographicMenu {\r\n // Block updating the layout until the button is resized (which has to happen after node creation)\r\n const wasLayoutBlocked = this.blockLayout;\r\n if (!wasLayoutBlocked) {\r\n this.blockLayout = true;\r\n }\r\n\r\n super.addControl(button);\r\n\r\n button.isBackplateVisible = false;\r\n button.scaling.scaleInPlace(TouchHolographicMenu.MENU_BUTTON_SCALE);\r\n\r\n // Unblocking the layout triggers the pending layout update that uses the size of the buttons to determine the size of the backing mesh\r\n if (!wasLayoutBlocked) {\r\n this.blockLayout = false;\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * This method should not be used directly. It is inherited from `Container3D`.\r\n * Please use `addButton` instead.\r\n * @param _control\r\n * @returns\r\n */\r\n public addControl(_control: Control3D): Container3D {\r\n Logger.Warn(\"TouchHolographicMenu can only contain buttons. Please use the method `addButton` instead.\");\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes the menu\r\n */\r\n public dispose() {\r\n super.dispose();\r\n\r\n this._host.onPickedPointChangedObservable.remove(this._pickedPointObserver);\r\n }\r\n}\r\n"]}
@@ -1,7 +1,6 @@
1
- import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
2
- import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh";
3
- import { Mesh } from "@babylonjs/core/Meshes/mesh";
4
- import { Scene } from "@babylonjs/core/scene";
1
+ import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
2
+ import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
3
+ import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
5
4
  import { TouchButton3D } from "./touchButton3D";
6
5
  /**
7
6
  * Class used to create an interactable object. It's a touchable 3D button using a mesh coming from the current scene
@@ -17,6 +16,6 @@ export declare class TouchMeshButton3D extends TouchButton3D {
17
16
  */
18
17
  constructor(mesh: Mesh, name?: string);
19
18
  protected _getTypeName(): string;
20
- protected _createNode(scene: Scene): TransformNode;
19
+ protected _createNode(): TransformNode;
21
20
  protected _affectMaterial(mesh: AbstractMesh): void;
22
21
  }
@@ -48,15 +48,15 @@ var TouchMeshButton3D = /** @class */ (function (_super) {
48
48
  return "TouchMeshButton3D";
49
49
  };
50
50
  // Mesh association
51
- TouchMeshButton3D.prototype._createNode = function (scene) {
51
+ TouchMeshButton3D.prototype._createNode = function () {
52
52
  var _this = this;
53
53
  this._currentMesh.getChildMeshes().forEach(function (mesh) {
54
54
  _this._injectGUI3DReservedDataStore(mesh).control = _this;
55
55
  });
56
56
  return this._currentMesh;
57
57
  };
58
- TouchMeshButton3D.prototype._affectMaterial = function (mesh) {
59
- };
58
+ // eslint-disable-next-line @typescript-eslint/no-unused-vars
59
+ TouchMeshButton3D.prototype._affectMaterial = function (mesh) { };
60
60
  return TouchMeshButton3D;
61
61
  }(TouchButton3D));
62
62
  export { TouchMeshButton3D };
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"touchMeshButton3D.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/touchMeshButton3D.ts"],"names":[],"mappings":";AAIA,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD;;;GAGG;AACH;IAAuC,qCAAa;IAIhD;;;;OAIG;IACH,2BAAY,IAAU,EAAE,IAAa;QAArC,YACI,kBAAM,IAAI,EAAE,IAAI,CAAC,SAmCpB;QAjCG,KAAI,CAAC,YAAY,GAAG,IAAI,CAAC;QAEzB;;;WAGG;QACH,KAAI,CAAC,qBAAqB,GAAG;YACzB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YACD,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,CAAC,CAAC;QACxC,CAAC,CAAC;QAEF,KAAI,CAAC,mBAAmB,GAAG;YACvB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YACD,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC;QAC9C,CAAC,CAAC;QAEF,KAAI,CAAC,oBAAoB,GAAG;YACxB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YACD,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;QACzC,CAAC,CAAC;QAEF,KAAI,CAAC,kBAAkB,GAAG;YACtB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YACD,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,GAAG,IAAI,CAAC,CAAC;QAC/C,CAAC,CAAC;;IACN,CAAC;IAES,wCAAY,GAAtB;QACI,OAAO,mBAAmB,CAAC;IAC/B,CAAC;IAED,mBAAmB;IACT,uCAAW,GAArB;QAAA,iBAMC;QALG,IAAI,CAAC,YAAY,CAAC,cAAc,EAAE,CAAC,OAAO,CAAC,UAAC,IAAI;YAC5C,KAAI,CAAC,6BAA6B,CAAC,IAAI,CAAC,CAAC,OAAO,GAAG,KAAI,CAAC;QAC5D,CAAC,CAAC,CAAC;QAEH,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED,6DAA6D;IACnD,2CAAe,GAAzB,UAA0B,IAAkB,IAAG,CAAC;IACpD,wBAAC;AAAD,CAAC,AA9DD,CAAuC,aAAa,GA8DnD","sourcesContent":["import { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\n\r\nimport { TouchButton3D } from \"./touchButton3D\";\r\n\r\n/**\r\n * Class used to create an interactable object. It's a touchable 3D button using a mesh coming from the current scene\r\n * @since 5.0.0\r\n */\r\nexport class TouchMeshButton3D extends TouchButton3D {\r\n /** @hidden */\r\n protected _currentMesh: Mesh;\r\n\r\n /**\r\n * Creates a new 3D button based on a mesh\r\n * @param mesh mesh to become a 3D button. By default this is also the mesh for near interaction collision checking\r\n * @param name defines the control name\r\n */\r\n constructor(mesh: Mesh, name?: string) {\r\n super(name, mesh);\r\n\r\n this._currentMesh = mesh;\r\n\r\n /**\r\n * Provides a default behavior on hover/out & up/down\r\n * Override those function to create your own desired behavior specific to your mesh\r\n */\r\n this.pointerEnterAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n this.mesh.scaling.scaleInPlace(1.1);\r\n };\r\n\r\n this.pointerOutAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n this.mesh.scaling.scaleInPlace(1.0 / 1.1);\r\n };\r\n\r\n this.pointerDownAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n this.mesh.scaling.scaleInPlace(0.95);\r\n };\r\n\r\n this.pointerUpAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n this.mesh.scaling.scaleInPlace(1.0 / 0.95);\r\n };\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"TouchMeshButton3D\";\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(): TransformNode {\r\n this._currentMesh.getChildMeshes().forEach((mesh) => {\r\n this._injectGUI3DReservedDataStore(mesh).control = this;\r\n });\r\n\r\n return this._currentMesh;\r\n }\r\n\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _affectMaterial(mesh: AbstractMesh) {}\r\n}\r\n"]}
@@ -1,5 +1,5 @@
1
- import { Vector3 } from "@babylonjs/core/Maths/math.vector";
2
- import { int } from "@babylonjs/core/types";
1
+ import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
2
+ import { int } from "@babylonjs/core/types.js";
3
3
  import { Container3D } from "./container3D";
4
4
  import { Control3D } from "./control3D";
5
5
  /**
@@ -18,13 +18,13 @@ export declare abstract class VolumeBasedPanel extends Container3D {
18
18
  margin: number;
19
19
  /**
20
20
  * Gets or sets the orientation to apply to all controls (BABYLON.Container3D.FaceOriginReversedOrientation by default)
21
- * | Value | Type | Description |
22
- * | ----- | ----------------------------------- | ----------- |
23
- * | 0 | UNSET_ORIENTATION | Control rotation will remain unchanged |
24
- * | 1 | FACEORIGIN_ORIENTATION | Control will rotate to make it look at sphere central axis |
25
- * | 2 | FACEORIGINREVERSED_ORIENTATION | Control will rotate to make it look back at sphere central axis |
26
- * | 3 | FACEFORWARD_ORIENTATION | Control will rotate to look at z axis (0, 0, 1) |
27
- * | 4 | FACEFORWARDREVERSED_ORIENTATION | Control will rotate to look at negative z axis (0, 0, -1) |
21
+ * | Value | Type | Description |
22
+ * | ----- | ----------------------------------- | ----------- |
23
+ * | 0 | UNSET_ORIENTATION | Control rotation will remain unchanged |
24
+ * | 1 | FACEORIGIN_ORIENTATION | Control will rotate to make it look at sphere central axis |
25
+ * | 2 | FACEORIGINREVERSED_ORIENTATION | Control will rotate to make it look back at sphere central axis |
26
+ * | 3 | FACEFORWARD_ORIENTATION | Control will rotate to look at z axis (0, 0, 1) |
27
+ * | 4 | FACEFORWARDREVERSED_ORIENTATION | Control will rotate to look at negative z axis (0, 0, -1) |
28
28
  */
29
29
  get orientation(): number;
30
30
  set orientation(value: number);
@@ -42,6 +42,7 @@ export declare abstract class VolumeBasedPanel extends Container3D {
42
42
  set rows(value: int);
43
43
  /**
44
44
  * Creates new VolumeBasedPanel
45
+ * @param name
45
46
  */
46
47
  constructor(name?: string);
47
48
  protected _arrangeChildren(): void;
@@ -9,6 +9,7 @@ var VolumeBasedPanel = /** @class */ (function (_super) {
9
9
  __extends(VolumeBasedPanel, _super);
10
10
  /**
11
11
  * Creates new VolumeBasedPanel
12
+ * @param name
12
13
  */
13
14
  function VolumeBasedPanel(name) {
14
15
  var _this = _super.call(this, name) || this;
@@ -25,13 +26,13 @@ var VolumeBasedPanel = /** @class */ (function (_super) {
25
26
  Object.defineProperty(VolumeBasedPanel.prototype, "orientation", {
26
27
  /**
27
28
  * Gets or sets the orientation to apply to all controls (BABYLON.Container3D.FaceOriginReversedOrientation by default)
28
- * | Value | Type | Description |
29
- * | ----- | ----------------------------------- | ----------- |
30
- * | 0 | UNSET_ORIENTATION | Control rotation will remain unchanged |
31
- * | 1 | FACEORIGIN_ORIENTATION | Control will rotate to make it look at sphere central axis |
32
- * | 2 | FACEORIGINREVERSED_ORIENTATION | Control will rotate to make it look back at sphere central axis |
33
- * | 3 | FACEFORWARD_ORIENTATION | Control will rotate to look at z axis (0, 0, 1) |
34
- * | 4 | FACEFORWARDREVERSED_ORIENTATION | Control will rotate to look at negative z axis (0, 0, -1) |
29
+ * | Value | Type | Description |
30
+ * | ----- | ----------------------------------- | ----------- |
31
+ * | 0 | UNSET_ORIENTATION | Control rotation will remain unchanged |
32
+ * | 1 | FACEORIGIN_ORIENTATION | Control will rotate to make it look at sphere central axis |
33
+ * | 2 | FACEORIGINREVERSED_ORIENTATION | Control will rotate to make it look back at sphere central axis |
34
+ * | 3 | FACEFORWARD_ORIENTATION | Control will rotate to look at z axis (0, 0, 1) |
35
+ * | 4 | FACEFORWARDREVERSED_ORIENTATION | Control will rotate to look at negative z axis (0, 0, -1) |
35
36
  */
36
37
  get: function () {
37
38
  return this._orientation;
@@ -129,14 +130,14 @@ var VolumeBasedPanel = /** @class */ (function (_super) {
129
130
  rows = this._rows;
130
131
  columns = Math.ceil(controlCount / this._rows);
131
132
  }
132
- var startOffsetX = (columns * 0.5) * this._cellWidth;
133
- var startOffsetY = (rows * 0.5) * this._cellHeight;
133
+ var startOffsetX = columns * 0.5 * this._cellWidth;
134
+ var startOffsetY = rows * 0.5 * this._cellHeight;
134
135
  var nodeGrid = [];
135
136
  var cellCounter = 0;
136
137
  if (this._rowThenColum) {
137
138
  for (var r = 0; r < rows; r++) {
138
139
  for (var c = 0; c < columns; c++) {
139
- nodeGrid.push(new Vector3((c * this._cellWidth) - startOffsetX + this._cellWidth / 2, (r * this._cellHeight) - startOffsetY + this._cellHeight / 2, 0));
140
+ nodeGrid.push(new Vector3(c * this._cellWidth - startOffsetX + this._cellWidth / 2, r * this._cellHeight - startOffsetY + this._cellHeight / 2, 0));
140
141
  cellCounter++;
141
142
  if (cellCounter > controlCount) {
142
143
  break;
@@ -147,7 +148,7 @@ var VolumeBasedPanel = /** @class */ (function (_super) {
147
148
  else {
148
149
  for (var c = 0; c < columns; c++) {
149
150
  for (var r = 0; r < rows; r++) {
150
- nodeGrid.push(new Vector3((c * this._cellWidth) - startOffsetX + this._cellWidth / 2, (r * this._cellHeight) - startOffsetY + this._cellHeight / 2, 0));
151
+ nodeGrid.push(new Vector3(c * this._cellWidth - startOffsetX + this._cellWidth / 2, r * this._cellHeight - startOffsetY + this._cellHeight / 2, 0));
151
152
  cellCounter++;
152
153
  if (cellCounter > controlCount) {
153
154
  break;
@@ -167,8 +168,7 @@ var VolumeBasedPanel = /** @class */ (function (_super) {
167
168
  this._finalProcessing();
168
169
  };
169
170
  /** Child classes can implement this function to provide additional processing */
170
- VolumeBasedPanel.prototype._finalProcessing = function () {
171
- };
171
+ VolumeBasedPanel.prototype._finalProcessing = function () { };
172
172
  return VolumeBasedPanel;
173
173
  }(Container3D));
174
174
  export { VolumeBasedPanel };
@@ -1 +1 @@
1
- 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{ Tools } from \"@babylonjs/core/Misc/tools\";\r\nimport { Matrix, Vector3, TmpVectors } from \"@babylonjs/core/Maths/math.vector\";\r\nimport { int } from \"@babylonjs/core/types\";\r\n\r\nimport { Container3D } from \"./container3D\";\r\nimport { Control3D } from \"./control3D\";\r\n\r\n/**\r\n * Abstract class used to create a container panel deployed on the surface of a volume\r\n */\r\nexport abstract class VolumeBasedPanel extends Container3D {\r\n private _columns = 10;\r\n private _rows = 0;\r\n private _rowThenColum = true;\r\n\r\n private _orientation = Container3D.FACEORIGIN_ORIENTATION;\r\n\r\n protected _cellWidth: number;\r\n protected _cellHeight: number;\r\n\r\n /**\r\n * Gets or sets the distance between elements\r\n */\r\n public margin = 0;\r\n\r\n /**\r\n * Gets or sets the orientation to apply to all controls (BABYLON.Container3D.FaceOriginReversedOrientation by default)\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 0 | UNSET_ORIENTATION | Control rotation will remain unchanged |\r\n * | 1 | FACEORIGIN_ORIENTATION | Control will rotate to make it look at sphere central axis |\r\n * | 2 | FACEORIGINREVERSED_ORIENTATION | Control will rotate to make it look back at sphere central axis |\r\n * | 3 | FACEFORWARD_ORIENTATION | Control will rotate to look at z axis (0, 0, 1) |\r\n * | 4 | FACEFORWARDREVERSED_ORIENTATION | Control will rotate to look at negative z axis (0, 0, -1) |\r\n */\r\n public get orientation(): number {\r\n return this._orientation;\r\n }\r\n\r\n public set orientation(value: number) {\r\n if (this._orientation === value) {\r\n return;\r\n }\r\n\r\n this._orientation = 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 number of columns requested (10 by default).\r\n * The panel will automatically compute the number of rows based on number of child controls.\r\n */\r\n public get columns(): int {\r\n return this._columns;\r\n }\r\n\r\n public set columns(value: int) {\r\n if (this._columns === value) {\r\n return;\r\n }\r\n\r\n this._columns = value;\r\n this._rowThenColum = true;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Gets or sets a the number of rows requested.\r\n * The panel will automatically compute the number of columns based on number of child controls.\r\n */\r\n public get rows(): int {\r\n return this._rows;\r\n }\r\n\r\n public set rows(value: int) {\r\n if (this._rows === value) {\r\n return;\r\n }\r\n\r\n this._rows = value;\r\n this._rowThenColum = false;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Creates new VolumeBasedPanel\r\n */\r\n public constructor(name?: string) {\r\n super(name);\r\n }\r\n\r\n protected _arrangeChildren() {\r\n this._cellWidth = 0;\r\n this._cellHeight = 0;\r\n let rows = 0;\r\n let columns = 0;\r\n let controlCount = 0;\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, Tmp.Matrix[0]);\r\n\r\n let boundingBox = child.mesh.getHierarchyBoundingVectors();\r\n let extendSize = TmpVectors.Vector3[0];\r\n let diff = TmpVectors.Vector3[1];\r\n\r\n boundingBox.max.subtractToRef(boundingBox.min, diff);\r\n\r\n diff.scaleInPlace(0.5);\r\n\r\n Vector3.TransformNormalToRef(diff, currentInverseWorld, extendSize);\r\n\r\n this._cellWidth = Math.max(this._cellWidth, extendSize.x * 2);\r\n this._cellHeight = Math.max(this._cellHeight, extendSize.y * 2);\r\n }\r\n\r\n this._cellWidth += this.margin * 2;\r\n this._cellHeight += this.margin * 2;\r\n\r\n // Arrange\r\n if (this._rowThenColum) {\r\n columns = this._columns;\r\n rows = Math.ceil(controlCount / this._columns);\r\n } else {\r\n rows = this._rows;\r\n columns = Math.ceil(controlCount / this._rows);\r\n }\r\n\r\n let startOffsetX = (columns * 0.5) * this._cellWidth;\r\n let startOffsetY = (rows * 0.5) * this._cellHeight;\r\n let nodeGrid = [];\r\n let cellCounter = 0;\r\n\r\n if (this._rowThenColum) {\r\n for (var r = 0; r < rows; r++) {\r\n for (var c = 0; c < columns; c++) {\r\n nodeGrid.push(new Vector3((c * this._cellWidth) - startOffsetX + this._cellWidth / 2, (r * this._cellHeight) - startOffsetY + this._cellHeight / 2, 0));\r\n cellCounter++;\r\n if (cellCounter > controlCount) {\r\n break;\r\n }\r\n }\r\n }\r\n } else {\r\n for (var c = 0; c < columns; c++) {\r\n for (var r = 0; r < rows; r++) {\r\n nodeGrid.push(new Vector3((c * this._cellWidth) - startOffsetX + this._cellWidth / 2, (r * this._cellHeight) - startOffsetY + this._cellHeight / 2, 0));\r\n cellCounter++;\r\n if (cellCounter > controlCount) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n cellCounter = 0;\r\n for (var child of this._children) {\r\n if (!child.mesh) {\r\n continue;\r\n }\r\n\r\n this._mapGridNode(child, nodeGrid[cellCounter]);\r\n\r\n cellCounter++;\r\n }\r\n\r\n this._finalProcessing();\r\n }\r\n\r\n /** Child classes must implement this function to provide correct control positioning */\r\n protected abstract _mapGridNode(control: Control3D, nodePosition: Vector3): void;\r\n\r\n /** Child classes can implement this function to provide additional processing */\r\n protected _finalProcessing() {\r\n\r\n }\r\n}\r\n"]}
1
+ 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{ Tools } from \"core/Misc/tools\";\r\nimport { Matrix, Vector3, TmpVectors } from \"core/Maths/math.vector\";\r\nimport { int } from \"core/types\";\r\n\r\nimport { Container3D } from \"./container3D\";\r\nimport { Control3D } from \"./control3D\";\r\n\r\n/**\r\n * Abstract class used to create a container panel deployed on the surface of a volume\r\n */\r\nexport abstract class VolumeBasedPanel extends Container3D {\r\n private _columns = 10;\r\n private _rows = 0;\r\n private _rowThenColum = true;\r\n\r\n private _orientation = Container3D.FACEORIGIN_ORIENTATION;\r\n\r\n protected _cellWidth: number;\r\n protected _cellHeight: number;\r\n\r\n /**\r\n * Gets or sets the distance between elements\r\n */\r\n public margin = 0;\r\n\r\n /**\r\n * Gets or sets the orientation to apply to all controls (BABYLON.Container3D.FaceOriginReversedOrientation by default)\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 0 | UNSET_ORIENTATION | Control rotation will remain unchanged |\r\n * | 1 | FACEORIGIN_ORIENTATION | Control will rotate to make it look at sphere central axis |\r\n * | 2 | FACEORIGINREVERSED_ORIENTATION | Control will rotate to make it look back at sphere central axis |\r\n * | 3 | FACEFORWARD_ORIENTATION | Control will rotate to look at z axis (0, 0, 1) |\r\n * | 4 | FACEFORWARDREVERSED_ORIENTATION | Control will rotate to look at negative z axis (0, 0, -1) |\r\n */\r\n public get orientation(): number {\r\n return this._orientation;\r\n }\r\n\r\n public set orientation(value: number) {\r\n if (this._orientation === value) {\r\n return;\r\n }\r\n\r\n this._orientation = 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 number of columns requested (10 by default).\r\n * The panel will automatically compute the number of rows based on number of child controls.\r\n */\r\n public get columns(): int {\r\n return this._columns;\r\n }\r\n\r\n public set columns(value: int) {\r\n if (this._columns === value) {\r\n return;\r\n }\r\n\r\n this._columns = value;\r\n this._rowThenColum = true;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Gets or sets a the number of rows requested.\r\n * The panel will automatically compute the number of columns based on number of child controls.\r\n */\r\n public get rows(): int {\r\n return this._rows;\r\n }\r\n\r\n public set rows(value: int) {\r\n if (this._rows === value) {\r\n return;\r\n }\r\n\r\n this._rows = value;\r\n this._rowThenColum = false;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Creates new VolumeBasedPanel\r\n * @param name\r\n */\r\n public constructor(name?: string) {\r\n super(name);\r\n }\r\n\r\n protected _arrangeChildren() {\r\n this._cellWidth = 0;\r\n this._cellHeight = 0;\r\n let rows = 0;\r\n let columns = 0;\r\n let controlCount = 0;\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, Tmp.Matrix[0]);\r\n\r\n const boundingBox = child.mesh.getHierarchyBoundingVectors();\r\n const extendSize = TmpVectors.Vector3[0];\r\n const diff = TmpVectors.Vector3[1];\r\n\r\n boundingBox.max.subtractToRef(boundingBox.min, diff);\r\n\r\n diff.scaleInPlace(0.5);\r\n\r\n Vector3.TransformNormalToRef(diff, currentInverseWorld, extendSize);\r\n\r\n this._cellWidth = Math.max(this._cellWidth, extendSize.x * 2);\r\n this._cellHeight = Math.max(this._cellHeight, extendSize.y * 2);\r\n }\r\n\r\n this._cellWidth += this.margin * 2;\r\n this._cellHeight += this.margin * 2;\r\n\r\n // Arrange\r\n if (this._rowThenColum) {\r\n columns = this._columns;\r\n rows = Math.ceil(controlCount / this._columns);\r\n } else {\r\n rows = this._rows;\r\n columns = Math.ceil(controlCount / this._rows);\r\n }\r\n\r\n const startOffsetX = columns * 0.5 * this._cellWidth;\r\n const startOffsetY = rows * 0.5 * this._cellHeight;\r\n const nodeGrid = [];\r\n let cellCounter = 0;\r\n\r\n if (this._rowThenColum) {\r\n for (let r = 0; r < rows; r++) {\r\n for (let c = 0; c < columns; c++) {\r\n nodeGrid.push(new Vector3(c * this._cellWidth - startOffsetX + this._cellWidth / 2, r * this._cellHeight - startOffsetY + this._cellHeight / 2, 0));\r\n cellCounter++;\r\n if (cellCounter > controlCount) {\r\n break;\r\n }\r\n }\r\n }\r\n } else {\r\n for (let c = 0; c < columns; c++) {\r\n for (let r = 0; r < rows; r++) {\r\n nodeGrid.push(new Vector3(c * this._cellWidth - startOffsetX + this._cellWidth / 2, r * this._cellHeight - startOffsetY + this._cellHeight / 2, 0));\r\n cellCounter++;\r\n if (cellCounter > controlCount) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n cellCounter = 0;\r\n for (const child of this._children) {\r\n if (!child.mesh) {\r\n continue;\r\n }\r\n\r\n this._mapGridNode(child, nodeGrid[cellCounter]);\r\n\r\n cellCounter++;\r\n }\r\n\r\n this._finalProcessing();\r\n }\r\n\r\n /** Child classes must implement this function to provide correct control positioning */\r\n protected abstract _mapGridNode(control: Control3D, nodePosition: Vector3): void;\r\n\r\n /** Child classes can implement this function to provide additional processing */\r\n protected _finalProcessing() {}\r\n}\r\n"]}
@@ -1,9 +1,9 @@
1
- import { Scene } from "@babylonjs/core/scene";
2
- import { TransformNode } from "@babylonjs/core/Meshes/transformNode";
3
- import { Vector3 } from "@babylonjs/core/Maths/math.vector";
1
+ import { Scene } from "@babylonjs/core/scene.js";
2
+ import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
3
+ import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
4
4
  import { HandleMaterial } from "../materials/handle/handleMaterial";
5
5
  import { SlateGizmo } from "./slateGizmo";
6
- import { BaseSixDofDragBehavior } from "@babylonjs/core/Behaviors/Meshes/baseSixDofDragBehavior";
6
+ import { BaseSixDofDragBehavior } from "@babylonjs/core/Behaviors/Meshes/baseSixDofDragBehavior.js";
7
7
  /**
8
8
  * State of the handle regarding user interaction
9
9
  */
@@ -77,7 +77,7 @@ export declare abstract class GizmoHandle {
77
77
  }) => void, dragEndFn: () => void): void;
78
78
  /**
79
79
  * Creates the meshes and parent node of the handle
80
- * Should be overriden by child classes
80
+ * Should be overridden by child classes
81
81
  * @returns created node
82
82
  */
83
83
  abstract createNode(): TransformNode;