@babylonjs/gui 5.0.0-rc.7 → 5.0.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/2D/adtInstrumentation.d.ts +52 -52
- package/2D/adtInstrumentation.js +126 -126
- package/2D/adtInstrumentation.js.map +1 -1
- package/2D/advancedDynamicTexture.d.ts +449 -448
- package/2D/advancedDynamicTexture.js +1318 -1318
- package/2D/advancedDynamicTexture.js.map +1 -1
- package/2D/controls/button.d.ts +135 -135
- package/2D/controls/button.js +276 -276
- package/2D/controls/button.js.map +1 -1
- package/2D/controls/checkbox.d.ts +59 -59
- package/2D/controls/checkbox.js +188 -188
- package/2D/controls/checkbox.js.map +1 -1
- package/2D/controls/colorpicker.d.ts +103 -103
- package/2D/controls/colorpicker.js +1417 -1417
- package/2D/controls/colorpicker.js.map +1 -1
- package/2D/controls/container.d.ts +175 -175
- package/2D/controls/container.js +570 -570
- package/2D/controls/container.js.map +1 -1
- package/2D/controls/control.d.ts +866 -866
- package/2D/controls/control.js +2433 -2433
- package/2D/controls/control.js.map +1 -1
- package/2D/controls/displayGrid.d.ts +53 -53
- package/2D/controls/displayGrid.js +245 -245
- package/2D/controls/displayGrid.js.map +1 -1
- package/2D/controls/ellipse.d.ts +21 -21
- package/2D/controls/ellipse.js +85 -85
- package/2D/controls/ellipse.js.map +1 -1
- package/2D/controls/focusableButton.d.ts +59 -59
- package/2D/controls/focusableButton.js +99 -99
- package/2D/controls/focusableButton.js.map +1 -1
- package/2D/controls/focusableControl.d.ts +34 -34
- package/2D/controls/focusableControl.js +1 -1
- package/2D/controls/focusableControl.js.map +1 -1
- package/2D/controls/grid.d.ts +139 -139
- package/2D/controls/grid.js +529 -529
- package/2D/controls/grid.js.map +1 -1
- package/2D/controls/image.d.ts +204 -204
- package/2D/controls/image.js +887 -887
- package/2D/controls/image.js.map +1 -1
- package/2D/controls/index.d.ts +29 -29
- package/2D/controls/index.js +29 -29
- package/2D/controls/inputPassword.d.ts +9 -8
- package/2D/controls/inputPassword.js +28 -25
- package/2D/controls/inputPassword.js.map +1 -1
- package/2D/controls/inputText.d.ts +201 -201
- package/2D/controls/inputText.js +1119 -1119
- package/2D/controls/inputText.js.map +1 -1
- package/2D/controls/line.d.ts +66 -66
- package/2D/controls/line.js +271 -271
- package/2D/controls/line.js.map +1 -1
- package/2D/controls/multiLine.d.ts +75 -75
- package/2D/controls/multiLine.js +262 -262
- package/2D/controls/multiLine.js.map +1 -1
- package/2D/controls/radioButton.d.ts +49 -49
- package/2D/controls/radioButton.js +205 -205
- package/2D/controls/radioButton.js.map +1 -1
- package/2D/controls/rectangle.d.ts +29 -29
- package/2D/controls/rectangle.js +150 -150
- package/2D/controls/rectangle.js.map +1 -1
- package/2D/controls/scrollViewers/scrollViewer.d.ts +182 -182
- package/2D/controls/scrollViewers/scrollViewer.js +677 -677
- package/2D/controls/scrollViewers/scrollViewer.js.map +1 -1
- package/2D/controls/scrollViewers/scrollViewerWindow.d.ts +57 -57
- package/2D/controls/scrollViewers/scrollViewerWindow.js +278 -278
- package/2D/controls/scrollViewers/scrollViewerWindow.js.map +1 -1
- package/2D/controls/selector.d.ts +263 -263
- package/2D/controls/selector.js +692 -692
- package/2D/controls/sliders/baseSlider.d.ts +82 -82
- package/2D/controls/sliders/baseSlider.js +347 -347
- package/2D/controls/sliders/baseSlider.js.map +1 -1
- package/2D/controls/sliders/imageBasedSlider.d.ts +49 -49
- package/2D/controls/sliders/imageBasedSlider.js +192 -192
- package/2D/controls/sliders/imageBasedSlider.js.map +1 -1
- package/2D/controls/sliders/imageScrollBar.d.ts +65 -65
- package/2D/controls/sliders/imageScrollBar.js +263 -263
- package/2D/controls/sliders/imageScrollBar.js.map +1 -1
- package/2D/controls/sliders/scrollBar.d.ts +38 -38
- package/2D/controls/sliders/scrollBar.js +143 -143
- package/2D/controls/sliders/scrollBar.js.map +1 -1
- package/2D/controls/sliders/slider.d.ts +35 -35
- package/2D/controls/sliders/slider.js +271 -271
- package/2D/controls/sliders/slider.js.map +1 -1
- package/2D/controls/stackPanel.d.ts +64 -64
- package/2D/controls/stackPanel.js +246 -246
- package/2D/controls/stackPanel.js.map +1 -1
- package/2D/controls/statics.d.ts +6 -6
- package/2D/controls/statics.js +49 -49
- package/2D/controls/textBlock.d.ts +175 -175
- package/2D/controls/textBlock.js +603 -603
- package/2D/controls/textBlock.js.map +1 -1
- package/2D/controls/textWrapper.d.ts +13 -13
- package/2D/controls/textWrapper.js +101 -101
- package/2D/controls/toggleButton.d.ts +117 -117
- package/2D/controls/toggleButton.js +268 -268
- package/2D/controls/toggleButton.js.map +1 -1
- package/2D/controls/virtualKeyboard.d.ts +96 -96
- package/2D/controls/virtualKeyboard.js +256 -256
- package/2D/controls/virtualKeyboard.js.map +1 -1
- package/2D/index.d.ts +9 -9
- package/2D/index.js +10 -9
- package/2D/index.js.map +1 -1
- package/2D/math2D.d.ts +117 -117
- package/2D/math2D.js +221 -221
- package/2D/math2D.js.map +1 -1
- package/2D/measure.d.ts +77 -77
- package/2D/measure.js +139 -139
- package/2D/measure.js.map +1 -1
- package/2D/multiLinePoint.d.ts +47 -47
- package/2D/multiLinePoint.js +127 -127
- package/2D/multiLinePoint.js.map +1 -1
- package/2D/style.d.ts +46 -46
- package/2D/style.js +97 -97
- package/2D/style.js.map +1 -1
- package/2D/valueAndUnit.d.ts +89 -89
- package/2D/valueAndUnit.js +226 -226
- package/2D/valueAndUnit.js.map +1 -1
- package/2D/xmlLoader.d.ts +60 -60
- package/2D/xmlLoader.js +348 -348
- package/2D/xmlLoader.js.map +1 -1
- package/3D/behaviors/defaultBehavior.d.ts +73 -73
- package/3D/behaviors/defaultBehavior.js +121 -121
- package/3D/behaviors/defaultBehavior.js.map +1 -1
- package/3D/controls/abstractButton3D.d.ts +15 -15
- package/3D/controls/abstractButton3D.js +25 -25
- package/3D/controls/abstractButton3D.js.map +1 -1
- package/3D/controls/button3D.d.ts +30 -30
- package/3D/controls/button3D.js +93 -93
- package/3D/controls/button3D.js.map +1 -1
- package/3D/controls/container3D.d.ts +72 -72
- package/3D/controls/container3D.js +139 -139
- package/3D/controls/container3D.js.map +1 -1
- package/3D/controls/contentDisplay3D.d.ts +30 -30
- package/3D/controls/contentDisplay3D.js +79 -79
- package/3D/controls/contentDisplay3D.js.map +1 -1
- package/3D/controls/control3D.d.ts +201 -201
- package/3D/controls/control3D.js +445 -445
- package/3D/controls/control3D.js.map +1 -1
- package/3D/controls/cylinderPanel.d.ts +17 -17
- package/3D/controls/cylinderPanel.js +66 -66
- package/3D/controls/cylinderPanel.js.map +1 -1
- package/3D/controls/handMenu.d.ts +28 -28
- package/3D/controls/handMenu.js +47 -47
- package/3D/controls/handMenu.js.map +1 -1
- package/3D/controls/holographicBackplate.d.ts +49 -49
- package/3D/controls/holographicBackplate.js +120 -120
- package/3D/controls/holographicBackplate.js.map +1 -1
- package/3D/controls/holographicButton.d.ts +84 -84
- package/3D/controls/holographicButton.js +339 -339
- package/3D/controls/holographicButton.js.map +1 -1
- package/3D/controls/holographicSlate.d.ts +131 -131
- package/3D/controls/holographicSlate.js +431 -431
- package/3D/controls/holographicSlate.js.map +1 -1
- package/3D/controls/index.d.ts +21 -21
- package/3D/controls/index.js +21 -21
- package/3D/controls/meshButton3D.d.ts +21 -21
- package/3D/controls/meshButton3D.js +62 -62
- package/3D/controls/meshButton3D.js.map +1 -1
- package/3D/controls/nearMenu.d.ts +44 -44
- package/3D/controls/nearMenu.js +114 -114
- package/3D/controls/nearMenu.js.map +1 -1
- package/3D/controls/planePanel.d.ts +9 -9
- package/3D/controls/planePanel.js +36 -36
- package/3D/controls/planePanel.js.map +1 -1
- package/3D/controls/scatterPanel.d.ts +18 -18
- package/3D/controls/scatterPanel.js +108 -108
- package/3D/controls/scatterPanel.js.map +1 -1
- package/3D/controls/slider3D.d.ts +81 -81
- package/3D/controls/slider3D.js +268 -268
- package/3D/controls/slider3D.js.map +1 -1
- package/3D/controls/spherePanel.d.ts +17 -17
- package/3D/controls/spherePanel.js +67 -67
- package/3D/controls/spherePanel.js.map +1 -1
- package/3D/controls/stackPanel3D.d.ts +22 -22
- package/3D/controls/stackPanel3D.js +107 -107
- package/3D/controls/touchButton3D.d.ts +80 -80
- package/3D/controls/touchButton3D.js +233 -233
- package/3D/controls/touchButton3D.js.map +1 -1
- package/3D/controls/touchHolographicButton.d.ts +110 -110
- package/3D/controls/touchHolographicButton.js +445 -445
- package/3D/controls/touchHolographicButton.js.map +1 -1
- package/3D/controls/touchHolographicMenu.d.ts +61 -61
- package/3D/controls/touchHolographicMenu.js +149 -149
- package/3D/controls/touchHolographicMenu.js.map +1 -1
- package/3D/controls/touchMeshButton3D.d.ts +21 -21
- package/3D/controls/touchMeshButton3D.js +62 -62
- package/3D/controls/touchMeshButton3D.js.map +1 -1
- package/3D/controls/volumeBasedPanel.d.ts +53 -53
- package/3D/controls/volumeBasedPanel.js +174 -174
- package/3D/controls/volumeBasedPanel.js.map +1 -1
- package/3D/gizmos/gizmoHandle.d.ts +108 -108
- package/3D/gizmos/gizmoHandle.js +209 -209
- package/3D/gizmos/gizmoHandle.js.map +1 -1
- package/3D/gizmos/index.d.ts +2 -2
- package/3D/gizmos/index.js +2 -2
- package/3D/gizmos/slateGizmo.d.ts +57 -57
- package/3D/gizmos/slateGizmo.js +369 -369
- package/3D/gizmos/slateGizmo.js.map +1 -1
- package/3D/gui3DManager.d.ts +94 -94
- package/3D/gui3DManager.js +257 -257
- package/3D/gui3DManager.js.map +1 -1
- package/3D/index.d.ts +5 -5
- package/3D/index.js +6 -5
- package/3D/index.js.map +1 -1
- package/3D/materials/fluent/fluentMaterial.d.ts +91 -90
- package/3D/materials/fluent/fluentMaterial.js +292 -292
- package/3D/materials/fluent/fluentMaterial.js.map +1 -1
- package/3D/materials/fluent/index.d.ts +1 -1
- package/3D/materials/fluent/index.js +1 -1
- package/3D/materials/fluent/shaders/fluent.fragment.d.ts +5 -5
- package/3D/materials/fluent/shaders/fluent.fragment.js +8 -8
- package/3D/materials/fluent/shaders/fluent.vertex.d.ts +5 -5
- package/3D/materials/fluent/shaders/fluent.vertex.js +8 -8
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +155 -154
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +469 -469
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -1
- package/3D/materials/fluentBackplate/index.d.ts +1 -1
- package/3D/materials/fluentBackplate/index.js +1 -1
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.d.ts +5 -5
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js +8 -8
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.d.ts +5 -5
- package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js +8 -8
- package/3D/materials/fluentButton/fluentButtonMaterial.d.ts +190 -189
- package/3D/materials/fluentButton/fluentButtonMaterial.js +539 -539
- package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -1
- package/3D/materials/fluentButton/index.d.ts +1 -1
- package/3D/materials/fluentButton/index.js +1 -1
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.d.ts +5 -5
- package/3D/materials/fluentButton/shaders/fluentButton.fragment.js +8 -8
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.d.ts +5 -5
- package/3D/materials/fluentButton/shaders/fluentButton.vertex.js +8 -8
- package/3D/materials/fluentMaterial.d.ts +4 -4
- package/3D/materials/fluentMaterial.js +4 -4
- package/3D/materials/handle/handleMaterial.d.ts +68 -68
- package/3D/materials/handle/handleMaterial.js +126 -126
- package/3D/materials/handle/handleMaterial.js.map +1 -1
- package/3D/materials/handle/index.d.ts +1 -1
- package/3D/materials/handle/index.js +1 -1
- package/3D/materials/handle/shaders/handle.fragment.d.ts +5 -5
- package/3D/materials/handle/shaders/handle.fragment.js +8 -8
- package/3D/materials/handle/shaders/handle.vertex.d.ts +5 -5
- package/3D/materials/handle/shaders/handle.vertex.js +8 -8
- package/3D/materials/index.d.ts +5 -5
- package/3D/materials/index.js +6 -5
- package/3D/materials/index.js.map +1 -1
- package/3D/materials/mrdl/index.d.ts +3 -3
- package/3D/materials/mrdl/index.js +3 -3
- package/3D/materials/mrdl/mrdlBackplateMaterial.d.ts +148 -147
- package/3D/materials/mrdl/mrdlBackplateMaterial.js +436 -436
- package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -1
- package/3D/materials/mrdl/mrdlSliderBarMaterial.d.ts +334 -333
- package/3D/materials/mrdl/mrdlSliderBarMaterial.js +851 -851
- package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -1
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.d.ts +334 -333
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +851 -851
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -1
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.d.ts +5 -5
- package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js +8 -8
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.d.ts +5 -5
- package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js +8 -8
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.d.ts +5 -5
- package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js +8 -8
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.d.ts +5 -5
- package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js +8 -8
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.d.ts +5 -5
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js +8 -8
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.d.ts +5 -5
- package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js +8 -8
- package/3D/vector3WithInfo.d.ts +16 -16
- package/3D/vector3WithInfo.js +23 -23
- package/index.d.ts +2 -2
- package/index.js +3 -2
- package/index.js.map +1 -1
- package/legacy/legacy.d.ts +1 -1
- package/legacy/legacy.js +14 -13
- package/legacy/legacy.js.map +1 -1
- package/license.md +71 -0
- package/package.json +24 -5
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{ Nullable } from \"core/types\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { PointerEventTypes } from \"core/Events/pointerEvents\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { IBehaviorAware, Behavior } from \"core/Behaviors/behavior\";\r\nimport { IDisposable, Scene } from \"core/scene\";\r\n\r\nimport { GUI3DManager } from \"../gui3DManager\";\r\nimport { Vector3WithInfo } from \"../vector3WithInfo\";\r\nimport { Container3D } from \"./container3D\";\r\n\r\ndeclare type TouchButton3D = import(\"./touchButton3D\").TouchButton3D;\r\n\r\n/**\r\n * Class used as base class for controls\r\n */\r\nexport class Control3D implements IDisposable, IBehaviorAware<Control3D> {\r\n /** @hidden */\r\n public _host: GUI3DManager;\r\n private _node: Nullable<TransformNode>;\r\n private _downCount = 0;\r\n private _enterCount = -1;\r\n private _downPointerIds: { [id: number]: number } = {}; // Store number of pointer downs per ID, from near and far interactions\r\n private _isVisible = true;\r\n /** @hidden */\r\n public _isScaledByManager = false;\r\n\r\n /** Gets or sets the control position in world space */\r\n public get position(): Vector3 {\r\n if (!this._node) {\r\n return Vector3.Zero();\r\n }\r\n\r\n return this._node.position;\r\n }\r\n\r\n public set position(value: Vector3) {\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._node.position = value;\r\n }\r\n\r\n /** Gets or sets the control scaling in world space */\r\n public get scaling(): Vector3 {\r\n if (!this._node) {\r\n return new Vector3(1, 1, 1);\r\n }\r\n\r\n return this._node.scaling;\r\n }\r\n\r\n public set scaling(value: Vector3) {\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._isScaledByManager = false;\r\n this._node.scaling = value;\r\n }\r\n\r\n /** Callback used to start pointer enter animation */\r\n public pointerEnterAnimation: () => void;\r\n /** Callback used to start pointer out animation */\r\n public pointerOutAnimation: () => void;\r\n /** Callback used to start pointer down animation */\r\n public pointerDownAnimation: () => void;\r\n /** Callback used to start pointer up animation */\r\n public pointerUpAnimation: () => void;\r\n\r\n /**\r\n * An event triggered when the pointer moves over the control\r\n */\r\n public onPointerMoveObservable = new Observable<Vector3>();\r\n\r\n /**\r\n * An event triggered when the pointer moves out of the control\r\n */\r\n public onPointerOutObservable = new Observable<Control3D>();\r\n\r\n /**\r\n * An event triggered when the pointer taps the control\r\n */\r\n public onPointerDownObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when pointer is up\r\n */\r\n public onPointerUpObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when a control is clicked on (with a mouse)\r\n */\r\n public onPointerClickObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when pointer enters the control\r\n */\r\n public onPointerEnterObservable = new Observable<Control3D>();\r\n\r\n /**\r\n * Gets or sets the parent container\r\n */\r\n public parent: Nullable<Container3D>;\r\n\r\n // Behaviors\r\n private _behaviors = new Array<Behavior<Control3D>>();\r\n\r\n /**\r\n * Gets the list of attached behaviors\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n */\r\n public get behaviors(): Behavior<Control3D>[] {\r\n return this._behaviors;\r\n }\r\n\r\n /**\r\n * Attach a behavior to the control\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current control\r\n */\r\n public addBehavior(behavior: Behavior<Control3D>): Control3D {\r\n const index = this._behaviors.indexOf(behavior);\r\n\r\n if (index !== -1) {\r\n return this;\r\n }\r\n\r\n behavior.init();\r\n const scene = this._host.scene;\r\n if (scene.isLoading) {\r\n // We defer the attach when the scene will be loaded\r\n scene.onDataLoadedObservable.addOnce(() => {\r\n behavior.attach(this);\r\n });\r\n } else {\r\n behavior.attach(this);\r\n }\r\n this._behaviors.push(behavior);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove an attached behavior\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current control\r\n */\r\n public removeBehavior(behavior: Behavior<Control3D>): Control3D {\r\n const index = this._behaviors.indexOf(behavior);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._behaviors[index].detach();\r\n this._behaviors.splice(index, 1);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets an attached behavior by name\r\n * @param name defines the name of the behavior to look for\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @returns null if behavior was not found else the requested behavior\r\n */\r\n public getBehaviorByName(name: string): Nullable<Behavior<Control3D>> {\r\n for (const behavior of this._behaviors) {\r\n if (behavior.name === name) {\r\n return behavior;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the control is visible */\r\n public get isVisible(): boolean {\r\n return this._isVisible;\r\n }\r\n\r\n public set isVisible(value: boolean) {\r\n if (this._isVisible === value) {\r\n return;\r\n }\r\n\r\n this._isVisible = value;\r\n\r\n const mesh = this.mesh;\r\n if (mesh) {\r\n mesh.setEnabled(value);\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new control\r\n * @param name defines the control name\r\n */\r\n constructor(\r\n /** Defines the control name */\r\n public name?: string\r\n ) {}\r\n\r\n /**\r\n * Gets a string representing the class name\r\n */\r\n public get typeName(): string {\r\n return this._getTypeName();\r\n }\r\n\r\n /**\r\n * Get the current class name of the control.\r\n * @returns current class name\r\n */\r\n public getClassName(): string {\r\n return this._getTypeName();\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"Control3D\";\r\n }\r\n\r\n /**\r\n * Gets the transform node used by this control\r\n */\r\n public get node(): Nullable<TransformNode> {\r\n return this._node;\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 instanceof AbstractMesh) {\r\n return this._node as AbstractMesh;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Link the control as child of the given node\r\n * @param node defines the node to link to. Use null to unlink the control\r\n * @returns the current control\r\n */\r\n public linkToTransformNode(node: Nullable<TransformNode>): Control3D {\r\n if (this._node) {\r\n this._node.parent = node;\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * @param scene\r\n * @hidden*\r\n */\r\n public _prepareNode(scene: Scene): void {\r\n if (!this._node) {\r\n this._node = this._createNode(scene);\r\n\r\n if (!this.node) {\r\n return;\r\n }\r\n this._injectGUI3DReservedDataStore(this.node).control = this; // Store the control on the reservedDataStore field in order to get it when picking\r\n\r\n const mesh = this.mesh;\r\n if (mesh) {\r\n mesh.isPickable = true;\r\n\r\n this._affectMaterial(mesh);\r\n }\r\n }\r\n }\r\n\r\n protected _injectGUI3DReservedDataStore(node: TransformNode): any {\r\n node.reservedDataStore = node.reservedDataStore ?? {};\r\n node.reservedDataStore.GUI3D = node.reservedDataStore.GUI3D ?? {};\r\n return node.reservedDataStore.GUI3D;\r\n }\r\n\r\n /**\r\n * Node creation.\r\n * Can be overriden by children\r\n * @param scene defines the scene where the node must be attached\r\n * @returns the attached node or null if none. Must return a Mesh or AbstractMesh if there is an attached visible object\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _createNode(scene: Scene): Nullable<TransformNode> {\r\n // Do nothing by default\r\n return null;\r\n }\r\n\r\n /**\r\n * Affect a material to the given mesh\r\n * @param mesh defines the mesh which will represent the control\r\n */\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n mesh.material = null;\r\n }\r\n\r\n private _isTouchButton3D(control: Control3D): control is TouchButton3D {\r\n return (control as TouchButton3D)._generatePointerEventType !== undefined;\r\n }\r\n\r\n // Pointers\r\n\r\n /**\r\n * @param target\r\n * @param coordinates\r\n * @hidden\r\n */\r\n public _onPointerMove(target: Control3D, coordinates: Vector3): void {\r\n this.onPointerMoveObservable.notifyObservers(coordinates, -1, target, this);\r\n }\r\n\r\n /**\r\n * @param target\r\n * @hidden\r\n */\r\n public _onPointerEnter(target: Control3D): boolean {\r\n if (this._enterCount === -1) {\r\n // -1 is for touch input, we are now sure we are with a mouse or pencil\r\n this._enterCount = 0;\r\n }\r\n\r\n this._enterCount++;\r\n\r\n if (this._enterCount > 1) {\r\n return false;\r\n }\r\n\r\n this.onPointerEnterObservable.notifyObservers(this, -1, target, this);\r\n\r\n if (this.pointerEnterAnimation) {\r\n this.pointerEnterAnimation();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @param target\r\n * @hidden\r\n */\r\n public _onPointerOut(target: Control3D): void {\r\n this._enterCount--;\r\n\r\n if (this._enterCount > 0) {\r\n return;\r\n }\r\n\r\n this._enterCount = 0;\r\n\r\n this.onPointerOutObservable.notifyObservers(this, -1, target, this);\r\n\r\n if (this.pointerOutAnimation) {\r\n this.pointerOutAnimation();\r\n }\r\n }\r\n\r\n /**\r\n * @param target\r\n * @param coordinates\r\n * @param pointerId\r\n * @param buttonIndex\r\n * @hidden\r\n */\r\n public _onPointerDown(target: Control3D, coordinates: Vector3, pointerId: number, buttonIndex: number): boolean {\r\n this._downCount++;\r\n this._downPointerIds[pointerId] = this._downPointerIds[pointerId] + 1 || 1;\r\n\r\n if (this._downCount !== 1) {\r\n return false;\r\n }\r\n\r\n this.onPointerDownObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n\r\n if (this.pointerDownAnimation) {\r\n this.pointerDownAnimation();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @param target\r\n * @param coordinates\r\n * @param pointerId\r\n * @param buttonIndex\r\n * @param notifyClick\r\n * @hidden\r\n */\r\n public _onPointerUp(target: Control3D, coordinates: Vector3, pointerId: number, buttonIndex: number, notifyClick: boolean): void {\r\n this._downCount--;\r\n this._downPointerIds[pointerId]--;\r\n\r\n if (this._downPointerIds[pointerId] <= 0) {\r\n delete this._downPointerIds[pointerId];\r\n }\r\n\r\n if (this._downCount < 0) {\r\n // Handle if forcePointerUp was called prior to this\r\n this._downCount = 0;\r\n return;\r\n }\r\n\r\n if (this._downCount == 0) {\r\n if (notifyClick && (this._enterCount > 0 || this._enterCount === -1)) {\r\n this.onPointerClickObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n }\r\n this.onPointerUpObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n\r\n if (this.pointerUpAnimation) {\r\n this.pointerUpAnimation();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @param pointerId\r\n * @hidden\r\n */\r\n public forcePointerUp(pointerId: Nullable<number> = null) {\r\n if (pointerId !== null) {\r\n this._onPointerUp(this, Vector3.Zero(), pointerId, 0, true);\r\n } else {\r\n for (const key in this._downPointerIds) {\r\n this._onPointerUp(this, Vector3.Zero(), +key as number, 0, true);\r\n }\r\n if (this._downCount > 0) {\r\n this._downCount = 1;\r\n this._onPointerUp(this, Vector3.Zero(), 0, 0, true);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @param type\r\n * @param pickedPoint\r\n * @param originMeshPosition\r\n * @param pointerId\r\n * @param buttonIndex\r\n * @hidden\r\n */\r\n public _processObservables(type: number, pickedPoint: Vector3, originMeshPosition: Nullable<Vector3>, pointerId: number, buttonIndex: number): boolean {\r\n if (this._isTouchButton3D(this) && originMeshPosition) {\r\n type = this._generatePointerEventType(type, originMeshPosition, this._downCount);\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERMOVE) {\r\n this._onPointerMove(this, pickedPoint);\r\n\r\n const previousControlOver = this._host._lastControlOver[pointerId];\r\n if (previousControlOver && previousControlOver !== this) {\r\n previousControlOver._onPointerOut(this);\r\n }\r\n\r\n if (previousControlOver !== this) {\r\n this._onPointerEnter(this);\r\n }\r\n\r\n this._host._lastControlOver[pointerId] = this;\r\n return true;\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERDOWN) {\r\n this._onPointerDown(this, pickedPoint, pointerId, buttonIndex);\r\n this._host._lastControlDown[pointerId] = this;\r\n this._host._lastPickedControl = this;\r\n return true;\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERUP || type === PointerEventTypes.POINTERDOUBLETAP) {\r\n if (this._host._lastControlDown[pointerId]) {\r\n this._host._lastControlDown[pointerId]._onPointerUp(this, pickedPoint, pointerId, buttonIndex, true);\r\n }\r\n delete this._host._lastControlDown[pointerId];\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _disposeNode(): void {\r\n if (this._node) {\r\n this._node.dispose();\r\n this._node = null;\r\n }\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n this.onPointerDownObservable.clear();\r\n this.onPointerEnterObservable.clear();\r\n this.onPointerMoveObservable.clear();\r\n this.onPointerOutObservable.clear();\r\n this.onPointerUpObservable.clear();\r\n this.onPointerClickObservable.clear();\r\n\r\n this._disposeNode();\r\n\r\n // Behaviors\r\n for (const behavior of this._behaviors) {\r\n behavior.detach();\r\n }\r\n }\r\n}\r\n"]}
|
|
1
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+
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type { Nullable } from \"core/types\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { PointerEventTypes } from \"core/Events/pointerEvents\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { IBehaviorAware, Behavior } from \"core/Behaviors/behavior\";\r\nimport type { IDisposable, Scene } from \"core/scene\";\r\n\r\nimport type { GUI3DManager } from \"../gui3DManager\";\r\nimport { Vector3WithInfo } from \"../vector3WithInfo\";\r\nimport type { Container3D } from \"./container3D\";\r\n\r\ndeclare type TouchButton3D = import(\"./touchButton3D\").TouchButton3D;\r\n\r\n/**\r\n * Class used as base class for controls\r\n */\r\nexport class Control3D implements IDisposable, IBehaviorAware<Control3D> {\r\n /** @hidden */\r\n public _host: GUI3DManager;\r\n private _node: Nullable<TransformNode>;\r\n private _downCount = 0;\r\n private _enterCount = -1;\r\n private _downPointerIds: { [id: number]: number } = {}; // Store number of pointer downs per ID, from near and far interactions\r\n private _isVisible = true;\r\n /** @hidden */\r\n public _isScaledByManager = false;\r\n\r\n /** Gets or sets the control position in world space */\r\n public get position(): Vector3 {\r\n if (!this._node) {\r\n return Vector3.Zero();\r\n }\r\n\r\n return this._node.position;\r\n }\r\n\r\n public set position(value: Vector3) {\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._node.position = value;\r\n }\r\n\r\n /** Gets or sets the control scaling in world space */\r\n public get scaling(): Vector3 {\r\n if (!this._node) {\r\n return new Vector3(1, 1, 1);\r\n }\r\n\r\n return this._node.scaling;\r\n }\r\n\r\n public set scaling(value: Vector3) {\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._isScaledByManager = false;\r\n this._node.scaling = value;\r\n }\r\n\r\n /** Callback used to start pointer enter animation */\r\n public pointerEnterAnimation: () => void;\r\n /** Callback used to start pointer out animation */\r\n public pointerOutAnimation: () => void;\r\n /** Callback used to start pointer down animation */\r\n public pointerDownAnimation: () => void;\r\n /** Callback used to start pointer up animation */\r\n public pointerUpAnimation: () => void;\r\n\r\n /**\r\n * An event triggered when the pointer moves over the control\r\n */\r\n public onPointerMoveObservable = new Observable<Vector3>();\r\n\r\n /**\r\n * An event triggered when the pointer moves out of the control\r\n */\r\n public onPointerOutObservable = new Observable<Control3D>();\r\n\r\n /**\r\n * An event triggered when the pointer taps the control\r\n */\r\n public onPointerDownObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when pointer is up\r\n */\r\n public onPointerUpObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when a control is clicked on (with a mouse)\r\n */\r\n public onPointerClickObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when pointer enters the control\r\n */\r\n public onPointerEnterObservable = new Observable<Control3D>();\r\n\r\n /**\r\n * Gets or sets the parent container\r\n */\r\n public parent: Nullable<Container3D>;\r\n\r\n // Behaviors\r\n private _behaviors = new Array<Behavior<Control3D>>();\r\n\r\n /**\r\n * Gets the list of attached behaviors\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n */\r\n public get behaviors(): Behavior<Control3D>[] {\r\n return this._behaviors;\r\n }\r\n\r\n /**\r\n * Attach a behavior to the control\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current control\r\n */\r\n public addBehavior(behavior: Behavior<Control3D>): Control3D {\r\n const index = this._behaviors.indexOf(behavior);\r\n\r\n if (index !== -1) {\r\n return this;\r\n }\r\n\r\n behavior.init();\r\n const scene = this._host.scene;\r\n if (scene.isLoading) {\r\n // We defer the attach when the scene will be loaded\r\n scene.onDataLoadedObservable.addOnce(() => {\r\n behavior.attach(this);\r\n });\r\n } else {\r\n behavior.attach(this);\r\n }\r\n this._behaviors.push(behavior);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove an attached behavior\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current control\r\n */\r\n public removeBehavior(behavior: Behavior<Control3D>): Control3D {\r\n const index = this._behaviors.indexOf(behavior);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._behaviors[index].detach();\r\n this._behaviors.splice(index, 1);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets an attached behavior by name\r\n * @param name defines the name of the behavior to look for\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @returns null if behavior was not found else the requested behavior\r\n */\r\n public getBehaviorByName(name: string): Nullable<Behavior<Control3D>> {\r\n for (const behavior of this._behaviors) {\r\n if (behavior.name === name) {\r\n return behavior;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the control is visible */\r\n public get isVisible(): boolean {\r\n return this._isVisible;\r\n }\r\n\r\n public set isVisible(value: boolean) {\r\n if (this._isVisible === value) {\r\n return;\r\n }\r\n\r\n this._isVisible = value;\r\n\r\n const mesh = this.mesh;\r\n if (mesh) {\r\n mesh.setEnabled(value);\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new control\r\n * @param name defines the control name\r\n */\r\n constructor(\r\n /** Defines the control name */\r\n public name?: string\r\n ) {}\r\n\r\n /**\r\n * Gets a string representing the class name\r\n */\r\n public get typeName(): string {\r\n return this._getTypeName();\r\n }\r\n\r\n /**\r\n * Get the current class name of the control.\r\n * @returns current class name\r\n */\r\n public getClassName(): string {\r\n return this._getTypeName();\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"Control3D\";\r\n }\r\n\r\n /**\r\n * Gets the transform node used by this control\r\n */\r\n public get node(): Nullable<TransformNode> {\r\n return this._node;\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 instanceof AbstractMesh) {\r\n return this._node as AbstractMesh;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Link the control as child of the given node\r\n * @param node defines the node to link to. Use null to unlink the control\r\n * @returns the current control\r\n */\r\n public linkToTransformNode(node: Nullable<TransformNode>): Control3D {\r\n if (this._node) {\r\n this._node.parent = node;\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * @param scene\r\n * @hidden*\r\n */\r\n public _prepareNode(scene: Scene): void {\r\n if (!this._node) {\r\n this._node = this._createNode(scene);\r\n\r\n if (!this.node) {\r\n return;\r\n }\r\n this._injectGUI3DReservedDataStore(this.node).control = this; // Store the control on the reservedDataStore field in order to get it when picking\r\n\r\n const mesh = this.mesh;\r\n if (mesh) {\r\n mesh.isPickable = true;\r\n\r\n this._affectMaterial(mesh);\r\n }\r\n }\r\n }\r\n\r\n protected _injectGUI3DReservedDataStore(node: TransformNode): any {\r\n node.reservedDataStore = node.reservedDataStore ?? {};\r\n node.reservedDataStore.GUI3D = node.reservedDataStore.GUI3D ?? {};\r\n return node.reservedDataStore.GUI3D;\r\n }\r\n\r\n /**\r\n * Node creation.\r\n * Can be overriden by children\r\n * @param scene defines the scene where the node must be attached\r\n * @returns the attached node or null if none. Must return a Mesh or AbstractMesh if there is an attached visible object\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _createNode(scene: Scene): Nullable<TransformNode> {\r\n // Do nothing by default\r\n return null;\r\n }\r\n\r\n /**\r\n * Affect a material to the given mesh\r\n * @param mesh defines the mesh which will represent the control\r\n */\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n mesh.material = null;\r\n }\r\n\r\n private _isTouchButton3D(control: Control3D): control is TouchButton3D {\r\n return (control as TouchButton3D)._generatePointerEventType !== undefined;\r\n }\r\n\r\n // Pointers\r\n\r\n /**\r\n * @param target\r\n * @param coordinates\r\n * @hidden\r\n */\r\n public _onPointerMove(target: Control3D, coordinates: Vector3): void {\r\n this.onPointerMoveObservable.notifyObservers(coordinates, -1, target, this);\r\n }\r\n\r\n /**\r\n * @param target\r\n * @hidden\r\n */\r\n public _onPointerEnter(target: Control3D): boolean {\r\n if (this._enterCount === -1) {\r\n // -1 is for touch input, we are now sure we are with a mouse or pencil\r\n this._enterCount = 0;\r\n }\r\n\r\n this._enterCount++;\r\n\r\n if (this._enterCount > 1) {\r\n return false;\r\n }\r\n\r\n this.onPointerEnterObservable.notifyObservers(this, -1, target, this);\r\n\r\n if (this.pointerEnterAnimation) {\r\n this.pointerEnterAnimation();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @param target\r\n * @hidden\r\n */\r\n public _onPointerOut(target: Control3D): void {\r\n this._enterCount--;\r\n\r\n if (this._enterCount > 0) {\r\n return;\r\n }\r\n\r\n this._enterCount = 0;\r\n\r\n this.onPointerOutObservable.notifyObservers(this, -1, target, this);\r\n\r\n if (this.pointerOutAnimation) {\r\n this.pointerOutAnimation();\r\n }\r\n }\r\n\r\n /**\r\n * @param target\r\n * @param coordinates\r\n * @param pointerId\r\n * @param buttonIndex\r\n * @hidden\r\n */\r\n public _onPointerDown(target: Control3D, coordinates: Vector3, pointerId: number, buttonIndex: number): boolean {\r\n this._downCount++;\r\n this._downPointerIds[pointerId] = this._downPointerIds[pointerId] + 1 || 1;\r\n\r\n if (this._downCount !== 1) {\r\n return false;\r\n }\r\n\r\n this.onPointerDownObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n\r\n if (this.pointerDownAnimation) {\r\n this.pointerDownAnimation();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @param target\r\n * @param coordinates\r\n * @param pointerId\r\n * @param buttonIndex\r\n * @param notifyClick\r\n * @hidden\r\n */\r\n public _onPointerUp(target: Control3D, coordinates: Vector3, pointerId: number, buttonIndex: number, notifyClick: boolean): void {\r\n this._downCount--;\r\n this._downPointerIds[pointerId]--;\r\n\r\n if (this._downPointerIds[pointerId] <= 0) {\r\n delete this._downPointerIds[pointerId];\r\n }\r\n\r\n if (this._downCount < 0) {\r\n // Handle if forcePointerUp was called prior to this\r\n this._downCount = 0;\r\n return;\r\n }\r\n\r\n if (this._downCount == 0) {\r\n if (notifyClick && (this._enterCount > 0 || this._enterCount === -1)) {\r\n this.onPointerClickObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n }\r\n this.onPointerUpObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n\r\n if (this.pointerUpAnimation) {\r\n this.pointerUpAnimation();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @param pointerId\r\n * @hidden\r\n */\r\n public forcePointerUp(pointerId: Nullable<number> = null) {\r\n if (pointerId !== null) {\r\n this._onPointerUp(this, Vector3.Zero(), pointerId, 0, true);\r\n } else {\r\n for (const key in this._downPointerIds) {\r\n this._onPointerUp(this, Vector3.Zero(), +key as number, 0, true);\r\n }\r\n if (this._downCount > 0) {\r\n this._downCount = 1;\r\n this._onPointerUp(this, Vector3.Zero(), 0, 0, true);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @param type\r\n * @param pickedPoint\r\n * @param originMeshPosition\r\n * @param pointerId\r\n * @param buttonIndex\r\n * @hidden\r\n */\r\n public _processObservables(type: number, pickedPoint: Vector3, originMeshPosition: Nullable<Vector3>, pointerId: number, buttonIndex: number): boolean {\r\n if (this._isTouchButton3D(this) && originMeshPosition) {\r\n type = this._generatePointerEventType(type, originMeshPosition, this._downCount);\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERMOVE) {\r\n this._onPointerMove(this, pickedPoint);\r\n\r\n const previousControlOver = this._host._lastControlOver[pointerId];\r\n if (previousControlOver && previousControlOver !== this) {\r\n previousControlOver._onPointerOut(this);\r\n }\r\n\r\n if (previousControlOver !== this) {\r\n this._onPointerEnter(this);\r\n }\r\n\r\n this._host._lastControlOver[pointerId] = this;\r\n return true;\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERDOWN) {\r\n this._onPointerDown(this, pickedPoint, pointerId, buttonIndex);\r\n this._host._lastControlDown[pointerId] = this;\r\n this._host._lastPickedControl = this;\r\n return true;\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERUP || type === PointerEventTypes.POINTERDOUBLETAP) {\r\n if (this._host._lastControlDown[pointerId]) {\r\n this._host._lastControlDown[pointerId]._onPointerUp(this, pickedPoint, pointerId, buttonIndex, true);\r\n }\r\n delete this._host._lastControlDown[pointerId];\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _disposeNode(): void {\r\n if (this._node) {\r\n this._node.dispose();\r\n this._node = null;\r\n }\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n this.onPointerDownObservable.clear();\r\n this.onPointerEnterObservable.clear();\r\n this.onPointerMoveObservable.clear();\r\n this.onPointerOutObservable.clear();\r\n this.onPointerUpObservable.clear();\r\n this.onPointerClickObservable.clear();\r\n\r\n this._disposeNode();\r\n\r\n // Behaviors\r\n for (const behavior of this._behaviors) {\r\n behavior.detach();\r\n }\r\n }\r\n}\r\n"]}
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@@ -1,17 +1,17 @@
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1
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import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
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2
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import { float } from "@babylonjs/core/types.js";
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3
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import { VolumeBasedPanel } from "./volumeBasedPanel";
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import { Control3D } from "./control3D";
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/**
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6
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* Class used to create a container panel deployed on the surface of a cylinder
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7
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*/
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8
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export declare class CylinderPanel extends VolumeBasedPanel {
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private _radius;
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/**
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* Gets or sets the radius of the cylinder where to project controls (5 by default)
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*/
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get radius(): float;
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set radius(value: float);
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protected _mapGridNode(control: Control3D, nodePosition: Vector3): void;
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private _cylindricalMapping;
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}
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import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
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import type { float } from "@babylonjs/core/types.js";
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3
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import { VolumeBasedPanel } from "./volumeBasedPanel";
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4
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import type { Control3D } from "./control3D";
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/**
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6
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* Class used to create a container panel deployed on the surface of a cylinder
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*/
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8
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export declare class CylinderPanel extends VolumeBasedPanel {
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private _radius;
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/**
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* Gets or sets the radius of the cylinder where to project controls (5 by default)
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*/
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get radius(): float;
|
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set radius(value: float);
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protected _mapGridNode(control: Control3D, nodePosition: Vector3): void;
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private _cylindricalMapping;
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}
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import { __extends } from "tslib";
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import { Tools } from "@babylonjs/core/Misc/tools.js";
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import { Matrix, TmpVectors, Vector3 } from "@babylonjs/core/Maths/math.vector.js";
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import { VolumeBasedPanel } from "./volumeBasedPanel.js";
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import { Container3D } from "./container3D.js";
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import { Axis, Space } from "@babylonjs/core/Maths/math.axis.js";
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/**
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* Class used to create a container panel deployed on the surface of a cylinder
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*/
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var CylinderPanel = /** @class */ (function (_super) {
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__extends(CylinderPanel, _super);
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function CylinderPanel() {
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var _this = _super !== null && _super.apply(this, arguments) || this;
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_this._radius = 5.0;
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return _this;
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}
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Object.defineProperty(CylinderPanel.prototype, "radius", {
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/**
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* Gets or sets the radius of the cylinder where to project controls (5 by default)
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*/
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get: function () {
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return this._radius;
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},
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set: function (value) {
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var _this = this;
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if (this._radius === value) {
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return;
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}
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this._radius = value;
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Tools.SetImmediate(function () {
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_this._arrangeChildren();
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});
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},
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enumerable: false,
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configurable: true
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});
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CylinderPanel.prototype._mapGridNode = function (control, nodePosition) {
|
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var mesh = control.mesh;
|
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|
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if (!mesh) {
|
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return;
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}
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var newPos = this._cylindricalMapping(nodePosition);
|
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control.position = newPos;
|
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|
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switch (this.orientation) {
|
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|
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case Container3D.FACEORIGIN_ORIENTATION:
|
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|
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mesh.lookAt(new Vector3(2 * newPos.x, newPos.y, 2 * newPos.z));
|
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break;
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|
-
case Container3D.FACEORIGINREVERSED_ORIENTATION:
|
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|
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mesh.lookAt(new Vector3(-newPos.x, newPos.y, -newPos.z));
|
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|
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break;
|
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51
|
-
case Container3D.FACEFORWARD_ORIENTATION:
|
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|
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break;
|
|
53
|
-
case Container3D.FACEFORWARDREVERSED_ORIENTATION:
|
|
54
|
-
mesh.rotate(Axis.Y, Math.PI, Space.LOCAL);
|
|
55
|
-
break;
|
|
56
|
-
}
|
|
57
|
-
};
|
|
58
|
-
CylinderPanel.prototype._cylindricalMapping = function (source) {
|
|
59
|
-
var newPos = new Vector3(0, source.y, this._radius);
|
|
60
|
-
var yAngle = source.x / this._radius;
|
|
61
|
-
Matrix.RotationYawPitchRollToRef(yAngle, 0, 0, TmpVectors.Matrix[0]);
|
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62
|
-
return Vector3.TransformNormal(newPos, TmpVectors.Matrix[0]);
|
|
63
|
-
};
|
|
64
|
-
return CylinderPanel;
|
|
65
|
-
}(VolumeBasedPanel));
|
|
66
|
-
export { CylinderPanel };
|
|
1
|
+
import { __extends } from "tslib";
|
|
2
|
+
import { Tools } from "@babylonjs/core/Misc/tools.js";
|
|
3
|
+
import { Matrix, TmpVectors, Vector3 } from "@babylonjs/core/Maths/math.vector.js";
|
|
4
|
+
import { VolumeBasedPanel } from "./volumeBasedPanel.js";
|
|
5
|
+
import { Container3D } from "./container3D.js";
|
|
6
|
+
import { Axis, Space } from "@babylonjs/core/Maths/math.axis.js";
|
|
7
|
+
/**
|
|
8
|
+
* Class used to create a container panel deployed on the surface of a cylinder
|
|
9
|
+
*/
|
|
10
|
+
var CylinderPanel = /** @class */ (function (_super) {
|
|
11
|
+
__extends(CylinderPanel, _super);
|
|
12
|
+
function CylinderPanel() {
|
|
13
|
+
var _this = _super !== null && _super.apply(this, arguments) || this;
|
|
14
|
+
_this._radius = 5.0;
|
|
15
|
+
return _this;
|
|
16
|
+
}
|
|
17
|
+
Object.defineProperty(CylinderPanel.prototype, "radius", {
|
|
18
|
+
/**
|
|
19
|
+
* Gets or sets the radius of the cylinder where to project controls (5 by default)
|
|
20
|
+
*/
|
|
21
|
+
get: function () {
|
|
22
|
+
return this._radius;
|
|
23
|
+
},
|
|
24
|
+
set: function (value) {
|
|
25
|
+
var _this = this;
|
|
26
|
+
if (this._radius === value) {
|
|
27
|
+
return;
|
|
28
|
+
}
|
|
29
|
+
this._radius = value;
|
|
30
|
+
Tools.SetImmediate(function () {
|
|
31
|
+
_this._arrangeChildren();
|
|
32
|
+
});
|
|
33
|
+
},
|
|
34
|
+
enumerable: false,
|
|
35
|
+
configurable: true
|
|
36
|
+
});
|
|
37
|
+
CylinderPanel.prototype._mapGridNode = function (control, nodePosition) {
|
|
38
|
+
var mesh = control.mesh;
|
|
39
|
+
if (!mesh) {
|
|
40
|
+
return;
|
|
41
|
+
}
|
|
42
|
+
var newPos = this._cylindricalMapping(nodePosition);
|
|
43
|
+
control.position = newPos;
|
|
44
|
+
switch (this.orientation) {
|
|
45
|
+
case Container3D.FACEORIGIN_ORIENTATION:
|
|
46
|
+
mesh.lookAt(new Vector3(2 * newPos.x, newPos.y, 2 * newPos.z));
|
|
47
|
+
break;
|
|
48
|
+
case Container3D.FACEORIGINREVERSED_ORIENTATION:
|
|
49
|
+
mesh.lookAt(new Vector3(-newPos.x, newPos.y, -newPos.z));
|
|
50
|
+
break;
|
|
51
|
+
case Container3D.FACEFORWARD_ORIENTATION:
|
|
52
|
+
break;
|
|
53
|
+
case Container3D.FACEFORWARDREVERSED_ORIENTATION:
|
|
54
|
+
mesh.rotate(Axis.Y, Math.PI, Space.LOCAL);
|
|
55
|
+
break;
|
|
56
|
+
}
|
|
57
|
+
};
|
|
58
|
+
CylinderPanel.prototype._cylindricalMapping = function (source) {
|
|
59
|
+
var newPos = new Vector3(0, source.y, this._radius);
|
|
60
|
+
var yAngle = source.x / this._radius;
|
|
61
|
+
Matrix.RotationYawPitchRollToRef(yAngle, 0, 0, TmpVectors.Matrix[0]);
|
|
62
|
+
return Vector3.TransformNormal(newPos, TmpVectors.Matrix[0]);
|
|
63
|
+
};
|
|
64
|
+
return CylinderPanel;
|
|
65
|
+
}(VolumeBasedPanel));
|
|
66
|
+
export { CylinderPanel };
|
|
67
67
|
//# sourceMappingURL=cylinderPanel.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"cylinderPanel.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/cylinderPanel.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;IAAmC,iCAAgB;IAAnD;QAAA,qEAuDC;QAtDW,aAAO,GAAG,GAAG,CAAC;;IAsD1B,CAAC;IAjDG,sBAAW,iCAAM;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,oCAAY,GAAtB,UAAuB,OAAkB,EAAE,YAAqB;QAC5D,IAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;QAE1B,IAAI,CAAC,IAAI,EAAE;YACP,OAAO;SACV;QACD,IAAM,MAAM,GAAG,IAAI,CAAC,mBAAmB,CAAC,YAAY,CAAC,CAAC;QACtD,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,MAAM,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC/D,MAAM;YACV,KAAK,WAAW,CAAC,8BAA8B;gBAC3C,IAAI,CAAC,MAAM,CAAC,IAAI,OAAO,CAAC,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;gBACzD,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,2CAAmB,GAA3B,UAA4B,MAAe;QACvC,IAAM,MAAM,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;QAEtD,IAAM,MAAM,GAAG,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC;QAEvC,MAAM,CAAC,yBAAyB,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;QAErE,OAAO,OAAO,CAAC,eAAe,CAAC,MAAM,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;IACjE,CAAC;IACL,oBAAC;AAAD,CAAC,AAvDD,CAAmC,gBAAgB,GAuDlD","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 cylinder\r\n */\r\nexport class CylinderPanel extends VolumeBasedPanel {\r\n private _radius = 5.0;\r\n\r\n /**\r\n * Gets or sets the radius of the cylinder 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 const newPos = this._cylindricalMapping(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, 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 _cylindricalMapping(source: Vector3) {\r\n const newPos = new Vector3(0, source.y, this._radius);\r\n\r\n const yAngle = source.x / this._radius;\r\n\r\n Matrix.RotationYawPitchRollToRef(yAngle, 0, 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":"cylinderPanel.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/cylinderPanel.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;IAAmC,iCAAgB;IAAnD;QAAA,qEAuDC;QAtDW,aAAO,GAAG,GAAG,CAAC;;IAsD1B,CAAC;IAjDG,sBAAW,iCAAM;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,oCAAY,GAAtB,UAAuB,OAAkB,EAAE,YAAqB;QAC5D,IAAM,IAAI,GAAG,OAAO,CAAC,IAAI,CAAC;QAE1B,IAAI,CAAC,IAAI,EAAE;YACP,OAAO;SACV;QACD,IAAM,MAAM,GAAG,IAAI,CAAC,mBAAmB,CAAC,YAAY,CAAC,CAAC;QACtD,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,MAAM,CAAC,CAAC,EAAE,CAAC,GAAG,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;gBAC/D,MAAM;YACV,KAAK,WAAW,CAAC,8BAA8B;gBAC3C,IAAI,CAAC,MAAM,CAAC,IAAI,OAAO,CAAC,CAAC,MAAM,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;gBACzD,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,2CAAmB,GAA3B,UAA4B,MAAe;QACvC,IAAM,MAAM,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,MAAM,CAAC,CAAC,EAAE,IAAI,CAAC,OAAO,CAAC,CAAC;QAEtD,IAAM,MAAM,GAAG,MAAM,CAAC,CAAC,GAAG,IAAI,CAAC,OAAO,CAAC;QAEvC,MAAM,CAAC,yBAAyB,CAAC,MAAM,EAAE,CAAC,EAAE,CAAC,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;QAErE,OAAO,OAAO,CAAC,eAAe,CAAC,MAAM,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;IACjE,CAAC;IACL,oBAAC;AAAD,CAAC,AAvDD,CAAmC,gBAAgB,GAuDlD","sourcesContent":["import { Tools } from \"core/Misc/tools\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"core/Maths/math.vector\";\r\nimport type { float } from \"core/types\";\r\n\r\nimport { VolumeBasedPanel } from \"./volumeBasedPanel\";\r\nimport type { 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 cylinder\r\n */\r\nexport class CylinderPanel extends VolumeBasedPanel {\r\n private _radius = 5.0;\r\n\r\n /**\r\n * Gets or sets the radius of the cylinder 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 const newPos = this._cylindricalMapping(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, 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 _cylindricalMapping(source: Vector3) {\r\n const newPos = new Vector3(0, source.y, this._radius);\r\n\r\n const yAngle = source.x / this._radius;\r\n\r\n Matrix.RotationYawPitchRollToRef(yAngle, 0, 0, TmpVectors.Matrix[0]);\r\n\r\n return Vector3.TransformNormal(newPos, TmpVectors.Matrix[0]);\r\n }\r\n}\r\n"]}
|
|
@@ -1,28 +1,28 @@
|
|
|
1
|
-
import { Scene } from "@babylonjs/core/scene.js";
|
|
2
|
-
import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
|
|
3
|
-
import { Nullable } from "@babylonjs/core/types.js";
|
|
4
|
-
import { TouchHolographicMenu } from "./touchHolographicMenu";
|
|
5
|
-
import { HandConstraintBehavior } from "@babylonjs/core/Behaviors/Meshes/handConstraintBehavior.js";
|
|
6
|
-
import { WebXRExperienceHelper } from "@babylonjs/core/XR/webXRExperienceHelper.js";
|
|
7
|
-
/**
|
|
8
|
-
* Hand menu that displays buttons and floats around the hand.
|
|
9
|
-
* @since 5.0.0
|
|
10
|
-
*/
|
|
11
|
-
export declare class HandMenu extends TouchHolographicMenu {
|
|
12
|
-
private _handConstraintBehavior;
|
|
13
|
-
/**
|
|
14
|
-
* The hand constraint behavior setting the transformation of this node
|
|
15
|
-
*/
|
|
16
|
-
get handConstraintBehavior(): HandConstraintBehavior;
|
|
17
|
-
protected _createNode(scene: Scene): Nullable<TransformNode>;
|
|
18
|
-
/**
|
|
19
|
-
* Creates a hand menu GUI 3D control
|
|
20
|
-
* @param xr the WebXRExperienceHelper used to link this control to the enabled WebXRHandTracking feature
|
|
21
|
-
* @param name name of the hand menu
|
|
22
|
-
*/
|
|
23
|
-
constructor(xr: WebXRExperienceHelper, name?: string);
|
|
24
|
-
/**
|
|
25
|
-
* Disposes the hand menu
|
|
26
|
-
*/
|
|
27
|
-
dispose(): void;
|
|
28
|
-
}
|
|
1
|
+
import type { Scene } from "@babylonjs/core/scene.js";
|
|
2
|
+
import type { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
|
|
3
|
+
import type { Nullable } from "@babylonjs/core/types.js";
|
|
4
|
+
import { TouchHolographicMenu } from "./touchHolographicMenu";
|
|
5
|
+
import { HandConstraintBehavior } from "@babylonjs/core/Behaviors/Meshes/handConstraintBehavior.js";
|
|
6
|
+
import type { WebXRExperienceHelper } from "@babylonjs/core/XR/webXRExperienceHelper.js";
|
|
7
|
+
/**
|
|
8
|
+
* Hand menu that displays buttons and floats around the hand.
|
|
9
|
+
* @since 5.0.0
|
|
10
|
+
*/
|
|
11
|
+
export declare class HandMenu extends TouchHolographicMenu {
|
|
12
|
+
private _handConstraintBehavior;
|
|
13
|
+
/**
|
|
14
|
+
* The hand constraint behavior setting the transformation of this node
|
|
15
|
+
*/
|
|
16
|
+
get handConstraintBehavior(): HandConstraintBehavior;
|
|
17
|
+
protected _createNode(scene: Scene): Nullable<TransformNode>;
|
|
18
|
+
/**
|
|
19
|
+
* Creates a hand menu GUI 3D control
|
|
20
|
+
* @param xr the WebXRExperienceHelper used to link this control to the enabled WebXRHandTracking feature
|
|
21
|
+
* @param name name of the hand menu
|
|
22
|
+
*/
|
|
23
|
+
constructor(xr: WebXRExperienceHelper, name?: string);
|
|
24
|
+
/**
|
|
25
|
+
* Disposes the hand menu
|
|
26
|
+
*/
|
|
27
|
+
dispose(): void;
|
|
28
|
+
}
|
package/3D/controls/handMenu.js
CHANGED
|
@@ -1,48 +1,48 @@
|
|
|
1
|
-
import { __extends } from "tslib";
|
|
2
|
-
import { TouchHolographicMenu } from "./touchHolographicMenu.js";
|
|
3
|
-
import { HandConstraintBehavior } from "@babylonjs/core/Behaviors/Meshes/handConstraintBehavior.js";
|
|
4
|
-
/**
|
|
5
|
-
* Hand menu that displays buttons and floats around the hand.
|
|
6
|
-
* @since 5.0.0
|
|
7
|
-
*/
|
|
8
|
-
var HandMenu = /** @class */ (function (_super) {
|
|
9
|
-
__extends(HandMenu, _super);
|
|
10
|
-
/**
|
|
11
|
-
* Creates a hand menu GUI 3D control
|
|
12
|
-
* @param xr the WebXRExperienceHelper used to link this control to the enabled WebXRHandTracking feature
|
|
13
|
-
* @param name name of the hand menu
|
|
14
|
-
*/
|
|
15
|
-
function HandMenu(xr, name) {
|
|
16
|
-
var _this = _super.call(this, name) || this;
|
|
17
|
-
_this._handConstraintBehavior = new HandConstraintBehavior();
|
|
18
|
-
_this._handConstraintBehavior.linkToXRExperience(xr);
|
|
19
|
-
_this.backPlateMargin = 0.15;
|
|
20
|
-
_this.rows = 3;
|
|
21
|
-
return _this;
|
|
22
|
-
}
|
|
23
|
-
Object.defineProperty(HandMenu.prototype, "handConstraintBehavior", {
|
|
24
|
-
/**
|
|
25
|
-
* The hand constraint behavior setting the transformation of this node
|
|
26
|
-
*/
|
|
27
|
-
get: function () {
|
|
28
|
-
return this._handConstraintBehavior;
|
|
29
|
-
},
|
|
30
|
-
enumerable: false,
|
|
31
|
-
configurable: true
|
|
32
|
-
});
|
|
33
|
-
HandMenu.prototype._createNode = function (scene) {
|
|
34
|
-
var node = _super.prototype._createNode.call(this, scene);
|
|
35
|
-
this._handConstraintBehavior.attach(node);
|
|
36
|
-
return node;
|
|
37
|
-
};
|
|
38
|
-
/**
|
|
39
|
-
* Disposes the hand menu
|
|
40
|
-
*/
|
|
41
|
-
HandMenu.prototype.dispose = function () {
|
|
42
|
-
_super.prototype.dispose.call(this);
|
|
43
|
-
this._handConstraintBehavior.detach();
|
|
44
|
-
};
|
|
45
|
-
return HandMenu;
|
|
46
|
-
}(TouchHolographicMenu));
|
|
47
|
-
export { HandMenu };
|
|
1
|
+
import { __extends } from "tslib";
|
|
2
|
+
import { TouchHolographicMenu } from "./touchHolographicMenu.js";
|
|
3
|
+
import { HandConstraintBehavior } from "@babylonjs/core/Behaviors/Meshes/handConstraintBehavior.js";
|
|
4
|
+
/**
|
|
5
|
+
* Hand menu that displays buttons and floats around the hand.
|
|
6
|
+
* @since 5.0.0
|
|
7
|
+
*/
|
|
8
|
+
var HandMenu = /** @class */ (function (_super) {
|
|
9
|
+
__extends(HandMenu, _super);
|
|
10
|
+
/**
|
|
11
|
+
* Creates a hand menu GUI 3D control
|
|
12
|
+
* @param xr the WebXRExperienceHelper used to link this control to the enabled WebXRHandTracking feature
|
|
13
|
+
* @param name name of the hand menu
|
|
14
|
+
*/
|
|
15
|
+
function HandMenu(xr, name) {
|
|
16
|
+
var _this = _super.call(this, name) || this;
|
|
17
|
+
_this._handConstraintBehavior = new HandConstraintBehavior();
|
|
18
|
+
_this._handConstraintBehavior.linkToXRExperience(xr);
|
|
19
|
+
_this.backPlateMargin = 0.15;
|
|
20
|
+
_this.rows = 3;
|
|
21
|
+
return _this;
|
|
22
|
+
}
|
|
23
|
+
Object.defineProperty(HandMenu.prototype, "handConstraintBehavior", {
|
|
24
|
+
/**
|
|
25
|
+
* The hand constraint behavior setting the transformation of this node
|
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+
*/
|
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get: function () {
|
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return this._handConstraintBehavior;
|
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+
},
|
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|
+
enumerable: false,
|
|
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|
+
configurable: true
|
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|
+
});
|
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33
|
+
HandMenu.prototype._createNode = function (scene) {
|
|
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|
+
var node = _super.prototype._createNode.call(this, scene);
|
|
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|
+
this._handConstraintBehavior.attach(node);
|
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|
+
return node;
|
|
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|
+
};
|
|
38
|
+
/**
|
|
39
|
+
* Disposes the hand menu
|
|
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|
+
*/
|
|
41
|
+
HandMenu.prototype.dispose = function () {
|
|
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|
+
_super.prototype.dispose.call(this);
|
|
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|
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this._handConstraintBehavior.detach();
|
|
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|
+
};
|
|
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|
+
return HandMenu;
|
|
46
|
+
}(TouchHolographicMenu));
|
|
47
|
+
export { HandMenu };
|
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48
48
|
//# sourceMappingURL=handMenu.js.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"handMenu.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/handMenu.ts"],"names":[],"mappings":";AAIA,OAAO,EAAE,oBAAoB,EAAE,MAAM,wBAAwB,CAAC;AAC9D,OAAO,EAAE,sBAAsB,EAAE,mEAAqD;AAGtF;;;GAGG;AACH;IAA8B,4BAAoB;IAkB9C;;;;OAIG;IACH,kBAAY,EAAyB,EAAE,IAAa;QAApD,YACI,kBAAM,IAAI,CAAC,SAMd;QAJG,KAAI,CAAC,uBAAuB,GAAG,IAAI,sBAAsB,EAAE,CAAC;QAC5D,KAAI,CAAC,uBAAuB,CAAC,kBAAkB,CAAC,EAAE,CAAC,CAAC;QACpD,KAAI,CAAC,eAAe,GAAG,IAAI,CAAC;QAC5B,KAAI,CAAC,IAAI,GAAG,CAAC,CAAC;;IAClB,CAAC;IAxBD,sBAAW,4CAAsB;QAHjC;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,uBAAuB,CAAC;QACxC,CAAC;;;OAAA;IAES,8BAAW,GAArB,UAAsB,KAAY;QAC9B,IAAM,IAAI,GAAG,iBAAM,WAAW,YAAC,KAAK,CAAU,CAAC;QAE/C,IAAI,CAAC,uBAAuB,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;QAE1C,OAAO,IAAI,CAAC;IAChB,CAAC;IAgBD;;OAEG;IACI,0BAAO,GAAd;QACI,iBAAM,OAAO,WAAE,CAAC;QAEhB,IAAI,CAAC,uBAAuB,CAAC,MAAM,EAAE,CAAC;IAC1C,CAAC;IACL,eAAC;AAAD,CAAC,AAxCD,CAA8B,oBAAoB,GAwCjD","sourcesContent":["import { 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 { TouchHolographicMenu } from \"./touchHolographicMenu\";\r\nimport { HandConstraintBehavior } from \"core/Behaviors/Meshes/handConstraintBehavior\";\r\nimport { WebXRExperienceHelper } from \"core/XR/webXRExperienceHelper\";\r\n\r\n/**\r\n * Hand menu that displays buttons and floats around the hand.\r\n * @since 5.0.0\r\n */\r\nexport class HandMenu extends TouchHolographicMenu {\r\n private _handConstraintBehavior: HandConstraintBehavior;\r\n\r\n /**\r\n * The hand constraint behavior setting the transformation of this node\r\n */\r\n public get handConstraintBehavior() {\r\n return this._handConstraintBehavior;\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._handConstraintBehavior.attach(node);\r\n\r\n return node;\r\n }\r\n\r\n /**\r\n * Creates a hand menu GUI 3D control\r\n * @param xr the WebXRExperienceHelper used to link this control to the enabled WebXRHandTracking feature\r\n * @param name name of the hand menu\r\n */\r\n constructor(xr: WebXRExperienceHelper, name?: string) {\r\n super(name);\r\n\r\n this._handConstraintBehavior = new HandConstraintBehavior();\r\n this._handConstraintBehavior.linkToXRExperience(xr);\r\n this.backPlateMargin = 0.15;\r\n this.rows = 3;\r\n }\r\n\r\n /**\r\n * Disposes the hand menu\r\n */\r\n public dispose() {\r\n super.dispose();\r\n\r\n this._handConstraintBehavior.detach();\r\n }\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"handMenu.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/handMenu.ts"],"names":[],"mappings":";AAIA,OAAO,EAAE,oBAAoB,EAAE,MAAM,wBAAwB,CAAC;AAC9D,OAAO,EAAE,sBAAsB,EAAE,mEAAqD;AAGtF;;;GAGG;AACH;IAA8B,4BAAoB;IAkB9C;;;;OAIG;IACH,kBAAY,EAAyB,EAAE,IAAa;QAApD,YACI,kBAAM,IAAI,CAAC,SAMd;QAJG,KAAI,CAAC,uBAAuB,GAAG,IAAI,sBAAsB,EAAE,CAAC;QAC5D,KAAI,CAAC,uBAAuB,CAAC,kBAAkB,CAAC,EAAE,CAAC,CAAC;QACpD,KAAI,CAAC,eAAe,GAAG,IAAI,CAAC;QAC5B,KAAI,CAAC,IAAI,GAAG,CAAC,CAAC;;IAClB,CAAC;IAxBD,sBAAW,4CAAsB;QAHjC;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,uBAAuB,CAAC;QACxC,CAAC;;;OAAA;IAES,8BAAW,GAArB,UAAsB,KAAY;QAC9B,IAAM,IAAI,GAAG,iBAAM,WAAW,YAAC,KAAK,CAAU,CAAC;QAE/C,IAAI,CAAC,uBAAuB,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;QAE1C,OAAO,IAAI,CAAC;IAChB,CAAC;IAgBD;;OAEG;IACI,0BAAO,GAAd;QACI,iBAAM,OAAO,WAAE,CAAC;QAEhB,IAAI,CAAC,uBAAuB,CAAC,MAAM,EAAE,CAAC;IAC1C,CAAC;IACL,eAAC;AAAD,CAAC,AAxCD,CAA8B,oBAAoB,GAwCjD","sourcesContent":["import type { Scene } from \"core/scene\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { TouchHolographicMenu } from \"./touchHolographicMenu\";\r\nimport { HandConstraintBehavior } from \"core/Behaviors/Meshes/handConstraintBehavior\";\r\nimport type { WebXRExperienceHelper } from \"core/XR/webXRExperienceHelper\";\r\n\r\n/**\r\n * Hand menu that displays buttons and floats around the hand.\r\n * @since 5.0.0\r\n */\r\nexport class HandMenu extends TouchHolographicMenu {\r\n private _handConstraintBehavior: HandConstraintBehavior;\r\n\r\n /**\r\n * The hand constraint behavior setting the transformation of this node\r\n */\r\n public get handConstraintBehavior() {\r\n return this._handConstraintBehavior;\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._handConstraintBehavior.attach(node);\r\n\r\n return node;\r\n }\r\n\r\n /**\r\n * Creates a hand menu GUI 3D control\r\n * @param xr the WebXRExperienceHelper used to link this control to the enabled WebXRHandTracking feature\r\n * @param name name of the hand menu\r\n */\r\n constructor(xr: WebXRExperienceHelper, name?: string) {\r\n super(name);\r\n\r\n this._handConstraintBehavior = new HandConstraintBehavior();\r\n this._handConstraintBehavior.linkToXRExperience(xr);\r\n this.backPlateMargin = 0.15;\r\n this.rows = 3;\r\n }\r\n\r\n /**\r\n * Disposes the hand menu\r\n */\r\n public dispose() {\r\n super.dispose();\r\n\r\n this._handConstraintBehavior.detach();\r\n }\r\n}\r\n"]}
|
|
@@ -1,49 +1,49 @@
|
|
|
1
|
-
import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
|
|
2
|
-
import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
|
|
3
|
-
import { Scene } from "@babylonjs/core/scene.js";
|
|
4
|
-
import { FluentBackplateMaterial } from "../materials/fluentBackplate/fluentBackplateMaterial";
|
|
5
|
-
import { Control3D } from "./control3D";
|
|
6
|
-
/**
|
|
7
|
-
* Class used to create a holographic backplate in 3D
|
|
8
|
-
* @since 5.0.0
|
|
9
|
-
*/
|
|
10
|
-
export declare class HolographicBackplate extends Control3D {
|
|
11
|
-
private _shareMaterials;
|
|
12
|
-
/**
|
|
13
|
-
* Base Url for the button model.
|
|
14
|
-
*/
|
|
15
|
-
static MODEL_BASE_URL: string;
|
|
16
|
-
/**
|
|
17
|
-
* File name for the button model.
|
|
18
|
-
*/
|
|
19
|
-
static MODEL_FILENAME: string;
|
|
20
|
-
private _model;
|
|
21
|
-
private _material;
|
|
22
|
-
/**
|
|
23
|
-
* Rendering ground id of the backplate mesh.
|
|
24
|
-
*/
|
|
25
|
-
set renderingGroupId(id: number);
|
|
26
|
-
get renderingGroupId(): number;
|
|
27
|
-
/**
|
|
28
|
-
* Gets the material used by the backplate
|
|
29
|
-
*/
|
|
30
|
-
get material(): FluentBackplateMaterial;
|
|
31
|
-
/**
|
|
32
|
-
* Gets a boolean indicating if this backplate shares its material with other HolographicBackplates
|
|
33
|
-
*/
|
|
34
|
-
get shareMaterials(): boolean;
|
|
35
|
-
/**
|
|
36
|
-
* Creates a new holographic backplate
|
|
37
|
-
* @param name defines the control name
|
|
38
|
-
* @param _shareMaterials
|
|
39
|
-
*/
|
|
40
|
-
constructor(name?: string, _shareMaterials?: boolean);
|
|
41
|
-
protected _getTypeName(): string;
|
|
42
|
-
protected _createNode(scene: Scene): TransformNode;
|
|
43
|
-
private _createMaterial;
|
|
44
|
-
protected _affectMaterial(mesh: Mesh): void;
|
|
45
|
-
/**
|
|
46
|
-
* Releases all associated resources
|
|
47
|
-
*/
|
|
48
|
-
dispose(): void;
|
|
49
|
-
}
|
|
1
|
+
import type { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
|
|
2
|
+
import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
|
|
3
|
+
import type { Scene } from "@babylonjs/core/scene.js";
|
|
4
|
+
import { FluentBackplateMaterial } from "../materials/fluentBackplate/fluentBackplateMaterial";
|
|
5
|
+
import { Control3D } from "./control3D";
|
|
6
|
+
/**
|
|
7
|
+
* Class used to create a holographic backplate in 3D
|
|
8
|
+
* @since 5.0.0
|
|
9
|
+
*/
|
|
10
|
+
export declare class HolographicBackplate extends Control3D {
|
|
11
|
+
private _shareMaterials;
|
|
12
|
+
/**
|
|
13
|
+
* Base Url for the button model.
|
|
14
|
+
*/
|
|
15
|
+
static MODEL_BASE_URL: string;
|
|
16
|
+
/**
|
|
17
|
+
* File name for the button model.
|
|
18
|
+
*/
|
|
19
|
+
static MODEL_FILENAME: string;
|
|
20
|
+
private _model;
|
|
21
|
+
private _material;
|
|
22
|
+
/**
|
|
23
|
+
* Rendering ground id of the backplate mesh.
|
|
24
|
+
*/
|
|
25
|
+
set renderingGroupId(id: number);
|
|
26
|
+
get renderingGroupId(): number;
|
|
27
|
+
/**
|
|
28
|
+
* Gets the material used by the backplate
|
|
29
|
+
*/
|
|
30
|
+
get material(): FluentBackplateMaterial;
|
|
31
|
+
/**
|
|
32
|
+
* Gets a boolean indicating if this backplate shares its material with other HolographicBackplates
|
|
33
|
+
*/
|
|
34
|
+
get shareMaterials(): boolean;
|
|
35
|
+
/**
|
|
36
|
+
* Creates a new holographic backplate
|
|
37
|
+
* @param name defines the control name
|
|
38
|
+
* @param _shareMaterials
|
|
39
|
+
*/
|
|
40
|
+
constructor(name?: string, _shareMaterials?: boolean);
|
|
41
|
+
protected _getTypeName(): string;
|
|
42
|
+
protected _createNode(scene: Scene): TransformNode;
|
|
43
|
+
private _createMaterial;
|
|
44
|
+
protected _affectMaterial(mesh: Mesh): void;
|
|
45
|
+
/**
|
|
46
|
+
* Releases all associated resources
|
|
47
|
+
*/
|
|
48
|
+
dispose(): void;
|
|
49
|
+
}
|