@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.
Files changed (277) hide show
  1. package/2D/adtInstrumentation.d.ts +52 -52
  2. package/2D/adtInstrumentation.js +126 -126
  3. package/2D/adtInstrumentation.js.map +1 -1
  4. package/2D/advancedDynamicTexture.d.ts +449 -448
  5. package/2D/advancedDynamicTexture.js +1318 -1318
  6. package/2D/advancedDynamicTexture.js.map +1 -1
  7. package/2D/controls/button.d.ts +135 -135
  8. package/2D/controls/button.js +276 -276
  9. package/2D/controls/button.js.map +1 -1
  10. package/2D/controls/checkbox.d.ts +59 -59
  11. package/2D/controls/checkbox.js +188 -188
  12. package/2D/controls/checkbox.js.map +1 -1
  13. package/2D/controls/colorpicker.d.ts +103 -103
  14. package/2D/controls/colorpicker.js +1417 -1417
  15. package/2D/controls/colorpicker.js.map +1 -1
  16. package/2D/controls/container.d.ts +175 -175
  17. package/2D/controls/container.js +570 -570
  18. package/2D/controls/container.js.map +1 -1
  19. package/2D/controls/control.d.ts +866 -866
  20. package/2D/controls/control.js +2433 -2433
  21. package/2D/controls/control.js.map +1 -1
  22. package/2D/controls/displayGrid.d.ts +53 -53
  23. package/2D/controls/displayGrid.js +245 -245
  24. package/2D/controls/displayGrid.js.map +1 -1
  25. package/2D/controls/ellipse.d.ts +21 -21
  26. package/2D/controls/ellipse.js +85 -85
  27. package/2D/controls/ellipse.js.map +1 -1
  28. package/2D/controls/focusableButton.d.ts +59 -59
  29. package/2D/controls/focusableButton.js +99 -99
  30. package/2D/controls/focusableButton.js.map +1 -1
  31. package/2D/controls/focusableControl.d.ts +34 -34
  32. package/2D/controls/focusableControl.js +1 -1
  33. package/2D/controls/focusableControl.js.map +1 -1
  34. package/2D/controls/grid.d.ts +139 -139
  35. package/2D/controls/grid.js +529 -529
  36. package/2D/controls/grid.js.map +1 -1
  37. package/2D/controls/image.d.ts +204 -204
  38. package/2D/controls/image.js +887 -887
  39. package/2D/controls/image.js.map +1 -1
  40. package/2D/controls/index.d.ts +29 -29
  41. package/2D/controls/index.js +29 -29
  42. package/2D/controls/inputPassword.d.ts +9 -8
  43. package/2D/controls/inputPassword.js +28 -25
  44. package/2D/controls/inputPassword.js.map +1 -1
  45. package/2D/controls/inputText.d.ts +201 -201
  46. package/2D/controls/inputText.js +1119 -1119
  47. package/2D/controls/inputText.js.map +1 -1
  48. package/2D/controls/line.d.ts +66 -66
  49. package/2D/controls/line.js +271 -271
  50. package/2D/controls/line.js.map +1 -1
  51. package/2D/controls/multiLine.d.ts +75 -75
  52. package/2D/controls/multiLine.js +262 -262
  53. package/2D/controls/multiLine.js.map +1 -1
  54. package/2D/controls/radioButton.d.ts +49 -49
  55. package/2D/controls/radioButton.js +205 -205
  56. package/2D/controls/radioButton.js.map +1 -1
  57. package/2D/controls/rectangle.d.ts +29 -29
  58. package/2D/controls/rectangle.js +150 -150
  59. package/2D/controls/rectangle.js.map +1 -1
  60. package/2D/controls/scrollViewers/scrollViewer.d.ts +182 -182
  61. package/2D/controls/scrollViewers/scrollViewer.js +677 -677
  62. package/2D/controls/scrollViewers/scrollViewer.js.map +1 -1
  63. package/2D/controls/scrollViewers/scrollViewerWindow.d.ts +57 -57
  64. package/2D/controls/scrollViewers/scrollViewerWindow.js +278 -278
  65. package/2D/controls/scrollViewers/scrollViewerWindow.js.map +1 -1
  66. package/2D/controls/selector.d.ts +263 -263
  67. package/2D/controls/selector.js +692 -692
  68. package/2D/controls/sliders/baseSlider.d.ts +82 -82
  69. package/2D/controls/sliders/baseSlider.js +347 -347
  70. package/2D/controls/sliders/baseSlider.js.map +1 -1
  71. package/2D/controls/sliders/imageBasedSlider.d.ts +49 -49
  72. package/2D/controls/sliders/imageBasedSlider.js +192 -192
  73. package/2D/controls/sliders/imageBasedSlider.js.map +1 -1
  74. package/2D/controls/sliders/imageScrollBar.d.ts +65 -65
  75. package/2D/controls/sliders/imageScrollBar.js +263 -263
  76. package/2D/controls/sliders/imageScrollBar.js.map +1 -1
  77. package/2D/controls/sliders/scrollBar.d.ts +38 -38
  78. package/2D/controls/sliders/scrollBar.js +143 -143
  79. package/2D/controls/sliders/scrollBar.js.map +1 -1
  80. package/2D/controls/sliders/slider.d.ts +35 -35
  81. package/2D/controls/sliders/slider.js +271 -271
  82. package/2D/controls/sliders/slider.js.map +1 -1
  83. package/2D/controls/stackPanel.d.ts +64 -64
  84. package/2D/controls/stackPanel.js +246 -246
  85. package/2D/controls/stackPanel.js.map +1 -1
  86. package/2D/controls/statics.d.ts +6 -6
  87. package/2D/controls/statics.js +49 -49
  88. package/2D/controls/textBlock.d.ts +175 -175
  89. package/2D/controls/textBlock.js +603 -603
  90. package/2D/controls/textBlock.js.map +1 -1
  91. package/2D/controls/textWrapper.d.ts +13 -13
  92. package/2D/controls/textWrapper.js +101 -101
  93. package/2D/controls/toggleButton.d.ts +117 -117
  94. package/2D/controls/toggleButton.js +268 -268
  95. package/2D/controls/toggleButton.js.map +1 -1
  96. package/2D/controls/virtualKeyboard.d.ts +96 -96
  97. package/2D/controls/virtualKeyboard.js +256 -256
  98. package/2D/controls/virtualKeyboard.js.map +1 -1
  99. package/2D/index.d.ts +9 -9
  100. package/2D/index.js +10 -9
  101. package/2D/index.js.map +1 -1
  102. package/2D/math2D.d.ts +117 -117
  103. package/2D/math2D.js +221 -221
  104. package/2D/math2D.js.map +1 -1
  105. package/2D/measure.d.ts +77 -77
  106. package/2D/measure.js +139 -139
  107. package/2D/measure.js.map +1 -1
  108. package/2D/multiLinePoint.d.ts +47 -47
  109. package/2D/multiLinePoint.js +127 -127
  110. package/2D/multiLinePoint.js.map +1 -1
  111. package/2D/style.d.ts +46 -46
  112. package/2D/style.js +97 -97
  113. package/2D/style.js.map +1 -1
  114. package/2D/valueAndUnit.d.ts +89 -89
  115. package/2D/valueAndUnit.js +226 -226
  116. package/2D/valueAndUnit.js.map +1 -1
  117. package/2D/xmlLoader.d.ts +60 -60
  118. package/2D/xmlLoader.js +348 -348
  119. package/2D/xmlLoader.js.map +1 -1
  120. package/3D/behaviors/defaultBehavior.d.ts +73 -73
  121. package/3D/behaviors/defaultBehavior.js +121 -121
  122. package/3D/behaviors/defaultBehavior.js.map +1 -1
  123. package/3D/controls/abstractButton3D.d.ts +15 -15
  124. package/3D/controls/abstractButton3D.js +25 -25
  125. package/3D/controls/abstractButton3D.js.map +1 -1
  126. package/3D/controls/button3D.d.ts +30 -30
  127. package/3D/controls/button3D.js +93 -93
  128. package/3D/controls/button3D.js.map +1 -1
  129. package/3D/controls/container3D.d.ts +72 -72
  130. package/3D/controls/container3D.js +139 -139
  131. package/3D/controls/container3D.js.map +1 -1
  132. package/3D/controls/contentDisplay3D.d.ts +30 -30
  133. package/3D/controls/contentDisplay3D.js +79 -79
  134. package/3D/controls/contentDisplay3D.js.map +1 -1
  135. package/3D/controls/control3D.d.ts +201 -201
  136. package/3D/controls/control3D.js +445 -445
  137. package/3D/controls/control3D.js.map +1 -1
  138. package/3D/controls/cylinderPanel.d.ts +17 -17
  139. package/3D/controls/cylinderPanel.js +66 -66
  140. package/3D/controls/cylinderPanel.js.map +1 -1
  141. package/3D/controls/handMenu.d.ts +28 -28
  142. package/3D/controls/handMenu.js +47 -47
  143. package/3D/controls/handMenu.js.map +1 -1
  144. package/3D/controls/holographicBackplate.d.ts +49 -49
  145. package/3D/controls/holographicBackplate.js +120 -120
  146. package/3D/controls/holographicBackplate.js.map +1 -1
  147. package/3D/controls/holographicButton.d.ts +84 -84
  148. package/3D/controls/holographicButton.js +339 -339
  149. package/3D/controls/holographicButton.js.map +1 -1
  150. package/3D/controls/holographicSlate.d.ts +131 -131
  151. package/3D/controls/holographicSlate.js +431 -431
  152. package/3D/controls/holographicSlate.js.map +1 -1
  153. package/3D/controls/index.d.ts +21 -21
  154. package/3D/controls/index.js +21 -21
  155. package/3D/controls/meshButton3D.d.ts +21 -21
  156. package/3D/controls/meshButton3D.js +62 -62
  157. package/3D/controls/meshButton3D.js.map +1 -1
  158. package/3D/controls/nearMenu.d.ts +44 -44
  159. package/3D/controls/nearMenu.js +114 -114
  160. package/3D/controls/nearMenu.js.map +1 -1
  161. package/3D/controls/planePanel.d.ts +9 -9
  162. package/3D/controls/planePanel.js +36 -36
  163. package/3D/controls/planePanel.js.map +1 -1
  164. package/3D/controls/scatterPanel.d.ts +18 -18
  165. package/3D/controls/scatterPanel.js +108 -108
  166. package/3D/controls/scatterPanel.js.map +1 -1
  167. package/3D/controls/slider3D.d.ts +81 -81
  168. package/3D/controls/slider3D.js +268 -268
  169. package/3D/controls/slider3D.js.map +1 -1
  170. package/3D/controls/spherePanel.d.ts +17 -17
  171. package/3D/controls/spherePanel.js +67 -67
  172. package/3D/controls/spherePanel.js.map +1 -1
  173. package/3D/controls/stackPanel3D.d.ts +22 -22
  174. package/3D/controls/stackPanel3D.js +107 -107
  175. package/3D/controls/touchButton3D.d.ts +80 -80
  176. package/3D/controls/touchButton3D.js +233 -233
  177. package/3D/controls/touchButton3D.js.map +1 -1
  178. package/3D/controls/touchHolographicButton.d.ts +110 -110
  179. package/3D/controls/touchHolographicButton.js +445 -445
  180. package/3D/controls/touchHolographicButton.js.map +1 -1
  181. package/3D/controls/touchHolographicMenu.d.ts +61 -61
  182. package/3D/controls/touchHolographicMenu.js +149 -149
  183. package/3D/controls/touchHolographicMenu.js.map +1 -1
  184. package/3D/controls/touchMeshButton3D.d.ts +21 -21
  185. package/3D/controls/touchMeshButton3D.js +62 -62
  186. package/3D/controls/touchMeshButton3D.js.map +1 -1
  187. package/3D/controls/volumeBasedPanel.d.ts +53 -53
  188. package/3D/controls/volumeBasedPanel.js +174 -174
  189. package/3D/controls/volumeBasedPanel.js.map +1 -1
  190. package/3D/gizmos/gizmoHandle.d.ts +108 -108
  191. package/3D/gizmos/gizmoHandle.js +209 -209
  192. package/3D/gizmos/gizmoHandle.js.map +1 -1
  193. package/3D/gizmos/index.d.ts +2 -2
  194. package/3D/gizmos/index.js +2 -2
  195. package/3D/gizmos/slateGizmo.d.ts +57 -57
  196. package/3D/gizmos/slateGizmo.js +369 -369
  197. package/3D/gizmos/slateGizmo.js.map +1 -1
  198. package/3D/gui3DManager.d.ts +94 -94
  199. package/3D/gui3DManager.js +257 -257
  200. package/3D/gui3DManager.js.map +1 -1
  201. package/3D/index.d.ts +5 -5
  202. package/3D/index.js +6 -5
  203. package/3D/index.js.map +1 -1
  204. package/3D/materials/fluent/fluentMaterial.d.ts +91 -90
  205. package/3D/materials/fluent/fluentMaterial.js +292 -292
  206. package/3D/materials/fluent/fluentMaterial.js.map +1 -1
  207. package/3D/materials/fluent/index.d.ts +1 -1
  208. package/3D/materials/fluent/index.js +1 -1
  209. package/3D/materials/fluent/shaders/fluent.fragment.d.ts +5 -5
  210. package/3D/materials/fluent/shaders/fluent.fragment.js +8 -8
  211. package/3D/materials/fluent/shaders/fluent.vertex.d.ts +5 -5
  212. package/3D/materials/fluent/shaders/fluent.vertex.js +8 -8
  213. package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +155 -154
  214. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +469 -469
  215. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -1
  216. package/3D/materials/fluentBackplate/index.d.ts +1 -1
  217. package/3D/materials/fluentBackplate/index.js +1 -1
  218. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.d.ts +5 -5
  219. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js +8 -8
  220. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.d.ts +5 -5
  221. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js +8 -8
  222. package/3D/materials/fluentButton/fluentButtonMaterial.d.ts +190 -189
  223. package/3D/materials/fluentButton/fluentButtonMaterial.js +539 -539
  224. package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -1
  225. package/3D/materials/fluentButton/index.d.ts +1 -1
  226. package/3D/materials/fluentButton/index.js +1 -1
  227. package/3D/materials/fluentButton/shaders/fluentButton.fragment.d.ts +5 -5
  228. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js +8 -8
  229. package/3D/materials/fluentButton/shaders/fluentButton.vertex.d.ts +5 -5
  230. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js +8 -8
  231. package/3D/materials/fluentMaterial.d.ts +4 -4
  232. package/3D/materials/fluentMaterial.js +4 -4
  233. package/3D/materials/handle/handleMaterial.d.ts +68 -68
  234. package/3D/materials/handle/handleMaterial.js +126 -126
  235. package/3D/materials/handle/handleMaterial.js.map +1 -1
  236. package/3D/materials/handle/index.d.ts +1 -1
  237. package/3D/materials/handle/index.js +1 -1
  238. package/3D/materials/handle/shaders/handle.fragment.d.ts +5 -5
  239. package/3D/materials/handle/shaders/handle.fragment.js +8 -8
  240. package/3D/materials/handle/shaders/handle.vertex.d.ts +5 -5
  241. package/3D/materials/handle/shaders/handle.vertex.js +8 -8
  242. package/3D/materials/index.d.ts +5 -5
  243. package/3D/materials/index.js +6 -5
  244. package/3D/materials/index.js.map +1 -1
  245. package/3D/materials/mrdl/index.d.ts +3 -3
  246. package/3D/materials/mrdl/index.js +3 -3
  247. package/3D/materials/mrdl/mrdlBackplateMaterial.d.ts +148 -147
  248. package/3D/materials/mrdl/mrdlBackplateMaterial.js +436 -436
  249. package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -1
  250. package/3D/materials/mrdl/mrdlSliderBarMaterial.d.ts +334 -333
  251. package/3D/materials/mrdl/mrdlSliderBarMaterial.js +851 -851
  252. package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -1
  253. package/3D/materials/mrdl/mrdlSliderThumbMaterial.d.ts +334 -333
  254. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +851 -851
  255. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -1
  256. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.d.ts +5 -5
  257. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js +8 -8
  258. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.d.ts +5 -5
  259. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js +8 -8
  260. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.d.ts +5 -5
  261. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js +8 -8
  262. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.d.ts +5 -5
  263. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js +8 -8
  264. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.d.ts +5 -5
  265. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js +8 -8
  266. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.d.ts +5 -5
  267. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js +8 -8
  268. package/3D/vector3WithInfo.d.ts +16 -16
  269. package/3D/vector3WithInfo.js +23 -23
  270. package/index.d.ts +2 -2
  271. package/index.js +3 -2
  272. package/index.js.map +1 -1
  273. package/legacy/legacy.d.ts +1 -1
  274. package/legacy/legacy.js +14 -13
  275. package/legacy/legacy.js.map +1 -1
  276. package/license.md +71 -0
  277. package/package.json +24 -5
@@ -1,234 +1,234 @@
1
- // Assumptions: absolute position of button mesh is inside the mesh
2
- import { __extends } from "tslib";
3
- import { Vector3, TmpVectors } from "@babylonjs/core/Maths/math.vector.js";
4
- import { PointerEventTypes } from "@babylonjs/core/Events/pointerEvents.js";
5
- import { Observable } from "@babylonjs/core/Misc/observable.js";
6
- import { Button3D } from "./button3D.js";
7
- /**
8
- * Class used to create a touchable button in 3D
9
- */
10
- var TouchButton3D = /** @class */ (function (_super) {
11
- __extends(TouchButton3D, _super);
12
- /**
13
- * Creates a new touchable button
14
- * @param name defines the control name
15
- * @param collisionMesh mesh to track collisions with
16
- */
17
- function TouchButton3D(name, collisionMesh) {
18
- var _this = _super.call(this, name) || this;
19
- _this._isNearPressed = false;
20
- _this._interactionSurfaceHeight = 0;
21
- _this._isToggleButton = false;
22
- _this._toggleState = false;
23
- _this._toggleButtonCallback = function () {
24
- _this._onToggle(!_this._toggleState);
25
- };
26
- /**
27
- * An event triggered when the button is toggled. Only fired if 'isToggleButton' is true
28
- */
29
- _this.onToggleObservable = new Observable();
30
- _this.collidableFrontDirection = Vector3.Zero();
31
- if (collisionMesh) {
32
- _this.collisionMesh = collisionMesh;
33
- }
34
- return _this;
35
- }
36
- Object.defineProperty(TouchButton3D.prototype, "isActiveNearInteraction", {
37
- /**
38
- * Whether the current interaction is caused by near interaction or not
39
- */
40
- get: function () {
41
- return this._isNearPressed;
42
- },
43
- enumerable: false,
44
- configurable: true
45
- });
46
- Object.defineProperty(TouchButton3D.prototype, "collidableFrontDirection", {
47
- /**
48
- * Returns the front-facing direction of the button, or Vector3.Zero if there is no 'front'
49
- */
50
- get: function () {
51
- if (this._collisionMesh) {
52
- // Update the front direction to reflect any rotations of the collision mesh
53
- var transformedDirection = TmpVectors.Vector3[0];
54
- Vector3.TransformNormalToRef(this._collidableFrontDirection, this._collisionMesh.getWorldMatrix(), transformedDirection);
55
- return transformedDirection.normalize();
56
- }
57
- return this._collidableFrontDirection;
58
- },
59
- /**
60
- * Sets the front-facing direction of the button. Pass in Vector3.Zero to allow interactions from any direction
61
- * @param frontWorldDir the forward direction of the button
62
- */
63
- set: function (frontWorldDir) {
64
- this._collidableFrontDirection = frontWorldDir.normalize();
65
- if (this._collisionMesh) {
66
- var invert = TmpVectors.Matrix[0];
67
- invert.copyFrom(this._collisionMesh.getWorldMatrix());
68
- invert.invert();
69
- Vector3.TransformNormalToRef(this._collidableFrontDirection, invert, this._collidableFrontDirection);
70
- this._collidableFrontDirection.normalize();
71
- }
72
- },
73
- enumerable: false,
74
- configurable: true
75
- });
76
- Object.defineProperty(TouchButton3D.prototype, "collisionMesh", {
77
- /**
78
- * Sets the mesh used for testing input collision
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- * @param collisionMesh the new collision mesh for the button
80
- */
81
- set: function (collisionMesh) {
82
- var _this = this;
83
- var _a;
84
- // Remove the GUI3DManager's data from the previous collision mesh's reserved data store, and reset interactability
85
- if (this._collisionMesh) {
86
- this._collisionMesh.isNearPickable = false;
87
- if ((_a = this._collisionMesh.reservedDataStore) === null || _a === void 0 ? void 0 : _a.GUI3D) {
88
- this._collisionMesh.reservedDataStore.GUI3D = {};
89
- }
90
- this._collisionMesh.getChildMeshes().forEach(function (mesh) {
91
- var _a;
92
- mesh.isNearPickable = false;
93
- if ((_a = mesh.reservedDataStore) === null || _a === void 0 ? void 0 : _a.GUI3D) {
94
- mesh.reservedDataStore.GUI3D = {};
95
- }
96
- });
97
- }
98
- this._collisionMesh = collisionMesh;
99
- this._injectGUI3DReservedDataStore(this._collisionMesh).control = this;
100
- this._collisionMesh.isNearPickable = true;
101
- this._collisionMesh.getChildMeshes().forEach(function (mesh) {
102
- _this._injectGUI3DReservedDataStore(mesh).control = _this;
103
- mesh.isNearPickable = true;
104
- });
105
- this.collidableFrontDirection = collisionMesh.forward;
106
- },
107
- enumerable: false,
108
- configurable: true
109
- });
110
- Object.defineProperty(TouchButton3D.prototype, "isToggleButton", {
111
- get: function () {
112
- return this._isToggleButton;
113
- },
114
- /**
115
- * Setter for if this TouchButton3D should be treated as a toggle button
116
- * @param value If this TouchHolographicButton should act like a toggle button
117
- */
118
- set: function (value) {
119
- if (value === this._isToggleButton) {
120
- return;
121
- }
122
- this._isToggleButton = value;
123
- if (value) {
124
- this.onPointerUpObservable.add(this._toggleButtonCallback);
125
- }
126
- else {
127
- this.onPointerUpObservable.removeCallback(this._toggleButtonCallback);
128
- // Safety check, reset the button if it's toggled on but no longer a toggle button
129
- if (this._toggleState) {
130
- this._onToggle(false);
131
- }
132
- }
133
- },
134
- enumerable: false,
135
- configurable: true
136
- });
137
- Object.defineProperty(TouchButton3D.prototype, "isToggled", {
138
- get: function () {
139
- return this._toggleState;
140
- },
141
- /**
142
- * A public entrypoint to set the toggle state of the TouchHolographicButton. Only works if 'isToggleButton' is true
143
- * @param newState The new state to set the TouchHolographicButton's toggle state to
144
- */
145
- set: function (newState) {
146
- if (this._isToggleButton && this._toggleState !== newState) {
147
- this._onToggle(newState);
148
- }
149
- },
150
- enumerable: false,
151
- configurable: true
152
- });
153
- TouchButton3D.prototype._onToggle = function (newState) {
154
- this._toggleState = newState;
155
- this.onToggleObservable.notifyObservers(newState);
156
- };
157
- // Returns true if the collidable is in front of the button, or if the button has no front direction
158
- TouchButton3D.prototype._isInteractionInFrontOfButton = function (collidablePos) {
159
- return this._getInteractionHeight(collidablePos, this._collisionMesh.getAbsolutePosition()) > 0;
160
- };
161
- /**
162
- * Get the height of the touchPoint from the collidable part of the button
163
- * @param touchPoint the point to compare to the button, in absolute position
164
- * @returns the depth of the touch point into the front of the button
165
- */
166
- TouchButton3D.prototype.getPressDepth = function (touchPoint) {
167
- if (!this._isNearPressed) {
168
- return 0;
169
- }
170
- var interactionHeight = this._getInteractionHeight(touchPoint, this._collisionMesh.getAbsolutePosition());
171
- return this._interactionSurfaceHeight - interactionHeight;
172
- };
173
- // Returns true if the collidable is in front of the button, or if the button has no front direction
174
- TouchButton3D.prototype._getInteractionHeight = function (interactionPos, basePos) {
175
- var frontDir = this.collidableFrontDirection;
176
- if (frontDir.length() === 0) {
177
- // The button has no front, just return the distance to the base
178
- return Vector3.Distance(interactionPos, basePos);
179
- }
180
- var d = Vector3.Dot(basePos, frontDir);
181
- var abc = Vector3.Dot(interactionPos, frontDir);
182
- return abc - d;
183
- };
184
- /**
185
- * @param providedType
186
- * @param nearMeshPosition
187
- * @param activeInteractionCount
188
- * @hidden
189
- */
190
- TouchButton3D.prototype._generatePointerEventType = function (providedType, nearMeshPosition, activeInteractionCount) {
191
- if (providedType === PointerEventTypes.POINTERDOWN) {
192
- if (!this._isInteractionInFrontOfButton(nearMeshPosition)) {
193
- // Near interaction mesh is behind the button, don't send a pointer down
194
- return PointerEventTypes.POINTERMOVE;
195
- }
196
- else {
197
- this._isNearPressed = true;
198
- this._interactionSurfaceHeight = this._getInteractionHeight(nearMeshPosition, this._collisionMesh.getAbsolutePosition());
199
- }
200
- }
201
- if (providedType === PointerEventTypes.POINTERUP) {
202
- if (activeInteractionCount == 0) {
203
- // We get the release for the down we swallowed earlier, swallow as well
204
- return PointerEventTypes.POINTERMOVE;
205
- }
206
- else {
207
- this._isNearPressed = false;
208
- }
209
- }
210
- return providedType;
211
- };
212
- TouchButton3D.prototype._getTypeName = function () {
213
- return "TouchButton3D";
214
- };
215
- // Mesh association
216
- TouchButton3D.prototype._createNode = function (scene) {
217
- return _super.prototype._createNode.call(this, scene);
218
- };
219
- /**
220
- * Releases all associated resources
221
- */
222
- TouchButton3D.prototype.dispose = function () {
223
- _super.prototype.dispose.call(this);
224
- // Clean up toggle observables
225
- this.onPointerUpObservable.removeCallback(this._toggleButtonCallback);
226
- this.onToggleObservable.clear();
227
- if (this._collisionMesh) {
228
- this._collisionMesh.dispose();
229
- }
230
- };
231
- return TouchButton3D;
232
- }(Button3D));
233
- export { TouchButton3D };
1
+ // Assumptions: absolute position of button mesh is inside the mesh
2
+ import { __extends } from "tslib";
3
+ import { Vector3, TmpVectors } from "@babylonjs/core/Maths/math.vector.js";
4
+ import { PointerEventTypes } from "@babylonjs/core/Events/pointerEvents.js";
5
+ import { Observable } from "@babylonjs/core/Misc/observable.js";
6
+ import { Button3D } from "./button3D.js";
7
+ /**
8
+ * Class used to create a touchable button in 3D
9
+ */
10
+ var TouchButton3D = /** @class */ (function (_super) {
11
+ __extends(TouchButton3D, _super);
12
+ /**
13
+ * Creates a new touchable button
14
+ * @param name defines the control name
15
+ * @param collisionMesh mesh to track collisions with
16
+ */
17
+ function TouchButton3D(name, collisionMesh) {
18
+ var _this = _super.call(this, name) || this;
19
+ _this._isNearPressed = false;
20
+ _this._interactionSurfaceHeight = 0;
21
+ _this._isToggleButton = false;
22
+ _this._toggleState = false;
23
+ _this._toggleButtonCallback = function () {
24
+ _this._onToggle(!_this._toggleState);
25
+ };
26
+ /**
27
+ * An event triggered when the button is toggled. Only fired if 'isToggleButton' is true
28
+ */
29
+ _this.onToggleObservable = new Observable();
30
+ _this.collidableFrontDirection = Vector3.Zero();
31
+ if (collisionMesh) {
32
+ _this.collisionMesh = collisionMesh;
33
+ }
34
+ return _this;
35
+ }
36
+ Object.defineProperty(TouchButton3D.prototype, "isActiveNearInteraction", {
37
+ /**
38
+ * Whether the current interaction is caused by near interaction or not
39
+ */
40
+ get: function () {
41
+ return this._isNearPressed;
42
+ },
43
+ enumerable: false,
44
+ configurable: true
45
+ });
46
+ Object.defineProperty(TouchButton3D.prototype, "collidableFrontDirection", {
47
+ /**
48
+ * Returns the front-facing direction of the button, or Vector3.Zero if there is no 'front'
49
+ */
50
+ get: function () {
51
+ if (this._collisionMesh) {
52
+ // Update the front direction to reflect any rotations of the collision mesh
53
+ var transformedDirection = TmpVectors.Vector3[0];
54
+ Vector3.TransformNormalToRef(this._collidableFrontDirection, this._collisionMesh.getWorldMatrix(), transformedDirection);
55
+ return transformedDirection.normalize();
56
+ }
57
+ return this._collidableFrontDirection;
58
+ },
59
+ /**
60
+ * Sets the front-facing direction of the button. Pass in Vector3.Zero to allow interactions from any direction
61
+ * @param frontWorldDir the forward direction of the button
62
+ */
63
+ set: function (frontWorldDir) {
64
+ this._collidableFrontDirection = frontWorldDir.normalize();
65
+ if (this._collisionMesh) {
66
+ var invert = TmpVectors.Matrix[0];
67
+ invert.copyFrom(this._collisionMesh.getWorldMatrix());
68
+ invert.invert();
69
+ Vector3.TransformNormalToRef(this._collidableFrontDirection, invert, this._collidableFrontDirection);
70
+ this._collidableFrontDirection.normalize();
71
+ }
72
+ },
73
+ enumerable: false,
74
+ configurable: true
75
+ });
76
+ Object.defineProperty(TouchButton3D.prototype, "collisionMesh", {
77
+ /**
78
+ * Sets the mesh used for testing input collision
79
+ * @param collisionMesh the new collision mesh for the button
80
+ */
81
+ set: function (collisionMesh) {
82
+ var _this = this;
83
+ var _a;
84
+ // Remove the GUI3DManager's data from the previous collision mesh's reserved data store, and reset interactability
85
+ if (this._collisionMesh) {
86
+ this._collisionMesh.isNearPickable = false;
87
+ if ((_a = this._collisionMesh.reservedDataStore) === null || _a === void 0 ? void 0 : _a.GUI3D) {
88
+ this._collisionMesh.reservedDataStore.GUI3D = {};
89
+ }
90
+ this._collisionMesh.getChildMeshes().forEach(function (mesh) {
91
+ var _a;
92
+ mesh.isNearPickable = false;
93
+ if ((_a = mesh.reservedDataStore) === null || _a === void 0 ? void 0 : _a.GUI3D) {
94
+ mesh.reservedDataStore.GUI3D = {};
95
+ }
96
+ });
97
+ }
98
+ this._collisionMesh = collisionMesh;
99
+ this._injectGUI3DReservedDataStore(this._collisionMesh).control = this;
100
+ this._collisionMesh.isNearPickable = true;
101
+ this._collisionMesh.getChildMeshes().forEach(function (mesh) {
102
+ _this._injectGUI3DReservedDataStore(mesh).control = _this;
103
+ mesh.isNearPickable = true;
104
+ });
105
+ this.collidableFrontDirection = collisionMesh.forward;
106
+ },
107
+ enumerable: false,
108
+ configurable: true
109
+ });
110
+ Object.defineProperty(TouchButton3D.prototype, "isToggleButton", {
111
+ get: function () {
112
+ return this._isToggleButton;
113
+ },
114
+ /**
115
+ * Setter for if this TouchButton3D should be treated as a toggle button
116
+ * @param value If this TouchHolographicButton should act like a toggle button
117
+ */
118
+ set: function (value) {
119
+ if (value === this._isToggleButton) {
120
+ return;
121
+ }
122
+ this._isToggleButton = value;
123
+ if (value) {
124
+ this.onPointerUpObservable.add(this._toggleButtonCallback);
125
+ }
126
+ else {
127
+ this.onPointerUpObservable.removeCallback(this._toggleButtonCallback);
128
+ // Safety check, reset the button if it's toggled on but no longer a toggle button
129
+ if (this._toggleState) {
130
+ this._onToggle(false);
131
+ }
132
+ }
133
+ },
134
+ enumerable: false,
135
+ configurable: true
136
+ });
137
+ Object.defineProperty(TouchButton3D.prototype, "isToggled", {
138
+ get: function () {
139
+ return this._toggleState;
140
+ },
141
+ /**
142
+ * A public entrypoint to set the toggle state of the TouchHolographicButton. Only works if 'isToggleButton' is true
143
+ * @param newState The new state to set the TouchHolographicButton's toggle state to
144
+ */
145
+ set: function (newState) {
146
+ if (this._isToggleButton && this._toggleState !== newState) {
147
+ this._onToggle(newState);
148
+ }
149
+ },
150
+ enumerable: false,
151
+ configurable: true
152
+ });
153
+ TouchButton3D.prototype._onToggle = function (newState) {
154
+ this._toggleState = newState;
155
+ this.onToggleObservable.notifyObservers(newState);
156
+ };
157
+ // Returns true if the collidable is in front of the button, or if the button has no front direction
158
+ TouchButton3D.prototype._isInteractionInFrontOfButton = function (collidablePos) {
159
+ return this._getInteractionHeight(collidablePos, this._collisionMesh.getAbsolutePosition()) > 0;
160
+ };
161
+ /**
162
+ * Get the height of the touchPoint from the collidable part of the button
163
+ * @param touchPoint the point to compare to the button, in absolute position
164
+ * @returns the depth of the touch point into the front of the button
165
+ */
166
+ TouchButton3D.prototype.getPressDepth = function (touchPoint) {
167
+ if (!this._isNearPressed) {
168
+ return 0;
169
+ }
170
+ var interactionHeight = this._getInteractionHeight(touchPoint, this._collisionMesh.getAbsolutePosition());
171
+ return this._interactionSurfaceHeight - interactionHeight;
172
+ };
173
+ // Returns true if the collidable is in front of the button, or if the button has no front direction
174
+ TouchButton3D.prototype._getInteractionHeight = function (interactionPos, basePos) {
175
+ var frontDir = this.collidableFrontDirection;
176
+ if (frontDir.length() === 0) {
177
+ // The button has no front, just return the distance to the base
178
+ return Vector3.Distance(interactionPos, basePos);
179
+ }
180
+ var d = Vector3.Dot(basePos, frontDir);
181
+ var abc = Vector3.Dot(interactionPos, frontDir);
182
+ return abc - d;
183
+ };
184
+ /**
185
+ * @param providedType
186
+ * @param nearMeshPosition
187
+ * @param activeInteractionCount
188
+ * @hidden
189
+ */
190
+ TouchButton3D.prototype._generatePointerEventType = function (providedType, nearMeshPosition, activeInteractionCount) {
191
+ if (providedType === PointerEventTypes.POINTERDOWN) {
192
+ if (!this._isInteractionInFrontOfButton(nearMeshPosition)) {
193
+ // Near interaction mesh is behind the button, don't send a pointer down
194
+ return PointerEventTypes.POINTERMOVE;
195
+ }
196
+ else {
197
+ this._isNearPressed = true;
198
+ this._interactionSurfaceHeight = this._getInteractionHeight(nearMeshPosition, this._collisionMesh.getAbsolutePosition());
199
+ }
200
+ }
201
+ if (providedType === PointerEventTypes.POINTERUP) {
202
+ if (activeInteractionCount == 0) {
203
+ // We get the release for the down we swallowed earlier, swallow as well
204
+ return PointerEventTypes.POINTERMOVE;
205
+ }
206
+ else {
207
+ this._isNearPressed = false;
208
+ }
209
+ }
210
+ return providedType;
211
+ };
212
+ TouchButton3D.prototype._getTypeName = function () {
213
+ return "TouchButton3D";
214
+ };
215
+ // Mesh association
216
+ TouchButton3D.prototype._createNode = function (scene) {
217
+ return _super.prototype._createNode.call(this, scene);
218
+ };
219
+ /**
220
+ * Releases all associated resources
221
+ */
222
+ TouchButton3D.prototype.dispose = function () {
223
+ _super.prototype.dispose.call(this);
224
+ // Clean up toggle observables
225
+ this.onPointerUpObservable.removeCallback(this._toggleButtonCallback);
226
+ this.onToggleObservable.clear();
227
+ if (this._collisionMesh) {
228
+ this._collisionMesh.dispose();
229
+ }
230
+ };
231
+ return TouchButton3D;
232
+ }(Button3D));
233
+ export { TouchButton3D };
234
234
  //# sourceMappingURL=touchButton3D.js.map
@@ -1 +1 @@
1
- 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Assumptions: absolute position of button mesh is inside the mesh\r\n\r\nimport { Vector3, TmpVectors } from \"core/Maths/math.vector\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { PointerEventTypes } from \"core/Events/pointerEvents\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { Scene } from \"core/scene\";\r\n\r\nimport { Observable } from \"core/Misc/observable\";\r\n\r\nimport { Button3D } from \"./button3D\";\r\n\r\n/**\r\n * Class used to create a touchable button in 3D\r\n */\r\nexport class TouchButton3D extends Button3D {\r\n private _collisionMesh: Mesh;\r\n\r\n // 'front' direction. If Vector3.Zero, there is no front and all directions of interaction are accepted\r\n private _collidableFrontDirection: Vector3;\r\n private _isNearPressed = false;\r\n private _interactionSurfaceHeight = 0;\r\n\r\n private _isToggleButton = false;\r\n private _toggleState = false;\r\n private _toggleButtonCallback = () => {\r\n this._onToggle(!this._toggleState);\r\n };\r\n\r\n /**\r\n * An event triggered when the button is toggled. Only fired if 'isToggleButton' is true\r\n */\r\n public onToggleObservable = new Observable<boolean>();\r\n\r\n /**\r\n * Creates a new touchable button\r\n * @param name defines the control name\r\n * @param collisionMesh mesh to track collisions with\r\n */\r\n constructor(name?: string, collisionMesh?: Mesh) {\r\n super(name);\r\n\r\n this.collidableFrontDirection = Vector3.Zero();\r\n\r\n if (collisionMesh) {\r\n this.collisionMesh = collisionMesh;\r\n }\r\n }\r\n\r\n /**\r\n * Whether the current interaction is caused by near interaction or not\r\n */\r\n public get isActiveNearInteraction() {\r\n return this._isNearPressed;\r\n }\r\n\r\n /**\r\n * Sets the front-facing direction of the button. Pass in Vector3.Zero to allow interactions from any direction\r\n * @param frontWorldDir the forward direction of the button\r\n */\r\n public set collidableFrontDirection(frontWorldDir: Vector3) {\r\n this._collidableFrontDirection = frontWorldDir.normalize();\r\n\r\n if (this._collisionMesh) {\r\n const invert = TmpVectors.Matrix[0];\r\n\r\n invert.copyFrom(this._collisionMesh.getWorldMatrix());\r\n invert.invert();\r\n Vector3.TransformNormalToRef(this._collidableFrontDirection, invert, this._collidableFrontDirection);\r\n this._collidableFrontDirection.normalize();\r\n }\r\n }\r\n\r\n /**\r\n * Returns the front-facing direction of the button, or Vector3.Zero if there is no 'front'\r\n */\r\n public get collidableFrontDirection() {\r\n if (this._collisionMesh) {\r\n // Update the front direction to reflect any rotations of the collision mesh\r\n const transformedDirection = TmpVectors.Vector3[0];\r\n Vector3.TransformNormalToRef(this._collidableFrontDirection, this._collisionMesh.getWorldMatrix(), transformedDirection);\r\n\r\n return transformedDirection.normalize();\r\n }\r\n\r\n return this._collidableFrontDirection;\r\n }\r\n\r\n /**\r\n * Sets the mesh used for testing input collision\r\n * @param collisionMesh the new collision mesh for the button\r\n */\r\n public set collisionMesh(collisionMesh: Mesh) {\r\n // Remove the GUI3DManager's data from the previous collision mesh's reserved data store, and reset interactability\r\n if (this._collisionMesh) {\r\n this._collisionMesh.isNearPickable = false;\r\n if (this._collisionMesh.reservedDataStore?.GUI3D) {\r\n this._collisionMesh.reservedDataStore.GUI3D = {};\r\n }\r\n\r\n this._collisionMesh.getChildMeshes().forEach((mesh) => {\r\n mesh.isNearPickable = false;\r\n if (mesh.reservedDataStore?.GUI3D) {\r\n mesh.reservedDataStore.GUI3D = {};\r\n }\r\n });\r\n }\r\n\r\n this._collisionMesh = collisionMesh;\r\n this._injectGUI3DReservedDataStore(this._collisionMesh).control = this;\r\n this._collisionMesh.isNearPickable = true;\r\n\r\n this._collisionMesh.getChildMeshes().forEach((mesh) => {\r\n this._injectGUI3DReservedDataStore(mesh).control = this;\r\n mesh.isNearPickable = true;\r\n });\r\n this.collidableFrontDirection = collisionMesh.forward;\r\n }\r\n\r\n /**\r\n * Setter for if this TouchButton3D should be treated as a toggle button\r\n * @param value If this TouchHolographicButton should act like a toggle button\r\n */\r\n public set isToggleButton(value: boolean) {\r\n if (value === this._isToggleButton) {\r\n return;\r\n }\r\n\r\n this._isToggleButton = value;\r\n\r\n if (value) {\r\n this.onPointerUpObservable.add(this._toggleButtonCallback);\r\n } else {\r\n this.onPointerUpObservable.removeCallback(this._toggleButtonCallback);\r\n\r\n // Safety check, reset the button if it's toggled on but no longer a toggle button\r\n if (this._toggleState) {\r\n this._onToggle(false);\r\n }\r\n }\r\n }\r\n public get isToggleButton() {\r\n return this._isToggleButton;\r\n }\r\n\r\n /**\r\n * A public entrypoint to set the toggle state of the TouchHolographicButton. Only works if 'isToggleButton' is true\r\n * @param newState The new state to set the TouchHolographicButton's toggle state to\r\n */\r\n public set isToggled(newState: boolean) {\r\n if (this._isToggleButton && this._toggleState !== newState) {\r\n this._onToggle(newState);\r\n }\r\n }\r\n public get isToggled() {\r\n return this._toggleState;\r\n }\r\n\r\n protected _onToggle(newState: boolean) {\r\n this._toggleState = newState;\r\n this.onToggleObservable.notifyObservers(newState);\r\n }\r\n\r\n // Returns true if the collidable is in front of the button, or if the button has no front direction\r\n private _isInteractionInFrontOfButton(collidablePos: Vector3) {\r\n return this._getInteractionHeight(collidablePos, this._collisionMesh.getAbsolutePosition()) > 0;\r\n }\r\n\r\n /**\r\n * Get the height of the touchPoint from the collidable part of the button\r\n * @param touchPoint the point to compare to the button, in absolute position\r\n * @returns the depth of the touch point into the front of the button\r\n */\r\n public getPressDepth(touchPoint: Vector3) {\r\n if (!this._isNearPressed) {\r\n return 0;\r\n }\r\n const interactionHeight = this._getInteractionHeight(touchPoint, this._collisionMesh.getAbsolutePosition());\r\n return this._interactionSurfaceHeight - interactionHeight;\r\n }\r\n\r\n // Returns true if the collidable is in front of the button, or if the button has no front direction\r\n protected _getInteractionHeight(interactionPos: Vector3, basePos: Vector3) {\r\n const frontDir = this.collidableFrontDirection;\r\n if (frontDir.length() === 0) {\r\n // The button has no front, just return the distance to the base\r\n return Vector3.Distance(interactionPos, basePos);\r\n }\r\n const d = Vector3.Dot(basePos, frontDir);\r\n const abc = Vector3.Dot(interactionPos, frontDir);\r\n\r\n return abc - d;\r\n }\r\n\r\n /**\r\n * @param providedType\r\n * @param nearMeshPosition\r\n * @param activeInteractionCount\r\n * @hidden\r\n */\r\n public _generatePointerEventType(providedType: number, nearMeshPosition: Vector3, activeInteractionCount: number): number {\r\n if (providedType === PointerEventTypes.POINTERDOWN) {\r\n if (!this._isInteractionInFrontOfButton(nearMeshPosition)) {\r\n // Near interaction mesh is behind the button, don't send a pointer down\r\n return PointerEventTypes.POINTERMOVE;\r\n } else {\r\n this._isNearPressed = true;\r\n this._interactionSurfaceHeight = this._getInteractionHeight(nearMeshPosition, this._collisionMesh.getAbsolutePosition());\r\n }\r\n }\r\n if (providedType === PointerEventTypes.POINTERUP) {\r\n if (activeInteractionCount == 0) {\r\n // We get the release for the down we swallowed earlier, swallow as well\r\n return PointerEventTypes.POINTERMOVE;\r\n } else {\r\n this._isNearPressed = false;\r\n }\r\n }\r\n\r\n return providedType;\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"TouchButton3D\";\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n return super._createNode(scene);\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose();\r\n\r\n // Clean up toggle observables\r\n this.onPointerUpObservable.removeCallback(this._toggleButtonCallback);\r\n this.onToggleObservable.clear();\r\n\r\n if (this._collisionMesh) {\r\n this._collisionMesh.dispose();\r\n }\r\n }\r\n}\r\n"]}
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Assumptions: absolute position of button mesh is inside the mesh\r\n\r\nimport { Vector3, TmpVectors } from \"core/Maths/math.vector\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { PointerEventTypes } from \"core/Events/pointerEvents\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\nimport type { Scene } from \"core/scene\";\r\n\r\nimport { Observable } from \"core/Misc/observable\";\r\n\r\nimport { Button3D } from \"./button3D\";\r\n\r\n/**\r\n * Class used to create a touchable button in 3D\r\n */\r\nexport class TouchButton3D extends Button3D {\r\n private _collisionMesh: Mesh;\r\n\r\n // 'front' direction. If Vector3.Zero, there is no front and all directions of interaction are accepted\r\n private _collidableFrontDirection: Vector3;\r\n private _isNearPressed = false;\r\n private _interactionSurfaceHeight = 0;\r\n\r\n private _isToggleButton = false;\r\n private _toggleState = false;\r\n private _toggleButtonCallback = () => {\r\n this._onToggle(!this._toggleState);\r\n };\r\n\r\n /**\r\n * An event triggered when the button is toggled. Only fired if 'isToggleButton' is true\r\n */\r\n public onToggleObservable = new Observable<boolean>();\r\n\r\n /**\r\n * Creates a new touchable button\r\n * @param name defines the control name\r\n * @param collisionMesh mesh to track collisions with\r\n */\r\n constructor(name?: string, collisionMesh?: Mesh) {\r\n super(name);\r\n\r\n this.collidableFrontDirection = Vector3.Zero();\r\n\r\n if (collisionMesh) {\r\n this.collisionMesh = collisionMesh;\r\n }\r\n }\r\n\r\n /**\r\n * Whether the current interaction is caused by near interaction or not\r\n */\r\n public get isActiveNearInteraction() {\r\n return this._isNearPressed;\r\n }\r\n\r\n /**\r\n * Sets the front-facing direction of the button. Pass in Vector3.Zero to allow interactions from any direction\r\n * @param frontWorldDir the forward direction of the button\r\n */\r\n public set collidableFrontDirection(frontWorldDir: Vector3) {\r\n this._collidableFrontDirection = frontWorldDir.normalize();\r\n\r\n if (this._collisionMesh) {\r\n const invert = TmpVectors.Matrix[0];\r\n\r\n invert.copyFrom(this._collisionMesh.getWorldMatrix());\r\n invert.invert();\r\n Vector3.TransformNormalToRef(this._collidableFrontDirection, invert, this._collidableFrontDirection);\r\n this._collidableFrontDirection.normalize();\r\n }\r\n }\r\n\r\n /**\r\n * Returns the front-facing direction of the button, or Vector3.Zero if there is no 'front'\r\n */\r\n public get collidableFrontDirection() {\r\n if (this._collisionMesh) {\r\n // Update the front direction to reflect any rotations of the collision mesh\r\n const transformedDirection = TmpVectors.Vector3[0];\r\n Vector3.TransformNormalToRef(this._collidableFrontDirection, this._collisionMesh.getWorldMatrix(), transformedDirection);\r\n\r\n return transformedDirection.normalize();\r\n }\r\n\r\n return this._collidableFrontDirection;\r\n }\r\n\r\n /**\r\n * Sets the mesh used for testing input collision\r\n * @param collisionMesh the new collision mesh for the button\r\n */\r\n public set collisionMesh(collisionMesh: Mesh) {\r\n // Remove the GUI3DManager's data from the previous collision mesh's reserved data store, and reset interactability\r\n if (this._collisionMesh) {\r\n this._collisionMesh.isNearPickable = false;\r\n if (this._collisionMesh.reservedDataStore?.GUI3D) {\r\n this._collisionMesh.reservedDataStore.GUI3D = {};\r\n }\r\n\r\n this._collisionMesh.getChildMeshes().forEach((mesh) => {\r\n mesh.isNearPickable = false;\r\n if (mesh.reservedDataStore?.GUI3D) {\r\n mesh.reservedDataStore.GUI3D = {};\r\n }\r\n });\r\n }\r\n\r\n this._collisionMesh = collisionMesh;\r\n this._injectGUI3DReservedDataStore(this._collisionMesh).control = this;\r\n this._collisionMesh.isNearPickable = true;\r\n\r\n this._collisionMesh.getChildMeshes().forEach((mesh) => {\r\n this._injectGUI3DReservedDataStore(mesh).control = this;\r\n mesh.isNearPickable = true;\r\n });\r\n this.collidableFrontDirection = collisionMesh.forward;\r\n }\r\n\r\n /**\r\n * Setter for if this TouchButton3D should be treated as a toggle button\r\n * @param value If this TouchHolographicButton should act like a toggle button\r\n */\r\n public set isToggleButton(value: boolean) {\r\n if (value === this._isToggleButton) {\r\n return;\r\n }\r\n\r\n this._isToggleButton = value;\r\n\r\n if (value) {\r\n this.onPointerUpObservable.add(this._toggleButtonCallback);\r\n } else {\r\n this.onPointerUpObservable.removeCallback(this._toggleButtonCallback);\r\n\r\n // Safety check, reset the button if it's toggled on but no longer a toggle button\r\n if (this._toggleState) {\r\n this._onToggle(false);\r\n }\r\n }\r\n }\r\n public get isToggleButton() {\r\n return this._isToggleButton;\r\n }\r\n\r\n /**\r\n * A public entrypoint to set the toggle state of the TouchHolographicButton. Only works if 'isToggleButton' is true\r\n * @param newState The new state to set the TouchHolographicButton's toggle state to\r\n */\r\n public set isToggled(newState: boolean) {\r\n if (this._isToggleButton && this._toggleState !== newState) {\r\n this._onToggle(newState);\r\n }\r\n }\r\n public get isToggled() {\r\n return this._toggleState;\r\n }\r\n\r\n protected _onToggle(newState: boolean) {\r\n this._toggleState = newState;\r\n this.onToggleObservable.notifyObservers(newState);\r\n }\r\n\r\n // Returns true if the collidable is in front of the button, or if the button has no front direction\r\n private _isInteractionInFrontOfButton(collidablePos: Vector3) {\r\n return this._getInteractionHeight(collidablePos, this._collisionMesh.getAbsolutePosition()) > 0;\r\n }\r\n\r\n /**\r\n * Get the height of the touchPoint from the collidable part of the button\r\n * @param touchPoint the point to compare to the button, in absolute position\r\n * @returns the depth of the touch point into the front of the button\r\n */\r\n public getPressDepth(touchPoint: Vector3) {\r\n if (!this._isNearPressed) {\r\n return 0;\r\n }\r\n const interactionHeight = this._getInteractionHeight(touchPoint, this._collisionMesh.getAbsolutePosition());\r\n return this._interactionSurfaceHeight - interactionHeight;\r\n }\r\n\r\n // Returns true if the collidable is in front of the button, or if the button has no front direction\r\n protected _getInteractionHeight(interactionPos: Vector3, basePos: Vector3) {\r\n const frontDir = this.collidableFrontDirection;\r\n if (frontDir.length() === 0) {\r\n // The button has no front, just return the distance to the base\r\n return Vector3.Distance(interactionPos, basePos);\r\n }\r\n const d = Vector3.Dot(basePos, frontDir);\r\n const abc = Vector3.Dot(interactionPos, frontDir);\r\n\r\n return abc - d;\r\n }\r\n\r\n /**\r\n * @param providedType\r\n * @param nearMeshPosition\r\n * @param activeInteractionCount\r\n * @hidden\r\n */\r\n public _generatePointerEventType(providedType: number, nearMeshPosition: Vector3, activeInteractionCount: number): number {\r\n if (providedType === PointerEventTypes.POINTERDOWN) {\r\n if (!this._isInteractionInFrontOfButton(nearMeshPosition)) {\r\n // Near interaction mesh is behind the button, don't send a pointer down\r\n return PointerEventTypes.POINTERMOVE;\r\n } else {\r\n this._isNearPressed = true;\r\n this._interactionSurfaceHeight = this._getInteractionHeight(nearMeshPosition, this._collisionMesh.getAbsolutePosition());\r\n }\r\n }\r\n if (providedType === PointerEventTypes.POINTERUP) {\r\n if (activeInteractionCount == 0) {\r\n // We get the release for the down we swallowed earlier, swallow as well\r\n return PointerEventTypes.POINTERMOVE;\r\n } else {\r\n this._isNearPressed = false;\r\n }\r\n }\r\n\r\n return providedType;\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"TouchButton3D\";\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n return super._createNode(scene);\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose();\r\n\r\n // Clean up toggle observables\r\n this.onPointerUpObservable.removeCallback(this._toggleButtonCallback);\r\n this.onToggleObservable.clear();\r\n\r\n if (this._collisionMesh) {\r\n this._collisionMesh.dispose();\r\n }\r\n }\r\n}\r\n"]}