@babylonjs/gui 5.0.0-rc.9 → 5.0.0
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 +2 -2
- package/2D/adtInstrumentation.js.map +1 -1
- package/2D/advancedDynamicTexture.d.ts +5 -4
- package/2D/advancedDynamicTexture.js +4 -4
- package/2D/advancedDynamicTexture.js.map +1 -1
- package/2D/controls/button.d.ts +4 -4
- package/2D/controls/button.js +4 -4
- package/2D/controls/button.js.map +1 -1
- package/2D/controls/checkbox.d.ts +3 -3
- package/2D/controls/checkbox.js +3 -3
- package/2D/controls/checkbox.js.map +1 -1
- package/2D/controls/colorpicker.d.ts +5 -5
- package/2D/controls/colorpicker.js +6 -6
- package/2D/controls/colorpicker.js.map +1 -1
- package/2D/controls/container.d.ts +4 -4
- package/2D/controls/container.js +2 -2
- package/2D/controls/container.js.map +1 -1
- package/2D/controls/control.d.ts +8 -8
- package/2D/controls/control.js +3 -3
- package/2D/controls/control.js.map +1 -1
- package/2D/controls/displayGrid.d.ts +1 -1
- package/2D/controls/displayGrid.js +1 -1
- package/2D/controls/displayGrid.js.map +1 -1
- package/2D/controls/ellipse.d.ts +2 -2
- package/2D/controls/ellipse.js +2 -2
- package/2D/controls/ellipse.js.map +1 -1
- package/2D/controls/focusableButton.d.ts +6 -6
- package/2D/controls/focusableButton.js +1 -1
- package/2D/controls/focusableButton.js.map +1 -1
- package/2D/controls/focusableControl.d.ts +3 -3
- package/2D/controls/focusableControl.js.map +1 -1
- package/2D/controls/grid.d.ts +4 -4
- package/2D/controls/grid.js +3 -3
- package/2D/controls/grid.js.map +1 -1
- package/2D/controls/image.d.ts +3 -3
- package/2D/controls/image.js +1 -1
- package/2D/controls/image.js.map +1 -1
- package/2D/controls/index.js +29 -29
- package/2D/controls/inputPassword.d.ts +1 -0
- package/2D/controls/inputPassword.js +5 -2
- package/2D/controls/inputPassword.js.map +1 -1
- package/2D/controls/inputText.d.ts +7 -7
- package/2D/controls/inputText.js +3 -3
- package/2D/controls/inputText.js.map +1 -1
- package/2D/controls/line.d.ts +3 -3
- package/2D/controls/line.js +2 -2
- package/2D/controls/line.js.map +1 -1
- package/2D/controls/multiLine.d.ts +1 -1
- package/2D/controls/multiLine.js +2 -2
- package/2D/controls/multiLine.js.map +1 -1
- package/2D/controls/radioButton.d.ts +3 -3
- package/2D/controls/radioButton.js +3 -3
- package/2D/controls/radioButton.js.map +1 -1
- package/2D/controls/rectangle.d.ts +2 -2
- package/2D/controls/rectangle.js +1 -1
- package/2D/controls/rectangle.js.map +1 -1
- package/2D/controls/scrollViewers/scrollViewer.d.ts +6 -6
- package/2D/controls/scrollViewers/scrollViewer.js +6 -6
- package/2D/controls/scrollViewers/scrollViewer.js.map +1 -1
- package/2D/controls/scrollViewers/scrollViewerWindow.d.ts +1 -1
- package/2D/controls/scrollViewers/scrollViewerWindow.js +4 -4
- package/2D/controls/scrollViewers/scrollViewerWindow.js.map +1 -1
- package/2D/controls/selector.js +8 -8
- package/2D/controls/sliders/baseSlider.d.ts +2 -2
- package/2D/controls/sliders/baseSlider.js +2 -2
- package/2D/controls/sliders/baseSlider.js.map +1 -1
- package/2D/controls/sliders/imageBasedSlider.d.ts +2 -2
- package/2D/controls/sliders/imageBasedSlider.js +3 -3
- package/2D/controls/sliders/imageBasedSlider.js.map +1 -1
- package/2D/controls/sliders/imageScrollBar.d.ts +5 -5
- package/2D/controls/sliders/imageScrollBar.js +2 -2
- package/2D/controls/sliders/imageScrollBar.js.map +1 -1
- package/2D/controls/sliders/scrollBar.d.ts +4 -4
- package/2D/controls/sliders/scrollBar.js +2 -2
- package/2D/controls/sliders/scrollBar.js.map +1 -1
- package/2D/controls/sliders/slider.d.ts +1 -1
- package/2D/controls/sliders/slider.js +1 -1
- package/2D/controls/sliders/slider.js.map +1 -1
- package/2D/controls/stackPanel.d.ts +3 -3
- package/2D/controls/stackPanel.js +2 -2
- package/2D/controls/stackPanel.js.map +1 -1
- package/2D/controls/statics.js +3 -3
- package/2D/controls/textBlock.d.ts +3 -3
- package/2D/controls/textBlock.js +2 -2
- package/2D/controls/textBlock.js.map +1 -1
- package/2D/controls/toggleButton.d.ts +3 -3
- package/2D/controls/toggleButton.js +1 -1
- package/2D/controls/toggleButton.js.map +1 -1
- package/2D/controls/virtualKeyboard.d.ts +2 -2
- package/2D/controls/virtualKeyboard.js +2 -2
- package/2D/controls/virtualKeyboard.js.map +1 -1
- package/2D/index.js +10 -9
- package/2D/index.js.map +1 -1
- package/2D/math2D.d.ts +1 -1
- package/2D/math2D.js.map +1 -1
- package/2D/measure.d.ts +1 -1
- package/2D/measure.js.map +1 -1
- package/2D/multiLinePoint.d.ts +4 -4
- package/2D/multiLinePoint.js +1 -1
- package/2D/multiLinePoint.js.map +1 -1
- package/2D/style.d.ts +2 -2
- package/2D/style.js +1 -1
- package/2D/style.js.map +1 -1
- package/2D/valueAndUnit.d.ts +1 -1
- package/2D/valueAndUnit.js.map +1 -1
- package/2D/xmlLoader.d.ts +1 -1
- package/2D/xmlLoader.js.map +1 -1
- package/3D/behaviors/defaultBehavior.d.ts +4 -4
- package/3D/behaviors/defaultBehavior.js.map +1 -1
- package/3D/controls/abstractButton3D.d.ts +1 -1
- package/3D/controls/abstractButton3D.js +1 -1
- package/3D/controls/abstractButton3D.js.map +1 -1
- package/3D/controls/button3D.d.ts +5 -5
- package/3D/controls/button3D.js +1 -1
- package/3D/controls/button3D.js.map +1 -1
- package/3D/controls/container3D.d.ts +2 -2
- package/3D/controls/container3D.js +1 -1
- package/3D/controls/container3D.js.map +1 -1
- package/3D/controls/contentDisplay3D.d.ts +1 -1
- package/3D/controls/contentDisplay3D.js +2 -2
- package/3D/controls/contentDisplay3D.js.map +1 -1
- package/3D/controls/control3D.d.ts +6 -6
- package/3D/controls/control3D.js +1 -1
- package/3D/controls/control3D.js.map +1 -1
- package/3D/controls/cylinderPanel.d.ts +2 -2
- package/3D/controls/cylinderPanel.js +2 -2
- package/3D/controls/cylinderPanel.js.map +1 -1
- package/3D/controls/handMenu.d.ts +4 -4
- package/3D/controls/handMenu.js +1 -1
- package/3D/controls/handMenu.js.map +1 -1
- package/3D/controls/holographicBackplate.d.ts +3 -3
- package/3D/controls/holographicBackplate.js +2 -2
- package/3D/controls/holographicBackplate.js.map +1 -1
- package/3D/controls/holographicButton.d.ts +3 -3
- package/3D/controls/holographicButton.js +6 -6
- package/3D/controls/holographicButton.js.map +1 -1
- package/3D/controls/holographicSlate.d.ts +3 -3
- package/3D/controls/holographicSlate.js +9 -9
- package/3D/controls/holographicSlate.js.map +1 -1
- package/3D/controls/index.js +21 -21
- package/3D/controls/meshButton3D.d.ts +4 -4
- package/3D/controls/meshButton3D.js +1 -1
- package/3D/controls/meshButton3D.js.map +1 -1
- package/3D/controls/nearMenu.d.ts +3 -3
- package/3D/controls/nearMenu.js +3 -3
- package/3D/controls/nearMenu.js.map +1 -1
- package/3D/controls/planePanel.d.ts +1 -1
- package/3D/controls/planePanel.js +2 -2
- package/3D/controls/planePanel.js.map +1 -1
- package/3D/controls/scatterPanel.d.ts +2 -2
- package/3D/controls/scatterPanel.js +2 -2
- package/3D/controls/scatterPanel.js.map +1 -1
- package/3D/controls/slider3D.d.ts +4 -4
- package/3D/controls/slider3D.js +4 -4
- package/3D/controls/slider3D.js.map +1 -1
- package/3D/controls/spherePanel.d.ts +2 -2
- package/3D/controls/spherePanel.js +2 -2
- package/3D/controls/spherePanel.js.map +1 -1
- package/3D/controls/stackPanel3D.js +1 -1
- package/3D/controls/touchButton3D.d.ts +3 -3
- package/3D/controls/touchButton3D.js +1 -1
- package/3D/controls/touchButton3D.js.map +1 -1
- package/3D/controls/touchHolographicButton.d.ts +3 -3
- package/3D/controls/touchHolographicButton.js +7 -7
- package/3D/controls/touchHolographicButton.js.map +1 -1
- package/3D/controls/touchHolographicMenu.d.ts +8 -8
- package/3D/controls/touchHolographicMenu.js +2 -2
- package/3D/controls/touchHolographicMenu.js.map +1 -1
- package/3D/controls/touchMeshButton3D.d.ts +3 -3
- package/3D/controls/touchMeshButton3D.js +1 -1
- package/3D/controls/touchMeshButton3D.js.map +1 -1
- package/3D/controls/volumeBasedPanel.d.ts +2 -2
- package/3D/controls/volumeBasedPanel.js +1 -1
- package/3D/controls/volumeBasedPanel.js.map +1 -1
- package/3D/gizmos/gizmoHandle.d.ts +2 -2
- package/3D/gizmos/gizmoHandle.js +1 -1
- package/3D/gizmos/gizmoHandle.js.map +1 -1
- package/3D/gizmos/index.js +2 -2
- package/3D/gizmos/slateGizmo.d.ts +4 -4
- package/3D/gizmos/slateGizmo.js +1 -1
- package/3D/gizmos/slateGizmo.js.map +1 -1
- package/3D/gui3DManager.d.ts +5 -5
- package/3D/gui3DManager.js +1 -1
- package/3D/gui3DManager.js.map +1 -1
- package/3D/index.js +6 -5
- package/3D/index.js.map +1 -1
- package/3D/materials/fluent/fluentMaterial.d.ts +8 -7
- package/3D/materials/fluent/fluentMaterial.js +2 -2
- package/3D/materials/fluent/fluentMaterial.js.map +1 -1
- package/3D/materials/fluent/index.js +1 -1
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.d.ts +9 -8
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +2 -2
- package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -1
- package/3D/materials/fluentBackplate/index.js +1 -1
- package/3D/materials/fluentButton/fluentButtonMaterial.d.ts +9 -8
- package/3D/materials/fluentButton/fluentButtonMaterial.js +2 -2
- package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -1
- package/3D/materials/fluentButton/index.js +1 -1
- package/3D/materials/fluentMaterial.js +1 -1
- package/3D/materials/handle/handleMaterial.d.ts +1 -1
- package/3D/materials/handle/handleMaterial.js +2 -2
- package/3D/materials/handle/handleMaterial.js.map +1 -1
- package/3D/materials/handle/index.js +1 -1
- package/3D/materials/index.js +6 -5
- package/3D/materials/index.js.map +1 -1
- package/3D/materials/mrdl/index.js +3 -3
- package/3D/materials/mrdl/mrdlBackplateMaterial.d.ts +9 -8
- package/3D/materials/mrdl/mrdlBackplateMaterial.js +2 -2
- package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -1
- package/3D/materials/mrdl/mrdlSliderBarMaterial.d.ts +9 -8
- package/3D/materials/mrdl/mrdlSliderBarMaterial.js +2 -2
- package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -1
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.d.ts +9 -8
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +2 -2
- package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -1
- package/index.js +3 -2
- package/index.js.map +1 -1
- package/legacy/legacy.d.ts +1 -1
- package/legacy/legacy.js +3 -2
- package/legacy/legacy.js.map +1 -1
- package/license.md +71 -0
- package/package.json +24 -5
package/2D/measure.js.map
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{ Matrix2D } from \"./math2D\";\r\nimport { Vector2 } from \"core/Maths/math.vector\";\r\n\r\nconst tmpRect = [new Vector2(0, 0), new Vector2(0, 0), new Vector2(0, 0), new Vector2(0, 0)];\r\n\r\nconst tmpRect2 = [new Vector2(0, 0), new Vector2(0, 0), new Vector2(0, 0), new Vector2(0, 0)];\r\n\r\nconst tmpV1 = new Vector2(0, 0);\r\nconst tmpV2 = new Vector2(0, 0);\r\n\r\n/**\r\n * Class used to store 2D control sizes\r\n */\r\nexport class Measure {\r\n /**\r\n * Creates a new measure\r\n * @param left defines left coordinate\r\n * @param top defines top coordinate\r\n * @param width defines width dimension\r\n * @param height defines height dimension\r\n */\r\n public constructor(\r\n /** defines left coordinate */\r\n public left: number,\r\n /** defines top coordinate */\r\n public top: number,\r\n /** defines width dimension */\r\n public width: number,\r\n /** defines height dimension */\r\n public height: number\r\n ) {}\r\n\r\n /**\r\n * Copy from another measure\r\n * @param other defines the other measure to copy from\r\n */\r\n public copyFrom(other: Measure): void {\r\n this.left = other.left;\r\n this.top = other.top;\r\n this.width = other.width;\r\n this.height = other.height;\r\n }\r\n\r\n /**\r\n * Copy from a group of 4 floats\r\n * @param left defines left coordinate\r\n * @param top defines top coordinate\r\n * @param width defines width dimension\r\n * @param height defines height dimension\r\n */\r\n public copyFromFloats(left: number, top: number, width: number, height: number): void {\r\n this.left = left;\r\n this.top = top;\r\n this.width = width;\r\n this.height = height;\r\n }\r\n\r\n /**\r\n * Computes the axis aligned bounding box measure for two given measures\r\n * @param a Input measure\r\n * @param b Input measure\r\n * @param result the resulting bounding measure\r\n */\r\n public static CombineToRef(a: Measure, b: Measure, result: Measure) {\r\n const left = Math.min(a.left, b.left);\r\n const top = Math.min(a.top, b.top);\r\n const right = Math.max(a.left + a.width, b.left + b.width);\r\n const bottom = Math.max(a.top + a.height, b.top + b.height);\r\n result.left = left;\r\n result.top = top;\r\n result.width = right - left;\r\n result.height = bottom - top;\r\n }\r\n\r\n /**\r\n * Computes the axis aligned bounding box of the measure after it is modified by a given transform\r\n * @param transform the matrix to transform the measure before computing the AABB\r\n * @param addX number to add to left\r\n * @param addY number to add to top\r\n * @param addWidth number to add to width\r\n * @param addHeight number to add to height\r\n * @param result the resulting AABB\r\n */\r\n public addAndTransformToRef(transform: Matrix2D, addX: number, addY: number, addWidth: number, addHeight: number, result: Measure) {\r\n const left = this.left + addX;\r\n const top = this.top + addY;\r\n const width = this.width + addWidth;\r\n const height = this.height + addHeight;\r\n\r\n tmpRect[0].copyFromFloats(left, top);\r\n tmpRect[1].copyFromFloats(left + width, top);\r\n tmpRect[2].copyFromFloats(left + width, top + height);\r\n tmpRect[3].copyFromFloats(left, top + height);\r\n\r\n tmpV1.copyFromFloats(Number.MAX_VALUE, Number.MAX_VALUE);\r\n tmpV2.copyFromFloats(0, 0);\r\n for (let i = 0; i < 4; i++) {\r\n transform.transformCoordinates(tmpRect[i].x, tmpRect[i].y, tmpRect2[i]);\r\n tmpV1.x = Math.floor(Math.min(tmpV1.x, tmpRect2[i].x));\r\n tmpV1.y = Math.floor(Math.min(tmpV1.y, tmpRect2[i].y));\r\n tmpV2.x = Math.ceil(Math.max(tmpV2.x, tmpRect2[i].x));\r\n tmpV2.y = Math.ceil(Math.max(tmpV2.y, tmpRect2[i].y));\r\n }\r\n result.left = tmpV1.x;\r\n result.top = tmpV1.y;\r\n result.width = tmpV2.x - tmpV1.x;\r\n result.height = tmpV2.y - tmpV1.y;\r\n }\r\n\r\n /**\r\n * Computes the axis aligned bounding box of the measure after it is modified by a given transform\r\n * @param transform the matrix to transform the measure before computing the AABB\r\n * @param result the resulting AABB\r\n */\r\n public transformToRef(transform: Matrix2D, result: Measure) {\r\n this.addAndTransformToRef(transform, 0, 0, 0, 0, result);\r\n }\r\n /**\r\n * Check equality between this measure and another one\r\n * @param other defines the other measures\r\n * @returns true if both measures are equals\r\n */\r\n public isEqualsTo(other: Measure): boolean {\r\n if (this.left !== other.left) {\r\n return false;\r\n }\r\n\r\n if (this.top !== other.top) {\r\n return false;\r\n }\r\n\r\n if (this.width !== other.width) {\r\n return false;\r\n }\r\n\r\n if (this.height !== other.height) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Creates an empty measure\r\n * @returns a new measure\r\n */\r\n public static Empty(): Measure {\r\n return new Measure(0, 0, 0, 0);\r\n }\r\n}\r\n"]}
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1
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type { Matrix2D } from \"./math2D\";\r\nimport { Vector2 } from \"core/Maths/math.vector\";\r\n\r\nconst tmpRect = [new Vector2(0, 0), new Vector2(0, 0), new Vector2(0, 0), new Vector2(0, 0)];\r\n\r\nconst tmpRect2 = [new Vector2(0, 0), new Vector2(0, 0), new Vector2(0, 0), new Vector2(0, 0)];\r\n\r\nconst tmpV1 = new Vector2(0, 0);\r\nconst tmpV2 = new Vector2(0, 0);\r\n\r\n/**\r\n * Class used to store 2D control sizes\r\n */\r\nexport class Measure {\r\n /**\r\n * Creates a new measure\r\n * @param left defines left coordinate\r\n * @param top defines top coordinate\r\n * @param width defines width dimension\r\n * @param height defines height dimension\r\n */\r\n public constructor(\r\n /** defines left coordinate */\r\n public left: number,\r\n /** defines top coordinate */\r\n public top: number,\r\n /** defines width dimension */\r\n public width: number,\r\n /** defines height dimension */\r\n public height: number\r\n ) {}\r\n\r\n /**\r\n * Copy from another measure\r\n * @param other defines the other measure to copy from\r\n */\r\n public copyFrom(other: Measure): void {\r\n this.left = other.left;\r\n this.top = other.top;\r\n this.width = other.width;\r\n this.height = other.height;\r\n }\r\n\r\n /**\r\n * Copy from a group of 4 floats\r\n * @param left defines left coordinate\r\n * @param top defines top coordinate\r\n * @param width defines width dimension\r\n * @param height defines height dimension\r\n */\r\n public copyFromFloats(left: number, top: number, width: number, height: number): void {\r\n this.left = left;\r\n this.top = top;\r\n this.width = width;\r\n this.height = height;\r\n }\r\n\r\n /**\r\n * Computes the axis aligned bounding box measure for two given measures\r\n * @param a Input measure\r\n * @param b Input measure\r\n * @param result the resulting bounding measure\r\n */\r\n public static CombineToRef(a: Measure, b: Measure, result: Measure) {\r\n const left = Math.min(a.left, b.left);\r\n const top = Math.min(a.top, b.top);\r\n const right = Math.max(a.left + a.width, b.left + b.width);\r\n const bottom = Math.max(a.top + a.height, b.top + b.height);\r\n result.left = left;\r\n result.top = top;\r\n result.width = right - left;\r\n result.height = bottom - top;\r\n }\r\n\r\n /**\r\n * Computes the axis aligned bounding box of the measure after it is modified by a given transform\r\n * @param transform the matrix to transform the measure before computing the AABB\r\n * @param addX number to add to left\r\n * @param addY number to add to top\r\n * @param addWidth number to add to width\r\n * @param addHeight number to add to height\r\n * @param result the resulting AABB\r\n */\r\n public addAndTransformToRef(transform: Matrix2D, addX: number, addY: number, addWidth: number, addHeight: number, result: Measure) {\r\n const left = this.left + addX;\r\n const top = this.top + addY;\r\n const width = this.width + addWidth;\r\n const height = this.height + addHeight;\r\n\r\n tmpRect[0].copyFromFloats(left, top);\r\n tmpRect[1].copyFromFloats(left + width, top);\r\n tmpRect[2].copyFromFloats(left + width, top + height);\r\n tmpRect[3].copyFromFloats(left, top + height);\r\n\r\n tmpV1.copyFromFloats(Number.MAX_VALUE, Number.MAX_VALUE);\r\n tmpV2.copyFromFloats(0, 0);\r\n for (let i = 0; i < 4; i++) {\r\n transform.transformCoordinates(tmpRect[i].x, tmpRect[i].y, tmpRect2[i]);\r\n tmpV1.x = Math.floor(Math.min(tmpV1.x, tmpRect2[i].x));\r\n tmpV1.y = Math.floor(Math.min(tmpV1.y, tmpRect2[i].y));\r\n tmpV2.x = Math.ceil(Math.max(tmpV2.x, tmpRect2[i].x));\r\n tmpV2.y = Math.ceil(Math.max(tmpV2.y, tmpRect2[i].y));\r\n }\r\n result.left = tmpV1.x;\r\n result.top = tmpV1.y;\r\n result.width = tmpV2.x - tmpV1.x;\r\n result.height = tmpV2.y - tmpV1.y;\r\n }\r\n\r\n /**\r\n * Computes the axis aligned bounding box of the measure after it is modified by a given transform\r\n * @param transform the matrix to transform the measure before computing the AABB\r\n * @param result the resulting AABB\r\n */\r\n public transformToRef(transform: Matrix2D, result: Measure) {\r\n this.addAndTransformToRef(transform, 0, 0, 0, 0, result);\r\n }\r\n /**\r\n * Check equality between this measure and another one\r\n * @param other defines the other measures\r\n * @returns true if both measures are equals\r\n */\r\n public isEqualsTo(other: Measure): boolean {\r\n if (this.left !== other.left) {\r\n return false;\r\n }\r\n\r\n if (this.top !== other.top) {\r\n return false;\r\n }\r\n\r\n if (this.width !== other.width) {\r\n return false;\r\n }\r\n\r\n if (this.height !== other.height) {\r\n return false;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * Creates an empty measure\r\n * @returns a new measure\r\n */\r\n public static Empty(): Measure {\r\n return new Measure(0, 0, 0, 0);\r\n }\r\n}\r\n"]}
|
package/2D/multiLinePoint.d.ts
CHANGED
|
@@ -1,8 +1,8 @@
|
|
|
1
|
-
import { Nullable } from "@babylonjs/core/types.js";
|
|
1
|
+
import type { Nullable } from "@babylonjs/core/types.js";
|
|
2
2
|
import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
|
|
3
|
-
import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
|
|
4
|
-
import { MultiLine } from "./controls/multiLine";
|
|
5
|
-
import { Control } from "./controls/control";
|
|
3
|
+
import type { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
|
|
4
|
+
import type { MultiLine } from "./controls/multiLine";
|
|
5
|
+
import type { Control } from "./controls/control";
|
|
6
6
|
/**
|
|
7
7
|
* Class used to store a point for a MultiLine object.
|
|
8
8
|
* The point can be pure 2D coordinates, a mesh or a control
|
package/2D/multiLinePoint.js
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
import { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
|
|
2
2
|
import { Epsilon } from "@babylonjs/core/Maths/math.constants.js";
|
|
3
|
-
import { ValueAndUnit } from "./valueAndUnit";
|
|
3
|
+
import { ValueAndUnit } from "./valueAndUnit.js";
|
|
4
4
|
/**
|
|
5
5
|
* Class used to store a point for a MultiLine object.
|
|
6
6
|
* The point can be pure 2D coordinates, a mesh or a control
|
package/2D/multiLinePoint.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ Nullable } from \"core/types\";\r\nimport { Observer } from \"core/Misc/observable\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { Epsilon } from \"core/Maths/math.constants\";\r\nimport { Camera } from \"core/Cameras/camera\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\n\r\nimport { MultiLine } from \"./controls/multiLine\";\r\nimport { ValueAndUnit } from \"./valueAndUnit\";\r\nimport { Control } from \"./controls/control\";\r\n\r\n/**\r\n * Class used to store a point for a MultiLine object.\r\n * The point can be pure 2D coordinates, a mesh or a control\r\n */\r\nexport class MultiLinePoint {\r\n private _multiLine: MultiLine;\r\n\r\n private _x: ValueAndUnit;\r\n private _y: ValueAndUnit;\r\n private _control: Nullable<Control>;\r\n private _mesh: Nullable<AbstractMesh>;\r\n\r\n private _controlObserver: Nullable<Observer<Control>>;\r\n private _meshObserver: Nullable<Observer<Camera>>;\r\n\r\n /** @hidden */\r\n public _point: Vector3;\r\n\r\n /**\r\n * Creates a new MultiLinePoint\r\n * @param multiLine defines the source MultiLine object\r\n */\r\n constructor(multiLine: MultiLine) {\r\n this._multiLine = multiLine;\r\n\r\n this._x = new ValueAndUnit(0);\r\n this._y = new ValueAndUnit(0);\r\n\r\n this._point = new Vector3(0, 0, 0);\r\n }\r\n\r\n /** Gets or sets x coordinate */\r\n public get x(): string | number {\r\n return this._x.toString(this._multiLine._host);\r\n }\r\n\r\n public set x(value: string | number) {\r\n if (this._x.toString(this._multiLine._host) === value) {\r\n return;\r\n }\r\n\r\n if (this._x.fromString(value)) {\r\n this._multiLine._markAsDirty();\r\n }\r\n }\r\n\r\n /** Gets or sets y coordinate */\r\n public get y(): string | number {\r\n return this._y.toString(this._multiLine._host);\r\n }\r\n\r\n public set y(value: string | number) {\r\n if (this._y.toString(this._multiLine._host) === value) {\r\n return;\r\n }\r\n\r\n if (this._y.fromString(value)) {\r\n this._multiLine._markAsDirty();\r\n }\r\n }\r\n\r\n /** Gets or sets the control associated with this point */\r\n public get control(): Nullable<Control> {\r\n return this._control;\r\n }\r\n\r\n public set control(value: Nullable<Control>) {\r\n if (this._control === value) {\r\n return;\r\n }\r\n\r\n if (this._control && this._controlObserver) {\r\n this._control.onDirtyObservable.remove(this._controlObserver);\r\n\r\n this._controlObserver = null;\r\n }\r\n\r\n this._control = value;\r\n\r\n if (this._control) {\r\n this._controlObserver = this._control.onDirtyObservable.add(this._multiLine.onPointUpdate);\r\n }\r\n\r\n this._multiLine._markAsDirty();\r\n }\r\n\r\n /** Gets or sets the mesh associated with this point */\r\n public get mesh(): Nullable<AbstractMesh> {\r\n return this._mesh;\r\n }\r\n\r\n public set mesh(value: Nullable<AbstractMesh>) {\r\n if (this._mesh === value) {\r\n return;\r\n }\r\n\r\n if (this._mesh && this._meshObserver) {\r\n this._mesh.getScene().onAfterCameraRenderObservable.remove(this._meshObserver);\r\n }\r\n\r\n this._mesh = value;\r\n\r\n if (this._mesh) {\r\n this._meshObserver = this._mesh.getScene().onAfterCameraRenderObservable.add(this._multiLine.onPointUpdate);\r\n }\r\n\r\n this._multiLine._markAsDirty();\r\n }\r\n\r\n /** Resets links */\r\n public resetLinks(): void {\r\n this.control = null;\r\n this.mesh = null;\r\n }\r\n\r\n /**\r\n * Gets a translation vector with Z component\r\n * @returns the translation vector\r\n */\r\n public translate(): Vector3 {\r\n this._point = this._translatePoint();\r\n\r\n return this._point;\r\n }\r\n\r\n private _translatePoint(): Vector3 {\r\n if (this._mesh != null) {\r\n return this._multiLine._host.getProjectedPositionWithZ(this._mesh.getBoundingInfo().boundingSphere.center, this._mesh.getWorldMatrix());\r\n } else if (this._control != null) {\r\n return new Vector3(this._control.centerX, this._control.centerY, 1 - Epsilon);\r\n } else {\r\n const host: any = this._multiLine._host as any;\r\n\r\n const xValue: number = this._x.getValueInPixel(host, Number(host._canvas.width));\r\n const yValue: number = this._y.getValueInPixel(host, Number(host._canvas.height));\r\n\r\n return new Vector3(xValue, yValue, 1 - Epsilon);\r\n }\r\n }\r\n\r\n /** Release associated resources */\r\n public dispose(): void {\r\n this.resetLinks();\r\n }\r\n}\r\n"]}
|
|
1
|
+
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type { Nullable } from \"core/types\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { Epsilon } from \"core/Maths/math.constants\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\n\r\nimport type { MultiLine } from \"./controls/multiLine\";\r\nimport { ValueAndUnit } from \"./valueAndUnit\";\r\nimport type { Control } from \"./controls/control\";\r\n\r\n/**\r\n * Class used to store a point for a MultiLine object.\r\n * The point can be pure 2D coordinates, a mesh or a control\r\n */\r\nexport class MultiLinePoint {\r\n private _multiLine: MultiLine;\r\n\r\n private _x: ValueAndUnit;\r\n private _y: ValueAndUnit;\r\n private _control: Nullable<Control>;\r\n private _mesh: Nullable<AbstractMesh>;\r\n\r\n private _controlObserver: Nullable<Observer<Control>>;\r\n private _meshObserver: Nullable<Observer<Camera>>;\r\n\r\n /** @hidden */\r\n public _point: Vector3;\r\n\r\n /**\r\n * Creates a new MultiLinePoint\r\n * @param multiLine defines the source MultiLine object\r\n */\r\n constructor(multiLine: MultiLine) {\r\n this._multiLine = multiLine;\r\n\r\n this._x = new ValueAndUnit(0);\r\n this._y = new ValueAndUnit(0);\r\n\r\n this._point = new Vector3(0, 0, 0);\r\n }\r\n\r\n /** Gets or sets x coordinate */\r\n public get x(): string | number {\r\n return this._x.toString(this._multiLine._host);\r\n }\r\n\r\n public set x(value: string | number) {\r\n if (this._x.toString(this._multiLine._host) === value) {\r\n return;\r\n }\r\n\r\n if (this._x.fromString(value)) {\r\n this._multiLine._markAsDirty();\r\n }\r\n }\r\n\r\n /** Gets or sets y coordinate */\r\n public get y(): string | number {\r\n return this._y.toString(this._multiLine._host);\r\n }\r\n\r\n public set y(value: string | number) {\r\n if (this._y.toString(this._multiLine._host) === value) {\r\n return;\r\n }\r\n\r\n if (this._y.fromString(value)) {\r\n this._multiLine._markAsDirty();\r\n }\r\n }\r\n\r\n /** Gets or sets the control associated with this point */\r\n public get control(): Nullable<Control> {\r\n return this._control;\r\n }\r\n\r\n public set control(value: Nullable<Control>) {\r\n if (this._control === value) {\r\n return;\r\n }\r\n\r\n if (this._control && this._controlObserver) {\r\n this._control.onDirtyObservable.remove(this._controlObserver);\r\n\r\n this._controlObserver = null;\r\n }\r\n\r\n this._control = value;\r\n\r\n if (this._control) {\r\n this._controlObserver = this._control.onDirtyObservable.add(this._multiLine.onPointUpdate);\r\n }\r\n\r\n this._multiLine._markAsDirty();\r\n }\r\n\r\n /** Gets or sets the mesh associated with this point */\r\n public get mesh(): Nullable<AbstractMesh> {\r\n return this._mesh;\r\n }\r\n\r\n public set mesh(value: Nullable<AbstractMesh>) {\r\n if (this._mesh === value) {\r\n return;\r\n }\r\n\r\n if (this._mesh && this._meshObserver) {\r\n this._mesh.getScene().onAfterCameraRenderObservable.remove(this._meshObserver);\r\n }\r\n\r\n this._mesh = value;\r\n\r\n if (this._mesh) {\r\n this._meshObserver = this._mesh.getScene().onAfterCameraRenderObservable.add(this._multiLine.onPointUpdate);\r\n }\r\n\r\n this._multiLine._markAsDirty();\r\n }\r\n\r\n /** Resets links */\r\n public resetLinks(): void {\r\n this.control = null;\r\n this.mesh = null;\r\n }\r\n\r\n /**\r\n * Gets a translation vector with Z component\r\n * @returns the translation vector\r\n */\r\n public translate(): Vector3 {\r\n this._point = this._translatePoint();\r\n\r\n return this._point;\r\n }\r\n\r\n private _translatePoint(): Vector3 {\r\n if (this._mesh != null) {\r\n return this._multiLine._host.getProjectedPositionWithZ(this._mesh.getBoundingInfo().boundingSphere.center, this._mesh.getWorldMatrix());\r\n } else if (this._control != null) {\r\n return new Vector3(this._control.centerX, this._control.centerY, 1 - Epsilon);\r\n } else {\r\n const host: any = this._multiLine._host as any;\r\n\r\n const xValue: number = this._x.getValueInPixel(host, Number(host._canvas.width));\r\n const yValue: number = this._y.getValueInPixel(host, Number(host._canvas.height));\r\n\r\n return new Vector3(xValue, yValue, 1 - Epsilon);\r\n }\r\n }\r\n\r\n /** Release associated resources */\r\n public dispose(): void {\r\n this.resetLinks();\r\n }\r\n}\r\n"]}
|
package/2D/style.d.ts
CHANGED
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
import { Observable } from "@babylonjs/core/Misc/observable.js";
|
|
2
|
-
import { IDisposable } from "@babylonjs/core/scene.js";
|
|
3
|
-
import { AdvancedDynamicTexture } from "./advancedDynamicTexture";
|
|
2
|
+
import type { IDisposable } from "@babylonjs/core/scene.js";
|
|
3
|
+
import type { AdvancedDynamicTexture } from "./advancedDynamicTexture";
|
|
4
4
|
import { ValueAndUnit } from "./valueAndUnit";
|
|
5
5
|
/**
|
|
6
6
|
* Define a style used by control to automatically setup properties based on a template.
|
package/2D/style.js
CHANGED
|
@@ -1,5 +1,5 @@
|
|
|
1
1
|
import { Observable } from "@babylonjs/core/Misc/observable.js";
|
|
2
|
-
import { ValueAndUnit } from "./valueAndUnit";
|
|
2
|
+
import { ValueAndUnit } from "./valueAndUnit.js";
|
|
3
3
|
/**
|
|
4
4
|
* Define a style used by control to automatically setup properties based on a template.
|
|
5
5
|
* Only support font related properties so far
|
package/2D/style.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"style.js","sourceRoot":"","sources":["../../../../../lts/gui/generated/2D/style.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,2CAA6B;AAGlD,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAE9C;;;GAGG;AACH;IAcI;;;OAGG;IACH,eAAmB,IAA4B;QAjBvC,gBAAW,GAAG,OAAO,CAAC;QACtB,eAAU,GAAG,EAAE,CAAC;QAChB,gBAAW,GAAG,EAAE,CAAC;QAGzB,cAAc;QACP,cAAS,GAAG,IAAI,YAAY,CAAC,EAAE,EAAE,YAAY,CAAC,cAAc,EAAE,KAAK,CAAC,CAAC;QAE5E;;WAEG;QACI,wBAAmB,GAAG,IAAI,UAAU,EAAS,CAAC;QAOjD,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;IACtB,CAAC;IAKD,sBAAW,2BAAQ;QAHnB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,SAAS,CAAC,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;QAC/C,CAAC;aAED,UAAoB,KAAsB;YACtC,IAAI,IAAI,CAAC,SAAS,CAAC,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,KAAK,KAAK,EAAE;gBAC/C,OAAO;aACV;YAED,IAAI,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,KAAK,CAAC,EAAE;gBAClC,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;aAClD;QACL,CAAC;;;OAVA;IAeD,sBAAW,6BAAU;QAHrB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,WAAW,CAAC;QAC5B,CAAC;aAED,UAAsB,KAAa;YAC/B,IAAI,IAAI,CAAC,WAAW,KAAK,KAAK,EAAE;gBAC5B,OAAO;aACV;YAED,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;YACzB,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;QACnD,CAAC;;;OATA;IAcD,sBAAW,4BAAS;QAHpB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,UAAU,CAAC;QAC3B,CAAC;aAED,UAAqB,KAAa;YAC9B,IAAI,IAAI,CAAC,UAAU,KAAK,KAAK,EAAE;gBAC3B,OAAO;aACV;YAED,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;YACxB,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;QACnD,CAAC;;;OATA;IAYD,sBAAW,6BAAU;QADrB,+BAA+B;aAC/B;YACI,OAAO,IAAI,CAAC,WAAW,CAAC;QAC5B,CAAC;aAED,UAAsB,KAAa;YAC/B,IAAI,IAAI,CAAC,WAAW,KAAK,KAAK,EAAE;gBAC5B,OAAO;aACV;YAED,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;YACzB,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;QACnD,CAAC;;;OATA;IAWD,uCAAuC;IAChC,uBAAO,GAAd;QACI,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,CAAC;IACrC,CAAC;IACL,YAAC;AAAD,CAAC,AAzFD,IAyFC","sourcesContent":["import { Observable } from \"core/Misc/observable\";\r\nimport { IDisposable } from \"core/scene\";\r\nimport { AdvancedDynamicTexture } from \"./advancedDynamicTexture\";\r\nimport { ValueAndUnit } from \"./valueAndUnit\";\r\n\r\n/**\r\n * Define a style used by control to automatically setup properties based on a template.\r\n * Only support font related properties so far\r\n */\r\nexport class Style implements IDisposable {\r\n private _fontFamily = \"Arial\";\r\n private _fontStyle = \"\";\r\n private _fontWeight = \"\";\r\n /** @hidden */\r\n public _host: AdvancedDynamicTexture;\r\n /** @hidden */\r\n public _fontSize = new ValueAndUnit(18, ValueAndUnit.UNITMODE_PIXEL, false);\r\n\r\n /**\r\n * Observable raised when the style values are changed\r\n */\r\n public onChangedObservable = new Observable<Style>();\r\n\r\n /**\r\n * Creates a new style object\r\n * @param host defines the AdvancedDynamicTexture which hosts this style\r\n */\r\n public constructor(host: AdvancedDynamicTexture) {\r\n this._host = host;\r\n }\r\n\r\n /**\r\n * Gets or sets the font size\r\n */\r\n public get fontSize(): string | number {\r\n return this._fontSize.toString(this._host);\r\n }\r\n\r\n public set fontSize(value: string | number) {\r\n if (this._fontSize.toString(this._host) === value) {\r\n return;\r\n }\r\n\r\n if (this._fontSize.fromString(value)) {\r\n this.onChangedObservable.notifyObservers(this);\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the font family\r\n */\r\n public get fontFamily(): string {\r\n return this._fontFamily;\r\n }\r\n\r\n public set fontFamily(value: string) {\r\n if (this._fontFamily === value) {\r\n return;\r\n }\r\n\r\n this._fontFamily = value;\r\n this.onChangedObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Gets or sets the font style\r\n */\r\n public get fontStyle(): string {\r\n return this._fontStyle;\r\n }\r\n\r\n public set fontStyle(value: string) {\r\n if (this._fontStyle === value) {\r\n return;\r\n }\r\n\r\n this._fontStyle = value;\r\n this.onChangedObservable.notifyObservers(this);\r\n }\r\n\r\n /** Gets or sets font weight */\r\n public get fontWeight(): string {\r\n return this._fontWeight;\r\n }\r\n\r\n public set fontWeight(value: string) {\r\n if (this._fontWeight === value) {\r\n return;\r\n }\r\n\r\n this._fontWeight = value;\r\n this.onChangedObservable.notifyObservers(this);\r\n }\r\n\r\n /** Dispose all associated resources */\r\n public dispose() {\r\n this.onChangedObservable.clear();\r\n }\r\n}\r\n"]}
|
|
1
|
+
{"version":3,"file":"style.js","sourceRoot":"","sources":["../../../../../lts/gui/generated/2D/style.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,2CAA6B;AAGlD,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAC;AAE9C;;;GAGG;AACH;IAcI;;;OAGG;IACH,eAAmB,IAA4B;QAjBvC,gBAAW,GAAG,OAAO,CAAC;QACtB,eAAU,GAAG,EAAE,CAAC;QAChB,gBAAW,GAAG,EAAE,CAAC;QAGzB,cAAc;QACP,cAAS,GAAG,IAAI,YAAY,CAAC,EAAE,EAAE,YAAY,CAAC,cAAc,EAAE,KAAK,CAAC,CAAC;QAE5E;;WAEG;QACI,wBAAmB,GAAG,IAAI,UAAU,EAAS,CAAC;QAOjD,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;IACtB,CAAC;IAKD,sBAAW,2BAAQ;QAHnB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,SAAS,CAAC,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;QAC/C,CAAC;aAED,UAAoB,KAAsB;YACtC,IAAI,IAAI,CAAC,SAAS,CAAC,QAAQ,CAAC,IAAI,CAAC,KAAK,CAAC,KAAK,KAAK,EAAE;gBAC/C,OAAO;aACV;YAED,IAAI,IAAI,CAAC,SAAS,CAAC,UAAU,CAAC,KAAK,CAAC,EAAE;gBAClC,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;aAClD;QACL,CAAC;;;OAVA;IAeD,sBAAW,6BAAU;QAHrB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,WAAW,CAAC;QAC5B,CAAC;aAED,UAAsB,KAAa;YAC/B,IAAI,IAAI,CAAC,WAAW,KAAK,KAAK,EAAE;gBAC5B,OAAO;aACV;YAED,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;YACzB,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;QACnD,CAAC;;;OATA;IAcD,sBAAW,4BAAS;QAHpB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,UAAU,CAAC;QAC3B,CAAC;aAED,UAAqB,KAAa;YAC9B,IAAI,IAAI,CAAC,UAAU,KAAK,KAAK,EAAE;gBAC3B,OAAO;aACV;YAED,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;YACxB,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;QACnD,CAAC;;;OATA;IAYD,sBAAW,6BAAU;QADrB,+BAA+B;aAC/B;YACI,OAAO,IAAI,CAAC,WAAW,CAAC;QAC5B,CAAC;aAED,UAAsB,KAAa;YAC/B,IAAI,IAAI,CAAC,WAAW,KAAK,KAAK,EAAE;gBAC5B,OAAO;aACV;YAED,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;YACzB,IAAI,CAAC,mBAAmB,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;QACnD,CAAC;;;OATA;IAWD,uCAAuC;IAChC,uBAAO,GAAd;QACI,IAAI,CAAC,mBAAmB,CAAC,KAAK,EAAE,CAAC;IACrC,CAAC;IACL,YAAC;AAAD,CAAC,AAzFD,IAyFC","sourcesContent":["import { Observable } from \"core/Misc/observable\";\r\nimport type { IDisposable } from \"core/scene\";\r\nimport type { AdvancedDynamicTexture } from \"./advancedDynamicTexture\";\r\nimport { ValueAndUnit } from \"./valueAndUnit\";\r\n\r\n/**\r\n * Define a style used by control to automatically setup properties based on a template.\r\n * Only support font related properties so far\r\n */\r\nexport class Style implements IDisposable {\r\n private _fontFamily = \"Arial\";\r\n private _fontStyle = \"\";\r\n private _fontWeight = \"\";\r\n /** @hidden */\r\n public _host: AdvancedDynamicTexture;\r\n /** @hidden */\r\n public _fontSize = new ValueAndUnit(18, ValueAndUnit.UNITMODE_PIXEL, false);\r\n\r\n /**\r\n * Observable raised when the style values are changed\r\n */\r\n public onChangedObservable = new Observable<Style>();\r\n\r\n /**\r\n * Creates a new style object\r\n * @param host defines the AdvancedDynamicTexture which hosts this style\r\n */\r\n public constructor(host: AdvancedDynamicTexture) {\r\n this._host = host;\r\n }\r\n\r\n /**\r\n * Gets or sets the font size\r\n */\r\n public get fontSize(): string | number {\r\n return this._fontSize.toString(this._host);\r\n }\r\n\r\n public set fontSize(value: string | number) {\r\n if (this._fontSize.toString(this._host) === value) {\r\n return;\r\n }\r\n\r\n if (this._fontSize.fromString(value)) {\r\n this.onChangedObservable.notifyObservers(this);\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the font family\r\n */\r\n public get fontFamily(): string {\r\n return this._fontFamily;\r\n }\r\n\r\n public set fontFamily(value: string) {\r\n if (this._fontFamily === value) {\r\n return;\r\n }\r\n\r\n this._fontFamily = value;\r\n this.onChangedObservable.notifyObservers(this);\r\n }\r\n\r\n /**\r\n * Gets or sets the font style\r\n */\r\n public get fontStyle(): string {\r\n return this._fontStyle;\r\n }\r\n\r\n public set fontStyle(value: string) {\r\n if (this._fontStyle === value) {\r\n return;\r\n }\r\n\r\n this._fontStyle = value;\r\n this.onChangedObservable.notifyObservers(this);\r\n }\r\n\r\n /** Gets or sets font weight */\r\n public get fontWeight(): string {\r\n return this._fontWeight;\r\n }\r\n\r\n public set fontWeight(value: string) {\r\n if (this._fontWeight === value) {\r\n return;\r\n }\r\n\r\n this._fontWeight = value;\r\n this.onChangedObservable.notifyObservers(this);\r\n }\r\n\r\n /** Dispose all associated resources */\r\n public dispose() {\r\n this.onChangedObservable.clear();\r\n }\r\n}\r\n"]}
|
package/2D/valueAndUnit.d.ts
CHANGED
|
@@ -1,5 +1,5 @@
|
|
|
1
1
|
import { Observable } from "@babylonjs/core/Misc/observable.js";
|
|
2
|
-
import { AdvancedDynamicTexture } from "./advancedDynamicTexture";
|
|
2
|
+
import type { AdvancedDynamicTexture } from "./advancedDynamicTexture";
|
|
3
3
|
/**
|
|
4
4
|
* Class used to specific a value and its associated unit
|
|
5
5
|
*/
|
package/2D/valueAndUnit.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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{ Observable } from \"core/Misc/observable\";\r\nimport { AdvancedDynamicTexture } from \"./advancedDynamicTexture\";\r\n\r\n/**\r\n * Class used to specific a value and its associated unit\r\n */\r\nexport class ValueAndUnit {\r\n private _value = 1;\r\n private _unit = ValueAndUnit.UNITMODE_PIXEL;\r\n private _originalUnit: number;\r\n\r\n /**\r\n * Gets or sets a value indicating that this value will not scale accordingly with adaptive scaling property\r\n * @see https://doc.babylonjs.com/how_to/gui#adaptive-scaling\r\n */\r\n public ignoreAdaptiveScaling = false;\r\n\r\n /**\r\n * Observable event triggered each time the value or unit changes\r\n */\r\n public onChangedObservable = new Observable<void>();\r\n\r\n /**\r\n * Creates a new ValueAndUnit\r\n * @param value defines the value to store\r\n * @param unit defines the unit to store - defaults to ValueAndUnit.UNITMODE_PIXEL\r\n * @param negativeValueAllowed defines a boolean indicating if the value can be negative\r\n */\r\n public constructor(\r\n value: number,\r\n /** defines the unit to store */\r\n unit = ValueAndUnit.UNITMODE_PIXEL,\r\n /** defines a boolean indicating if the value can be negative */\r\n public negativeValueAllowed = true\r\n ) {\r\n this._value = value;\r\n this._unit = unit;\r\n this._originalUnit = unit;\r\n }\r\n\r\n /** Gets a boolean indicating if the value is a percentage */\r\n public get isPercentage(): boolean {\r\n return this._unit === ValueAndUnit.UNITMODE_PERCENTAGE;\r\n }\r\n\r\n /** Gets a boolean indicating if the value is store as pixel */\r\n public get isPixel(): boolean {\r\n return this._unit === ValueAndUnit.UNITMODE_PIXEL;\r\n }\r\n\r\n /**\r\n * Gets value (without units)\r\n * @deprecated use value property instead\r\n */\r\n public get internalValue(): number {\r\n return this._value;\r\n }\r\n\r\n /** Gets value (without units) */\r\n public get value(): number {\r\n return this._value;\r\n }\r\n\r\n /** Sets value (without units) */\r\n public set value(value: number) {\r\n if (value !== this._value) {\r\n this._value = value;\r\n this.onChangedObservable.notifyObservers();\r\n }\r\n }\r\n\r\n /** Gets units (without value) */\r\n public get unit(): number {\r\n return this._unit;\r\n }\r\n\r\n /** Sets units (without value) */\r\n public set unit(value: number) {\r\n if (value !== this._unit) {\r\n this._unit = value;\r\n this.onChangedObservable.notifyObservers();\r\n }\r\n }\r\n\r\n /**\r\n * Gets value as pixel\r\n * @param host defines the root host\r\n * @param refValue defines the reference value for percentages\r\n * @returns the value as pixel\r\n */\r\n public getValueInPixel(host: AdvancedDynamicTexture, refValue: number): number {\r\n if (this.isPixel) {\r\n return this.getValue(host);\r\n }\r\n\r\n return this.getValue(host) * refValue;\r\n }\r\n\r\n /**\r\n * Update the current value and unit.\r\n * @param value defines the value to store\r\n * @param unit defines the unit to store\r\n * @returns the current ValueAndUnit\r\n */\r\n public updateInPlace(value: number, unit = ValueAndUnit.UNITMODE_PIXEL): ValueAndUnit {\r\n if (this.value !== value || this.unit !== unit) {\r\n // set member variables to notify only once\r\n this._value = value;\r\n this._unit = unit;\r\n this.onChangedObservable.notifyObservers();\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the value accordingly to its unit\r\n * @param host defines the root host\r\n * @returns the value\r\n */\r\n public getValue(host: AdvancedDynamicTexture): number {\r\n if (host && !this.ignoreAdaptiveScaling && this.unit !== ValueAndUnit.UNITMODE_PERCENTAGE) {\r\n let width: number = 0;\r\n let height: number = 0;\r\n\r\n if (host.idealWidth) {\r\n width = (this._value * host.getSize().width) / host.idealWidth;\r\n }\r\n\r\n if (host.idealHeight) {\r\n height = (this._value * host.getSize().height) / host.idealHeight;\r\n }\r\n\r\n if (host.useSmallestIdeal && host.idealWidth && host.idealHeight) {\r\n return window.innerWidth < window.innerHeight ? width : height;\r\n }\r\n\r\n if (host.idealWidth) {\r\n // horizontal\r\n return width;\r\n }\r\n\r\n if (host.idealHeight) {\r\n // vertical\r\n return height;\r\n }\r\n }\r\n return this._value;\r\n }\r\n\r\n /**\r\n * Gets a string representation of the value\r\n * @param host defines the root host\r\n * @param decimals defines an optional number of decimals to display\r\n * @returns a string\r\n */\r\n public toString(host: AdvancedDynamicTexture, decimals?: number): string {\r\n switch (this._unit) {\r\n case ValueAndUnit.UNITMODE_PERCENTAGE: {\r\n const percentage = this.getValue(host) * 100;\r\n return (decimals ? percentage.toFixed(decimals) : percentage) + \"%\";\r\n }\r\n case ValueAndUnit.UNITMODE_PIXEL: {\r\n const pixels = this.getValue(host);\r\n return (decimals ? pixels.toFixed(decimals) : pixels) + \"px\";\r\n }\r\n }\r\n\r\n return this._unit.toString();\r\n }\r\n\r\n /**\r\n * Store a value parsed from a string\r\n * @param source defines the source string\r\n * @returns true if the value was successfully parsed and updated\r\n */\r\n public fromString(source: string | number): boolean {\r\n const match = ValueAndUnit._Regex.exec(source.toString());\r\n\r\n if (!match || match.length === 0) {\r\n return false;\r\n }\r\n\r\n let sourceValue = parseFloat(match[1]);\r\n let sourceUnit = this._originalUnit;\r\n\r\n if (!this.negativeValueAllowed) {\r\n if (sourceValue < 0) {\r\n sourceValue = 0;\r\n }\r\n }\r\n\r\n if (match.length === 4) {\r\n switch (match[3]) {\r\n case \"px\":\r\n sourceUnit = ValueAndUnit.UNITMODE_PIXEL;\r\n break;\r\n case \"%\":\r\n sourceUnit = ValueAndUnit.UNITMODE_PERCENTAGE;\r\n sourceValue /= 100.0;\r\n break;\r\n }\r\n }\r\n\r\n if (sourceValue === this._value && sourceUnit === this._unit) {\r\n return false;\r\n }\r\n\r\n this._value = sourceValue;\r\n this._unit = sourceUnit;\r\n this.onChangedObservable.notifyObservers();\r\n\r\n return true;\r\n }\r\n\r\n // Static\r\n private static _Regex = /(^-?\\d*(\\.\\d+)?)(%|px)?/;\r\n private static _UNITMODE_PERCENTAGE = 0;\r\n private static _UNITMODE_PIXEL = 1;\r\n\r\n /** UNITMODE_PERCENTAGE */\r\n public static get UNITMODE_PERCENTAGE(): number {\r\n return ValueAndUnit._UNITMODE_PERCENTAGE;\r\n }\r\n\r\n /** UNITMODE_PIXEL */\r\n public static get UNITMODE_PIXEL(): number {\r\n return ValueAndUnit._UNITMODE_PIXEL;\r\n }\r\n}\r\n"]}
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{ Observable } from \"core/Misc/observable\";\r\nimport type { AdvancedDynamicTexture } from \"./advancedDynamicTexture\";\r\n\r\n/**\r\n * Class used to specific a value and its associated unit\r\n */\r\nexport class ValueAndUnit {\r\n private _value = 1;\r\n private _unit = ValueAndUnit.UNITMODE_PIXEL;\r\n private _originalUnit: number;\r\n\r\n /**\r\n * Gets or sets a value indicating that this value will not scale accordingly with adaptive scaling property\r\n * @see https://doc.babylonjs.com/how_to/gui#adaptive-scaling\r\n */\r\n public ignoreAdaptiveScaling = false;\r\n\r\n /**\r\n * Observable event triggered each time the value or unit changes\r\n */\r\n public onChangedObservable = new Observable<void>();\r\n\r\n /**\r\n * Creates a new ValueAndUnit\r\n * @param value defines the value to store\r\n * @param unit defines the unit to store - defaults to ValueAndUnit.UNITMODE_PIXEL\r\n * @param negativeValueAllowed defines a boolean indicating if the value can be negative\r\n */\r\n public constructor(\r\n value: number,\r\n /** defines the unit to store */\r\n unit = ValueAndUnit.UNITMODE_PIXEL,\r\n /** defines a boolean indicating if the value can be negative */\r\n public negativeValueAllowed = true\r\n ) {\r\n this._value = value;\r\n this._unit = unit;\r\n this._originalUnit = unit;\r\n }\r\n\r\n /** Gets a boolean indicating if the value is a percentage */\r\n public get isPercentage(): boolean {\r\n return this._unit === ValueAndUnit.UNITMODE_PERCENTAGE;\r\n }\r\n\r\n /** Gets a boolean indicating if the value is store as pixel */\r\n public get isPixel(): boolean {\r\n return this._unit === ValueAndUnit.UNITMODE_PIXEL;\r\n }\r\n\r\n /**\r\n * Gets value (without units)\r\n * @deprecated use value property instead\r\n */\r\n public get internalValue(): number {\r\n return this._value;\r\n }\r\n\r\n /** Gets value (without units) */\r\n public get value(): number {\r\n return this._value;\r\n }\r\n\r\n /** Sets value (without units) */\r\n public set value(value: number) {\r\n if (value !== this._value) {\r\n this._value = value;\r\n this.onChangedObservable.notifyObservers();\r\n }\r\n }\r\n\r\n /** Gets units (without value) */\r\n public get unit(): number {\r\n return this._unit;\r\n }\r\n\r\n /** Sets units (without value) */\r\n public set unit(value: number) {\r\n if (value !== this._unit) {\r\n this._unit = value;\r\n this.onChangedObservable.notifyObservers();\r\n }\r\n }\r\n\r\n /**\r\n * Gets value as pixel\r\n * @param host defines the root host\r\n * @param refValue defines the reference value for percentages\r\n * @returns the value as pixel\r\n */\r\n public getValueInPixel(host: AdvancedDynamicTexture, refValue: number): number {\r\n if (this.isPixel) {\r\n return this.getValue(host);\r\n }\r\n\r\n return this.getValue(host) * refValue;\r\n }\r\n\r\n /**\r\n * Update the current value and unit.\r\n * @param value defines the value to store\r\n * @param unit defines the unit to store\r\n * @returns the current ValueAndUnit\r\n */\r\n public updateInPlace(value: number, unit = ValueAndUnit.UNITMODE_PIXEL): ValueAndUnit {\r\n if (this.value !== value || this.unit !== unit) {\r\n // set member variables to notify only once\r\n this._value = value;\r\n this._unit = unit;\r\n this.onChangedObservable.notifyObservers();\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets the value accordingly to its unit\r\n * @param host defines the root host\r\n * @returns the value\r\n */\r\n public getValue(host: AdvancedDynamicTexture): number {\r\n if (host && !this.ignoreAdaptiveScaling && this.unit !== ValueAndUnit.UNITMODE_PERCENTAGE) {\r\n let width: number = 0;\r\n let height: number = 0;\r\n\r\n if (host.idealWidth) {\r\n width = (this._value * host.getSize().width) / host.idealWidth;\r\n }\r\n\r\n if (host.idealHeight) {\r\n height = (this._value * host.getSize().height) / host.idealHeight;\r\n }\r\n\r\n if (host.useSmallestIdeal && host.idealWidth && host.idealHeight) {\r\n return window.innerWidth < window.innerHeight ? width : height;\r\n }\r\n\r\n if (host.idealWidth) {\r\n // horizontal\r\n return width;\r\n }\r\n\r\n if (host.idealHeight) {\r\n // vertical\r\n return height;\r\n }\r\n }\r\n return this._value;\r\n }\r\n\r\n /**\r\n * Gets a string representation of the value\r\n * @param host defines the root host\r\n * @param decimals defines an optional number of decimals to display\r\n * @returns a string\r\n */\r\n public toString(host: AdvancedDynamicTexture, decimals?: number): string {\r\n switch (this._unit) {\r\n case ValueAndUnit.UNITMODE_PERCENTAGE: {\r\n const percentage = this.getValue(host) * 100;\r\n return (decimals ? percentage.toFixed(decimals) : percentage) + \"%\";\r\n }\r\n case ValueAndUnit.UNITMODE_PIXEL: {\r\n const pixels = this.getValue(host);\r\n return (decimals ? pixels.toFixed(decimals) : pixels) + \"px\";\r\n }\r\n }\r\n\r\n return this._unit.toString();\r\n }\r\n\r\n /**\r\n * Store a value parsed from a string\r\n * @param source defines the source string\r\n * @returns true if the value was successfully parsed and updated\r\n */\r\n public fromString(source: string | number): boolean {\r\n const match = ValueAndUnit._Regex.exec(source.toString());\r\n\r\n if (!match || match.length === 0) {\r\n return false;\r\n }\r\n\r\n let sourceValue = parseFloat(match[1]);\r\n let sourceUnit = this._originalUnit;\r\n\r\n if (!this.negativeValueAllowed) {\r\n if (sourceValue < 0) {\r\n sourceValue = 0;\r\n }\r\n }\r\n\r\n if (match.length === 4) {\r\n switch (match[3]) {\r\n case \"px\":\r\n sourceUnit = ValueAndUnit.UNITMODE_PIXEL;\r\n break;\r\n case \"%\":\r\n sourceUnit = ValueAndUnit.UNITMODE_PERCENTAGE;\r\n sourceValue /= 100.0;\r\n break;\r\n }\r\n }\r\n\r\n if (sourceValue === this._value && sourceUnit === this._unit) {\r\n return false;\r\n }\r\n\r\n this._value = sourceValue;\r\n this._unit = sourceUnit;\r\n this.onChangedObservable.notifyObservers();\r\n\r\n return true;\r\n }\r\n\r\n // Static\r\n private static _Regex = /(^-?\\d*(\\.\\d+)?)(%|px)?/;\r\n private static _UNITMODE_PERCENTAGE = 0;\r\n private static _UNITMODE_PIXEL = 1;\r\n\r\n /** UNITMODE_PERCENTAGE */\r\n public static get UNITMODE_PERCENTAGE(): number {\r\n return ValueAndUnit._UNITMODE_PERCENTAGE;\r\n }\r\n\r\n /** UNITMODE_PIXEL */\r\n public static get UNITMODE_PIXEL(): number {\r\n return ValueAndUnit._UNITMODE_PIXEL;\r\n }\r\n}\r\n"]}
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package/2D/xmlLoader.d.ts
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package/2D/xmlLoader.js.map
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Used when the loader is instanced inside a class and not in a global context\r\n */\r\n constructor(parentClass: any = null) {\r\n if (parentClass) {\r\n this._parentClass = parentClass;\r\n }\r\n }\r\n\r\n private _getChainElement(attributeValue: any): any {\r\n let element: any = window;\r\n\r\n if (this._parentClass) {\r\n element = this._parentClass;\r\n }\r\n let value = attributeValue;\r\n value = value.split(\".\");\r\n\r\n for (let i = 0; i < value.length; i++) {\r\n element = element[value[i]];\r\n }\r\n return element;\r\n }\r\n\r\n private _getClassAttribute(attributeName: string): any {\r\n const attribute = attributeName.split(\".\");\r\n const className = GetClass(\"BABYLON.GUI.\" + attribute[0]);\r\n return className[attribute[1]];\r\n }\r\n\r\n private _createGuiElement(node: any, parent: any, linkParent: boolean = true): void {\r\n try {\r\n const className = GetClass(\"BABYLON.GUI.\" + node.nodeName);\r\n const guiNode = new className();\r\n\r\n if (parent && linkParent) {\r\n parent.addControl(guiNode);\r\n }\r\n\r\n for (let i = 0; i < node.attributes.length; i++) {\r\n if (node.attributes[i].name.toLowerCase().includes(\"datasource\")) {\r\n continue;\r\n }\r\n\r\n if (node.attributes[i].name.toLowerCase().includes(\"observable\")) {\r\n const element = this._getChainElement(node.attributes[i].value);\r\n guiNode[node.attributes[i].name].add(element);\r\n\r\n continue;\r\n } else if (node.attributes[i].name == \"linkWithMesh\") {\r\n if (this._parentClass) {\r\n guiNode.linkWithMesh(this._parentClass[node.attributes[i].value]);\r\n } else {\r\n guiNode.linkWithMesh(window[node.attributes[i].value]);\r\n }\r\n } else if (node.attributes[i].value.startsWith(\"{{\") && node.attributes[i].value.endsWith(\"}}\")) {\r\n const element = this._getChainElement(node.attributes[i].value.substring(2, node.attributes[i].value.length - 2));\r\n guiNode[node.attributes[i].name] = element;\r\n } else if (!this._objectAttributes[node.attributes[i].name]) {\r\n if (node.attributes[i].value == \"true\" || node.attributes[i].value == \"false\") {\r\n guiNode[node.attributes[i].name] = node.attributes[i].value == \"true\";\r\n } else {\r\n guiNode[node.attributes[i].name] = !isNaN(Number(node.attributes[i].value)) ? Number(node.attributes[i].value) : node.attributes[i].value;\r\n }\r\n } else {\r\n guiNode[node.attributes[i].name] = this._getClassAttribute(node.attributes[i].value);\r\n }\r\n }\r\n\r\n if (!node.attributes.getNamedItem(\"id\")) {\r\n this._nodes[node.nodeName + Object.keys(this._nodes).length + \"_gen\"] = guiNode;\r\n return guiNode;\r\n }\r\n\r\n let id = node.attributes.getNamedItem(\"id\").value;\r\n if (id.startsWith(\"{{\") && id.endsWith(\"}}\")) {\r\n id = this._getChainElement(id.substring(2, id.length - 2));\r\n }\r\n\r\n if (!this._nodes[id]) {\r\n this._nodes[id] = guiNode;\r\n } else {\r\n throw \"XmlLoader Exception : Duplicate ID, every element should have an unique ID attribute\";\r\n }\r\n return guiNode;\r\n } catch (exception) {\r\n throw \"XmlLoader Exception : Error parsing Control \" + node.nodeName + \",\" + exception + \".\";\r\n }\r\n }\r\n\r\n private _parseGrid(node: any, guiNode: any, parent: any): void {\r\n let width;\r\n let height;\r\n let columns;\r\n const rows = node.children;\r\n let cells;\r\n let isPixel = false;\r\n let cellNode;\r\n let rowNumber = -1;\r\n let columnNumber = -1;\r\n let totalColumnsNumber = 0;\r\n\r\n for (let i = 0; i < rows.length; i++) {\r\n if (rows[i].nodeType != this._nodeTypes.element) {\r\n continue;\r\n }\r\n if (rows[i].nodeName != \"Row\") {\r\n throw \"XmlLoader Exception : Expecting Row node, received \" + rows[i].nodeName;\r\n }\r\n rowNumber += 1;\r\n columns = rows[i].children;\r\n\r\n if (!rows[i].attributes.getNamedItem(\"height\")) {\r\n throw \"XmlLoader Exception : Height must be defined for grid rows\";\r\n }\r\n height = Number(rows[i].attributes.getNamedItem(\"height\").nodeValue);\r\n isPixel = rows[i].attributes.getNamedItem(\"isPixel\") ? JSON.parse(rows[i].attributes.getNamedItem(\"isPixel\").nodeValue) : false;\r\n guiNode.addRowDefinition(height, isPixel);\r\n\r\n for (let j = 0; j < columns.length; j++) {\r\n if (columns[j].nodeType != this._nodeTypes.element) {\r\n continue;\r\n }\r\n if (columns[j].nodeName != \"Column\") {\r\n throw \"XmlLoader Exception : Expecting Column node, received \" + columns[j].nodeName;\r\n }\r\n columnNumber += 1;\r\n if (rowNumber > 0 && columnNumber > totalColumnsNumber) {\r\n throw \"XmlLoader Exception : In the Grid element, the number of columns is defined in the first row, do not add more columns in the subsequent rows.\";\r\n }\r\n\r\n if (rowNumber == 0) {\r\n if (!columns[j].attributes.getNamedItem(\"width\")) {\r\n throw \"XmlLoader Exception : Width must be defined for all the grid columns in the first row\";\r\n }\r\n width = Number(columns[j].attributes.getNamedItem(\"width\").nodeValue);\r\n isPixel = columns[j].attributes.getNamedItem(\"isPixel\") ? JSON.parse(columns[j].attributes.getNamedItem(\"isPixel\").nodeValue) : false;\r\n guiNode.addColumnDefinition(width, isPixel);\r\n }\r\n\r\n cells = columns[j].children;\r\n\r\n for (let k = 0; k < cells.length; k++) {\r\n if (cells[k].nodeType != this._nodeTypes.element) {\r\n continue;\r\n }\r\n cellNode = this._createGuiElement(cells[k], guiNode, false);\r\n guiNode.addControl(cellNode, rowNumber, columnNumber);\r\n if (cells[k].firstChild) {\r\n this._parseXml(cells[k].firstChild, cellNode);\r\n }\r\n }\r\n }\r\n if (rowNumber == 0) {\r\n totalColumnsNumber = columnNumber;\r\n }\r\n columnNumber = -1;\r\n }\r\n\r\n if (node.nextSibling) {\r\n this._parseXml(node.nextSibling, parent);\r\n }\r\n }\r\n\r\n private _parseElement(node: any, guiNode: any, parent: any): void {\r\n if (node.firstChild) {\r\n this._parseXml(node.firstChild, guiNode);\r\n }\r\n\r\n if (node.nextSibling) {\r\n this._parseXml(node.nextSibling, parent);\r\n }\r\n }\r\n\r\n private _prepareSourceElement(node: any, guiNode: any, variable: any, source: any, iterator: any): void {\r\n if (this._parentClass) {\r\n this._parentClass[variable] = source[iterator];\r\n } else {\r\n window[variable] = source[iterator];\r\n }\r\n\r\n if (node.firstChild) {\r\n this._parseXml(node.firstChild, guiNode, true);\r\n }\r\n }\r\n\r\n private _parseElementsFromSource(node: any, guiNode: any, parent: any): void {\r\n const dataSource = node.attributes.getNamedItem(\"dataSource\").value;\r\n\r\n if (!dataSource.includes(\" in \")) {\r\n throw \"XmlLoader Exception : Malformed XML, Data Source must include an in\";\r\n } else {\r\n let isArray = true;\r\n const splittedSource = dataSource.split(\" in \");\r\n if (splittedSource.length < 2) {\r\n throw \"XmlLoader Exception : Malformed XML, Data Source must have an iterator and a source\";\r\n }\r\n let source = splittedSource[1];\r\n if (source.startsWith(\"{\") && source.endsWith(\"}\")) {\r\n isArray = false;\r\n }\r\n\r\n if (!isArray || (source.startsWith(\"[\") && source.endsWith(\"]\"))) {\r\n source = source.substring(1, source.length - 1);\r\n }\r\n\r\n if (this._parentClass) {\r\n source = this._parentClass[source];\r\n } else {\r\n source = window[source];\r\n }\r\n\r\n if (isArray) {\r\n for (let i = 0; i < source.length; i++) {\r\n this._prepareSourceElement(node, guiNode, splittedSource[0], source, i);\r\n }\r\n } else {\r\n for (const i in source) {\r\n this._prepareSourceElement(node, guiNode, splittedSource[0], source, i);\r\n }\r\n }\r\n\r\n if (node.nextSibling) {\r\n this._parseXml(node.nextSibling, parent);\r\n }\r\n }\r\n }\r\n\r\n private _parseXml(node: any, parent: any, generated: boolean = false): void {\r\n if (node.nodeType != this._nodeTypes.element) {\r\n if (node.nextSibling) {\r\n this._parseXml(node.nextSibling, parent, generated);\r\n }\r\n return;\r\n }\r\n\r\n if (generated) {\r\n node.setAttribute(\"id\", parent.id + (parent._children.length + 1));\r\n }\r\n\r\n const guiNode = this._createGuiElement(node, parent);\r\n\r\n if (!this._rootNode) {\r\n this._rootNode = guiNode;\r\n }\r\n\r\n if (node.nodeName == \"Grid\") {\r\n this._parseGrid(node, guiNode, parent);\r\n } else if (!node.attributes.getNamedItem(\"dataSource\")) {\r\n this._parseElement(node, guiNode, parent);\r\n } else {\r\n this._parseElementsFromSource(node, guiNode, parent);\r\n }\r\n }\r\n\r\n /**\r\n * Gets if the loading has finished.\r\n * @returns whether the loading has finished or not\r\n */\r\n public isLoaded(): boolean {\r\n return this._isLoaded;\r\n }\r\n\r\n /**\r\n * Gets a loaded node / control by id.\r\n * @param id the Controls id set in the xml\r\n * @returns element of type Control\r\n */\r\n public getNodeById(id: string): any {\r\n return this._nodes[id];\r\n }\r\n\r\n /**\r\n * Gets all loaded nodes / controls\r\n * @returns Array of controls\r\n */\r\n public getNodes(): any {\r\n return this._nodes;\r\n }\r\n /**\r\n * Disposes the loaded layout\r\n */\r\n public dispose(): void {\r\n if (this._rootNode) {\r\n this._rootNode.dispose();\r\n this._rootNode = null;\r\n this._nodes = {};\r\n }\r\n }\r\n\r\n /**\r\n * Initiates the xml layout loading\r\n * @param xmlFile defines the xml layout to load\r\n * @param rootNode defines the node / control to use as a parent for the loaded layout controls.\r\n * @param onSuccess defines the callback called on layout load successfully.\r\n * @param onError defines the callback called on layout load failure.\r\n */\r\n public loadLayout(xmlFile: any, rootNode: any, onSuccess: Nullable<() => void> = null, onError: Nullable<(error: string) => void> = null): void {\r\n const xhttp = new XMLHttpRequest();\r\n xhttp.onload = () => {\r\n if (xhttp.readyState === 4 && xhttp.status === 200) {\r\n if (!xhttp.responseXML) {\r\n if (onError) {\r\n onError(XmlLoaderError);\r\n return;\r\n } else {\r\n throw XmlLoaderError;\r\n }\r\n }\r\n\r\n const xmlDoc = xhttp.responseXML.documentElement;\r\n this._parseXml(xmlDoc.firstChild, rootNode);\r\n this._isLoaded = true;\r\n\r\n if (onSuccess) {\r\n onSuccess();\r\n }\r\n }\r\n };\r\n\r\n xhttp.onerror = function () {\r\n if (onError) {\r\n onError(\"an error occurred during loading the layout\");\r\n }\r\n };\r\n\r\n xhttp.open(\"GET\", xmlFile, true);\r\n xhttp.send();\r\n }\r\n /**\r\n * Initiates the xml layout loading asynchronously\r\n * @param xmlFile defines the xml layout to load\r\n * @param rootNode defines the node / control to use as a parent for the loaded layout controls.\r\n * @returns Promise\r\n */\r\n public async loadLayoutAsync(xmlFile: any, rootNode: any): Promise<any> {\r\n return new Promise((resolve: any, reject: any) => {\r\n this.loadLayout(xmlFile, rootNode, resolve, reject);\r\n });\r\n }\r\n}\r\n"]}
|
|
1
|
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{ GetClass } from \"core/Misc/typeStore\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\nconst XmlLoaderError = \"XmlLoader Exception : XML file is malformed or corrupted.\";\r\n\r\n/**\r\n * Class used to load GUI via XML.\r\n */\r\nexport class XmlLoader {\r\n private _nodes: any = {};\r\n\r\n private _nodeTypes: any = {\r\n element: 1,\r\n attribute: 2,\r\n text: 3,\r\n };\r\n\r\n private _isLoaded: boolean = false;\r\n\r\n private _objectAttributes: any = {\r\n textHorizontalAlignment: 1,\r\n textVerticalAlignment: 2,\r\n horizontalAlignment: 3,\r\n verticalAlignment: 4,\r\n stretch: 5,\r\n };\r\n\r\n private _rootNode: any;\r\n\r\n private _parentClass: any;\r\n\r\n /**\r\n * Create a new xml loader\r\n * @param parentClass Sets the class context. Used when the loader is instanced inside a class and not in a global context\r\n */\r\n constructor(parentClass: any = null) {\r\n if (parentClass) {\r\n this._parentClass = parentClass;\r\n }\r\n }\r\n\r\n private _getChainElement(attributeValue: any): any {\r\n let element: any = window;\r\n\r\n if (this._parentClass) {\r\n element = this._parentClass;\r\n }\r\n let value = attributeValue;\r\n value = value.split(\".\");\r\n\r\n for (let i = 0; i < value.length; i++) {\r\n element = element[value[i]];\r\n }\r\n return element;\r\n }\r\n\r\n private _getClassAttribute(attributeName: string): any {\r\n const attribute = attributeName.split(\".\");\r\n const className = GetClass(\"BABYLON.GUI.\" + attribute[0]);\r\n return className[attribute[1]];\r\n }\r\n\r\n private _createGuiElement(node: any, parent: any, linkParent: boolean = true): void {\r\n try {\r\n const className = GetClass(\"BABYLON.GUI.\" + node.nodeName);\r\n const guiNode = new className();\r\n\r\n if (parent && linkParent) {\r\n parent.addControl(guiNode);\r\n }\r\n\r\n for (let i = 0; i < node.attributes.length; i++) {\r\n if (node.attributes[i].name.toLowerCase().includes(\"datasource\")) {\r\n continue;\r\n }\r\n\r\n if (node.attributes[i].name.toLowerCase().includes(\"observable\")) {\r\n const element = this._getChainElement(node.attributes[i].value);\r\n guiNode[node.attributes[i].name].add(element);\r\n\r\n continue;\r\n } else if (node.attributes[i].name == \"linkWithMesh\") {\r\n if (this._parentClass) {\r\n guiNode.linkWithMesh(this._parentClass[node.attributes[i].value]);\r\n } else {\r\n guiNode.linkWithMesh(window[node.attributes[i].value]);\r\n }\r\n } else if (node.attributes[i].value.startsWith(\"{{\") && node.attributes[i].value.endsWith(\"}}\")) {\r\n const element = this._getChainElement(node.attributes[i].value.substring(2, node.attributes[i].value.length - 2));\r\n guiNode[node.attributes[i].name] = element;\r\n } else if (!this._objectAttributes[node.attributes[i].name]) {\r\n if (node.attributes[i].value == \"true\" || node.attributes[i].value == \"false\") {\r\n guiNode[node.attributes[i].name] = node.attributes[i].value == \"true\";\r\n } else {\r\n guiNode[node.attributes[i].name] = !isNaN(Number(node.attributes[i].value)) ? Number(node.attributes[i].value) : node.attributes[i].value;\r\n }\r\n } else {\r\n guiNode[node.attributes[i].name] = this._getClassAttribute(node.attributes[i].value);\r\n }\r\n }\r\n\r\n if (!node.attributes.getNamedItem(\"id\")) {\r\n this._nodes[node.nodeName + Object.keys(this._nodes).length + \"_gen\"] = guiNode;\r\n return guiNode;\r\n }\r\n\r\n let id = node.attributes.getNamedItem(\"id\").value;\r\n if (id.startsWith(\"{{\") && id.endsWith(\"}}\")) {\r\n id = this._getChainElement(id.substring(2, id.length - 2));\r\n }\r\n\r\n if (!this._nodes[id]) {\r\n this._nodes[id] = guiNode;\r\n } else {\r\n throw \"XmlLoader Exception : Duplicate ID, every element should have an unique ID attribute\";\r\n }\r\n return guiNode;\r\n } catch (exception) {\r\n throw \"XmlLoader Exception : Error parsing Control \" + node.nodeName + \",\" + exception + \".\";\r\n }\r\n }\r\n\r\n private _parseGrid(node: any, guiNode: any, parent: any): void {\r\n let width;\r\n let height;\r\n let columns;\r\n const rows = node.children;\r\n let cells;\r\n let isPixel = false;\r\n let cellNode;\r\n let rowNumber = -1;\r\n let columnNumber = -1;\r\n let totalColumnsNumber = 0;\r\n\r\n for (let i = 0; i < rows.length; i++) {\r\n if (rows[i].nodeType != this._nodeTypes.element) {\r\n continue;\r\n }\r\n if (rows[i].nodeName != \"Row\") {\r\n throw \"XmlLoader Exception : Expecting Row node, received \" + rows[i].nodeName;\r\n }\r\n rowNumber += 1;\r\n columns = rows[i].children;\r\n\r\n if (!rows[i].attributes.getNamedItem(\"height\")) {\r\n throw \"XmlLoader Exception : Height must be defined for grid rows\";\r\n }\r\n height = Number(rows[i].attributes.getNamedItem(\"height\").nodeValue);\r\n isPixel = rows[i].attributes.getNamedItem(\"isPixel\") ? JSON.parse(rows[i].attributes.getNamedItem(\"isPixel\").nodeValue) : false;\r\n guiNode.addRowDefinition(height, isPixel);\r\n\r\n for (let j = 0; j < columns.length; j++) {\r\n if (columns[j].nodeType != this._nodeTypes.element) {\r\n continue;\r\n }\r\n if (columns[j].nodeName != \"Column\") {\r\n throw \"XmlLoader Exception : Expecting Column node, received \" + columns[j].nodeName;\r\n }\r\n columnNumber += 1;\r\n if (rowNumber > 0 && columnNumber > totalColumnsNumber) {\r\n throw \"XmlLoader Exception : In the Grid element, the number of columns is defined in the first row, do not add more columns in the subsequent rows.\";\r\n }\r\n\r\n if (rowNumber == 0) {\r\n if (!columns[j].attributes.getNamedItem(\"width\")) {\r\n throw \"XmlLoader Exception : Width must be defined for all the grid columns in the first row\";\r\n }\r\n width = Number(columns[j].attributes.getNamedItem(\"width\").nodeValue);\r\n isPixel = columns[j].attributes.getNamedItem(\"isPixel\") ? JSON.parse(columns[j].attributes.getNamedItem(\"isPixel\").nodeValue) : false;\r\n guiNode.addColumnDefinition(width, isPixel);\r\n }\r\n\r\n cells = columns[j].children;\r\n\r\n for (let k = 0; k < cells.length; k++) {\r\n if (cells[k].nodeType != this._nodeTypes.element) {\r\n continue;\r\n }\r\n cellNode = this._createGuiElement(cells[k], guiNode, false);\r\n guiNode.addControl(cellNode, rowNumber, columnNumber);\r\n if (cells[k].firstChild) {\r\n this._parseXml(cells[k].firstChild, cellNode);\r\n }\r\n }\r\n }\r\n if (rowNumber == 0) {\r\n totalColumnsNumber = columnNumber;\r\n }\r\n columnNumber = -1;\r\n }\r\n\r\n if (node.nextSibling) {\r\n this._parseXml(node.nextSibling, parent);\r\n }\r\n }\r\n\r\n private _parseElement(node: any, guiNode: any, parent: any): void {\r\n if (node.firstChild) {\r\n this._parseXml(node.firstChild, guiNode);\r\n }\r\n\r\n if (node.nextSibling) {\r\n this._parseXml(node.nextSibling, parent);\r\n }\r\n }\r\n\r\n private _prepareSourceElement(node: any, guiNode: any, variable: any, source: any, iterator: any): void {\r\n if (this._parentClass) {\r\n this._parentClass[variable] = source[iterator];\r\n } else {\r\n window[variable] = source[iterator];\r\n }\r\n\r\n if (node.firstChild) {\r\n this._parseXml(node.firstChild, guiNode, true);\r\n }\r\n }\r\n\r\n private _parseElementsFromSource(node: any, guiNode: any, parent: any): void {\r\n const dataSource = node.attributes.getNamedItem(\"dataSource\").value;\r\n\r\n if (!dataSource.includes(\" in \")) {\r\n throw \"XmlLoader Exception : Malformed XML, Data Source must include an in\";\r\n } else {\r\n let isArray = true;\r\n const splittedSource = dataSource.split(\" in \");\r\n if (splittedSource.length < 2) {\r\n throw \"XmlLoader Exception : Malformed XML, Data Source must have an iterator and a source\";\r\n }\r\n let source = splittedSource[1];\r\n if (source.startsWith(\"{\") && source.endsWith(\"}\")) {\r\n isArray = false;\r\n }\r\n\r\n if (!isArray || (source.startsWith(\"[\") && source.endsWith(\"]\"))) {\r\n source = source.substring(1, source.length - 1);\r\n }\r\n\r\n if (this._parentClass) {\r\n source = this._parentClass[source];\r\n } else {\r\n source = window[source];\r\n }\r\n\r\n if (isArray) {\r\n for (let i = 0; i < source.length; i++) {\r\n this._prepareSourceElement(node, guiNode, splittedSource[0], source, i);\r\n }\r\n } else {\r\n for (const i in source) {\r\n this._prepareSourceElement(node, guiNode, splittedSource[0], source, i);\r\n }\r\n }\r\n\r\n if (node.nextSibling) {\r\n this._parseXml(node.nextSibling, parent);\r\n }\r\n }\r\n }\r\n\r\n private _parseXml(node: any, parent: any, generated: boolean = false): void {\r\n if (node.nodeType != this._nodeTypes.element) {\r\n if (node.nextSibling) {\r\n this._parseXml(node.nextSibling, parent, generated);\r\n }\r\n return;\r\n }\r\n\r\n if (generated) {\r\n node.setAttribute(\"id\", parent.id + (parent._children.length + 1));\r\n }\r\n\r\n const guiNode = this._createGuiElement(node, parent);\r\n\r\n if (!this._rootNode) {\r\n this._rootNode = guiNode;\r\n }\r\n\r\n if (node.nodeName == \"Grid\") {\r\n this._parseGrid(node, guiNode, parent);\r\n } else if (!node.attributes.getNamedItem(\"dataSource\")) {\r\n this._parseElement(node, guiNode, parent);\r\n } else {\r\n this._parseElementsFromSource(node, guiNode, parent);\r\n }\r\n }\r\n\r\n /**\r\n * Gets if the loading has finished.\r\n * @returns whether the loading has finished or not\r\n */\r\n public isLoaded(): boolean {\r\n return this._isLoaded;\r\n }\r\n\r\n /**\r\n * Gets a loaded node / control by id.\r\n * @param id the Controls id set in the xml\r\n * @returns element of type Control\r\n */\r\n public getNodeById(id: string): any {\r\n return this._nodes[id];\r\n }\r\n\r\n /**\r\n * Gets all loaded nodes / controls\r\n * @returns Array of controls\r\n */\r\n public getNodes(): any {\r\n return this._nodes;\r\n }\r\n /**\r\n * Disposes the loaded layout\r\n */\r\n public dispose(): void {\r\n if (this._rootNode) {\r\n this._rootNode.dispose();\r\n this._rootNode = null;\r\n this._nodes = {};\r\n }\r\n }\r\n\r\n /**\r\n * Initiates the xml layout loading\r\n * @param xmlFile defines the xml layout to load\r\n * @param rootNode defines the node / control to use as a parent for the loaded layout controls.\r\n * @param onSuccess defines the callback called on layout load successfully.\r\n * @param onError defines the callback called on layout load failure.\r\n */\r\n public loadLayout(xmlFile: any, rootNode: any, onSuccess: Nullable<() => void> = null, onError: Nullable<(error: string) => void> = null): void {\r\n const xhttp = new XMLHttpRequest();\r\n xhttp.onload = () => {\r\n if (xhttp.readyState === 4 && xhttp.status === 200) {\r\n if (!xhttp.responseXML) {\r\n if (onError) {\r\n onError(XmlLoaderError);\r\n return;\r\n } else {\r\n throw XmlLoaderError;\r\n }\r\n }\r\n\r\n const xmlDoc = xhttp.responseXML.documentElement;\r\n this._parseXml(xmlDoc.firstChild, rootNode);\r\n this._isLoaded = true;\r\n\r\n if (onSuccess) {\r\n onSuccess();\r\n }\r\n }\r\n };\r\n\r\n xhttp.onerror = function () {\r\n if (onError) {\r\n onError(\"an error occurred during loading the layout\");\r\n }\r\n };\r\n\r\n xhttp.open(\"GET\", xmlFile, true);\r\n xhttp.send();\r\n }\r\n /**\r\n * Initiates the xml layout loading asynchronously\r\n * @param xmlFile defines the xml layout to load\r\n * @param rootNode defines the node / control to use as a parent for the loaded layout controls.\r\n * @returns Promise\r\n */\r\n public async loadLayoutAsync(xmlFile: any, rootNode: any): Promise<any> {\r\n return new Promise((resolve: any, reject: any) => {\r\n this.loadLayout(xmlFile, rootNode, resolve, reject);\r\n });\r\n }\r\n}\r\n"]}
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@@ -1,10 +1,10 @@
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1
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-
import { Behavior } from "@babylonjs/core/Behaviors/behavior.js";
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1
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+
import type { Behavior } from "@babylonjs/core/Behaviors/behavior.js";
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2
2
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import { FollowBehavior } from "@babylonjs/core/Behaviors/Meshes/followBehavior.js";
|
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3
3
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import { SixDofDragBehavior } from "@babylonjs/core/Behaviors/Meshes/sixDofDragBehavior.js";
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4
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-
import { Mesh } from "@babylonjs/core/Meshes/mesh.js";
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5
|
-
import { Nullable } from "@babylonjs/core/types.js";
|
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4
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+
import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
|
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5
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+
import type { Nullable } from "@babylonjs/core/types.js";
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6
6
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import { SurfaceMagnetismBehavior } from "@babylonjs/core/Behaviors/Meshes/surfaceMagnetismBehavior.js";
|
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7
|
-
import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
|
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7
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+
import type { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
|
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8
8
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/**
|
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9
9
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* Default behavior for 3D UI elements.
|
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10
10
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* Handles a FollowBehavior, SixDofBehavior and SurfaceMagnetismBehavior
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"defaultBehavior.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/behaviors/defaultBehavior.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAE,2DAA6C;AACtE,OAAO,EAAE,kBAAkB,EAAE,+DAAiD;AAK9E,OAAO,EAAE,wBAAwB,EAAE,qEAAuD;AAK1F;;;;GAIG;AACH;IAQI;;OAEG;IACH;QAuCA;;WAEG;QACI,0BAAqB,GAAY,KAAK,CAAC;QAE9C;;WAEG;QACI,8BAAyB,GAAY,IAAI,CAAC;QAEjD;;WAEG;QACI,oCAA+B,GAAY,IAAI,CAAC;QAnDnD,IAAI,CAAC,eAAe,GAAG,IAAI,cAAc,EAAE,CAAC;QAC5C,IAAI,CAAC,mBAAmB,GAAG,IAAI,kBAAkB,EAAE,CAAC;QACpD,IAAI,CAAC,yBAAyB,GAAG,IAAI,wBAAwB,EAAE,CAAC;IACpE,CAAC;IAUD,sBAAW,iCAAI;QAHf;;WAEG;aACH;YACI,OAAO,SAAS,CAAC;QACrB,CAAC;;;OAAA;IAKD,sBAAW,2CAAc;QAHzB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,eAAe,CAAC;QAChC,CAAC;;;OAAA;IAKD,sBAAW,+CAAkB;QAH7B;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,mBAAmB,CAAC;QACpC,CAAC;;;OAAA;IAKD,sBAAW,qDAAwB;QAHnC;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,yBAAyB,CAAC;QAC1C,CAAC;;;OAAA;IAiBD;;OAEG;IACI,8BAAI,GAAX,cAAe,CAAC;IAEhB;;;;;OAKG;IACI,gCAAM,GAAb,UAAc,SAAe,EAAE,gBAAyB,EAAE,wBAAyC;QAC/F,IAAI,CAAC,MAAM,GAAG,SAAS,CAAC,QAAQ,EAAE,CAAC;QACnC,IAAI,CAAC,YAAY,GAAG,SAAS,CAAC;QAE9B,IAAI,CAAC,eAAe,EAAE,CAAC;QACvB,qFAAqF;QACrF,IAAI,CAAC,eAAe,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC;QACvC,IAAI,CAAC,mBAAmB,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC;QAC3C,IAAI,CAAC,mBAAmB,CAAC,eAAe,GAAG,gBAAgB,IAAI,IAAI,CAAC;QACpE,IAAI,CAAC,mBAAmB,CAAC,qBAAqB,GAAG,IAAI,CAAC;QACtD,IAAI,CAAC,yBAAyB,CAAC,MAAM,CAAC,SAAS,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAC9D,IAAI,wBAAwB,EAAE;YAC1B,IAAI,CAAC,yBAAyB,CAAC,MAAM,GAAG,wBAAwB,CAAC;SACpE;QAED,uGAAuG;QACvG,IAAI,CAAC,yBAAyB,CAAC,OAAO,GAAG,KAAK,CAAC;IACnD,CAAC;IAED;;OAEG;IACI,gCAAM,GAAb;QACI,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;QACzB,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAC1B,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE,CAAC;QAC9B,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,CAAC;QAClC,IAAI,CAAC,yBAAyB,CAAC,MAAM,EAAE,CAAC;IAC5C,CAAC;IAEO,yCAAe,GAAvB;QAAA,iBAOC;QANG,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC,MAAM,CAAC,wBAAwB,CAAC,GAAG,CAAC;YACpE,KAAI,CAAC,eAAe,CAAC,QAAQ,GAAG,CAAC,KAAI,CAAC,mBAAmB,CAAC,QAAQ,IAAI,KAAI,CAAC,qBAAqB,CAAC;QACrG,CAAC,CAAC,CAAC;QACH,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,mBAAmB,CAAC,gBAAgB,CAAC,GAAG,CAAC,UAAC,KAAgC;YAClG,KAAI,CAAC,mBAAmB,CAAC,eAAe,GAAG,KAAI,CAAC,yBAAyB,CAAC,mBAAmB,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC;QAClH,CAAC,CAAC,CAAC;IACP,CAAC;IAEO,4CAAkB,GAA1B;QACI,IAAI,CAAC,MAAM,CAAC,wBAAwB,CAAC,MAAM,CAAC,IAAI,CAAC,uBAAuB,CAAC,CAAC;QAC1E,IAAI,CAAC,mBAAmB,CAAC,gBAAgB,CAAC,MAAM,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;IAC3E,CAAC;IACL,sBAAC;AAAD,CAAC,AAvHD,IAuHC","sourcesContent":["import { Behavior } from \"core/Behaviors/behavior\";\r\nimport { FollowBehavior } from \"core/Behaviors/Meshes/followBehavior\";\r\nimport { SixDofDragBehavior } from \"core/Behaviors/Meshes/sixDofDragBehavior\";\r\nimport { Scene } from \"core/scene\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { Observer } from \"core/Misc/observable\";\r\nimport { Nullable } from \"core/types\";\r\nimport { SurfaceMagnetismBehavior } from \"core/Behaviors/Meshes/surfaceMagnetismBehavior\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { PickingInfo } from \"core/Collisions/pickingInfo\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\n\r\n/**\r\n * Default behavior for 3D UI elements.\r\n * Handles a FollowBehavior, SixDofBehavior and SurfaceMagnetismBehavior\r\n * @since 5.0.0\r\n */\r\nexport class DefaultBehavior implements Behavior<Mesh> {\r\n private _scene: Scene;\r\n private _followBehavior: FollowBehavior;\r\n private _sixDofDragBehavior: SixDofDragBehavior;\r\n private _surfaceMagnetismBehavior: SurfaceMagnetismBehavior;\r\n private _onBeforeRenderObserver: Nullable<Observer<Scene>>;\r\n private _onDragObserver: Nullable<Observer<{ delta: Vector3; position: Vector3; pickInfo: PickingInfo }>>;\r\n\r\n /**\r\n * Instantiates the default behavior\r\n */\r\n constructor() {\r\n this._followBehavior = new FollowBehavior();\r\n this._sixDofDragBehavior = new SixDofDragBehavior();\r\n this._surfaceMagnetismBehavior = new SurfaceMagnetismBehavior();\r\n }\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public attachedNode: Nullable<Mesh>;\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"Default\";\r\n }\r\n\r\n /**\r\n * The follow behavior\r\n */\r\n public get followBehavior(): FollowBehavior {\r\n return this._followBehavior;\r\n }\r\n\r\n /**\r\n * The six DoF drag behavior\r\n */\r\n public get sixDofDragBehavior(): SixDofDragBehavior {\r\n return this._sixDofDragBehavior;\r\n }\r\n\r\n /**\r\n * The surface magnetism behavior\r\n */\r\n public get surfaceMagnetismBehavior(): SurfaceMagnetismBehavior {\r\n return this._surfaceMagnetismBehavior;\r\n }\r\n\r\n /**\r\n * Enables the follow behavior\r\n */\r\n public followBehaviorEnabled: boolean = false;\r\n\r\n /**\r\n * Enables the six DoF drag behavior\r\n */\r\n public sixDofDragBehaviorEnabled: boolean = true;\r\n\r\n /**\r\n * Enables the surface magnetism behavior\r\n */\r\n public surfaceMagnetismBehaviorEnabled: boolean = true;\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * Attaches the default behavior\r\n * @param ownerMesh The top level mesh\r\n * @param draggablesMeshes Descendant meshes that can be used for dragging the owner mesh\r\n * @param sceneUnderstandingMeshes Meshes from the scene understanding that will be used for surface magnetism\r\n */\r\n public attach(ownerMesh: Mesh, draggablesMeshes?: Mesh[], sceneUnderstandingMeshes?: AbstractMesh[]): void {\r\n this._scene = ownerMesh.getScene();\r\n this.attachedNode = ownerMesh;\r\n\r\n this._addObservables();\r\n // Since our observables are bound before the child behaviors', ours are called first\r\n this._followBehavior.attach(ownerMesh);\r\n this._sixDofDragBehavior.attach(ownerMesh);\r\n this._sixDofDragBehavior.draggableMeshes = draggablesMeshes || null;\r\n this._sixDofDragBehavior.faceCameraOnDragStart = true;\r\n this._surfaceMagnetismBehavior.attach(ownerMesh, this._scene);\r\n if (sceneUnderstandingMeshes) {\r\n this._surfaceMagnetismBehavior.meshes = sceneUnderstandingMeshes;\r\n }\r\n\r\n // We disable this behavior because we will handle pose changing event manually with sixDofDragBehavior\r\n this._surfaceMagnetismBehavior.enabled = false;\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this.attachedNode = null;\r\n this._removeObservables();\r\n this._followBehavior.detach();\r\n this._sixDofDragBehavior.detach();\r\n this._surfaceMagnetismBehavior.detach();\r\n }\r\n\r\n private _addObservables() {\r\n this._onBeforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n this._followBehavior._enabled = !this._sixDofDragBehavior.isMoving && this.followBehaviorEnabled;\r\n });\r\n this._onDragObserver = this._sixDofDragBehavior.onDragObservable.add((event: { pickInfo: PickingInfo }) => {\r\n this._sixDofDragBehavior.disableMovement = this._surfaceMagnetismBehavior.findAndUpdateTarget(event.pickInfo);\r\n });\r\n }\r\n\r\n private _removeObservables() {\r\n this._scene.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n this._sixDofDragBehavior.onDragObservable.remove(this._onDragObserver);\r\n }\r\n}\r\n"]}
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1
|
+
{"version":3,"file":"defaultBehavior.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/behaviors/defaultBehavior.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,cAAc,EAAE,2DAA6C;AACtE,OAAO,EAAE,kBAAkB,EAAE,+DAAiD;AAK9E,OAAO,EAAE,wBAAwB,EAAE,qEAAuD;AAK1F;;;;GAIG;AACH;IAQI;;OAEG;IACH;QAuCA;;WAEG;QACI,0BAAqB,GAAY,KAAK,CAAC;QAE9C;;WAEG;QACI,8BAAyB,GAAY,IAAI,CAAC;QAEjD;;WAEG;QACI,oCAA+B,GAAY,IAAI,CAAC;QAnDnD,IAAI,CAAC,eAAe,GAAG,IAAI,cAAc,EAAE,CAAC;QAC5C,IAAI,CAAC,mBAAmB,GAAG,IAAI,kBAAkB,EAAE,CAAC;QACpD,IAAI,CAAC,yBAAyB,GAAG,IAAI,wBAAwB,EAAE,CAAC;IACpE,CAAC;IAUD,sBAAW,iCAAI;QAHf;;WAEG;aACH;YACI,OAAO,SAAS,CAAC;QACrB,CAAC;;;OAAA;IAKD,sBAAW,2CAAc;QAHzB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,eAAe,CAAC;QAChC,CAAC;;;OAAA;IAKD,sBAAW,+CAAkB;QAH7B;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,mBAAmB,CAAC;QACpC,CAAC;;;OAAA;IAKD,sBAAW,qDAAwB;QAHnC;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,yBAAyB,CAAC;QAC1C,CAAC;;;OAAA;IAiBD;;OAEG;IACI,8BAAI,GAAX,cAAe,CAAC;IAEhB;;;;;OAKG;IACI,gCAAM,GAAb,UAAc,SAAe,EAAE,gBAAyB,EAAE,wBAAyC;QAC/F,IAAI,CAAC,MAAM,GAAG,SAAS,CAAC,QAAQ,EAAE,CAAC;QACnC,IAAI,CAAC,YAAY,GAAG,SAAS,CAAC;QAE9B,IAAI,CAAC,eAAe,EAAE,CAAC;QACvB,qFAAqF;QACrF,IAAI,CAAC,eAAe,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC;QACvC,IAAI,CAAC,mBAAmB,CAAC,MAAM,CAAC,SAAS,CAAC,CAAC;QAC3C,IAAI,CAAC,mBAAmB,CAAC,eAAe,GAAG,gBAAgB,IAAI,IAAI,CAAC;QACpE,IAAI,CAAC,mBAAmB,CAAC,qBAAqB,GAAG,IAAI,CAAC;QACtD,IAAI,CAAC,yBAAyB,CAAC,MAAM,CAAC,SAAS,EAAE,IAAI,CAAC,MAAM,CAAC,CAAC;QAC9D,IAAI,wBAAwB,EAAE;YAC1B,IAAI,CAAC,yBAAyB,CAAC,MAAM,GAAG,wBAAwB,CAAC;SACpE;QAED,uGAAuG;QACvG,IAAI,CAAC,yBAAyB,CAAC,OAAO,GAAG,KAAK,CAAC;IACnD,CAAC;IAED;;OAEG;IACI,gCAAM,GAAb;QACI,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;QACzB,IAAI,CAAC,kBAAkB,EAAE,CAAC;QAC1B,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE,CAAC;QAC9B,IAAI,CAAC,mBAAmB,CAAC,MAAM,EAAE,CAAC;QAClC,IAAI,CAAC,yBAAyB,CAAC,MAAM,EAAE,CAAC;IAC5C,CAAC;IAEO,yCAAe,GAAvB;QAAA,iBAOC;QANG,IAAI,CAAC,uBAAuB,GAAG,IAAI,CAAC,MAAM,CAAC,wBAAwB,CAAC,GAAG,CAAC;YACpE,KAAI,CAAC,eAAe,CAAC,QAAQ,GAAG,CAAC,KAAI,CAAC,mBAAmB,CAAC,QAAQ,IAAI,KAAI,CAAC,qBAAqB,CAAC;QACrG,CAAC,CAAC,CAAC;QACH,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,mBAAmB,CAAC,gBAAgB,CAAC,GAAG,CAAC,UAAC,KAAgC;YAClG,KAAI,CAAC,mBAAmB,CAAC,eAAe,GAAG,KAAI,CAAC,yBAAyB,CAAC,mBAAmB,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC;QAClH,CAAC,CAAC,CAAC;IACP,CAAC;IAEO,4CAAkB,GAA1B;QACI,IAAI,CAAC,MAAM,CAAC,wBAAwB,CAAC,MAAM,CAAC,IAAI,CAAC,uBAAuB,CAAC,CAAC;QAC1E,IAAI,CAAC,mBAAmB,CAAC,gBAAgB,CAAC,MAAM,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;IAC3E,CAAC;IACL,sBAAC;AAAD,CAAC,AAvHD,IAuHC","sourcesContent":["import type { Behavior } from \"core/Behaviors/behavior\";\r\nimport { FollowBehavior } from \"core/Behaviors/Meshes/followBehavior\";\r\nimport { SixDofDragBehavior } from \"core/Behaviors/Meshes/sixDofDragBehavior\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { SurfaceMagnetismBehavior } from \"core/Behaviors/Meshes/surfaceMagnetismBehavior\";\r\nimport type { Vector3 } from \"core/Maths/math.vector\";\r\nimport type { PickingInfo } from \"core/Collisions/pickingInfo\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\n\r\n/**\r\n * Default behavior for 3D UI elements.\r\n * Handles a FollowBehavior, SixDofBehavior and SurfaceMagnetismBehavior\r\n * @since 5.0.0\r\n */\r\nexport class DefaultBehavior implements Behavior<Mesh> {\r\n private _scene: Scene;\r\n private _followBehavior: FollowBehavior;\r\n private _sixDofDragBehavior: SixDofDragBehavior;\r\n private _surfaceMagnetismBehavior: SurfaceMagnetismBehavior;\r\n private _onBeforeRenderObserver: Nullable<Observer<Scene>>;\r\n private _onDragObserver: Nullable<Observer<{ delta: Vector3; position: Vector3; pickInfo: PickingInfo }>>;\r\n\r\n /**\r\n * Instantiates the default behavior\r\n */\r\n constructor() {\r\n this._followBehavior = new FollowBehavior();\r\n this._sixDofDragBehavior = new SixDofDragBehavior();\r\n this._surfaceMagnetismBehavior = new SurfaceMagnetismBehavior();\r\n }\r\n\r\n /**\r\n * Attached node of this behavior\r\n */\r\n public attachedNode: Nullable<Mesh>;\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"Default\";\r\n }\r\n\r\n /**\r\n * The follow behavior\r\n */\r\n public get followBehavior(): FollowBehavior {\r\n return this._followBehavior;\r\n }\r\n\r\n /**\r\n * The six DoF drag behavior\r\n */\r\n public get sixDofDragBehavior(): SixDofDragBehavior {\r\n return this._sixDofDragBehavior;\r\n }\r\n\r\n /**\r\n * The surface magnetism behavior\r\n */\r\n public get surfaceMagnetismBehavior(): SurfaceMagnetismBehavior {\r\n return this._surfaceMagnetismBehavior;\r\n }\r\n\r\n /**\r\n * Enables the follow behavior\r\n */\r\n public followBehaviorEnabled: boolean = false;\r\n\r\n /**\r\n * Enables the six DoF drag behavior\r\n */\r\n public sixDofDragBehaviorEnabled: boolean = true;\r\n\r\n /**\r\n * Enables the surface magnetism behavior\r\n */\r\n public surfaceMagnetismBehaviorEnabled: boolean = true;\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n /**\r\n * Attaches the default behavior\r\n * @param ownerMesh The top level mesh\r\n * @param draggablesMeshes Descendant meshes that can be used for dragging the owner mesh\r\n * @param sceneUnderstandingMeshes Meshes from the scene understanding that will be used for surface magnetism\r\n */\r\n public attach(ownerMesh: Mesh, draggablesMeshes?: Mesh[], sceneUnderstandingMeshes?: AbstractMesh[]): void {\r\n this._scene = ownerMesh.getScene();\r\n this.attachedNode = ownerMesh;\r\n\r\n this._addObservables();\r\n // Since our observables are bound before the child behaviors', ours are called first\r\n this._followBehavior.attach(ownerMesh);\r\n this._sixDofDragBehavior.attach(ownerMesh);\r\n this._sixDofDragBehavior.draggableMeshes = draggablesMeshes || null;\r\n this._sixDofDragBehavior.faceCameraOnDragStart = true;\r\n this._surfaceMagnetismBehavior.attach(ownerMesh, this._scene);\r\n if (sceneUnderstandingMeshes) {\r\n this._surfaceMagnetismBehavior.meshes = sceneUnderstandingMeshes;\r\n }\r\n\r\n // We disable this behavior because we will handle pose changing event manually with sixDofDragBehavior\r\n this._surfaceMagnetismBehavior.enabled = false;\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this.attachedNode = null;\r\n this._removeObservables();\r\n this._followBehavior.detach();\r\n this._sixDofDragBehavior.detach();\r\n this._surfaceMagnetismBehavior.detach();\r\n }\r\n\r\n private _addObservables() {\r\n this._onBeforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n this._followBehavior._enabled = !this._sixDofDragBehavior.isMoving && this.followBehaviorEnabled;\r\n });\r\n this._onDragObserver = this._sixDofDragBehavior.onDragObservable.add((event: { pickInfo: PickingInfo }) => {\r\n this._sixDofDragBehavior.disableMovement = this._surfaceMagnetismBehavior.findAndUpdateTarget(event.pickInfo);\r\n });\r\n }\r\n\r\n private _removeObservables() {\r\n this._scene.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);\r\n this._sixDofDragBehavior.onDragObservable.remove(this._onDragObserver);\r\n }\r\n}\r\n"]}
|
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@@ -1,5 +1,5 @@
|
|
|
1
1
|
import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
|
|
2
|
-
import { Scene } from "@babylonjs/core/scene.js";
|
|
2
|
+
import type { Scene } from "@babylonjs/core/scene.js";
|
|
3
3
|
import { ContentDisplay3D } from "./contentDisplay3D";
|
|
4
4
|
/**
|
|
5
5
|
* Class used as a root to all buttons
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
import { __extends } from "tslib";
|
|
2
2
|
import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
|
|
3
|
-
import { ContentDisplay3D } from "./contentDisplay3D";
|
|
3
|
+
import { ContentDisplay3D } from "./contentDisplay3D.js";
|
|
4
4
|
/**
|
|
5
5
|
* Class used as a root to all buttons
|
|
6
6
|
*/
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"abstractButton3D.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/abstractButton3D.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,aAAa,EAAE,gDAAkC;AAE1D,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAEtD;;GAEG;AACH;IAAsC,oCAAgB;IAClD;;;OAGG;IACH,0BAAY,IAAa;eACrB,kBAAM,IAAI,CAAC;IACf,CAAC;IAES,uCAAY,GAAtB;QACI,OAAO,kBAAkB,CAAC;IAC9B,CAAC;IAED,mBAAmB;IACT,sCAAW,GAArB,UAAsB,KAAY;QAC9B,OAAO,IAAI,aAAa,CAAC,QAAQ,GAAG,IAAI,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IAC1D,CAAC;IACL,uBAAC;AAAD,CAAC,AAjBD,CAAsC,gBAAgB,GAiBrD","sourcesContent":["import { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { Scene } from \"core/scene\";\r\nimport { ContentDisplay3D } from \"./contentDisplay3D\";\r\n\r\n/**\r\n * Class used as a root to all buttons\r\n */\r\nexport class AbstractButton3D extends ContentDisplay3D {\r\n /**\r\n * Creates a new button\r\n * @param name defines the control name\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"AbstractButton3D\";\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n return new TransformNode(\"button\" + this.name, scene);\r\n }\r\n}\r\n"]}
|
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1
|
+
{"version":3,"file":"abstractButton3D.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/abstractButton3D.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,aAAa,EAAE,gDAAkC;AAE1D,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAEtD;;GAEG;AACH;IAAsC,oCAAgB;IAClD;;;OAGG;IACH,0BAAY,IAAa;eACrB,kBAAM,IAAI,CAAC;IACf,CAAC;IAES,uCAAY,GAAtB;QACI,OAAO,kBAAkB,CAAC;IAC9B,CAAC;IAED,mBAAmB;IACT,sCAAW,GAArB,UAAsB,KAAY;QAC9B,OAAO,IAAI,aAAa,CAAC,QAAQ,GAAG,IAAI,CAAC,IAAI,EAAE,KAAK,CAAC,CAAC;IAC1D,CAAC;IACL,uBAAC;AAAD,CAAC,AAjBD,CAAsC,gBAAgB,GAiBrD","sourcesContent":["import { TransformNode } from \"core/Meshes/transformNode\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { ContentDisplay3D } from \"./contentDisplay3D\";\r\n\r\n/**\r\n * Class used as a root to all buttons\r\n */\r\nexport class AbstractButton3D extends ContentDisplay3D {\r\n /**\r\n * Creates a new button\r\n * @param name defines the control name\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"AbstractButton3D\";\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n return new TransformNode(\"button\" + this.name, scene);\r\n }\r\n}\r\n"]}
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@@ -1,9 +1,9 @@
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1
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-
import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
|
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2
|
-
import { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
|
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3
|
-
import { Material } from "@babylonjs/core/Materials/material.js";
|
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4
|
-
import { Scene } from "@babylonjs/core/scene.js";
|
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1
|
+
import type { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
|
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2
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+
import type { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
|
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3
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+
import type { Material } from "@babylonjs/core/Materials/material.js";
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4
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+
import type { Scene } from "@babylonjs/core/scene.js";
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5
5
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import { AbstractButton3D } from "./abstractButton3D";
|
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6
|
-
import { AdvancedDynamicTexture } from "../../2D/advancedDynamicTexture";
|
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6
|
+
import type { AdvancedDynamicTexture } from "../../2D/advancedDynamicTexture";
|
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7
7
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/**
|
|
8
8
|
* Class used to create a button in 3D
|
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9
9
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*/
|
package/3D/controls/button3D.js
CHANGED
|
@@ -2,7 +2,7 @@ import { __extends } from "tslib";
|
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2
2
|
import { Vector4 } from "@babylonjs/core/Maths/math.vector.js";
|
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3
3
|
import { CreateBox } from "@babylonjs/core/Meshes/Builders/boxBuilder.js";
|
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4
4
|
import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial.js";
|
|
5
|
-
import { AbstractButton3D } from "./abstractButton3D";
|
|
5
|
+
import { AbstractButton3D } from "./abstractButton3D.js";
|
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6
6
|
import { Color3 } from "@babylonjs/core/Maths/math.color.js";
|
|
7
7
|
/**
|
|
8
8
|
* Class used to create a button in 3D
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"button3D.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/button3D.ts"],"names":[],"mappings":";AAAA,OAAO,EAAE,OAAO,EAAE,6CAA+B;AAGjD,OAAO,EAAE,SAAS,EAAE,sDAAwC;AAE5D,OAAO,EAAE,gBAAgB,EAAE,sDAAwC;AAGnE,OAAO,EAAE,gBAAgB,EAAE,MAAM,oBAAoB,CAAC;AAEtD,OAAO,EAAE,MAAM,EAAE,4CAA8B;AAE/C;;GAEG;AACH;IAA8B,4BAAgB;IAI1C;;;OAGG;IACH,kBAAY,IAAa;QAAzB,YACI,kBAAM,IAAI,CAAC,SA8Bd;QA5BG,qBAAqB;QAErB,KAAI,CAAC,qBAAqB,GAAG;YACzB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YACkB,KAAI,CAAC,gBAAiB,CAAC,aAAa,GAAG,MAAM,CAAC,GAAG,EAAE,CAAC;QAC3E,CAAC,CAAC;QAEF,KAAI,CAAC,mBAAmB,GAAG;YACJ,KAAI,CAAC,gBAAiB,CAAC,aAAa,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;QAC7E,CAAC,CAAC;QAEF,KAAI,CAAC,oBAAoB,GAAG;YACxB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YAED,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,IAAI,CAAC,CAAC;QACzC,CAAC,CAAC;QAEF,KAAI,CAAC,kBAAkB,GAAG;YACtB,IAAI,CAAC,KAAI,CAAC,IAAI,EAAE;gBACZ,OAAO;aACV;YAED,KAAI,CAAC,IAAI,CAAC,OAAO,CAAC,YAAY,CAAC,GAAG,GAAG,IAAI,CAAC,CAAC;QAC/C,CAAC,CAAC;;IACN,CAAC;IAED;;;OAGG;IACO,+BAAY,GAAtB,UAAuB,aAAqC;QAClD,IAAI,CAAC,gBAAiB,CAAC,eAAe,GAAG,aAAa,CAAC;IACjE,CAAC;IAES,+BAAY,GAAtB;QACI,OAAO,UAAU,CAAC;IACtB,CAAC;IAED,mBAAmB;IACT,8BAAW,GAArB,UAAsB,KAAY;QAC9B,IAAM,MAAM,GAAG,IAAI,KAAK,CAAC,CAAC,CAAC,CAAC;QAE5B,KAAK,IAAI,CAAC,GAAG,CAAC,EAAE,CAAC,GAAG,CAAC,EAAE,CAAC,EAAE,EAAE;YACxB,MAAM,CAAC,CAAC,CAAC,GAAG,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;SACvC;QACD,IAAI,KAAK,CAAC,oBAAoB,EAAE;YAC5B,4BAA4B;YAC5B,MAAM,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;SACxC;aAAM;YACH,MAAM,CAAC,CAAC,CAAC,CAAC,cAAc,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;SACxC;QAED,IAAM,IAAI,GAAG,SAAS,CAClB,IAAI,CAAC,IAAI,GAAG,WAAW,EACvB;YACI,KAAK,EAAE,GAAG;YACV,MAAM,EAAE,GAAG;YACX,KAAK,EAAE,IAAI;YACX,MAAM,EAAE,MAAM;YACd,IAAI,EAAE,IAAI;SACb,EACD,KAAK,CACR,CAAC;QAEF,OAAO,IAAI,CAAC;IAChB,CAAC;IAES,kCAAe,GAAzB,UAA0B,IAAkB;QACxC,IAAM,QAAQ,GAAG,IAAI,gBAAgB,CAAC,IAAI,CAAC,IAAI,GAAG,UAAU,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,CAAC;QAC/E,QAAQ,CAAC,aAAa,GAAG,MAAM,CAAC,KAAK,EAAE,CAAC;QAExC,IAAI,CAAC,QAAQ,GAAG,QAAQ,CAAC;QACzB,IAAI,CAAC,gBAAgB,GAAG,QAAQ,CAAC;QAEjC,IAAI,CAAC,aAAa,EAAE,CAAC;IACzB,CAAC;IAED;;OAEG;IACI,0BAAO,GAAd;QACI,iBAAM,OAAO,WAAE,CAAC;QAEhB,IAAI,CAAC,qBAAqB,EAAE,CAAC;QAE7B,IAAI,IAAI,CAAC,gBAAgB,EAAE;YACvB,IAAI,CAAC,gBAAgB,CAAC,OAAO,EAAE,CAAC;SACnC;IACL,CAAC;IACL,eAAC;AAAD,CAAC,AAxGD,CAA8B,gBAAgB,GAwG7C","sourcesContent":["import { Vector4 } from \"core/Maths/math.vector\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { CreateBox } from \"core/Meshes/Builders/boxBuilder\";\r\nimport { Material } from \"core/Materials/material\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { Scene } from \"core/scene\";\r\n\r\nimport { AbstractButton3D } from \"./abstractButton3D\";\r\nimport { AdvancedDynamicTexture } from \"../../2D/advancedDynamicTexture\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\n\r\n/**\r\n * Class used to create a button in 3D\r\n */\r\nexport class Button3D extends AbstractButton3D {\r\n /** @hidden */\r\n protected _currentMaterial: Material;\r\n\r\n /**\r\n * Creates a new button\r\n * @param name defines the control name\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n\r\n // Default animations\r\n\r\n this.pointerEnterAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n (<StandardMaterial>this._currentMaterial).emissiveColor = Color3.Red();\r\n };\r\n\r\n this.pointerOutAnimation = () => {\r\n (<StandardMaterial>this._currentMaterial).emissiveColor = Color3.Black();\r\n };\r\n\r\n this.pointerDownAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n\r\n this.mesh.scaling.scaleInPlace(0.95);\r\n };\r\n\r\n this.pointerUpAnimation = () => {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n\r\n this.mesh.scaling.scaleInPlace(1.0 / 0.95);\r\n };\r\n }\r\n\r\n /**\r\n * Apply the facade texture (created from the content property).\r\n * @param facadeTexture defines the AdvancedDynamicTexture to use\r\n */\r\n protected _applyFacade(facadeTexture: AdvancedDynamicTexture) {\r\n (<any>this._currentMaterial).emissiveTexture = facadeTexture;\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"Button3D\";\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n const faceUV = new Array(6);\r\n\r\n for (let i = 0; i < 6; i++) {\r\n faceUV[i] = new Vector4(0, 0, 0, 0);\r\n }\r\n if (scene.useRightHandedSystem) {\r\n // Flip the u on the texture\r\n faceUV[0].copyFromFloats(1, 0, 0, 1);\r\n } else {\r\n faceUV[1].copyFromFloats(0, 0, 1, 1);\r\n }\r\n\r\n const mesh = CreateBox(\r\n this.name + \"_rootMesh\",\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: 0.08,\r\n faceUV: faceUV,\r\n wrap: true,\r\n },\r\n scene\r\n );\r\n\r\n return mesh;\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n const material = new StandardMaterial(this.name + \"Material\", mesh.getScene());\r\n material.specularColor = Color3.Black();\r\n\r\n mesh.material = material;\r\n this._currentMaterial = material;\r\n\r\n this._resetContent();\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 this._disposeFacadeTexture();\r\n\r\n if (this._currentMaterial) {\r\n this._currentMaterial.dispose();\r\n }\r\n }\r\n}\r\n"]}
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1
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+
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i < 6; i++) {\r\n faceUV[i] = new Vector4(0, 0, 0, 0);\r\n }\r\n if (scene.useRightHandedSystem) {\r\n // Flip the u on the texture\r\n faceUV[0].copyFromFloats(1, 0, 0, 1);\r\n } else {\r\n faceUV[1].copyFromFloats(0, 0, 1, 1);\r\n }\r\n\r\n const mesh = CreateBox(\r\n this.name + \"_rootMesh\",\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: 0.08,\r\n faceUV: faceUV,\r\n wrap: true,\r\n },\r\n scene\r\n );\r\n\r\n return mesh;\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n const material = new StandardMaterial(this.name + \"Material\", mesh.getScene());\r\n material.specularColor = Color3.Black();\r\n\r\n mesh.material = material;\r\n this._currentMaterial = material;\r\n\r\n this._resetContent();\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 this._disposeFacadeTexture();\r\n\r\n if (this._currentMaterial) {\r\n this._currentMaterial.dispose();\r\n }\r\n }\r\n}\r\n"]}
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@@ -1,6 +1,6 @@
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1
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-
import { Nullable } from "@babylonjs/core/types.js";
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1
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+
import type { Nullable } from "@babylonjs/core/types.js";
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2
2
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import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js";
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3
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-
import { Scene } from "@babylonjs/core/scene.js";
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3
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+
import type { Scene } from "@babylonjs/core/scene.js";
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4
4
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import { Control3D } from "./control3D";
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5
5
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/**
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6
6
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* Class used to create containers for controls
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"container3D.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/container3D.ts"],"names":[],"mappings":";AACA,OAAO,EAAE,aAAa,EAAE,gDAAkC;AAG1D,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AAExC;;GAEG;AACH;IAAiC,+BAAS;IAmCtC;;;OAGG;IACH,qBAAY,IAAa;QAAzB,YACI,kBAAM,IAAI,CAAC,SACd;QAxCO,kBAAY,GAAG,KAAK,CAAC;QAE7B;;WAEG;QACO,eAAS,GAAG,IAAI,KAAK,EAAa,CAAC;;IAmC7C,CAAC;IA9BD,sBAAW,iCAAQ;QAHnB;;WAEG;aACH;YACI,OAAO,IAAI,CAAC,SAAS,CAAC;QAC1B,CAAC;;;OAAA;IAMD,sBAAW,oCAAW;QAJtB;;;WAGG;aACH;YACI,OAAO,IAAI,CAAC,YAAY,CAAC;QAC7B,CAAC;aAED,UAAuB,KAAc;YACjC,IAAI,IAAI,CAAC,YAAY,KAAK,KAAK,EAAE;gBAC7B,OAAO;aACV;YAED,IAAI,CAAC,YAAY,GAAG,KAAK,CAAC;YAE1B,IAAI,CAAC,IAAI,CAAC,YAAY,EAAE;gBACpB,IAAI,CAAC,gBAAgB,EAAE,CAAC;aAC3B;QACL,CAAC;;;OAZA;IAsBD;;;OAGG;IACI,kCAAY,GAAnB;QACI,IAAI,CAAC,gBAAgB,EAAE,CAAC;QACxB,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;OAIG;IACI,qCAAe,GAAtB,UAAuB,OAAkB;QACrC,OAAO,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC,CAAC;IAClD,CAAC;IAED;;;;OAIG;IACI,gCAAU,GAAjB,UAAkB,OAAkB;QAChC,IAAM,KAAK,GAAG,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC;QAE9C,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE;YACd,OAAO,IAAI,CAAC;SACf;QACD,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC;QACtB,OAAO,CAAC,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC;QAE3B,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QAE7B,IAAI,IAAI,CAAC,KAAK,CAAC,YAAY,EAAE;YACzB,OAAO,CAAC,YAAY,CAAC,IAAI,CAAC,KAAK,CAAC,YAAY,CAAC,iBAAiB,CAAC,CAAC;YAEhE,IAAI,OAAO,CAAC,IAAI,EAAE;gBACd,OAAO,CAAC,IAAI,CAAC,MAAM,GAAG,IAAI,CAAC,IAAI,CAAC;aACnC;YAED,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE;gBACnB,IAAI,CAAC,gBAAgB,EAAE,CAAC;aAC3B;SACJ;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACO,sCAAgB,GAA1B,cAA8B,CAAC;IAErB,iCAAW,GAArB,UAAsB,KAAY;QAC9B,OAAO,IAAI,aAAa,CAAC,eAAe,EAAE,KAAK,CAAC,CAAC;IACrD,CAAC;IAED;;;;OAIG;IACI,mCAAa,GAApB,UAAqB,OAAkB;QACnC,IAAM,KAAK,GAAG,IAAI,CAAC,SAAS,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC;QAE9C,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE;YACd,IAAI,CAAC,SAAS,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;YAEhC,OAAO,CAAC,MAAM,GAAG,IAAI,CAAC;YACtB,OAAO,CAAC,YAAY,EAAE,CAAC;SAC1B;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAES,kCAAY,GAAtB;QACI,OAAO,aAAa,CAAC;IACzB,CAAC;IAED;;OAEG;IACI,6BAAO,GAAd;QACI,KAAsB,UAAc,EAAd,KAAA,IAAI,CAAC,SAAS,EAAd,cAAc,EAAd,IAAc,EAAE;YAAjC,IAAM,OAAO,SAAA;YACd,OAAO,CAAC,OAAO,EAAE,CAAC;SACrB;QAED,IAAI,CAAC,SAAS,GAAG,EAAE,CAAC;QAEpB,iBAAM,OAAO,WAAE,CAAC;IACpB,CAAC;IAED,8CAA8C;IACvB,6BAAiB,GAAG,CAAC,CAAC;IAE7C,iEAAiE;IAC1C,kCAAsB,GAAG,CAAC,CAAC;IAElD,sEAAsE;IAC/C,0CAA8B,GAAG,CAAC,CAAC;IAE1D,sDAAsD;IAC/B,mCAAuB,GAAG,CAAC,CAAC;IAEnD,gEAAgE;IACzC,2CAA+B,GAAG,CAAC,CAAC;IAC/D,kBAAC;CAAA,AAtJD,CAAiC,SAAS,GAsJzC;SAtJY,WAAW","sourcesContent":["import { Nullable } from \"core/types\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { Scene } from \"core/scene\";\r\n\r\nimport { Control3D } from \"./control3D\";\r\n\r\n/**\r\n * Class used to create containers for controls\r\n */\r\nexport class Container3D extends Control3D {\r\n private _blockLayout = false;\r\n\r\n /**\r\n * Gets the list of child controls\r\n */\r\n protected _children = new Array<Control3D>();\r\n\r\n /**\r\n * Gets the list of child controls\r\n */\r\n public get children(): Array<Control3D> {\r\n return this._children;\r\n }\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the layout must be blocked (default is false).\r\n * This is helpful to optimize layout operation when adding multiple children in a row\r\n */\r\n public get blockLayout(): boolean {\r\n return this._blockLayout;\r\n }\r\n\r\n public set blockLayout(value: boolean) {\r\n if (this._blockLayout === value) {\r\n return;\r\n }\r\n\r\n this._blockLayout = value;\r\n\r\n if (!this._blockLayout) {\r\n this._arrangeChildren();\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new container\r\n * @param name defines the container name\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Force the container to update the layout. Please note that it will not take blockLayout property in account\r\n * @returns the current container\r\n */\r\n public updateLayout(): Container3D {\r\n this._arrangeChildren();\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the given control is in the children of this control\r\n * @param control defines the control to check\r\n * @returns true if the control is in the child list\r\n */\r\n public containsControl(control: Control3D): boolean {\r\n return this._children.indexOf(control) !== -1;\r\n }\r\n\r\n /**\r\n * Adds a control to the children of this control\r\n * @param control defines the control to add\r\n * @returns the current container\r\n */\r\n public addControl(control: Control3D): Container3D {\r\n const index = this._children.indexOf(control);\r\n\r\n if (index !== -1) {\r\n return this;\r\n }\r\n control.parent = this;\r\n control._host = this._host;\r\n\r\n this._children.push(control);\r\n\r\n if (this._host.utilityLayer) {\r\n control._prepareNode(this._host.utilityLayer.utilityLayerScene);\r\n\r\n if (control.node) {\r\n control.node.parent = this.node;\r\n }\r\n\r\n if (!this.blockLayout) {\r\n this._arrangeChildren();\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * This function will be called everytime a new control is added\r\n */\r\n protected _arrangeChildren() {}\r\n\r\n protected _createNode(scene: Scene): Nullable<TransformNode> {\r\n return new TransformNode(\"ContainerNode\", scene);\r\n }\r\n\r\n /**\r\n * Removes a control from the children of this control\r\n * @param control defines the control to remove\r\n * @returns the current container\r\n */\r\n public removeControl(control: Control3D): Container3D {\r\n const index = this._children.indexOf(control);\r\n\r\n if (index !== -1) {\r\n this._children.splice(index, 1);\r\n\r\n control.parent = null;\r\n control._disposeNode();\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"Container3D\";\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n for (const control of this._children) {\r\n control.dispose();\r\n }\r\n\r\n this._children = [];\r\n\r\n super.dispose();\r\n }\r\n\r\n /** Control rotation will remain unchanged */\r\n public static readonly UNSET_ORIENTATION = 0;\r\n\r\n /** Control will rotate to make it look at sphere central axis */\r\n public static readonly FACEORIGIN_ORIENTATION = 1;\r\n\r\n /** Control will rotate to make it look back at sphere central axis */\r\n public static readonly FACEORIGINREVERSED_ORIENTATION = 2;\r\n\r\n /** Control will rotate to look at z axis (0, 0, 1) */\r\n public static readonly FACEFORWARD_ORIENTATION = 3;\r\n\r\n /** Control will rotate to look at negative z axis (0, 0, -1) */\r\n public static readonly FACEFORWARDREVERSED_ORIENTATION = 4;\r\n}\r\n"]}
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1
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+
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Please note that it will not take blockLayout property in account\r\n * @returns the current container\r\n */\r\n public updateLayout(): Container3D {\r\n this._arrangeChildren();\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if the given control is in the children of this control\r\n * @param control defines the control to check\r\n * @returns true if the control is in the child list\r\n */\r\n public containsControl(control: Control3D): boolean {\r\n return this._children.indexOf(control) !== -1;\r\n }\r\n\r\n /**\r\n * Adds a control to the children of this control\r\n * @param control defines the control to add\r\n * @returns the current container\r\n */\r\n public addControl(control: Control3D): Container3D {\r\n const index = this._children.indexOf(control);\r\n\r\n if (index !== -1) {\r\n return this;\r\n }\r\n control.parent = this;\r\n control._host = this._host;\r\n\r\n this._children.push(control);\r\n\r\n if (this._host.utilityLayer) {\r\n control._prepareNode(this._host.utilityLayer.utilityLayerScene);\r\n\r\n if (control.node) {\r\n control.node.parent = this.node;\r\n }\r\n\r\n if (!this.blockLayout) {\r\n this._arrangeChildren();\r\n }\r\n }\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * This function will be called everytime a new control is added\r\n */\r\n protected _arrangeChildren() {}\r\n\r\n protected _createNode(scene: Scene): Nullable<TransformNode> {\r\n return new TransformNode(\"ContainerNode\", scene);\r\n }\r\n\r\n /**\r\n * Removes a control from the children of this control\r\n * @param control defines the control to remove\r\n * @returns the current container\r\n */\r\n public removeControl(control: Control3D): Container3D {\r\n const index = this._children.indexOf(control);\r\n\r\n if (index !== -1) {\r\n this._children.splice(index, 1);\r\n\r\n control.parent = null;\r\n control._disposeNode();\r\n }\r\n\r\n return this;\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"Container3D\";\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n for (const control of this._children) {\r\n control.dispose();\r\n }\r\n\r\n this._children = [];\r\n\r\n super.dispose();\r\n }\r\n\r\n /** Control rotation will remain unchanged */\r\n public static readonly UNSET_ORIENTATION = 0;\r\n\r\n /** Control will rotate to make it look at sphere central axis */\r\n public static readonly FACEORIGIN_ORIENTATION = 1;\r\n\r\n /** Control will rotate to make it look back at sphere central axis */\r\n public static readonly FACEORIGINREVERSED_ORIENTATION = 2;\r\n\r\n /** Control will rotate to look at z axis (0, 0, 1) */\r\n public static readonly FACEFORWARD_ORIENTATION = 3;\r\n\r\n /** Control will rotate to look at negative z axis (0, 0, -1) */\r\n public static readonly FACEFORWARDREVERSED_ORIENTATION = 4;\r\n}\r\n"]}
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@@ -1,6 +1,6 @@
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1
1
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import { __extends } from "tslib";
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2
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-
import { AdvancedDynamicTexture } from "../../2D/advancedDynamicTexture";
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3
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-
import { Control3D } from "./control3D";
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2
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+
import { AdvancedDynamicTexture } from "../../2D/advancedDynamicTexture.js";
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3
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+
import { Control3D } from "./control3D.js";
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4
4
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import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
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5
5
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/**
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6
6
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* The base class for controls that display content
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