@babylonjs/gui 5.19.0 → 5.22.0

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.
Files changed (180) hide show
  1. package/2D/adtInstrumentation.js +70 -90
  2. package/2D/adtInstrumentation.js.map +1 -1
  3. package/2D/advancedDynamicTexture.d.ts +8 -0
  4. package/2D/advancedDynamicTexture.js +559 -620
  5. package/2D/advancedDynamicTexture.js.map +1 -1
  6. package/2D/controls/button.js +76 -90
  7. package/2D/controls/button.js.map +1 -1
  8. package/2D/controls/checkbox.js +86 -106
  9. package/2D/controls/checkbox.js.map +1 -1
  10. package/2D/controls/colorpicker.js +395 -415
  11. package/2D/controls/colorpicker.js.map +1 -1
  12. package/2D/controls/container.js +187 -230
  13. package/2D/controls/container.js.map +1 -1
  14. package/2D/controls/control.js +1073 -1353
  15. package/2D/controls/control.js.map +1 -1
  16. package/2D/controls/displayGrid.js +152 -196
  17. package/2D/controls/displayGrid.js.map +1 -1
  18. package/2D/controls/ellipse.js +32 -40
  19. package/2D/controls/ellipse.js.map +1 -1
  20. package/2D/controls/focusableButton.js +30 -35
  21. package/2D/controls/focusableButton.js.map +1 -1
  22. package/2D/controls/grid.js +172 -212
  23. package/2D/controls/grid.js.map +1 -1
  24. package/2D/controls/image.js +489 -592
  25. package/2D/controls/image.js.map +1 -1
  26. package/2D/controls/inputPassword.js +9 -16
  27. package/2D/controls/inputPassword.js.map +1 -1
  28. package/2D/controls/inputText.js +380 -467
  29. package/2D/controls/inputText.js.map +1 -1
  30. package/2D/controls/inputTextArea.js +234 -273
  31. package/2D/controls/inputTextArea.js.map +1 -1
  32. package/2D/controls/line.js +147 -198
  33. package/2D/controls/line.js.map +1 -1
  34. package/2D/controls/multiLine.js +87 -113
  35. package/2D/controls/multiLine.js.map +1 -1
  36. package/2D/controls/radioButton.js +106 -127
  37. package/2D/controls/radioButton.js.map +1 -1
  38. package/2D/controls/rectangle.js +64 -76
  39. package/2D/controls/rectangle.js.map +1 -1
  40. package/2D/controls/scrollViewers/scrollViewer.js +439 -543
  41. package/2D/controls/scrollViewers/scrollViewer.js.map +1 -1
  42. package/2D/controls/scrollViewers/scrollViewerWindow.js +99 -118
  43. package/2D/controls/scrollViewers/scrollViewerWindow.js.map +1 -1
  44. package/2D/controls/selector.js +241 -329
  45. package/2D/controls/selector.js.map +1 -1
  46. package/2D/controls/sliders/baseSlider.js +182 -230
  47. package/2D/controls/sliders/baseSlider.js.map +1 -1
  48. package/2D/controls/sliders/imageBasedSlider.js +86 -109
  49. package/2D/controls/sliders/imageBasedSlider.js.map +1 -1
  50. package/2D/controls/sliders/imageScrollBar.d.ts +4 -0
  51. package/2D/controls/sliders/imageScrollBar.js +149 -163
  52. package/2D/controls/sliders/imageScrollBar.js.map +1 -1
  53. package/2D/controls/sliders/scrollBar.d.ts +4 -0
  54. package/2D/controls/sliders/scrollBar.js +65 -65
  55. package/2D/controls/sliders/scrollBar.js.map +1 -1
  56. package/2D/controls/sliders/slider.js +91 -115
  57. package/2D/controls/sliders/slider.js.map +1 -1
  58. package/2D/controls/stackPanel.js +114 -135
  59. package/2D/controls/stackPanel.js.map +1 -1
  60. package/2D/controls/statics.js +5 -5
  61. package/2D/controls/statics.js.map +1 -1
  62. package/2D/controls/textBlock.js +322 -384
  63. package/2D/controls/textBlock.js.map +1 -1
  64. package/2D/controls/textWrapper.js +27 -41
  65. package/2D/controls/textWrapper.js.map +1 -1
  66. package/2D/controls/toggleButton.js +105 -121
  67. package/2D/controls/toggleButton.js.map +1 -1
  68. package/2D/controls/virtualKeyboard.js +101 -123
  69. package/2D/controls/virtualKeyboard.js.map +1 -1
  70. package/2D/math2D.js +62 -70
  71. package/2D/math2D.js.map +1 -1
  72. package/2D/measure.js +30 -32
  73. package/2D/measure.js.map +1 -1
  74. package/2D/multiLinePoint.js +71 -89
  75. package/2D/multiLinePoint.js.map +1 -1
  76. package/2D/style.js +55 -73
  77. package/2D/style.js.map +1 -1
  78. package/2D/valueAndUnit.js +71 -104
  79. package/2D/valueAndUnit.js.map +1 -1
  80. package/2D/xmlLoader.js +70 -84
  81. package/2D/xmlLoader.js.map +1 -1
  82. package/3D/behaviors/defaultBehavior.js +40 -59
  83. package/3D/behaviors/defaultBehavior.js.map +1 -1
  84. package/3D/controls/abstractButton3D.js +8 -12
  85. package/3D/controls/abstractButton3D.js.map +1 -1
  86. package/3D/controls/button3D.js +30 -35
  87. package/3D/controls/button3D.js.map +1 -1
  88. package/3D/controls/container3D.js +57 -71
  89. package/3D/controls/container3D.js.map +1 -1
  90. package/3D/controls/contentDisplay3D.js +47 -60
  91. package/3D/controls/contentDisplay3D.js.map +1 -1
  92. package/3D/controls/control3D.js +123 -158
  93. package/3D/controls/control3D.js.map +1 -1
  94. package/3D/controls/cylinderPanel.js +28 -38
  95. package/3D/controls/cylinderPanel.js.map +1 -1
  96. package/3D/controls/handMenu.js +20 -29
  97. package/3D/controls/handMenu.js.map +1 -1
  98. package/3D/controls/holographicBackplate.js +52 -72
  99. package/3D/controls/holographicBackplate.js.map +1 -1
  100. package/3D/controls/holographicButton.js +160 -200
  101. package/3D/controls/holographicButton.js.map +1 -1
  102. package/3D/controls/holographicSlate.js +176 -206
  103. package/3D/controls/holographicSlate.js.map +1 -1
  104. package/3D/controls/meshButton3D.js +24 -30
  105. package/3D/controls/meshButton3D.js.map +1 -1
  106. package/3D/controls/nearMenu.js +57 -71
  107. package/3D/controls/nearMenu.js.map +1 -1
  108. package/3D/controls/planePanel.js +6 -13
  109. package/3D/controls/planePanel.js.map +1 -1
  110. package/3D/controls/scatterPanel.js +43 -54
  111. package/3D/controls/scatterPanel.js.map +1 -1
  112. package/3D/controls/slider3D.js +168 -222
  113. package/3D/controls/slider3D.js.map +1 -1
  114. package/3D/controls/spherePanel.js +29 -39
  115. package/3D/controls/spherePanel.js.map +1 -1
  116. package/3D/controls/stackPanel3D.js +36 -49
  117. package/3D/controls/stackPanel3D.js.map +1 -1
  118. package/3D/controls/touchButton3D.js +126 -154
  119. package/3D/controls/touchButton3D.js.map +1 -1
  120. package/3D/controls/touchHolographicButton.js +223 -272
  121. package/3D/controls/touchHolographicButton.js.map +1 -1
  122. package/3D/controls/touchHolographicMenu.js +55 -66
  123. package/3D/controls/touchHolographicMenu.js.map +1 -1
  124. package/3D/controls/touchMeshButton3D.js +24 -30
  125. package/3D/controls/touchMeshButton3D.js.map +1 -1
  126. package/3D/controls/volumeBasedPanel.js +85 -107
  127. package/3D/controls/volumeBasedPanel.js.map +1 -1
  128. package/3D/gizmos/gizmoHandle.js +68 -103
  129. package/3D/gizmos/gizmoHandle.js.map +1 -1
  130. package/3D/gizmos/slateGizmo.js +165 -182
  131. package/3D/gizmos/slateGizmo.js.map +1 -1
  132. package/3D/gui3DManager.js +76 -101
  133. package/3D/gui3DManager.js.map +1 -1
  134. package/3D/materials/fluent/fluentMaterial.js +110 -119
  135. package/3D/materials/fluent/fluentMaterial.js.map +1 -1
  136. package/3D/materials/fluent/shaders/fluent.fragment.js +20 -3
  137. package/3D/materials/fluent/shaders/fluent.fragment.js.map +1 -1
  138. package/3D/materials/fluent/shaders/fluent.vertex.js +11 -3
  139. package/3D/materials/fluent/shaders/fluent.vertex.js.map +1 -1
  140. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +168 -177
  141. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -1
  142. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js +9 -3
  143. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js.map +1 -1
  144. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js +15 -3
  145. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js.map +1 -1
  146. package/3D/materials/fluentButton/fluentButtonMaterial.js +205 -213
  147. package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -1
  148. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js +6 -3
  149. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js.map +1 -1
  150. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js +6 -3
  151. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js.map +1 -1
  152. package/3D/materials/handle/handleMaterial.js +56 -69
  153. package/3D/materials/handle/handleMaterial.js.map +1 -1
  154. package/3D/materials/handle/shaders/handle.fragment.js +3 -3
  155. package/3D/materials/handle/shaders/handle.fragment.js.map +1 -1
  156. package/3D/materials/handle/shaders/handle.vertex.js +3 -3
  157. package/3D/materials/handle/shaders/handle.vertex.js.map +1 -1
  158. package/3D/materials/mrdl/mrdlBackplateMaterial.js +158 -166
  159. package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -1
  160. package/3D/materials/mrdl/mrdlSliderBarMaterial.js +322 -330
  161. package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -1
  162. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +322 -330
  163. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -1
  164. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js +9 -3
  165. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js.map +1 -1
  166. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js +6 -3
  167. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js.map +1 -1
  168. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js +24 -3
  169. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js.map +1 -1
  170. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js +12 -3
  171. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js.map +1 -1
  172. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js +24 -3
  173. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js.map +1 -1
  174. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js +12 -3
  175. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js.map +1 -1
  176. package/3D/vector3WithInfo.js +6 -12
  177. package/3D/vector3WithInfo.js.map +1 -1
  178. package/legacy/legacy.js +1 -1
  179. package/legacy/legacy.js.map +1 -1
  180. package/package.json +2 -5
@@ -6,12 +6,12 @@ import { Vector3WithInfo } from "../vector3WithInfo.js";
6
6
  /**
7
7
  * Class used as base class for controls
8
8
  */
9
- var Control3D = /** @class */ (function () {
9
+ export class Control3D {
10
10
  /**
11
11
  * Creates a new control
12
12
  * @param name defines the control name
13
13
  */
14
- function Control3D(
14
+ constructor(
15
15
  /** Defines the control name */
16
16
  name) {
17
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  this.name = name;
@@ -48,70 +48,57 @@ var Control3D = /** @class */ (function () {
48
48
  // Behaviors
49
49
  this._behaviors = new Array();
50
50
  }
51
- Object.defineProperty(Control3D.prototype, "position", {
52
- /** Gets or sets the control position in world space */
53
- get: function () {
54
- if (!this._node) {
55
- return Vector3.Zero();
56
- }
57
- return this._node.position;
58
- },
59
- set: function (value) {
60
- if (!this._node) {
61
- return;
62
- }
63
- this._node.position = value;
64
- },
65
- enumerable: false,
66
- configurable: true
67
- });
68
- Object.defineProperty(Control3D.prototype, "scaling", {
69
- /** Gets or sets the control scaling in world space */
70
- get: function () {
71
- if (!this._node) {
72
- return new Vector3(1, 1, 1);
73
- }
74
- return this._node.scaling;
75
- },
76
- set: function (value) {
77
- if (!this._node) {
78
- return;
79
- }
80
- this._isScaledByManager = false;
81
- this._node.scaling = value;
82
- },
83
- enumerable: false,
84
- configurable: true
85
- });
86
- Object.defineProperty(Control3D.prototype, "behaviors", {
87
- /**
88
- * Gets the list of attached behaviors
89
- * @see https://doc.babylonjs.com/features/behaviour
90
- */
91
- get: function () {
92
- return this._behaviors;
93
- },
94
- enumerable: false,
95
- configurable: true
96
- });
51
+ /** Gets or sets the control position in world space */
52
+ get position() {
53
+ if (!this._node) {
54
+ return Vector3.Zero();
55
+ }
56
+ return this._node.position;
57
+ }
58
+ set position(value) {
59
+ if (!this._node) {
60
+ return;
61
+ }
62
+ this._node.position = value;
63
+ }
64
+ /** Gets or sets the control scaling in world space */
65
+ get scaling() {
66
+ if (!this._node) {
67
+ return new Vector3(1, 1, 1);
68
+ }
69
+ return this._node.scaling;
70
+ }
71
+ set scaling(value) {
72
+ if (!this._node) {
73
+ return;
74
+ }
75
+ this._isScaledByManager = false;
76
+ this._node.scaling = value;
77
+ }
78
+ /**
79
+ * Gets the list of attached behaviors
80
+ * @see https://doc.babylonjs.com/features/behaviour
81
+ */
82
+ get behaviors() {
83
+ return this._behaviors;
84
+ }
97
85
  /**
98
86
  * Attach a behavior to the control
99
87
  * @see https://doc.babylonjs.com/features/behaviour
100
88
  * @param behavior defines the behavior to attach
101
89
  * @returns the current control
102
90
  */
103
- Control3D.prototype.addBehavior = function (behavior) {
104
- var _this = this;
105
- var index = this._behaviors.indexOf(behavior);
91
+ addBehavior(behavior) {
92
+ const index = this._behaviors.indexOf(behavior);
106
93
  if (index !== -1) {
107
94
  return this;
108
95
  }
109
96
  behavior.init();
110
- var scene = this._host.scene;
97
+ const scene = this._host.scene;
111
98
  if (scene.isLoading) {
112
99
  // We defer the attach when the scene will be loaded
113
- scene.onDataLoadedObservable.addOnce(function () {
114
- behavior.attach(_this);
100
+ scene.onDataLoadedObservable.addOnce(() => {
101
+ behavior.attach(this);
115
102
  });
116
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  }
117
104
  else {
@@ -119,133 +106,115 @@ var Control3D = /** @class */ (function () {
119
106
  }
120
107
  this._behaviors.push(behavior);
121
108
  return this;
122
- };
109
+ }
123
110
  /**
124
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  * Remove an attached behavior
125
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  * @see https://doc.babylonjs.com/features/behaviour
126
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  * @param behavior defines the behavior to attach
127
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  * @returns the current control
128
115
  */
129
- Control3D.prototype.removeBehavior = function (behavior) {
130
- var index = this._behaviors.indexOf(behavior);
116
+ removeBehavior(behavior) {
117
+ const index = this._behaviors.indexOf(behavior);
131
118
  if (index === -1) {
132
119
  return this;
133
120
  }
134
121
  this._behaviors[index].detach();
135
122
  this._behaviors.splice(index, 1);
136
123
  return this;
137
- };
124
+ }
138
125
  /**
139
126
  * Gets an attached behavior by name
140
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  * @param name defines the name of the behavior to look for
141
128
  * @see https://doc.babylonjs.com/features/behaviour
142
129
  * @returns null if behavior was not found else the requested behavior
143
130
  */
144
- Control3D.prototype.getBehaviorByName = function (name) {
145
- for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
146
- var behavior = _a[_i];
131
+ getBehaviorByName(name) {
132
+ for (const behavior of this._behaviors) {
147
133
  if (behavior.name === name) {
148
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  return behavior;
149
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  }
150
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  }
151
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  return null;
152
- };
153
- Object.defineProperty(Control3D.prototype, "isVisible", {
154
- /** Gets or sets a boolean indicating if the control is visible */
155
- get: function () {
156
- return this._isVisible;
157
- },
158
- set: function (value) {
159
- if (this._isVisible === value) {
160
- return;
161
- }
162
- this._isVisible = value;
163
- var mesh = this.mesh;
164
- if (mesh) {
165
- mesh.setEnabled(value);
166
- }
167
- },
168
- enumerable: false,
169
- configurable: true
170
- });
171
- Object.defineProperty(Control3D.prototype, "typeName", {
172
- /**
173
- * Gets a string representing the class name
174
- */
175
- get: function () {
176
- return this._getTypeName();
177
- },
178
- enumerable: false,
179
- configurable: true
180
- });
138
+ }
139
+ /** Gets or sets a boolean indicating if the control is visible */
140
+ get isVisible() {
141
+ return this._isVisible;
142
+ }
143
+ set isVisible(value) {
144
+ if (this._isVisible === value) {
145
+ return;
146
+ }
147
+ this._isVisible = value;
148
+ const mesh = this.mesh;
149
+ if (mesh) {
150
+ mesh.setEnabled(value);
151
+ }
152
+ }
153
+ /**
154
+ * Gets a string representing the class name
155
+ */
156
+ get typeName() {
157
+ return this._getTypeName();
158
+ }
181
159
  /**
182
160
  * Get the current class name of the control.
183
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  * @returns current class name
184
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  */
185
- Control3D.prototype.getClassName = function () {
163
+ getClassName() {
186
164
  return this._getTypeName();
187
- };
188
- Control3D.prototype._getTypeName = function () {
165
+ }
166
+ _getTypeName() {
189
167
  return "Control3D";
190
- };
191
- Object.defineProperty(Control3D.prototype, "node", {
192
- /**
193
- * Gets the transform node used by this control
194
- */
195
- get: function () {
168
+ }
169
+ /**
170
+ * Gets the transform node used by this control
171
+ */
172
+ get node() {
173
+ return this._node;
174
+ }
175
+ /**
176
+ * Gets the mesh used to render this control
177
+ */
178
+ get mesh() {
179
+ if (this._node instanceof AbstractMesh) {
196
180
  return this._node;
197
- },
198
- enumerable: false,
199
- configurable: true
200
- });
201
- Object.defineProperty(Control3D.prototype, "mesh", {
202
- /**
203
- * Gets the mesh used to render this control
204
- */
205
- get: function () {
206
- if (this._node instanceof AbstractMesh) {
207
- return this._node;
208
- }
209
- return null;
210
- },
211
- enumerable: false,
212
- configurable: true
213
- });
181
+ }
182
+ return null;
183
+ }
214
184
  /**
215
185
  * Link the control as child of the given node
216
186
  * @param node defines the node to link to. Use null to unlink the control
217
187
  * @returns the current control
218
188
  */
219
- Control3D.prototype.linkToTransformNode = function (node) {
189
+ linkToTransformNode(node) {
220
190
  if (this._node) {
221
191
  this._node.parent = node;
222
192
  }
223
193
  return this;
224
- };
194
+ }
225
195
  /**
226
196
  * @param scene
227
197
  * @hidden*
228
198
  */
229
- Control3D.prototype._prepareNode = function (scene) {
199
+ _prepareNode(scene) {
230
200
  if (!this._node) {
231
201
  this._node = this._createNode(scene);
232
202
  if (!this.node) {
233
203
  return;
234
204
  }
235
205
  this._injectGUI3DReservedDataStore(this.node).control = this; // Store the control on the reservedDataStore field in order to get it when picking
236
- var mesh = this.mesh;
206
+ const mesh = this.mesh;
237
207
  if (mesh) {
238
208
  mesh.isPickable = true;
239
209
  this._affectMaterial(mesh);
240
210
  }
241
211
  }
242
- };
243
- Control3D.prototype._injectGUI3DReservedDataStore = function (node) {
244
- var _a, _b;
245
- node.reservedDataStore = (_a = node.reservedDataStore) !== null && _a !== void 0 ? _a : {};
246
- node.reservedDataStore.GUI3D = (_b = node.reservedDataStore.GUI3D) !== null && _b !== void 0 ? _b : {};
212
+ }
213
+ _injectGUI3DReservedDataStore(node) {
214
+ node.reservedDataStore = node.reservedDataStore ?? {};
215
+ node.reservedDataStore.GUI3D = node.reservedDataStore.GUI3D ?? {};
247
216
  return node.reservedDataStore.GUI3D;
248
- };
217
+ }
249
218
  /**
250
219
  * Node creation.
251
220
  * Can be overriden by children
@@ -253,34 +222,34 @@ var Control3D = /** @class */ (function () {
253
222
  * @returns the attached node or null if none. Must return a Mesh or AbstractMesh if there is an attached visible object
254
223
  */
255
224
  // eslint-disable-next-line @typescript-eslint/no-unused-vars
256
- Control3D.prototype._createNode = function (scene) {
225
+ _createNode(scene) {
257
226
  // Do nothing by default
258
227
  return null;
259
- };
228
+ }
260
229
  /**
261
230
  * Affect a material to the given mesh
262
231
  * @param mesh defines the mesh which will represent the control
263
232
  */
264
- Control3D.prototype._affectMaterial = function (mesh) {
233
+ _affectMaterial(mesh) {
265
234
  mesh.material = null;
266
- };
267
- Control3D.prototype._isTouchButton3D = function (control) {
235
+ }
236
+ _isTouchButton3D(control) {
268
237
  return control._generatePointerEventType !== undefined;
269
- };
238
+ }
270
239
  // Pointers
271
240
  /**
272
241
  * @param target
273
242
  * @param coordinates
274
243
  * @hidden
275
244
  */
276
- Control3D.prototype._onPointerMove = function (target, coordinates) {
245
+ _onPointerMove(target, coordinates) {
277
246
  this.onPointerMoveObservable.notifyObservers(coordinates, -1, target, this);
278
- };
247
+ }
279
248
  /**
280
249
  * @param target
281
250
  * @hidden
282
251
  */
283
- Control3D.prototype._onPointerEnter = function (target) {
252
+ _onPointerEnter(target) {
284
253
  if (this._enterCount === -1) {
285
254
  // -1 is for touch input, we are now sure we are with a mouse or pencil
286
255
  this._enterCount = 0;
@@ -294,12 +263,12 @@ var Control3D = /** @class */ (function () {
294
263
  this.pointerEnterAnimation();
295
264
  }
296
265
  return true;
297
- };
266
+ }
298
267
  /**
299
268
  * @param target
300
269
  * @hidden
301
270
  */
302
- Control3D.prototype._onPointerOut = function (target) {
271
+ _onPointerOut(target) {
303
272
  this._enterCount--;
304
273
  if (this._enterCount > 0) {
305
274
  return;
@@ -309,7 +278,7 @@ var Control3D = /** @class */ (function () {
309
278
  if (this.pointerOutAnimation) {
310
279
  this.pointerOutAnimation();
311
280
  }
312
- };
281
+ }
313
282
  /**
314
283
  * @param target
315
284
  * @param coordinates
@@ -317,7 +286,7 @@ var Control3D = /** @class */ (function () {
317
286
  * @param buttonIndex
318
287
  * @hidden
319
288
  */
320
- Control3D.prototype._onPointerDown = function (target, coordinates, pointerId, buttonIndex) {
289
+ _onPointerDown(target, coordinates, pointerId, buttonIndex) {
321
290
  this._downCount++;
322
291
  this._downPointerIds[pointerId] = this._downPointerIds[pointerId] + 1 || 1;
323
292
  if (this._downCount !== 1) {
@@ -328,7 +297,7 @@ var Control3D = /** @class */ (function () {
328
297
  this.pointerDownAnimation();
329
298
  }
330
299
  return true;
331
- };
300
+ }
332
301
  /**
333
302
  * @param target
334
303
  * @param coordinates
@@ -337,7 +306,7 @@ var Control3D = /** @class */ (function () {
337
306
  * @param notifyClick
338
307
  * @hidden
339
308
  */
340
- Control3D.prototype._onPointerUp = function (target, coordinates, pointerId, buttonIndex, notifyClick) {
309
+ _onPointerUp(target, coordinates, pointerId, buttonIndex, notifyClick) {
341
310
  this._downCount--;
342
311
  this._downPointerIds[pointerId]--;
343
312
  if (this._downPointerIds[pointerId] <= 0) {
@@ -357,18 +326,17 @@ var Control3D = /** @class */ (function () {
357
326
  this.pointerUpAnimation();
358
327
  }
359
328
  }
360
- };
329
+ }
361
330
  /**
362
331
  * @param pointerId
363
332
  * @hidden
364
333
  */
365
- Control3D.prototype.forcePointerUp = function (pointerId) {
366
- if (pointerId === void 0) { pointerId = null; }
334
+ forcePointerUp(pointerId = null) {
367
335
  if (pointerId !== null) {
368
336
  this._onPointerUp(this, Vector3.Zero(), pointerId, 0, true);
369
337
  }
370
338
  else {
371
- for (var key in this._downPointerIds) {
339
+ for (const key in this._downPointerIds) {
372
340
  this._onPointerUp(this, Vector3.Zero(), +key, 0, true);
373
341
  }
374
342
  if (this._downCount > 0) {
@@ -376,7 +344,7 @@ var Control3D = /** @class */ (function () {
376
344
  this._onPointerUp(this, Vector3.Zero(), 0, 0, true);
377
345
  }
378
346
  }
379
- };
347
+ }
380
348
  /**
381
349
  * @param type
382
350
  * @param pickedPoint
@@ -385,13 +353,13 @@ var Control3D = /** @class */ (function () {
385
353
  * @param buttonIndex
386
354
  * @hidden
387
355
  */
388
- Control3D.prototype._processObservables = function (type, pickedPoint, originMeshPosition, pointerId, buttonIndex) {
356
+ _processObservables(type, pickedPoint, originMeshPosition, pointerId, buttonIndex) {
389
357
  if (this._isTouchButton3D(this) && originMeshPosition) {
390
358
  type = this._generatePointerEventType(type, originMeshPosition, this._downCount);
391
359
  }
392
360
  if (type === PointerEventTypes.POINTERMOVE) {
393
361
  this._onPointerMove(this, pickedPoint);
394
- var previousControlOver = this._host._lastControlOver[pointerId];
362
+ const previousControlOver = this._host._lastControlOver[pointerId];
395
363
  if (previousControlOver && previousControlOver !== this) {
396
364
  previousControlOver._onPointerOut(this);
397
365
  }
@@ -415,18 +383,18 @@ var Control3D = /** @class */ (function () {
415
383
  return true;
416
384
  }
417
385
  return false;
418
- };
386
+ }
419
387
  /** @hidden */
420
- Control3D.prototype._disposeNode = function () {
388
+ _disposeNode() {
421
389
  if (this._node) {
422
390
  this._node.dispose();
423
391
  this._node = null;
424
392
  }
425
- };
393
+ }
426
394
  /**
427
395
  * Releases all associated resources
428
396
  */
429
- Control3D.prototype.dispose = function () {
397
+ dispose() {
430
398
  this.onPointerDownObservable.clear();
431
399
  this.onPointerEnterObservable.clear();
432
400
  this.onPointerMoveObservable.clear();
@@ -435,12 +403,9 @@ var Control3D = /** @class */ (function () {
435
403
  this.onPointerClickObservable.clear();
436
404
  this._disposeNode();
437
405
  // Behaviors
438
- for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
439
- var behavior = _a[_i];
406
+ for (const behavior of this._behaviors) {
440
407
  behavior.detach();
441
408
  }
442
- };
443
- return Control3D;
444
- }());
445
- export { Control3D };
409
+ }
410
+ }
446
411
  //# sourceMappingURL=control3D.js.map
@@ -1 +1 @@
1
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type { Nullable } from \"core/types\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { PointerEventTypes } from \"core/Events/pointerEvents\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { IBehaviorAware, Behavior } from \"core/Behaviors/behavior\";\r\nimport type { IDisposable, Scene } from \"core/scene\";\r\n\r\nimport type { GUI3DManager } from \"../gui3DManager\";\r\nimport { Vector3WithInfo } from \"../vector3WithInfo\";\r\nimport type { Container3D } from \"./container3D\";\r\n\r\ndeclare type TouchButton3D = import(\"./touchButton3D\").TouchButton3D;\r\n\r\n/**\r\n * Class used as base class for controls\r\n */\r\nexport class Control3D implements IDisposable, IBehaviorAware<Control3D> {\r\n private _node: Nullable<TransformNode>;\r\n private _downCount = 0;\r\n private _enterCount = -1;\r\n private _downPointerIds: { [id: number]: number } = {}; // Store number of pointer downs per ID, from near and far interactions\r\n\r\n protected _isVisible = true;\r\n\r\n /** @hidden */\r\n public _host: GUI3DManager;\r\n /** @hidden */\r\n public _isScaledByManager = false;\r\n\r\n /** Gets or sets the control position in world space */\r\n public get position(): Vector3 {\r\n if (!this._node) {\r\n return Vector3.Zero();\r\n }\r\n\r\n return this._node.position;\r\n }\r\n\r\n public set position(value: Vector3) {\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._node.position = value;\r\n }\r\n\r\n /** Gets or sets the control scaling in world space */\r\n public get scaling(): Vector3 {\r\n if (!this._node) {\r\n return new Vector3(1, 1, 1);\r\n }\r\n\r\n return this._node.scaling;\r\n }\r\n\r\n public set scaling(value: Vector3) {\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._isScaledByManager = false;\r\n this._node.scaling = value;\r\n }\r\n\r\n /** Callback used to start pointer enter animation */\r\n public pointerEnterAnimation: () => void;\r\n /** Callback used to start pointer out animation */\r\n public pointerOutAnimation: () => void;\r\n /** Callback used to start pointer down animation */\r\n public pointerDownAnimation: () => void;\r\n /** Callback used to start pointer up animation */\r\n public pointerUpAnimation: () => void;\r\n\r\n /**\r\n * An event triggered when the pointer moves over the control\r\n */\r\n public onPointerMoveObservable = new Observable<Vector3>();\r\n\r\n /**\r\n * An event triggered when the pointer moves out of the control\r\n */\r\n public onPointerOutObservable = new Observable<Control3D>();\r\n\r\n /**\r\n * An event triggered when the pointer taps the control\r\n */\r\n public onPointerDownObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when pointer is up\r\n */\r\n public onPointerUpObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when a control is clicked on (with a mouse)\r\n */\r\n public onPointerClickObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when pointer enters the control\r\n */\r\n public onPointerEnterObservable = new Observable<Control3D>();\r\n\r\n /**\r\n * Gets or sets the parent container\r\n */\r\n public parent: Nullable<Container3D>;\r\n\r\n // Behaviors\r\n private _behaviors = new Array<Behavior<Control3D>>();\r\n\r\n /**\r\n * Gets the list of attached behaviors\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n */\r\n public get behaviors(): Behavior<Control3D>[] {\r\n return this._behaviors;\r\n }\r\n\r\n /**\r\n * Attach a behavior to the control\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current control\r\n */\r\n public addBehavior(behavior: Behavior<Control3D>): Control3D {\r\n const index = this._behaviors.indexOf(behavior);\r\n\r\n if (index !== -1) {\r\n return this;\r\n }\r\n\r\n behavior.init();\r\n const scene = this._host.scene;\r\n if (scene.isLoading) {\r\n // We defer the attach when the scene will be loaded\r\n scene.onDataLoadedObservable.addOnce(() => {\r\n behavior.attach(this);\r\n });\r\n } else {\r\n behavior.attach(this);\r\n }\r\n this._behaviors.push(behavior);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove an attached behavior\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current control\r\n */\r\n public removeBehavior(behavior: Behavior<Control3D>): Control3D {\r\n const index = this._behaviors.indexOf(behavior);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._behaviors[index].detach();\r\n this._behaviors.splice(index, 1);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets an attached behavior by name\r\n * @param name defines the name of the behavior to look for\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @returns null if behavior was not found else the requested behavior\r\n */\r\n public getBehaviorByName(name: string): Nullable<Behavior<Control3D>> {\r\n for (const behavior of this._behaviors) {\r\n if (behavior.name === name) {\r\n return behavior;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the control is visible */\r\n public get isVisible(): boolean {\r\n return this._isVisible;\r\n }\r\n\r\n public set isVisible(value: boolean) {\r\n if (this._isVisible === value) {\r\n return;\r\n }\r\n\r\n this._isVisible = value;\r\n\r\n const mesh = this.mesh;\r\n if (mesh) {\r\n mesh.setEnabled(value);\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new control\r\n * @param name defines the control name\r\n */\r\n constructor(\r\n /** Defines the control name */\r\n public name?: string\r\n ) {}\r\n\r\n /**\r\n * Gets a string representing the class name\r\n */\r\n public get typeName(): string {\r\n return this._getTypeName();\r\n }\r\n\r\n /**\r\n * Get the current class name of the control.\r\n * @returns current class name\r\n */\r\n public getClassName(): string {\r\n return this._getTypeName();\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"Control3D\";\r\n }\r\n\r\n /**\r\n * Gets the transform node used by this control\r\n */\r\n public get node(): Nullable<TransformNode> {\r\n return this._node;\r\n }\r\n\r\n /**\r\n * Gets the mesh used to render this control\r\n */\r\n public get mesh(): Nullable<AbstractMesh> {\r\n if (this._node instanceof AbstractMesh) {\r\n return this._node as AbstractMesh;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Link the control as child of the given node\r\n * @param node defines the node to link to. Use null to unlink the control\r\n * @returns the current control\r\n */\r\n public linkToTransformNode(node: Nullable<TransformNode>): Control3D {\r\n if (this._node) {\r\n this._node.parent = node;\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * @param scene\r\n * @hidden*\r\n */\r\n public _prepareNode(scene: Scene): void {\r\n if (!this._node) {\r\n this._node = this._createNode(scene);\r\n\r\n if (!this.node) {\r\n return;\r\n }\r\n this._injectGUI3DReservedDataStore(this.node).control = this; // Store the control on the reservedDataStore field in order to get it when picking\r\n\r\n const mesh = this.mesh;\r\n if (mesh) {\r\n mesh.isPickable = true;\r\n\r\n this._affectMaterial(mesh);\r\n }\r\n }\r\n }\r\n\r\n protected _injectGUI3DReservedDataStore(node: TransformNode): any {\r\n node.reservedDataStore = node.reservedDataStore ?? {};\r\n node.reservedDataStore.GUI3D = node.reservedDataStore.GUI3D ?? {};\r\n return node.reservedDataStore.GUI3D;\r\n }\r\n\r\n /**\r\n * Node creation.\r\n * Can be overriden by children\r\n * @param scene defines the scene where the node must be attached\r\n * @returns the attached node or null if none. Must return a Mesh or AbstractMesh if there is an attached visible object\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _createNode(scene: Scene): Nullable<TransformNode> {\r\n // Do nothing by default\r\n return null;\r\n }\r\n\r\n /**\r\n * Affect a material to the given mesh\r\n * @param mesh defines the mesh which will represent the control\r\n */\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n mesh.material = null;\r\n }\r\n\r\n private _isTouchButton3D(control: Control3D): control is TouchButton3D {\r\n return (control as TouchButton3D)._generatePointerEventType !== undefined;\r\n }\r\n\r\n // Pointers\r\n\r\n /**\r\n * @param target\r\n * @param coordinates\r\n * @hidden\r\n */\r\n public _onPointerMove(target: Control3D, coordinates: Vector3): void {\r\n this.onPointerMoveObservable.notifyObservers(coordinates, -1, target, this);\r\n }\r\n\r\n /**\r\n * @param target\r\n * @hidden\r\n */\r\n public _onPointerEnter(target: Control3D): boolean {\r\n if (this._enterCount === -1) {\r\n // -1 is for touch input, we are now sure we are with a mouse or pencil\r\n this._enterCount = 0;\r\n }\r\n\r\n this._enterCount++;\r\n\r\n if (this._enterCount > 1) {\r\n return false;\r\n }\r\n\r\n this.onPointerEnterObservable.notifyObservers(this, -1, target, this);\r\n\r\n if (this.pointerEnterAnimation) {\r\n this.pointerEnterAnimation();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @param target\r\n * @hidden\r\n */\r\n public _onPointerOut(target: Control3D): void {\r\n this._enterCount--;\r\n\r\n if (this._enterCount > 0) {\r\n return;\r\n }\r\n\r\n this._enterCount = 0;\r\n\r\n this.onPointerOutObservable.notifyObservers(this, -1, target, this);\r\n\r\n if (this.pointerOutAnimation) {\r\n this.pointerOutAnimation();\r\n }\r\n }\r\n\r\n /**\r\n * @param target\r\n * @param coordinates\r\n * @param pointerId\r\n * @param buttonIndex\r\n * @hidden\r\n */\r\n public _onPointerDown(target: Control3D, coordinates: Vector3, pointerId: number, buttonIndex: number): boolean {\r\n this._downCount++;\r\n this._downPointerIds[pointerId] = this._downPointerIds[pointerId] + 1 || 1;\r\n\r\n if (this._downCount !== 1) {\r\n return false;\r\n }\r\n\r\n this.onPointerDownObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n\r\n if (this.pointerDownAnimation) {\r\n this.pointerDownAnimation();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @param target\r\n * @param coordinates\r\n * @param pointerId\r\n * @param buttonIndex\r\n * @param notifyClick\r\n * @hidden\r\n */\r\n public _onPointerUp(target: Control3D, coordinates: Vector3, pointerId: number, buttonIndex: number, notifyClick: boolean): void {\r\n this._downCount--;\r\n this._downPointerIds[pointerId]--;\r\n\r\n if (this._downPointerIds[pointerId] <= 0) {\r\n delete this._downPointerIds[pointerId];\r\n }\r\n\r\n if (this._downCount < 0) {\r\n // Handle if forcePointerUp was called prior to this\r\n this._downCount = 0;\r\n return;\r\n }\r\n\r\n if (this._downCount == 0) {\r\n if (notifyClick && (this._enterCount > 0 || this._enterCount === -1)) {\r\n this.onPointerClickObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n }\r\n this.onPointerUpObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n\r\n if (this.pointerUpAnimation) {\r\n this.pointerUpAnimation();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @param pointerId\r\n * @hidden\r\n */\r\n public forcePointerUp(pointerId: Nullable<number> = null) {\r\n if (pointerId !== null) {\r\n this._onPointerUp(this, Vector3.Zero(), pointerId, 0, true);\r\n } else {\r\n for (const key in this._downPointerIds) {\r\n this._onPointerUp(this, Vector3.Zero(), +key as number, 0, true);\r\n }\r\n if (this._downCount > 0) {\r\n this._downCount = 1;\r\n this._onPointerUp(this, Vector3.Zero(), 0, 0, true);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @param type\r\n * @param pickedPoint\r\n * @param originMeshPosition\r\n * @param pointerId\r\n * @param buttonIndex\r\n * @hidden\r\n */\r\n public _processObservables(type: number, pickedPoint: Vector3, originMeshPosition: Nullable<Vector3>, pointerId: number, buttonIndex: number): boolean {\r\n if (this._isTouchButton3D(this) && originMeshPosition) {\r\n type = this._generatePointerEventType(type, originMeshPosition, this._downCount);\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERMOVE) {\r\n this._onPointerMove(this, pickedPoint);\r\n\r\n const previousControlOver = this._host._lastControlOver[pointerId];\r\n if (previousControlOver && previousControlOver !== this) {\r\n previousControlOver._onPointerOut(this);\r\n }\r\n\r\n if (previousControlOver !== this) {\r\n this._onPointerEnter(this);\r\n }\r\n\r\n this._host._lastControlOver[pointerId] = this;\r\n return true;\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERDOWN) {\r\n this._onPointerDown(this, pickedPoint, pointerId, buttonIndex);\r\n this._host._lastControlDown[pointerId] = this;\r\n this._host._lastPickedControl = this;\r\n return true;\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERUP || type === PointerEventTypes.POINTERDOUBLETAP) {\r\n if (this._host._lastControlDown[pointerId]) {\r\n this._host._lastControlDown[pointerId]._onPointerUp(this, pickedPoint, pointerId, buttonIndex, true);\r\n }\r\n delete this._host._lastControlDown[pointerId];\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _disposeNode(): void {\r\n if (this._node) {\r\n this._node.dispose();\r\n this._node = null;\r\n }\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n this.onPointerDownObservable.clear();\r\n this.onPointerEnterObservable.clear();\r\n this.onPointerMoveObservable.clear();\r\n this.onPointerOutObservable.clear();\r\n this.onPointerUpObservable.clear();\r\n this.onPointerClickObservable.clear();\r\n\r\n this._disposeNode();\r\n\r\n // Behaviors\r\n for (const behavior of this._behaviors) {\r\n behavior.detach();\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"core/types\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { PointerEventTypes } from \"core/Events/pointerEvents\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { IBehaviorAware, Behavior } from \"core/Behaviors/behavior\";\r\nimport type { IDisposable, Scene } from \"core/scene\";\r\n\r\nimport type { GUI3DManager } from \"../gui3DManager\";\r\nimport { Vector3WithInfo } from \"../vector3WithInfo\";\r\nimport type { Container3D } from \"./container3D\";\r\n\r\ndeclare type TouchButton3D = import(\"./touchButton3D\").TouchButton3D;\r\n\r\n/**\r\n * Class used as base class for controls\r\n */\r\nexport class Control3D implements IDisposable, IBehaviorAware<Control3D> {\r\n private _node: Nullable<TransformNode>;\r\n private _downCount = 0;\r\n private _enterCount = -1;\r\n private _downPointerIds: { [id: number]: number } = {}; // Store number of pointer downs per ID, from near and far interactions\r\n\r\n protected _isVisible = true;\r\n\r\n /** @hidden */\r\n public _host: GUI3DManager;\r\n /** @hidden */\r\n public _isScaledByManager = false;\r\n\r\n /** Gets or sets the control position in world space */\r\n public get position(): Vector3 {\r\n if (!this._node) {\r\n return Vector3.Zero();\r\n }\r\n\r\n return this._node.position;\r\n }\r\n\r\n public set position(value: Vector3) {\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._node.position = value;\r\n }\r\n\r\n /** Gets or sets the control scaling in world space */\r\n public get scaling(): Vector3 {\r\n if (!this._node) {\r\n return new Vector3(1, 1, 1);\r\n }\r\n\r\n return this._node.scaling;\r\n }\r\n\r\n public set scaling(value: Vector3) {\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._isScaledByManager = false;\r\n this._node.scaling = value;\r\n }\r\n\r\n /** Callback used to start pointer enter animation */\r\n public pointerEnterAnimation: () => void;\r\n /** Callback used to start pointer out animation */\r\n public pointerOutAnimation: () => void;\r\n /** Callback used to start pointer down animation */\r\n public pointerDownAnimation: () => void;\r\n /** Callback used to start pointer up animation */\r\n public pointerUpAnimation: () => void;\r\n\r\n /**\r\n * An event triggered when the pointer moves over the control\r\n */\r\n public onPointerMoveObservable = new Observable<Vector3>();\r\n\r\n /**\r\n * An event triggered when the pointer moves out of the control\r\n */\r\n public onPointerOutObservable = new Observable<Control3D>();\r\n\r\n /**\r\n * An event triggered when the pointer taps the control\r\n */\r\n public onPointerDownObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when pointer is up\r\n */\r\n public onPointerUpObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when a control is clicked on (with a mouse)\r\n */\r\n public onPointerClickObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when pointer enters the control\r\n */\r\n public onPointerEnterObservable = new Observable<Control3D>();\r\n\r\n /**\r\n * Gets or sets the parent container\r\n */\r\n public parent: Nullable<Container3D>;\r\n\r\n // Behaviors\r\n private _behaviors = new Array<Behavior<Control3D>>();\r\n\r\n /**\r\n * Gets the list of attached behaviors\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n */\r\n public get behaviors(): Behavior<Control3D>[] {\r\n return this._behaviors;\r\n }\r\n\r\n /**\r\n * Attach a behavior to the control\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current control\r\n */\r\n public addBehavior(behavior: Behavior<Control3D>): Control3D {\r\n const index = this._behaviors.indexOf(behavior);\r\n\r\n if (index !== -1) {\r\n return this;\r\n }\r\n\r\n behavior.init();\r\n const scene = this._host.scene;\r\n if (scene.isLoading) {\r\n // We defer the attach when the scene will be loaded\r\n scene.onDataLoadedObservable.addOnce(() => {\r\n behavior.attach(this);\r\n });\r\n } else {\r\n behavior.attach(this);\r\n }\r\n this._behaviors.push(behavior);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove an attached behavior\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current control\r\n */\r\n public removeBehavior(behavior: Behavior<Control3D>): Control3D {\r\n const index = this._behaviors.indexOf(behavior);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._behaviors[index].detach();\r\n this._behaviors.splice(index, 1);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets an attached behavior by name\r\n * @param name defines the name of the behavior to look for\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @returns null if behavior was not found else the requested behavior\r\n */\r\n public getBehaviorByName(name: string): Nullable<Behavior<Control3D>> {\r\n for (const behavior of this._behaviors) {\r\n if (behavior.name === name) {\r\n return behavior;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the control is visible */\r\n public get isVisible(): boolean {\r\n return this._isVisible;\r\n }\r\n\r\n public set isVisible(value: boolean) {\r\n if (this._isVisible === value) {\r\n return;\r\n }\r\n\r\n this._isVisible = value;\r\n\r\n const mesh = this.mesh;\r\n if (mesh) {\r\n mesh.setEnabled(value);\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new control\r\n * @param name defines the control name\r\n */\r\n constructor(\r\n /** Defines the control name */\r\n public name?: string\r\n ) {}\r\n\r\n /**\r\n * Gets a string representing the class name\r\n */\r\n public get typeName(): string {\r\n return this._getTypeName();\r\n }\r\n\r\n /**\r\n * Get the current class name of the control.\r\n * @returns current class name\r\n */\r\n public getClassName(): string {\r\n return this._getTypeName();\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"Control3D\";\r\n }\r\n\r\n /**\r\n * Gets the transform node used by this control\r\n */\r\n public get node(): Nullable<TransformNode> {\r\n return this._node;\r\n }\r\n\r\n /**\r\n * Gets the mesh used to render this control\r\n */\r\n public get mesh(): Nullable<AbstractMesh> {\r\n if (this._node instanceof AbstractMesh) {\r\n return this._node as AbstractMesh;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Link the control as child of the given node\r\n * @param node defines the node to link to. Use null to unlink the control\r\n * @returns the current control\r\n */\r\n public linkToTransformNode(node: Nullable<TransformNode>): Control3D {\r\n if (this._node) {\r\n this._node.parent = node;\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * @param scene\r\n * @hidden*\r\n */\r\n public _prepareNode(scene: Scene): void {\r\n if (!this._node) {\r\n this._node = this._createNode(scene);\r\n\r\n if (!this.node) {\r\n return;\r\n }\r\n this._injectGUI3DReservedDataStore(this.node).control = this; // Store the control on the reservedDataStore field in order to get it when picking\r\n\r\n const mesh = this.mesh;\r\n if (mesh) {\r\n mesh.isPickable = true;\r\n\r\n this._affectMaterial(mesh);\r\n }\r\n }\r\n }\r\n\r\n protected _injectGUI3DReservedDataStore(node: TransformNode): any {\r\n node.reservedDataStore = node.reservedDataStore ?? {};\r\n node.reservedDataStore.GUI3D = node.reservedDataStore.GUI3D ?? {};\r\n return node.reservedDataStore.GUI3D;\r\n }\r\n\r\n /**\r\n * Node creation.\r\n * Can be overriden by children\r\n * @param scene defines the scene where the node must be attached\r\n * @returns the attached node or null if none. Must return a Mesh or AbstractMesh if there is an attached visible object\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _createNode(scene: Scene): Nullable<TransformNode> {\r\n // Do nothing by default\r\n return null;\r\n }\r\n\r\n /**\r\n * Affect a material to the given mesh\r\n * @param mesh defines the mesh which will represent the control\r\n */\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n mesh.material = null;\r\n }\r\n\r\n private _isTouchButton3D(control: Control3D): control is TouchButton3D {\r\n return (control as TouchButton3D)._generatePointerEventType !== undefined;\r\n }\r\n\r\n // Pointers\r\n\r\n /**\r\n * @param target\r\n * @param coordinates\r\n * @hidden\r\n */\r\n public _onPointerMove(target: Control3D, coordinates: Vector3): void {\r\n this.onPointerMoveObservable.notifyObservers(coordinates, -1, target, this);\r\n }\r\n\r\n /**\r\n * @param target\r\n * @hidden\r\n */\r\n public _onPointerEnter(target: Control3D): boolean {\r\n if (this._enterCount === -1) {\r\n // -1 is for touch input, we are now sure we are with a mouse or pencil\r\n this._enterCount = 0;\r\n }\r\n\r\n this._enterCount++;\r\n\r\n if (this._enterCount > 1) {\r\n return false;\r\n }\r\n\r\n this.onPointerEnterObservable.notifyObservers(this, -1, target, this);\r\n\r\n if (this.pointerEnterAnimation) {\r\n this.pointerEnterAnimation();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @param target\r\n * @hidden\r\n */\r\n public _onPointerOut(target: Control3D): void {\r\n this._enterCount--;\r\n\r\n if (this._enterCount > 0) {\r\n return;\r\n }\r\n\r\n this._enterCount = 0;\r\n\r\n this.onPointerOutObservable.notifyObservers(this, -1, target, this);\r\n\r\n if (this.pointerOutAnimation) {\r\n this.pointerOutAnimation();\r\n }\r\n }\r\n\r\n /**\r\n * @param target\r\n * @param coordinates\r\n * @param pointerId\r\n * @param buttonIndex\r\n * @hidden\r\n */\r\n public _onPointerDown(target: Control3D, coordinates: Vector3, pointerId: number, buttonIndex: number): boolean {\r\n this._downCount++;\r\n this._downPointerIds[pointerId] = this._downPointerIds[pointerId] + 1 || 1;\r\n\r\n if (this._downCount !== 1) {\r\n return false;\r\n }\r\n\r\n this.onPointerDownObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n\r\n if (this.pointerDownAnimation) {\r\n this.pointerDownAnimation();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @param target\r\n * @param coordinates\r\n * @param pointerId\r\n * @param buttonIndex\r\n * @param notifyClick\r\n * @hidden\r\n */\r\n public _onPointerUp(target: Control3D, coordinates: Vector3, pointerId: number, buttonIndex: number, notifyClick: boolean): void {\r\n this._downCount--;\r\n this._downPointerIds[pointerId]--;\r\n\r\n if (this._downPointerIds[pointerId] <= 0) {\r\n delete this._downPointerIds[pointerId];\r\n }\r\n\r\n if (this._downCount < 0) {\r\n // Handle if forcePointerUp was called prior to this\r\n this._downCount = 0;\r\n return;\r\n }\r\n\r\n if (this._downCount == 0) {\r\n if (notifyClick && (this._enterCount > 0 || this._enterCount === -1)) {\r\n this.onPointerClickObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n }\r\n this.onPointerUpObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n\r\n if (this.pointerUpAnimation) {\r\n this.pointerUpAnimation();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @param pointerId\r\n * @hidden\r\n */\r\n public forcePointerUp(pointerId: Nullable<number> = null) {\r\n if (pointerId !== null) {\r\n this._onPointerUp(this, Vector3.Zero(), pointerId, 0, true);\r\n } else {\r\n for (const key in this._downPointerIds) {\r\n this._onPointerUp(this, Vector3.Zero(), +key as number, 0, true);\r\n }\r\n if (this._downCount > 0) {\r\n this._downCount = 1;\r\n this._onPointerUp(this, Vector3.Zero(), 0, 0, true);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @param type\r\n * @param pickedPoint\r\n * @param originMeshPosition\r\n * @param pointerId\r\n * @param buttonIndex\r\n * @hidden\r\n */\r\n public _processObservables(type: number, pickedPoint: Vector3, originMeshPosition: Nullable<Vector3>, pointerId: number, buttonIndex: number): boolean {\r\n if (this._isTouchButton3D(this) && originMeshPosition) {\r\n type = this._generatePointerEventType(type, originMeshPosition, this._downCount);\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERMOVE) {\r\n this._onPointerMove(this, pickedPoint);\r\n\r\n const previousControlOver = this._host._lastControlOver[pointerId];\r\n if (previousControlOver && previousControlOver !== this) {\r\n previousControlOver._onPointerOut(this);\r\n }\r\n\r\n if (previousControlOver !== this) {\r\n this._onPointerEnter(this);\r\n }\r\n\r\n this._host._lastControlOver[pointerId] = this;\r\n return true;\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERDOWN) {\r\n this._onPointerDown(this, pickedPoint, pointerId, buttonIndex);\r\n this._host._lastControlDown[pointerId] = this;\r\n this._host._lastPickedControl = this;\r\n return true;\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERUP || type === PointerEventTypes.POINTERDOUBLETAP) {\r\n if (this._host._lastControlDown[pointerId]) {\r\n this._host._lastControlDown[pointerId]._onPointerUp(this, pickedPoint, pointerId, buttonIndex, true);\r\n }\r\n delete this._host._lastControlDown[pointerId];\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @hidden */\r\n public _disposeNode(): void {\r\n if (this._node) {\r\n this._node.dispose();\r\n this._node = null;\r\n }\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n this.onPointerDownObservable.clear();\r\n this.onPointerEnterObservable.clear();\r\n this.onPointerMoveObservable.clear();\r\n this.onPointerOutObservable.clear();\r\n this.onPointerUpObservable.clear();\r\n this.onPointerClickObservable.clear();\r\n\r\n this._disposeNode();\r\n\r\n // Behaviors\r\n for (const behavior of this._behaviors) {\r\n behavior.detach();\r\n }\r\n }\r\n}\r\n"]}