@babylonjs/gui 5.20.0 → 5.22.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (178) hide show
  1. package/2D/adtInstrumentation.js +70 -90
  2. package/2D/adtInstrumentation.js.map +1 -1
  3. package/2D/advancedDynamicTexture.d.ts +14 -0
  4. package/2D/advancedDynamicTexture.js +574 -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 +60 -72
  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.js +148 -178
  51. package/2D/controls/sliders/imageScrollBar.js.map +1 -1
  52. package/2D/controls/sliders/scrollBar.js +64 -80
  53. package/2D/controls/sliders/scrollBar.js.map +1 -1
  54. package/2D/controls/sliders/slider.js +91 -115
  55. package/2D/controls/sliders/slider.js.map +1 -1
  56. package/2D/controls/stackPanel.js +114 -135
  57. package/2D/controls/stackPanel.js.map +1 -1
  58. package/2D/controls/statics.js +5 -5
  59. package/2D/controls/statics.js.map +1 -1
  60. package/2D/controls/textBlock.js +322 -384
  61. package/2D/controls/textBlock.js.map +1 -1
  62. package/2D/controls/textWrapper.js +27 -41
  63. package/2D/controls/textWrapper.js.map +1 -1
  64. package/2D/controls/toggleButton.js +105 -121
  65. package/2D/controls/toggleButton.js.map +1 -1
  66. package/2D/controls/virtualKeyboard.js +101 -123
  67. package/2D/controls/virtualKeyboard.js.map +1 -1
  68. package/2D/math2D.js +62 -70
  69. package/2D/math2D.js.map +1 -1
  70. package/2D/measure.js +30 -32
  71. package/2D/measure.js.map +1 -1
  72. package/2D/multiLinePoint.js +71 -89
  73. package/2D/multiLinePoint.js.map +1 -1
  74. package/2D/style.js +55 -73
  75. package/2D/style.js.map +1 -1
  76. package/2D/valueAndUnit.js +71 -104
  77. package/2D/valueAndUnit.js.map +1 -1
  78. package/2D/xmlLoader.js +70 -84
  79. package/2D/xmlLoader.js.map +1 -1
  80. package/3D/behaviors/defaultBehavior.js +40 -59
  81. package/3D/behaviors/defaultBehavior.js.map +1 -1
  82. package/3D/controls/abstractButton3D.js +8 -12
  83. package/3D/controls/abstractButton3D.js.map +1 -1
  84. package/3D/controls/button3D.js +30 -35
  85. package/3D/controls/button3D.js.map +1 -1
  86. package/3D/controls/container3D.js +57 -71
  87. package/3D/controls/container3D.js.map +1 -1
  88. package/3D/controls/contentDisplay3D.js +47 -60
  89. package/3D/controls/contentDisplay3D.js.map +1 -1
  90. package/3D/controls/control3D.js +123 -158
  91. package/3D/controls/control3D.js.map +1 -1
  92. package/3D/controls/cylinderPanel.js +28 -38
  93. package/3D/controls/cylinderPanel.js.map +1 -1
  94. package/3D/controls/handMenu.js +20 -29
  95. package/3D/controls/handMenu.js.map +1 -1
  96. package/3D/controls/holographicBackplate.js +52 -72
  97. package/3D/controls/holographicBackplate.js.map +1 -1
  98. package/3D/controls/holographicButton.js +160 -200
  99. package/3D/controls/holographicButton.js.map +1 -1
  100. package/3D/controls/holographicSlate.js +176 -206
  101. package/3D/controls/holographicSlate.js.map +1 -1
  102. package/3D/controls/meshButton3D.js +24 -30
  103. package/3D/controls/meshButton3D.js.map +1 -1
  104. package/3D/controls/nearMenu.js +57 -71
  105. package/3D/controls/nearMenu.js.map +1 -1
  106. package/3D/controls/planePanel.js +6 -13
  107. package/3D/controls/planePanel.js.map +1 -1
  108. package/3D/controls/scatterPanel.js +43 -54
  109. package/3D/controls/scatterPanel.js.map +1 -1
  110. package/3D/controls/slider3D.js +168 -222
  111. package/3D/controls/slider3D.js.map +1 -1
  112. package/3D/controls/spherePanel.js +29 -39
  113. package/3D/controls/spherePanel.js.map +1 -1
  114. package/3D/controls/stackPanel3D.js +36 -49
  115. package/3D/controls/stackPanel3D.js.map +1 -1
  116. package/3D/controls/touchButton3D.js +126 -154
  117. package/3D/controls/touchButton3D.js.map +1 -1
  118. package/3D/controls/touchHolographicButton.js +223 -272
  119. package/3D/controls/touchHolographicButton.js.map +1 -1
  120. package/3D/controls/touchHolographicMenu.js +55 -66
  121. package/3D/controls/touchHolographicMenu.js.map +1 -1
  122. package/3D/controls/touchMeshButton3D.js +24 -30
  123. package/3D/controls/touchMeshButton3D.js.map +1 -1
  124. package/3D/controls/volumeBasedPanel.js +85 -107
  125. package/3D/controls/volumeBasedPanel.js.map +1 -1
  126. package/3D/gizmos/gizmoHandle.js +68 -103
  127. package/3D/gizmos/gizmoHandle.js.map +1 -1
  128. package/3D/gizmos/slateGizmo.js +165 -182
  129. package/3D/gizmos/slateGizmo.js.map +1 -1
  130. package/3D/gui3DManager.js +76 -101
  131. package/3D/gui3DManager.js.map +1 -1
  132. package/3D/materials/fluent/fluentMaterial.js +110 -119
  133. package/3D/materials/fluent/fluentMaterial.js.map +1 -1
  134. package/3D/materials/fluent/shaders/fluent.fragment.js +20 -3
  135. package/3D/materials/fluent/shaders/fluent.fragment.js.map +1 -1
  136. package/3D/materials/fluent/shaders/fluent.vertex.js +11 -3
  137. package/3D/materials/fluent/shaders/fluent.vertex.js.map +1 -1
  138. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +168 -177
  139. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -1
  140. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js +9 -3
  141. package/3D/materials/fluentBackplate/shaders/fluentBackplate.fragment.js.map +1 -1
  142. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js +15 -3
  143. package/3D/materials/fluentBackplate/shaders/fluentBackplate.vertex.js.map +1 -1
  144. package/3D/materials/fluentButton/fluentButtonMaterial.js +205 -213
  145. package/3D/materials/fluentButton/fluentButtonMaterial.js.map +1 -1
  146. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js +6 -3
  147. package/3D/materials/fluentButton/shaders/fluentButton.fragment.js.map +1 -1
  148. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js +6 -3
  149. package/3D/materials/fluentButton/shaders/fluentButton.vertex.js.map +1 -1
  150. package/3D/materials/handle/handleMaterial.js +56 -69
  151. package/3D/materials/handle/handleMaterial.js.map +1 -1
  152. package/3D/materials/handle/shaders/handle.fragment.js +3 -3
  153. package/3D/materials/handle/shaders/handle.fragment.js.map +1 -1
  154. package/3D/materials/handle/shaders/handle.vertex.js +3 -3
  155. package/3D/materials/handle/shaders/handle.vertex.js.map +1 -1
  156. package/3D/materials/mrdl/mrdlBackplateMaterial.js +158 -166
  157. package/3D/materials/mrdl/mrdlBackplateMaterial.js.map +1 -1
  158. package/3D/materials/mrdl/mrdlSliderBarMaterial.js +322 -330
  159. package/3D/materials/mrdl/mrdlSliderBarMaterial.js.map +1 -1
  160. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js +322 -330
  161. package/3D/materials/mrdl/mrdlSliderThumbMaterial.js.map +1 -1
  162. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js +9 -3
  163. package/3D/materials/mrdl/shaders/mrdlBackplate.fragment.js.map +1 -1
  164. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js +6 -3
  165. package/3D/materials/mrdl/shaders/mrdlBackplate.vertex.js.map +1 -1
  166. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js +24 -3
  167. package/3D/materials/mrdl/shaders/mrdlSliderBar.fragment.js.map +1 -1
  168. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js +12 -3
  169. package/3D/materials/mrdl/shaders/mrdlSliderBar.vertex.js.map +1 -1
  170. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js +24 -3
  171. package/3D/materials/mrdl/shaders/mrdlSliderThumb.fragment.js.map +1 -1
  172. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js +12 -3
  173. package/3D/materials/mrdl/shaders/mrdlSliderThumb.vertex.js.map +1 -1
  174. package/3D/vector3WithInfo.js +6 -12
  175. package/3D/vector3WithInfo.js.map +1 -1
  176. package/legacy/legacy.js +1 -1
  177. package/legacy/legacy.js.map +1 -1
  178. package/package.json +3 -6
@@ -1,4 +1,4 @@
1
- import { __decorate, __extends } from "tslib";
1
+ import { __decorate } from "@babylonjs/core/tslib.es6.js";
2
2
  import { SerializationHelper, serialize } from "@babylonjs/core/Misc/decorators.js";
3
3
  import { Vector4 } from "@babylonjs/core/Maths/math.vector.js";
4
4
  import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
@@ -13,153 +13,148 @@ import { Constants } from "@babylonjs/core/Engines/constants.js";
13
13
  import "./shaders/mrdlBackplate.fragment.js";
14
14
  import "./shaders/mrdlBackplate.vertex.js";
15
15
  /** @hidden */
16
- var MRDLBackplateMaterialDefines = /** @class */ (function (_super) {
17
- __extends(MRDLBackplateMaterialDefines, _super);
18
- function MRDLBackplateMaterialDefines() {
19
- var _this = _super.call(this) || this;
16
+ class MRDLBackplateMaterialDefines extends MaterialDefines {
17
+ constructor() {
18
+ super();
20
19
  /*
21
20
  "IRIDESCENCE_ENABLE", "SMOOTH_EDGES"
22
21
  */
23
- _this.IRIDESCENCE_ENABLE = true;
24
- _this.SMOOTH_EDGES = true;
25
- _this._needNormals = true;
26
- _this.rebuild();
27
- return _this;
22
+ this.IRIDESCENCE_ENABLE = true;
23
+ this.SMOOTH_EDGES = true;
24
+ this._needNormals = true;
25
+ this.rebuild();
28
26
  }
29
- return MRDLBackplateMaterialDefines;
30
- }(MaterialDefines));
27
+ }
31
28
  /**
32
29
  * Class used to render backplate material with MRDL
33
30
  */
34
- var MRDLBackplateMaterial = /** @class */ (function (_super) {
35
- __extends(MRDLBackplateMaterial, _super);
36
- function MRDLBackplateMaterial(name, scene) {
37
- var _this = _super.call(this, name, scene) || this;
31
+ export class MRDLBackplateMaterial extends PushMaterial {
32
+ constructor(name, scene) {
33
+ super(name, scene);
38
34
  /**
39
35
  * Gets or sets the corner radius on the backplate. If this value is changed, update the lineWidth to match.
40
36
  */
41
- _this.radius = 0.3;
37
+ this.radius = 0.3;
42
38
  /**
43
39
  * Gets or sets the line width of the backplate.
44
40
  */
45
- _this.lineWidth = 0.003;
41
+ this.lineWidth = 0.003;
46
42
  /**
47
43
  * Gets or sets whether to use absolute sizes when calculating effects on the backplate.
48
44
  * Since desktop and VR/AR have different relative sizes, it's usually best to keep this false.
49
45
  */
50
- _this.absoluteSizes = false;
46
+ this.absoluteSizes = false;
51
47
  /** @hidden */
52
- _this._filterWidth = 1;
48
+ this._filterWidth = 1;
53
49
  /**
54
50
  * Gets or sets the base color of the backplate.
55
51
  */
56
- _this.baseColor = new Color4(0, 0, 0, 1);
52
+ this.baseColor = new Color4(0, 0, 0, 1);
57
53
  /**
58
54
  * Gets or sets the line color of the backplate.
59
55
  */
60
- _this.lineColor = new Color4(0.2, 0.262745, 0.4, 1);
56
+ this.lineColor = new Color4(0.2, 0.262745, 0.4, 1);
61
57
  /**
62
58
  * Gets or sets the top left Radii Multiplier.
63
59
  */
64
- _this.radiusTopLeft = 1.0;
60
+ this.radiusTopLeft = 1.0;
65
61
  /**
66
62
  * Gets or sets the top left Radii Multiplier.
67
63
  */
68
- _this.radiusTopRight = 1.0;
64
+ this.radiusTopRight = 1.0;
69
65
  /**
70
66
  * Gets or sets the top left Radii Multiplier.
71
67
  */
72
- _this.radiusBottomLeft = 1.0;
68
+ this.radiusBottomLeft = 1.0;
73
69
  /**
74
70
  * Gets or sets the top left Radii Multiplier.
75
71
  */
76
- _this.radiusBottomRight = 1.0;
72
+ this.radiusBottomRight = 1.0;
77
73
  /** @hidden */
78
- _this._rate = 0;
74
+ this._rate = 0;
79
75
  /**
80
76
  * Gets or sets the color of the highlights on the backplate line.
81
77
  */
82
- _this.highlightColor = new Color4(0.239216, 0.435294, 0.827451, 1);
78
+ this.highlightColor = new Color4(0.239216, 0.435294, 0.827451, 1);
83
79
  /**
84
80
  * Gets or sets the width of the highlights on the backplate line.
85
81
  */
86
- _this.highlightWidth = 0;
82
+ this.highlightWidth = 0;
87
83
  /** @hidden */
88
- _this._highlightTransform = new Vector4(1, 1, 0, 0);
84
+ this._highlightTransform = new Vector4(1, 1, 0, 0);
89
85
  /** @hidden */
90
- _this._highlight = 1;
86
+ this._highlight = 1;
91
87
  /**
92
88
  * Gets or sets the intensity of the iridescence effect.
93
89
  */
94
- _this.iridescenceIntensity = 0.45;
90
+ this.iridescenceIntensity = 0.45;
95
91
  /**
96
92
  * Gets or sets the intensity of the iridescence effect on the backplate edges.
97
93
  */
98
- _this.iridescenceEdgeIntensity = 1;
94
+ this.iridescenceEdgeIntensity = 1;
99
95
  /**
100
96
  * Gets or sets the Tint of the iridescence effect on the backplate.
101
97
  */
102
- _this.iridescenceTint = new Color4(1, 1, 1, 1);
98
+ this.iridescenceTint = new Color4(1, 1, 1, 1);
103
99
  /** @hidden */
104
- _this._angle = -45;
100
+ this._angle = -45;
105
101
  /**
106
102
  * Gets or sets the opacity of the backplate (0.0 - 1.0).
107
103
  */
108
- _this.fadeOut = 1;
104
+ this.fadeOut = 1;
109
105
  /** @hidden */
110
- _this._reflected = true;
106
+ this._reflected = true;
111
107
  /** @hidden */
112
- _this._frequency = 1;
108
+ this._frequency = 1;
113
109
  /** @hidden */
114
- _this._verticalOffset = 0;
110
+ this._verticalOffset = 0;
115
111
  /**
116
112
  * Gets or sets the gradient color effect on the backplate.
117
113
  */
118
- _this.gradientColor = new Color4(0.74902, 0.74902, 0.74902, 1);
114
+ this.gradientColor = new Color4(0.74902, 0.74902, 0.74902, 1);
119
115
  /**
120
116
  * Gets or sets the top left gradient color effect on the backplate.
121
117
  */
122
- _this.topLeftGradientColor = new Color4(0.00784314, 0.294118, 0.580392, 1);
118
+ this.topLeftGradientColor = new Color4(0.00784314, 0.294118, 0.580392, 1);
123
119
  /**
124
120
  * Gets or sets the top right gradient color effect on the backplate.
125
121
  */
126
- _this.topRightGradientColor = new Color4(0.305882, 0, 1, 1);
122
+ this.topRightGradientColor = new Color4(0.305882, 0, 1, 1);
127
123
  /**
128
124
  * Gets or sets the bottom left gradient color effect on the backplate.
129
125
  */
130
- _this.bottomLeftGradientColor = new Color4(0.133333, 0.258824, 0.992157, 1);
126
+ this.bottomLeftGradientColor = new Color4(0.133333, 0.258824, 0.992157, 1);
131
127
  /**
132
128
  * Gets or sets the bottom right gradient color effect on the backplate.
133
129
  */
134
- _this.bottomRightGradientColor = new Color4(0.176471, 0.176471, 0.619608, 1);
130
+ this.bottomRightGradientColor = new Color4(0.176471, 0.176471, 0.619608, 1);
135
131
  /**
136
132
  * Gets or sets the edge width of the backplate.
137
133
  */
138
- _this.edgeWidth = 0.5;
134
+ this.edgeWidth = 0.5;
139
135
  /**
140
136
  * Gets or sets the edge width of the backplate.
141
137
  */
142
- _this.edgePower = 1;
138
+ this.edgePower = 1;
143
139
  /**
144
140
  * Gets or sets the edge width of the backplate.
145
141
  */
146
- _this.edgeLineGradientBlend = 0.5;
147
- _this.alphaMode = Constants.ALPHA_DISABLE;
148
- _this.backFaceCulling = false;
149
- _this._iridescentMapTexture = new Texture(MRDLBackplateMaterial.IRIDESCENT_MAP_TEXTURE_URL, _this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);
150
- return _this;
142
+ this.edgeLineGradientBlend = 0.5;
143
+ this.alphaMode = Constants.ALPHA_DISABLE;
144
+ this.backFaceCulling = false;
145
+ this._iridescentMapTexture = new Texture(MRDLBackplateMaterial.IRIDESCENT_MAP_TEXTURE_URL, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);
151
146
  }
152
- MRDLBackplateMaterial.prototype.needAlphaBlending = function () {
147
+ needAlphaBlending() {
153
148
  return false;
154
- };
155
- MRDLBackplateMaterial.prototype.needAlphaTesting = function () {
149
+ }
150
+ needAlphaTesting() {
156
151
  return false;
157
- };
158
- MRDLBackplateMaterial.prototype.getAlphaTestTexture = function () {
152
+ }
153
+ getAlphaTestTexture() {
159
154
  return null;
160
- };
155
+ }
161
156
  // Methods
162
- MRDLBackplateMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh) {
157
+ isReadyForSubMesh(mesh, subMesh) {
163
158
  if (this.isFrozen) {
164
159
  if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {
165
160
  return true;
@@ -168,12 +163,12 @@ var MRDLBackplateMaterial = /** @class */ (function (_super) {
168
163
  if (!subMesh.materialDefines) {
169
164
  subMesh.materialDefines = new MRDLBackplateMaterialDefines();
170
165
  }
171
- var defines = subMesh.materialDefines;
172
- var scene = this.getScene();
166
+ const defines = subMesh.materialDefines;
167
+ const scene = this.getScene();
173
168
  if (this._isReadyForSubMesh(subMesh)) {
174
169
  return true;
175
170
  }
176
- var engine = scene.getEngine();
171
+ const engine = scene.getEngine();
177
172
  // Attribs
178
173
  MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, false);
179
174
  // Get correct effect
@@ -181,14 +176,14 @@ var MRDLBackplateMaterial = /** @class */ (function (_super) {
181
176
  defines.markAsProcessed();
182
177
  scene.resetCachedMaterial();
183
178
  // Fallbacks
184
- var fallbacks = new EffectFallbacks();
179
+ const fallbacks = new EffectFallbacks();
185
180
  if (defines.FOG) {
186
181
  fallbacks.addFallback(1, "FOG");
187
182
  }
188
183
  MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);
189
184
  defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;
190
185
  //Attributes
191
- var attribs = [VertexBuffer.PositionKind];
186
+ const attribs = [VertexBuffer.PositionKind];
192
187
  if (defines.NORMAL) {
193
188
  attribs.push(VertexBuffer.NormalKind);
194
189
  }
@@ -206,9 +201,9 @@ var MRDLBackplateMaterial = /** @class */ (function (_super) {
206
201
  }
207
202
  MaterialHelper.PrepareAttributesForInstances(attribs, defines);
208
203
  // Legacy browser patch
209
- var shaderName = "mrdlBackplate";
210
- var join = defines.toString();
211
- var uniforms = [
204
+ const shaderName = "mrdlBackplate";
205
+ const join = defines.toString();
206
+ const uniforms = [
212
207
  "world",
213
208
  "viewProjection",
214
209
  "cameraPosition",
@@ -245,8 +240,8 @@ var MRDLBackplateMaterial = /** @class */ (function (_super) {
245
240
  "_Line_Gradient_Blend_",
246
241
  "_Fade_Out_",
247
242
  ];
248
- var samplers = ["_Iridescent_Map_"];
249
- var uniformBuffers = new Array();
243
+ const samplers = ["_Iridescent_Map_"];
244
+ const uniformBuffers = new Array();
250
245
  MaterialHelper.PrepareUniformsAndSamplersList({
251
246
  uniformsNames: uniforms,
252
247
  uniformBuffersNames: uniformBuffers,
@@ -272,13 +267,13 @@ var MRDLBackplateMaterial = /** @class */ (function (_super) {
272
267
  defines._renderId = scene.getRenderId();
273
268
  subMesh.effect._wasPreviouslyReady = true;
274
269
  return true;
275
- };
276
- MRDLBackplateMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
277
- var defines = subMesh.materialDefines;
270
+ }
271
+ bindForSubMesh(world, mesh, subMesh) {
272
+ const defines = subMesh.materialDefines;
278
273
  if (!defines) {
279
274
  return;
280
275
  }
281
- var effect = subMesh.effect;
276
+ const effect = subMesh.effect;
282
277
  if (!effect) {
283
278
  return;
284
279
  }
@@ -330,108 +325,105 @@ var MRDLBackplateMaterial = /** @class */ (function (_super) {
330
325
  // "Antialiasing"
331
326
  //define SMOOTH_EDGES true;
332
327
  this._afterBind(mesh, this._activeEffect);
333
- };
328
+ }
334
329
  /**
335
330
  * Get the list of animatables in the material.
336
331
  * @returns the list of animatables object used in the material
337
332
  */
338
- MRDLBackplateMaterial.prototype.getAnimatables = function () {
333
+ getAnimatables() {
339
334
  return [];
340
- };
341
- MRDLBackplateMaterial.prototype.dispose = function (forceDisposeEffect) {
342
- _super.prototype.dispose.call(this, forceDisposeEffect);
343
- };
344
- MRDLBackplateMaterial.prototype.clone = function (name) {
345
- var _this = this;
346
- return SerializationHelper.Clone(function () { return new MRDLBackplateMaterial(name, _this.getScene()); }, this);
347
- };
348
- MRDLBackplateMaterial.prototype.serialize = function () {
349
- var serializationObject = _super.prototype.serialize.call(this);
335
+ }
336
+ dispose(forceDisposeEffect) {
337
+ super.dispose(forceDisposeEffect);
338
+ }
339
+ clone(name) {
340
+ return SerializationHelper.Clone(() => new MRDLBackplateMaterial(name, this.getScene()), this);
341
+ }
342
+ serialize() {
343
+ const serializationObject = super.serialize();
350
344
  serializationObject.customType = "BABYLON.MRDLBackplateMaterial";
351
345
  return serializationObject;
352
- };
353
- MRDLBackplateMaterial.prototype.getClassName = function () {
346
+ }
347
+ getClassName() {
354
348
  return "MRDLBackplateMaterial";
355
- };
349
+ }
356
350
  // Statics
357
- MRDLBackplateMaterial.Parse = function (source, scene, rootUrl) {
358
- return SerializationHelper.Parse(function () { return new MRDLBackplateMaterial(source.name, scene); }, source, scene, rootUrl);
359
- };
360
- /**
361
- * URL pointing to the texture used to define the coloring for the Iridescent Map effect.
362
- */
363
- MRDLBackplateMaterial.IRIDESCENT_MAP_TEXTURE_URL = "https://assets.babylonjs.com/meshes/MRTK/MRDL/mrtk-mrdl-backplate-iridescence.png";
364
- __decorate([
365
- serialize()
366
- ], MRDLBackplateMaterial.prototype, "radius", void 0);
367
- __decorate([
368
- serialize()
369
- ], MRDLBackplateMaterial.prototype, "lineWidth", void 0);
370
- __decorate([
371
- serialize()
372
- ], MRDLBackplateMaterial.prototype, "absoluteSizes", void 0);
373
- __decorate([
374
- serialize()
375
- ], MRDLBackplateMaterial.prototype, "baseColor", void 0);
376
- __decorate([
377
- serialize()
378
- ], MRDLBackplateMaterial.prototype, "lineColor", void 0);
379
- __decorate([
380
- serialize()
381
- ], MRDLBackplateMaterial.prototype, "radiusTopLeft", void 0);
382
- __decorate([
383
- serialize()
384
- ], MRDLBackplateMaterial.prototype, "radiusTopRight", void 0);
385
- __decorate([
386
- serialize()
387
- ], MRDLBackplateMaterial.prototype, "radiusBottomLeft", void 0);
388
- __decorate([
389
- serialize()
390
- ], MRDLBackplateMaterial.prototype, "radiusBottomRight", void 0);
391
- __decorate([
392
- serialize()
393
- ], MRDLBackplateMaterial.prototype, "highlightColor", void 0);
394
- __decorate([
395
- serialize()
396
- ], MRDLBackplateMaterial.prototype, "highlightWidth", void 0);
397
- __decorate([
398
- serialize()
399
- ], MRDLBackplateMaterial.prototype, "iridescenceIntensity", void 0);
400
- __decorate([
401
- serialize()
402
- ], MRDLBackplateMaterial.prototype, "iridescenceEdgeIntensity", void 0);
403
- __decorate([
404
- serialize()
405
- ], MRDLBackplateMaterial.prototype, "iridescenceTint", void 0);
406
- __decorate([
407
- serialize()
408
- ], MRDLBackplateMaterial.prototype, "fadeOut", void 0);
409
- __decorate([
410
- serialize()
411
- ], MRDLBackplateMaterial.prototype, "gradientColor", void 0);
412
- __decorate([
413
- serialize()
414
- ], MRDLBackplateMaterial.prototype, "topLeftGradientColor", void 0);
415
- __decorate([
416
- serialize()
417
- ], MRDLBackplateMaterial.prototype, "topRightGradientColor", void 0);
418
- __decorate([
419
- serialize()
420
- ], MRDLBackplateMaterial.prototype, "bottomLeftGradientColor", void 0);
421
- __decorate([
422
- serialize()
423
- ], MRDLBackplateMaterial.prototype, "bottomRightGradientColor", void 0);
424
- __decorate([
425
- serialize()
426
- ], MRDLBackplateMaterial.prototype, "edgeWidth", void 0);
427
- __decorate([
428
- serialize()
429
- ], MRDLBackplateMaterial.prototype, "edgePower", void 0);
430
- __decorate([
431
- serialize()
432
- ], MRDLBackplateMaterial.prototype, "edgeLineGradientBlend", void 0);
433
- return MRDLBackplateMaterial;
434
- }(PushMaterial));
435
- export { MRDLBackplateMaterial };
351
+ static Parse(source, scene, rootUrl) {
352
+ return SerializationHelper.Parse(() => new MRDLBackplateMaterial(source.name, scene), source, scene, rootUrl);
353
+ }
354
+ }
355
+ /**
356
+ * URL pointing to the texture used to define the coloring for the Iridescent Map effect.
357
+ */
358
+ MRDLBackplateMaterial.IRIDESCENT_MAP_TEXTURE_URL = "https://assets.babylonjs.com/meshes/MRTK/MRDL/mrtk-mrdl-backplate-iridescence.png";
359
+ __decorate([
360
+ serialize()
361
+ ], MRDLBackplateMaterial.prototype, "radius", void 0);
362
+ __decorate([
363
+ serialize()
364
+ ], MRDLBackplateMaterial.prototype, "lineWidth", void 0);
365
+ __decorate([
366
+ serialize()
367
+ ], MRDLBackplateMaterial.prototype, "absoluteSizes", void 0);
368
+ __decorate([
369
+ serialize()
370
+ ], MRDLBackplateMaterial.prototype, "baseColor", void 0);
371
+ __decorate([
372
+ serialize()
373
+ ], MRDLBackplateMaterial.prototype, "lineColor", void 0);
374
+ __decorate([
375
+ serialize()
376
+ ], MRDLBackplateMaterial.prototype, "radiusTopLeft", void 0);
377
+ __decorate([
378
+ serialize()
379
+ ], MRDLBackplateMaterial.prototype, "radiusTopRight", void 0);
380
+ __decorate([
381
+ serialize()
382
+ ], MRDLBackplateMaterial.prototype, "radiusBottomLeft", void 0);
383
+ __decorate([
384
+ serialize()
385
+ ], MRDLBackplateMaterial.prototype, "radiusBottomRight", void 0);
386
+ __decorate([
387
+ serialize()
388
+ ], MRDLBackplateMaterial.prototype, "highlightColor", void 0);
389
+ __decorate([
390
+ serialize()
391
+ ], MRDLBackplateMaterial.prototype, "highlightWidth", void 0);
392
+ __decorate([
393
+ serialize()
394
+ ], MRDLBackplateMaterial.prototype, "iridescenceIntensity", void 0);
395
+ __decorate([
396
+ serialize()
397
+ ], MRDLBackplateMaterial.prototype, "iridescenceEdgeIntensity", void 0);
398
+ __decorate([
399
+ serialize()
400
+ ], MRDLBackplateMaterial.prototype, "iridescenceTint", void 0);
401
+ __decorate([
402
+ serialize()
403
+ ], MRDLBackplateMaterial.prototype, "fadeOut", void 0);
404
+ __decorate([
405
+ serialize()
406
+ ], MRDLBackplateMaterial.prototype, "gradientColor", void 0);
407
+ __decorate([
408
+ serialize()
409
+ ], MRDLBackplateMaterial.prototype, "topLeftGradientColor", void 0);
410
+ __decorate([
411
+ serialize()
412
+ ], MRDLBackplateMaterial.prototype, "topRightGradientColor", void 0);
413
+ __decorate([
414
+ serialize()
415
+ ], MRDLBackplateMaterial.prototype, "bottomLeftGradientColor", void 0);
416
+ __decorate([
417
+ serialize()
418
+ ], MRDLBackplateMaterial.prototype, "bottomRightGradientColor", void 0);
419
+ __decorate([
420
+ serialize()
421
+ ], MRDLBackplateMaterial.prototype, "edgeWidth", void 0);
422
+ __decorate([
423
+ serialize()
424
+ ], MRDLBackplateMaterial.prototype, "edgePower", void 0);
425
+ __decorate([
426
+ serialize()
427
+ ], MRDLBackplateMaterial.prototype, "edgeLineGradientBlend", void 0);
436
428
  RegisterClass("BABYLON.GUI.MRDLBackplateMaterial", MRDLBackplateMaterial);
437
429
  //# sourceMappingURL=mrdlBackplateMaterial.js.map
@@ -1 +1 @@
1
- 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { SerializationHelper, serialize } from \"core/Misc/decorators\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector4 } from \"core/Maths/math.vector\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\nimport \"./shaders/mrdlBackplate.fragment\";\r\nimport \"./shaders/mrdlBackplate.vertex\";\r\n\r\n/** @hidden */\r\nclass MRDLBackplateMaterialDefines extends MaterialDefines {\r\n /*\r\n \"IRIDESCENCE_ENABLE\", \"SMOOTH_EDGES\"\r\n */\r\n public IRIDESCENCE_ENABLE = true;\r\n public SMOOTH_EDGES = true;\r\n\r\n constructor() {\r\n super();\r\n this._needNormals = true;\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Class used to render backplate material with MRDL\r\n */\r\nexport class MRDLBackplateMaterial extends PushMaterial {\r\n /**\r\n * URL pointing to the texture used to define the coloring for the Iridescent Map effect.\r\n */\r\n public static IRIDESCENT_MAP_TEXTURE_URL = \"https://assets.babylonjs.com/meshes/MRTK/MRDL/mrtk-mrdl-backplate-iridescence.png\";\r\n private _iridescentMapTexture: Texture;\r\n\r\n /**\r\n * Gets or sets the corner radius on the backplate. If this value is changed, update the lineWidth to match.\r\n */\r\n @serialize()\r\n public radius = 0.3;\r\n\r\n /**\r\n * Gets or sets the line width of the backplate.\r\n */\r\n @serialize()\r\n public lineWidth = 0.003;\r\n\r\n /**\r\n * Gets or sets whether to use absolute sizes when calculating effects on the backplate.\r\n * Since desktop and VR/AR have different relative sizes, it's usually best to keep this false.\r\n */\r\n @serialize()\r\n public absoluteSizes = false;\r\n\r\n /** @hidden */\r\n public _filterWidth = 1;\r\n\r\n /**\r\n * Gets or sets the base color of the backplate.\r\n */\r\n @serialize()\r\n public baseColor = new Color4(0, 0, 0, 1);\r\n\r\n /**\r\n * Gets or sets the line color of the backplate.\r\n */\r\n @serialize()\r\n public lineColor = new Color4(0.2, 0.262745, 0.4, 1);\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusTopLeft = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusTopRight = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusBottomLeft = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusBottomRight = 1.0;\r\n\r\n /** @hidden */\r\n public _rate = 0;\r\n\r\n /**\r\n * Gets or sets the color of the highlights on the backplate line.\r\n */\r\n @serialize()\r\n public highlightColor = new Color4(0.239216, 0.435294, 0.827451, 1);\r\n\r\n /**\r\n * Gets or sets the width of the highlights on the backplate line.\r\n */\r\n @serialize()\r\n public highlightWidth = 0;\r\n\r\n /** @hidden */\r\n public _highlightTransform = new Vector4(1, 1, 0, 0);\r\n\r\n /** @hidden */\r\n public _highlight = 1;\r\n\r\n /**\r\n * Gets or sets the intensity of the iridescence effect.\r\n */\r\n @serialize()\r\n public iridescenceIntensity = 0.45;\r\n\r\n /**\r\n * Gets or sets the intensity of the iridescence effect on the backplate edges.\r\n */\r\n @serialize()\r\n public iridescenceEdgeIntensity = 1;\r\n\r\n /**\r\n * Gets or sets the Tint of the iridescence effect on the backplate.\r\n */\r\n @serialize()\r\n public iridescenceTint = new Color4(1, 1, 1, 1);\r\n\r\n /** @hidden */\r\n public _angle = -45;\r\n\r\n /**\r\n * Gets or sets the opacity of the backplate (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public fadeOut = 1;\r\n\r\n /** @hidden */\r\n public _reflected = true;\r\n\r\n /** @hidden */\r\n public _frequency = 1;\r\n\r\n /** @hidden */\r\n public _verticalOffset = 0;\r\n\r\n /**\r\n * Gets or sets the gradient color effect on the backplate.\r\n */\r\n @serialize()\r\n public gradientColor = new Color4(0.74902, 0.74902, 0.74902, 1);\r\n\r\n /**\r\n * Gets or sets the top left gradient color effect on the backplate.\r\n */\r\n @serialize()\r\n public topLeftGradientColor = new Color4(0.00784314, 0.294118, 0.580392, 1);\r\n\r\n /**\r\n * Gets or sets the top right gradient color effect on the backplate.\r\n */\r\n @serialize()\r\n public topRightGradientColor = new Color4(0.305882, 0, 1, 1);\r\n\r\n /**\r\n * Gets or sets the bottom left gradient color effect on the backplate.\r\n */\r\n @serialize()\r\n public bottomLeftGradientColor = new Color4(0.133333, 0.258824, 0.992157, 1);\r\n\r\n /**\r\n * Gets or sets the bottom right gradient color effect on the backplate.\r\n */\r\n @serialize()\r\n public bottomRightGradientColor = new Color4(0.176471, 0.176471, 0.619608, 1);\r\n\r\n /**\r\n * Gets or sets the edge width of the backplate.\r\n */\r\n @serialize()\r\n public edgeWidth = 0.5;\r\n\r\n /**\r\n * Gets or sets the edge width of the backplate.\r\n */\r\n @serialize()\r\n public edgePower = 1;\r\n\r\n /**\r\n * Gets or sets the edge width of the backplate.\r\n */\r\n @serialize()\r\n public edgeLineGradientBlend = 0.5;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.alphaMode = Constants.ALPHA_DISABLE;\r\n this.backFaceCulling = false;\r\n\r\n this._iridescentMapTexture = new Texture(MRDLBackplateMaterial.IRIDESCENT_MAP_TEXTURE_URL, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return false;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new MRDLBackplateMaterialDefines();\r\n }\r\n\r\n const defines = <MRDLBackplateMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (defines.TANGENT) {\r\n attribs.push(VertexBuffer.TangentKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"mrdlBackplate\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"viewProjection\",\r\n \"cameraPosition\",\r\n \"_Radius_\",\r\n \"_Line_Width_\",\r\n \"_Absolute_Sizes_\",\r\n \"_Filter_Width_\",\r\n \"_Base_Color_\",\r\n \"_Line_Color_\",\r\n \"_Radius_Top_Left_\",\r\n \"_Radius_Top_Right_\",\r\n \"_Radius_Bottom_Left_\",\r\n \"_Radius_Bottom_Right_\",\r\n \"_Rate_\",\r\n \"_Highlight_Color_\",\r\n \"_Highlight_Width_\",\r\n \"_Highlight_Transform_\",\r\n \"_Highlight_\",\r\n \"_Iridescence_Intensity_\",\r\n \"_Iridescence_Edge_Intensity_\",\r\n \"_Iridescence_Tint_\",\r\n \"_Iridescent_Map_\",\r\n \"_Angle_\",\r\n \"_Reflected_\",\r\n \"_Frequency_\",\r\n \"_Vertical_Offset_\",\r\n \"_Gradient_Color_\",\r\n \"_Top_Left_\",\r\n \"_Top_Right_\",\r\n \"_Bottom_Left_\",\r\n \"_Bottom_Right_\",\r\n \"_Edge_Width_\",\r\n \"_Edge_Power_\",\r\n \"_Line_Gradient_Blend_\",\r\n \"_Fade_Out_\",\r\n ];\r\n const samplers: string[] = [\"_Iridescent_Map_\"];\r\n const uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 },\r\n },\r\n engine\r\n ),\r\n defines\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const defines = <MRDLBackplateMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", this.getScene().getTransformMatrix());\r\n this._activeEffect.setVector3(\"cameraPosition\", this.getScene().activeCamera!.position);\r\n\r\n // \"Round Rect\"\r\n this._activeEffect.setFloat(\"_Radius_\", this.radius);\r\n this._activeEffect.setFloat(\"_Line_Width_\", this.lineWidth);\r\n this._activeEffect.setFloat(\"_Absolute_Sizes_\", this.absoluteSizes ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Filter_Width_\", this._filterWidth);\r\n this._activeEffect.setDirectColor4(\"_Base_Color_\", this.baseColor);\r\n this._activeEffect.setDirectColor4(\"_Line_Color_\", this.lineColor);\r\n\r\n // \"Radii Multipliers\"\r\n this._activeEffect.setFloat(\"_Radius_Top_Left_\", this.radiusTopLeft);\r\n this._activeEffect.setFloat(\"_Radius_Top_Right_\", this.radiusTopRight);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Left_\", this.radiusBottomLeft);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Right_\", this.radiusBottomRight);\r\n\r\n // \"Line Highlight\"\r\n this._activeEffect.setFloat(\"_Rate_\", this._rate);\r\n this._activeEffect.setDirectColor4(\"_Highlight_Color_\", this.highlightColor);\r\n this._activeEffect.setFloat(\"_Highlight_Width_\", this.highlightWidth);\r\n this._activeEffect.setVector4(\"_Highlight_Transform_\", this._highlightTransform);\r\n this._activeEffect.setFloat(\"_Highlight_\", this._highlight);\r\n\r\n // \"Iridescence\"\r\n //define IRIDESCENCE_ENABLE true;\r\n this._activeEffect.setFloat(\"_Iridescence_Intensity_\", this.iridescenceIntensity);\r\n this._activeEffect.setFloat(\"_Iridescence_Edge_Intensity_\", this.iridescenceEdgeIntensity);\r\n this._activeEffect.setDirectColor4(\"_Iridescence_Tint_\", this.iridescenceTint);\r\n this._activeEffect.setTexture(\"_Iridescent_Map_\", this._iridescentMapTexture);\r\n this._activeEffect.setFloat(\"_Angle_\", this._angle);\r\n this._activeEffect.setFloat(\"_Reflected_\", this._reflected ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Frequency_\", this._frequency);\r\n this._activeEffect.setFloat(\"_Vertical_Offset_\", this._verticalOffset);\r\n\r\n // \"Gradient\"\r\n this._activeEffect.setDirectColor4(\"_Gradient_Color_\", this.gradientColor);\r\n this._activeEffect.setDirectColor4(\"_Top_Left_\", this.topLeftGradientColor);\r\n this._activeEffect.setDirectColor4(\"_Top_Right_\", this.topRightGradientColor);\r\n this._activeEffect.setDirectColor4(\"_Bottom_Left_\", this.bottomLeftGradientColor);\r\n this._activeEffect.setDirectColor4(\"_Bottom_Right_\", this.bottomRightGradientColor);\r\n //define EDGE_ONLY false;\r\n this._activeEffect.setFloat(\"_Edge_Width_\", this.edgeWidth);\r\n this._activeEffect.setFloat(\"_Edge_Power_\", this.edgePower);\r\n this._activeEffect.setFloat(\"_Line_Gradient_Blend_\", this.edgeLineGradientBlend);\r\n\r\n // \"Fade\"\r\n this._activeEffect.setFloat(\"_Fade_Out_\", this.fadeOut);\r\n\r\n // \"Antialiasing\"\r\n //define SMOOTH_EDGES true;\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): MRDLBackplateMaterial {\r\n return SerializationHelper.Clone(() => new MRDLBackplateMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.MRDLBackplateMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"MRDLBackplateMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): MRDLBackplateMaterial {\r\n return SerializationHelper.Parse(() => new MRDLBackplateMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.MRDLBackplateMaterial\", MRDLBackplateMaterial);\r\n"]}
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport type { Nullable } from \"core/types\";\r\nimport { SerializationHelper, serialize } from \"core/Misc/decorators\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Vector4 } from \"core/Maths/math.vector\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { Constants } from \"core/Engines/constants\";\r\n\r\nimport \"./shaders/mrdlBackplate.fragment\";\r\nimport \"./shaders/mrdlBackplate.vertex\";\r\n\r\n/** @hidden */\r\nclass MRDLBackplateMaterialDefines extends MaterialDefines {\r\n /*\r\n \"IRIDESCENCE_ENABLE\", \"SMOOTH_EDGES\"\r\n */\r\n public IRIDESCENCE_ENABLE = true;\r\n public SMOOTH_EDGES = true;\r\n\r\n constructor() {\r\n super();\r\n this._needNormals = true;\r\n this.rebuild();\r\n }\r\n}\r\n\r\n/**\r\n * Class used to render backplate material with MRDL\r\n */\r\nexport class MRDLBackplateMaterial extends PushMaterial {\r\n /**\r\n * URL pointing to the texture used to define the coloring for the Iridescent Map effect.\r\n */\r\n public static IRIDESCENT_MAP_TEXTURE_URL = \"https://assets.babylonjs.com/meshes/MRTK/MRDL/mrtk-mrdl-backplate-iridescence.png\";\r\n private _iridescentMapTexture: Texture;\r\n\r\n /**\r\n * Gets or sets the corner radius on the backplate. If this value is changed, update the lineWidth to match.\r\n */\r\n @serialize()\r\n public radius = 0.3;\r\n\r\n /**\r\n * Gets or sets the line width of the backplate.\r\n */\r\n @serialize()\r\n public lineWidth = 0.003;\r\n\r\n /**\r\n * Gets or sets whether to use absolute sizes when calculating effects on the backplate.\r\n * Since desktop and VR/AR have different relative sizes, it's usually best to keep this false.\r\n */\r\n @serialize()\r\n public absoluteSizes = false;\r\n\r\n /** @hidden */\r\n public _filterWidth = 1;\r\n\r\n /**\r\n * Gets or sets the base color of the backplate.\r\n */\r\n @serialize()\r\n public baseColor = new Color4(0, 0, 0, 1);\r\n\r\n /**\r\n * Gets or sets the line color of the backplate.\r\n */\r\n @serialize()\r\n public lineColor = new Color4(0.2, 0.262745, 0.4, 1);\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusTopLeft = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusTopRight = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusBottomLeft = 1.0;\r\n\r\n /**\r\n * Gets or sets the top left Radii Multiplier.\r\n */\r\n @serialize()\r\n public radiusBottomRight = 1.0;\r\n\r\n /** @hidden */\r\n public _rate = 0;\r\n\r\n /**\r\n * Gets or sets the color of the highlights on the backplate line.\r\n */\r\n @serialize()\r\n public highlightColor = new Color4(0.239216, 0.435294, 0.827451, 1);\r\n\r\n /**\r\n * Gets or sets the width of the highlights on the backplate line.\r\n */\r\n @serialize()\r\n public highlightWidth = 0;\r\n\r\n /** @hidden */\r\n public _highlightTransform = new Vector4(1, 1, 0, 0);\r\n\r\n /** @hidden */\r\n public _highlight = 1;\r\n\r\n /**\r\n * Gets or sets the intensity of the iridescence effect.\r\n */\r\n @serialize()\r\n public iridescenceIntensity = 0.45;\r\n\r\n /**\r\n * Gets or sets the intensity of the iridescence effect on the backplate edges.\r\n */\r\n @serialize()\r\n public iridescenceEdgeIntensity = 1;\r\n\r\n /**\r\n * Gets or sets the Tint of the iridescence effect on the backplate.\r\n */\r\n @serialize()\r\n public iridescenceTint = new Color4(1, 1, 1, 1);\r\n\r\n /** @hidden */\r\n public _angle = -45;\r\n\r\n /**\r\n * Gets or sets the opacity of the backplate (0.0 - 1.0).\r\n */\r\n @serialize()\r\n public fadeOut = 1;\r\n\r\n /** @hidden */\r\n public _reflected = true;\r\n\r\n /** @hidden */\r\n public _frequency = 1;\r\n\r\n /** @hidden */\r\n public _verticalOffset = 0;\r\n\r\n /**\r\n * Gets or sets the gradient color effect on the backplate.\r\n */\r\n @serialize()\r\n public gradientColor = new Color4(0.74902, 0.74902, 0.74902, 1);\r\n\r\n /**\r\n * Gets or sets the top left gradient color effect on the backplate.\r\n */\r\n @serialize()\r\n public topLeftGradientColor = new Color4(0.00784314, 0.294118, 0.580392, 1);\r\n\r\n /**\r\n * Gets or sets the top right gradient color effect on the backplate.\r\n */\r\n @serialize()\r\n public topRightGradientColor = new Color4(0.305882, 0, 1, 1);\r\n\r\n /**\r\n * Gets or sets the bottom left gradient color effect on the backplate.\r\n */\r\n @serialize()\r\n public bottomLeftGradientColor = new Color4(0.133333, 0.258824, 0.992157, 1);\r\n\r\n /**\r\n * Gets or sets the bottom right gradient color effect on the backplate.\r\n */\r\n @serialize()\r\n public bottomRightGradientColor = new Color4(0.176471, 0.176471, 0.619608, 1);\r\n\r\n /**\r\n * Gets or sets the edge width of the backplate.\r\n */\r\n @serialize()\r\n public edgeWidth = 0.5;\r\n\r\n /**\r\n * Gets or sets the edge width of the backplate.\r\n */\r\n @serialize()\r\n public edgePower = 1;\r\n\r\n /**\r\n * Gets or sets the edge width of the backplate.\r\n */\r\n @serialize()\r\n public edgeLineGradientBlend = 0.5;\r\n\r\n constructor(name: string, scene?: Scene) {\r\n super(name, scene);\r\n this.alphaMode = Constants.ALPHA_DISABLE;\r\n this.backFaceCulling = false;\r\n\r\n this._iridescentMapTexture = new Texture(MRDLBackplateMaterial.IRIDESCENT_MAP_TEXTURE_URL, this.getScene(), true, false, Texture.NEAREST_SAMPLINGMODE);\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return false;\r\n }\r\n\r\n public needAlphaTesting(): boolean {\r\n return false;\r\n }\r\n\r\n public getAlphaTestTexture(): Nullable<BaseTexture> {\r\n return null;\r\n }\r\n\r\n // Methods\r\n public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean {\r\n if (this.isFrozen) {\r\n if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {\r\n return true;\r\n }\r\n }\r\n\r\n if (!subMesh.materialDefines) {\r\n subMesh.materialDefines = new MRDLBackplateMaterialDefines();\r\n }\r\n\r\n const defines = <MRDLBackplateMaterialDefines>subMesh.materialDefines;\r\n const scene = this.getScene();\r\n\r\n if (this._isReadyForSubMesh(subMesh)) {\r\n return true;\r\n }\r\n\r\n const engine = scene.getEngine();\r\n\r\n // Attribs\r\n MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, false);\r\n\r\n // Get correct effect\r\n if (defines.isDirty) {\r\n defines.markAsProcessed();\r\n\r\n scene.resetCachedMaterial();\r\n\r\n // Fallbacks\r\n const fallbacks = new EffectFallbacks();\r\n if (defines.FOG) {\r\n fallbacks.addFallback(1, \"FOG\");\r\n }\r\n\r\n MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);\r\n\r\n defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;\r\n\r\n //Attributes\r\n const attribs = [VertexBuffer.PositionKind];\r\n\r\n if (defines.NORMAL) {\r\n attribs.push(VertexBuffer.NormalKind);\r\n }\r\n\r\n if (defines.UV1) {\r\n attribs.push(VertexBuffer.UVKind);\r\n }\r\n\r\n if (defines.UV2) {\r\n attribs.push(VertexBuffer.UV2Kind);\r\n }\r\n\r\n if (defines.VERTEXCOLOR) {\r\n attribs.push(VertexBuffer.ColorKind);\r\n }\r\n\r\n if (defines.TANGENT) {\r\n attribs.push(VertexBuffer.TangentKind);\r\n }\r\n\r\n MaterialHelper.PrepareAttributesForInstances(attribs, defines);\r\n\r\n // Legacy browser patch\r\n const shaderName = \"mrdlBackplate\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"viewProjection\",\r\n \"cameraPosition\",\r\n \"_Radius_\",\r\n \"_Line_Width_\",\r\n \"_Absolute_Sizes_\",\r\n \"_Filter_Width_\",\r\n \"_Base_Color_\",\r\n \"_Line_Color_\",\r\n \"_Radius_Top_Left_\",\r\n \"_Radius_Top_Right_\",\r\n \"_Radius_Bottom_Left_\",\r\n \"_Radius_Bottom_Right_\",\r\n \"_Rate_\",\r\n \"_Highlight_Color_\",\r\n \"_Highlight_Width_\",\r\n \"_Highlight_Transform_\",\r\n \"_Highlight_\",\r\n \"_Iridescence_Intensity_\",\r\n \"_Iridescence_Edge_Intensity_\",\r\n \"_Iridescence_Tint_\",\r\n \"_Iridescent_Map_\",\r\n \"_Angle_\",\r\n \"_Reflected_\",\r\n \"_Frequency_\",\r\n \"_Vertical_Offset_\",\r\n \"_Gradient_Color_\",\r\n \"_Top_Left_\",\r\n \"_Top_Right_\",\r\n \"_Bottom_Left_\",\r\n \"_Bottom_Right_\",\r\n \"_Edge_Width_\",\r\n \"_Edge_Power_\",\r\n \"_Line_Gradient_Blend_\",\r\n \"_Fade_Out_\",\r\n ];\r\n const samplers: string[] = [\"_Iridescent_Map_\"];\r\n const uniformBuffers = new Array<string>();\r\n\r\n MaterialHelper.PrepareUniformsAndSamplersList(<IEffectCreationOptions>{\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: defines,\r\n maxSimultaneousLights: 4,\r\n });\r\n\r\n subMesh.setEffect(\r\n scene.getEngine().createEffect(\r\n shaderName,\r\n <IEffectCreationOptions>{\r\n attributes: attribs,\r\n uniformsNames: uniforms,\r\n uniformBuffersNames: uniformBuffers,\r\n samplers: samplers,\r\n defines: join,\r\n fallbacks: fallbacks,\r\n onCompiled: this.onCompiled,\r\n onError: this.onError,\r\n indexParameters: { maxSimultaneousLights: 4 },\r\n },\r\n engine\r\n ),\r\n defines\r\n );\r\n }\r\n if (!subMesh.effect || !subMesh.effect.isReady()) {\r\n return false;\r\n }\r\n\r\n defines._renderId = scene.getRenderId();\r\n subMesh.effect._wasPreviouslyReady = true;\r\n\r\n return true;\r\n }\r\n\r\n public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {\r\n const defines = <MRDLBackplateMaterialDefines>subMesh.materialDefines;\r\n if (!defines) {\r\n return;\r\n }\r\n\r\n const effect = subMesh.effect;\r\n if (!effect) {\r\n return;\r\n }\r\n\r\n this._activeEffect = effect;\r\n\r\n // Matrices\r\n this.bindOnlyWorldMatrix(world);\r\n this._activeEffect.setMatrix(\"viewProjection\", this.getScene().getTransformMatrix());\r\n this._activeEffect.setVector3(\"cameraPosition\", this.getScene().activeCamera!.position);\r\n\r\n // \"Round Rect\"\r\n this._activeEffect.setFloat(\"_Radius_\", this.radius);\r\n this._activeEffect.setFloat(\"_Line_Width_\", this.lineWidth);\r\n this._activeEffect.setFloat(\"_Absolute_Sizes_\", this.absoluteSizes ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Filter_Width_\", this._filterWidth);\r\n this._activeEffect.setDirectColor4(\"_Base_Color_\", this.baseColor);\r\n this._activeEffect.setDirectColor4(\"_Line_Color_\", this.lineColor);\r\n\r\n // \"Radii Multipliers\"\r\n this._activeEffect.setFloat(\"_Radius_Top_Left_\", this.radiusTopLeft);\r\n this._activeEffect.setFloat(\"_Radius_Top_Right_\", this.radiusTopRight);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Left_\", this.radiusBottomLeft);\r\n this._activeEffect.setFloat(\"_Radius_Bottom_Right_\", this.radiusBottomRight);\r\n\r\n // \"Line Highlight\"\r\n this._activeEffect.setFloat(\"_Rate_\", this._rate);\r\n this._activeEffect.setDirectColor4(\"_Highlight_Color_\", this.highlightColor);\r\n this._activeEffect.setFloat(\"_Highlight_Width_\", this.highlightWidth);\r\n this._activeEffect.setVector4(\"_Highlight_Transform_\", this._highlightTransform);\r\n this._activeEffect.setFloat(\"_Highlight_\", this._highlight);\r\n\r\n // \"Iridescence\"\r\n //define IRIDESCENCE_ENABLE true;\r\n this._activeEffect.setFloat(\"_Iridescence_Intensity_\", this.iridescenceIntensity);\r\n this._activeEffect.setFloat(\"_Iridescence_Edge_Intensity_\", this.iridescenceEdgeIntensity);\r\n this._activeEffect.setDirectColor4(\"_Iridescence_Tint_\", this.iridescenceTint);\r\n this._activeEffect.setTexture(\"_Iridescent_Map_\", this._iridescentMapTexture);\r\n this._activeEffect.setFloat(\"_Angle_\", this._angle);\r\n this._activeEffect.setFloat(\"_Reflected_\", this._reflected ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Frequency_\", this._frequency);\r\n this._activeEffect.setFloat(\"_Vertical_Offset_\", this._verticalOffset);\r\n\r\n // \"Gradient\"\r\n this._activeEffect.setDirectColor4(\"_Gradient_Color_\", this.gradientColor);\r\n this._activeEffect.setDirectColor4(\"_Top_Left_\", this.topLeftGradientColor);\r\n this._activeEffect.setDirectColor4(\"_Top_Right_\", this.topRightGradientColor);\r\n this._activeEffect.setDirectColor4(\"_Bottom_Left_\", this.bottomLeftGradientColor);\r\n this._activeEffect.setDirectColor4(\"_Bottom_Right_\", this.bottomRightGradientColor);\r\n //define EDGE_ONLY false;\r\n this._activeEffect.setFloat(\"_Edge_Width_\", this.edgeWidth);\r\n this._activeEffect.setFloat(\"_Edge_Power_\", this.edgePower);\r\n this._activeEffect.setFloat(\"_Line_Gradient_Blend_\", this.edgeLineGradientBlend);\r\n\r\n // \"Fade\"\r\n this._activeEffect.setFloat(\"_Fade_Out_\", this.fadeOut);\r\n\r\n // \"Antialiasing\"\r\n //define SMOOTH_EDGES true;\r\n\r\n this._afterBind(mesh, this._activeEffect);\r\n }\r\n\r\n /**\r\n * Get the list of animatables in the material.\r\n * @returns the list of animatables object used in the material\r\n */\r\n public getAnimatables(): IAnimatable[] {\r\n return [];\r\n }\r\n\r\n public dispose(forceDisposeEffect?: boolean): void {\r\n super.dispose(forceDisposeEffect);\r\n }\r\n\r\n public clone(name: string): MRDLBackplateMaterial {\r\n return SerializationHelper.Clone(() => new MRDLBackplateMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): any {\r\n const serializationObject = super.serialize();\r\n serializationObject.customType = \"BABYLON.MRDLBackplateMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"MRDLBackplateMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): MRDLBackplateMaterial {\r\n return SerializationHelper.Parse(() => new MRDLBackplateMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.MRDLBackplateMaterial\", MRDLBackplateMaterial);\r\n"]}