@babylonjs/gui 5.26.0 → 5.27.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/2D/controls/inputText.d.ts +1 -1
- package/2D/controls/inputText.js +7 -27
- package/2D/controls/inputText.js.map +1 -1
- package/3D/controls/MRTK3/touchHolographicButton.d.ts +220 -0
- package/3D/controls/MRTK3/touchHolographicButton.js +859 -0
- package/3D/controls/MRTK3/touchHolographicButton.js.map +1 -0
- package/3D/controls/index.d.ts +4 -2
- package/3D/controls/index.js +5 -2
- package/3D/controls/index.js.map +1 -1
- package/3D/materials/mrdl/mrdlBackglowMaterial.d.ts +87 -0
- package/3D/materials/mrdl/mrdlBackglowMaterial.js +300 -0
- package/3D/materials/mrdl/mrdlBackglowMaterial.js.map +1 -0
- package/3D/materials/mrdl/mrdlFrontplateMaterial.d.ts +186 -0
- package/3D/materials/mrdl/mrdlFrontplateMaterial.js +530 -0
- package/3D/materials/mrdl/mrdlFrontplateMaterial.js.map +1 -0
- package/3D/materials/mrdl/mrdlInnerquadMaterial.d.ts +56 -0
- package/3D/materials/mrdl/mrdlInnerquadMaterial.js +228 -0
- package/3D/materials/mrdl/mrdlInnerquadMaterial.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlBackglow.fragment.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlBackglow.fragment.js +9 -0
- package/3D/materials/mrdl/shaders/mrdlBackglow.fragment.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlBackglow.vertex.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlBackglow.vertex.js +9 -0
- package/3D/materials/mrdl/shaders/mrdlBackglow.vertex.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlFrontplate.fragment.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlFrontplate.fragment.js +9 -0
- package/3D/materials/mrdl/shaders/mrdlFrontplate.fragment.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlFrontplate.vertex.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlFrontplate.vertex.js +9 -0
- package/3D/materials/mrdl/shaders/mrdlFrontplate.vertex.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlInnerquad.fragment.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlInnerquad.fragment.js +9 -0
- package/3D/materials/mrdl/shaders/mrdlInnerquad.fragment.js.map +1 -0
- package/3D/materials/mrdl/shaders/mrdlInnerquad.vertex.d.ts +5 -0
- package/3D/materials/mrdl/shaders/mrdlInnerquad.vertex.js +9 -0
- package/3D/materials/mrdl/shaders/mrdlInnerquad.vertex.js.map +1 -0
- package/package.json +2 -2
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type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { Control3D } from \"../control3D\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Vector3WithInfo } from \"../../vector3WithInfo\";\r\n\r\nimport { AdvancedDynamicTexture } from \"../../../2D/advancedDynamicTexture\";\r\nimport { Animation } from \"core/Animations/animation\";\r\nimport { AnimationGroup } from \"core/Animations/animationGroup\";\r\nimport { Color3, Color4 } from \"core/Maths/math.color\";\r\nimport { Control } from \"../../../2D/controls/control\";\r\nimport { CreatePlane } from \"core/Meshes/Builders/planeBuilder\";\r\nimport { CreateBox } from \"core/Meshes/Builders/boxBuilder\";\r\nimport { DomManagement } from \"core/Misc/domManagement\";\r\nimport { FadeInOutBehavior } from \"core/Behaviors/Meshes/fadeInOutBehavior\";\r\nimport { Grid } from \"../../../2D/controls/grid\";\r\nimport { Image } from \"../../../2D/controls/image\";\r\nimport { MRDLBackglowMaterial } from \"../../materials/mrdl/mrdlBackglowMaterial\";\r\nimport { MRDLBackplateMaterial } from \"../../materials/mrdl/mrdlBackplateMaterial\";\r\nimport { MRDLFrontplateMaterial } from \"../../materials/mrdl/mrdlFrontplateMaterial\";\r\nimport { MRDLInnerquadMaterial } from \"../../materials/mrdl/mrdlInnerquadMaterial\";\r\nimport { Rectangle } from \"../../../2D/controls/rectangle\";\r\nimport { SceneLoader } from \"core/Loading/sceneLoader\";\r\nimport { StackPanel } from \"../../../2D/controls/stackPanel\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { TextBlock } from \"../../../2D/controls/textBlock\";\r\nimport { TouchButton3D } from \"../touchButton3D\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\n\r\n/**\r\n * Class used to create the mrtkv3 button\r\n */\r\nexport class TouchHolographicButton extends TouchButton3D {\r\n /**\r\n * Base Url for the frontplate model.\r\n */\r\n public static MRTK_ASSET_BASE_URL = \"https://assets.babylonjs.com/meshes/MRTK/\";\r\n\r\n /**\r\n * File name for the frontplate model.\r\n */\r\n public static FRONTPLATE_MODEL_FILENAME = \"mrtk-fluent-frontplate.glb\";\r\n\r\n /**\r\n * File name for the backplate model.\r\n */\r\n public static BACKPLATE_MODEL_FILENAME = \"mrtk-fluent-backplate.glb\";\r\n\r\n /**\r\n * File name for the backglow model.\r\n */\r\n public static BACKGLOW_MODEL_FILENAME = \"mrtk-fluent-button.glb\";\r\n\r\n /**\r\n * File name for the innerquad model.\r\n */\r\n public static INNERQUAD_MODEL_FILENAME = \"SlateProximity.glb\";\r\n\r\n /**\r\n * Gets or sets the horizontal scaling for the button.\r\n */\r\n public width = 1;\r\n\r\n /**\r\n * Gets or sets the vertical scaling for the button.\r\n */\r\n public height = 1;\r\n\r\n /**\r\n * Gets or sets the bevel radius for the button.\r\n */\r\n public radius = 0.14;\r\n\r\n /**\r\n * Gets or sets the font size of the button text in pixels.\r\n * This is only adjustable for a button with width to height ratio greater than 1.\r\n */\r\n public textSizeInPixels = 18;\r\n\r\n /**\r\n * Gets or sets the size of the button image in pixels.\r\n * This is only adjustable for a button with width to height ratio greater than 1.\r\n */\r\n public imageSizeInPixels = 40;\r\n\r\n /**\r\n * Gets or sets the color of the button plate.\r\n */\r\n public plateMaterialColor = new Color3(0.4, 0.4, 0.4);\r\n\r\n // Shared variables for meshes\r\n /**\r\n * Gets or sets the depth of the button's front plate.\r\n * This variable determines the z scaling and z position for some of the button's meshes.\r\n */\r\n public frontPlateDepth = 0.2;\r\n\r\n /**\r\n * Gets or sets the depth of the button's back plate.\r\n * This variable determines the z scaling and z position for some of the button's meshes.\r\n */\r\n public backPlateDepth = 0.04;\r\n\r\n /**\r\n * Gets or sets the offset value for button's back glow.\r\n * This variable determines the x, y scaling of the button's meshes.\r\n */\r\n public backGlowOffset = 0.1;\r\n\r\n /**\r\n * Gets or sets the value that determines the z scaling and z position for the innerQuad and BackGlow meshes.\r\n */\r\n public flatPlaneDepth = 0.001;\r\n\r\n /**\r\n * Gets or sets the radius for FrontMaterial and innerQuadMaterial.\r\n */\r\n public innerQuadRadius = this.radius - 0.04;\r\n\r\n /**\r\n * Gets or sets the color for innerQuadMaterial.\r\n */\r\n public innerQuadColor = new Color4(0, 0, 0, 0);\r\n\r\n /**\r\n * Gets or sets the color for innerQuadMaterial for when it is toggled.\r\n */\r\n public innerQuadToggledColor = new Color4(0.5197843, 0.6485234, 0.9607843, 0.6);\r\n\r\n /**\r\n * Gets or sets the color for innerQuadMaterial for when it is hovered.\r\n */\r\n public innerQuadHoverColor = new Color4(1, 1, 1, 0.05);\r\n\r\n /**\r\n * Gets or sets the color for innerQuadMaterial for when it is toggled and hovered.\r\n */\r\n public innerQuadToggledHoverColor = new Color4(0.5197843, 0.6485234, 0.9607843, 1);\r\n\r\n // Meshes\r\n private _backPlate: AbstractMesh;\r\n private _textPlate: Mesh;\r\n private _frontPlate: AbstractMesh;\r\n private _backGlow: AbstractMesh;\r\n private _innerQuad: AbstractMesh;\r\n private _collisionPlate: AbstractMesh;\r\n private _frontPlateCollisionMesh: AbstractMesh;\r\n private _isBackplateVisible = true;\r\n\r\n // Content\r\n private _text: string;\r\n private _subtext: string;\r\n private _imageUrl: string;\r\n\r\n // Materials\r\n private _shareMaterials = true;\r\n private _frontMaterial: MRDLFrontplateMaterial;\r\n private _backMaterial: MRDLBackplateMaterial;\r\n private _backGlowMaterial: MRDLBackglowMaterial;\r\n private _innerQuadMaterial: MRDLInnerquadMaterial;\r\n private _plateMaterial: StandardMaterial;\r\n\r\n // Events\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\r\n private _pointerClickObserver: Nullable<Observer<Vector3WithInfo>>;\r\n private _pointerEnterObserver: Nullable<Observer<Control3D>>;\r\n private _pointerOutObserver: Nullable<Observer<Control3D>>;\r\n private _toggleObserver: Nullable<Observer<boolean>>;\r\n\r\n // Tooltip\r\n private _tooltipFade: Nullable<FadeInOutBehavior>;\r\n private _tooltipTextBlock: Nullable<TextBlock>;\r\n private _tooltipTexture: Nullable<AdvancedDynamicTexture>;\r\n private _tooltipMesh: Nullable<Mesh>;\r\n private _tooltipHoverObserver: Nullable<Observer<Control3D>>;\r\n private _tooltipOutObserver: Nullable<Observer<Control3D>>;\r\n\r\n private _disposeTooltip() {\r\n this._tooltipFade = null;\r\n if (this._tooltipTextBlock) {\r\n this._tooltipTextBlock.dispose();\r\n }\r\n if (this._tooltipTexture) {\r\n this._tooltipTexture.dispose();\r\n }\r\n if (this._tooltipMesh) {\r\n this._tooltipMesh.dispose();\r\n }\r\n this.onPointerEnterObservable.remove(this._tooltipHoverObserver);\r\n this.onPointerOutObservable.remove(this._tooltipOutObserver);\r\n }\r\n\r\n /**\r\n * Rendering ground id of all the mesh in the button\r\n */\r\n public set renderingGroupId(id: number) {\r\n this._backPlate.renderingGroupId = id;\r\n this._textPlate.renderingGroupId = id;\r\n this._frontPlate.renderingGroupId = id;\r\n this._backGlow.renderingGroupId = id;\r\n this._innerQuad.renderingGroupId = id;\r\n\r\n if (this._tooltipMesh) {\r\n this._tooltipMesh.renderingGroupId = id;\r\n }\r\n }\r\n public get renderingGroupId(): number {\r\n return this._backPlate.renderingGroupId;\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 return this._backPlate as AbstractMesh;\r\n }\r\n\r\n /**\r\n * Text to be displayed on the tooltip shown when hovering on the button. When set to null tooltip is disabled. (Default: null)\r\n * Set this property after adding the button to the GUI3DManager\r\n */\r\n public set tooltipText(text: Nullable<string>) {\r\n if (!text) {\r\n this._disposeTooltip();\r\n return;\r\n }\r\n if (!this._tooltipFade) {\r\n const rightHandedScene = this._backPlate._scene.useRightHandedSystem;\r\n // Create tooltip with mesh and text\r\n this._tooltipMesh = CreatePlane(\"\", { size: 1 }, this._backPlate._scene);\r\n this._tooltipMesh.position = Vector3.Down().scale(0.7).add(Vector3.Forward(rightHandedScene).scale(-0.15));\r\n this._tooltipMesh.isPickable = false;\r\n this._tooltipMesh.parent = this._frontPlateCollisionMesh;\r\n\r\n // Create text texture for the tooltip\r\n this._tooltipTexture = AdvancedDynamicTexture.CreateForMesh(this._tooltipMesh);\r\n const tooltipBackground = new Rectangle();\r\n tooltipBackground.height = 0.25;\r\n tooltipBackground.width = 0.8;\r\n tooltipBackground.cornerRadius = 25;\r\n tooltipBackground.color = \"#ffffff\";\r\n tooltipBackground.thickness = 20;\r\n tooltipBackground.background = \"#060668\";\r\n this._tooltipTexture.addControl(tooltipBackground);\r\n\r\n this._tooltipTextBlock = new TextBlock();\r\n this._tooltipTextBlock.color = \"white\";\r\n this._tooltipTextBlock.fontSize = 100;\r\n this._tooltipTexture.addControl(this._tooltipTextBlock);\r\n\r\n // Add hover action to tooltip\r\n this._tooltipFade = new FadeInOutBehavior();\r\n this._tooltipFade.delay = 500;\r\n this._tooltipMesh.addBehavior(this._tooltipFade);\r\n this._tooltipHoverObserver = this.onPointerEnterObservable.add(() => {\r\n if (this._tooltipFade) {\r\n this._tooltipFade.fadeIn(true);\r\n }\r\n });\r\n this._tooltipOutObserver = this.onPointerOutObservable.add(() => {\r\n if (this._tooltipFade) {\r\n this._tooltipFade.fadeIn(false);\r\n }\r\n });\r\n }\r\n if (this._tooltipTextBlock) {\r\n this._tooltipTextBlock.text = text;\r\n }\r\n }\r\n\r\n public get tooltipText() {\r\n return this._tooltipTextBlock?.text || null;\r\n }\r\n\r\n /**\r\n * Gets or sets text for the button\r\n */\r\n public get text(): string {\r\n return this._text;\r\n }\r\n\r\n public set text(value: string) {\r\n if (this._text === value) {\r\n return;\r\n }\r\n\r\n this._text = value;\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Gets or sets subtext for a button with larger width\r\n */\r\n public get subtext(): string {\r\n return this._subtext;\r\n }\r\n\r\n public set subtext(value: string) {\r\n if (this._subtext === value) {\r\n return;\r\n }\r\n\r\n this._subtext = value;\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Gets or sets the image url for the button\r\n */\r\n public get imageUrl(): string {\r\n return this._imageUrl;\r\n }\r\n\r\n public set imageUrl(value: string) {\r\n if (this._imageUrl === value) {\r\n return;\r\n }\r\n\r\n this._imageUrl = value;\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Gets the back material used by this button\r\n */\r\n public get backMaterial(): MRDLBackplateMaterial {\r\n return this._backMaterial;\r\n }\r\n\r\n /**\r\n * Gets the front material used by this button\r\n */\r\n public get frontMaterial(): MRDLFrontplateMaterial {\r\n return this._frontMaterial;\r\n }\r\n\r\n /**\r\n * Gets the back glow material used by this button\r\n */\r\n public get backGlowMaterial(): MRDLBackglowMaterial {\r\n return this._backGlowMaterial;\r\n }\r\n\r\n /**\r\n * Gets the inner quad material used by this button\r\n */\r\n public get innerQuadMaterial(): MRDLInnerquadMaterial {\r\n return this._innerQuadMaterial;\r\n }\r\n\r\n /**\r\n * Gets the plate material used by this button\r\n */\r\n public get plateMaterial(): StandardMaterial {\r\n return this._plateMaterial;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this button shares its material with other V3 Buttons\r\n */\r\n public get shareMaterials(): boolean {\r\n return this._shareMaterials;\r\n }\r\n\r\n /**\r\n * Sets whether the backplate is visible or hidden. Hiding the backplate is not recommended without some sort of replacement\r\n */\r\n public set isBackplateVisible(isVisible: boolean) {\r\n if (this.mesh && this._backMaterial) {\r\n if (isVisible && !this._isBackplateVisible) {\r\n this._backPlate.visibility = 1;\r\n } else if (!isVisible && this._isBackplateVisible) {\r\n this._backPlate.visibility = 0;\r\n }\r\n }\r\n\r\n this._isBackplateVisible = isVisible;\r\n }\r\n\r\n /**\r\n * Creates a new button\r\n * @param name defines the control name\r\n * @param shareMaterials\r\n */\r\n constructor(name?: string, shareMaterials = true) {\r\n super(name);\r\n\r\n this._shareMaterials = shareMaterials;\r\n\r\n this.pointerEnterAnimation = () => {\r\n if (this._frontPlate && this._textPlate && !this.isToggleButton) {\r\n this._performEnterExitAnimation(1);\r\n }\r\n\r\n if (this.isToggleButton && this._innerQuadMaterial) {\r\n if (this.isToggled) {\r\n this._innerQuadMaterial.color = this.innerQuadToggledHoverColor;\r\n } else {\r\n this._innerQuadMaterial.color = this.innerQuadHoverColor;\r\n }\r\n }\r\n };\r\n\r\n this.pointerOutAnimation = () => {\r\n if (this._frontPlate && this._textPlate && !this.isToggleButton) {\r\n this._performEnterExitAnimation(-0.8);\r\n }\r\n\r\n if (this.isToggleButton && this._innerQuadMaterial) {\r\n this._onToggle(this.isToggled);\r\n }\r\n };\r\n\r\n this.pointerDownAnimation = () => {\r\n // Do nothing\r\n };\r\n\r\n this.pointerUpAnimation = () => {\r\n // Do nothing\r\n };\r\n\r\n this._pointerClickObserver = this.onPointerClickObservable.add(() => {\r\n if (this._frontPlate && this._backGlow && !this.isActiveNearInteraction) {\r\n this._performClickAnimation();\r\n }\r\n\r\n if (this.isToggleButton && this._innerQuadMaterial) {\r\n this._onToggle(this.isToggled);\r\n }\r\n });\r\n\r\n this._pointerEnterObserver = this.onPointerEnterObservable.add(() => {\r\n this.pointerEnterAnimation();\r\n });\r\n\r\n this._pointerOutObserver = this.onPointerOutObservable.add(() => {\r\n this.pointerOutAnimation();\r\n });\r\n\r\n this._toggleObserver = this.onToggleObservable.add((isToggled) => {\r\n if (isToggled) {\r\n this._innerQuadMaterial.color = this.innerQuadToggledColor;\r\n } else {\r\n this._innerQuadMaterial.color = this.innerQuadColor;\r\n }\r\n });\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"TouchHolographicButton\";\r\n }\r\n\r\n private _rebuildContent(): void {\r\n let content: Control;\r\n\r\n if (this._getAspectRatio() <= 1) {\r\n // align text and image vertically\r\n content = this._alignContentVertically();\r\n } else {\r\n // align text and image horizontally\r\n content = this._alignContentHorizontally();\r\n }\r\n\r\n this.content = content;\r\n }\r\n\r\n private _getAspectRatio() {\r\n return this.width / this.height;\r\n }\r\n\r\n private _alignContentVertically() {\r\n const panel = new StackPanel();\r\n panel.isVertical = true;\r\n\r\n if (DomManagement.IsDocumentAvailable() && !!document.createElement) {\r\n if (this._imageUrl) {\r\n const image = new Image();\r\n image.source = this._imageUrl;\r\n image.heightInPixels = 180;\r\n image.widthInPixels = 100;\r\n image.paddingTopInPixels = 40;\r\n image.paddingBottomInPixels = 40;\r\n panel.addControl(image);\r\n }\r\n }\r\n\r\n if (this._text) {\r\n const text = new TextBlock();\r\n text.text = this._text;\r\n text.color = \"white\";\r\n text.heightInPixels = 30;\r\n text.fontSize = 24;\r\n panel.addControl(text);\r\n }\r\n\r\n return panel;\r\n }\r\n\r\n private _alignContentHorizontally() {\r\n let totalPanelWidthInPixels = 240;\r\n const padding = 15;\r\n\r\n const contentContainer = new Rectangle();\r\n contentContainer.widthInPixels = totalPanelWidthInPixels;\r\n contentContainer.heightInPixels = totalPanelWidthInPixels;\r\n contentContainer.color = \"transparent\";\r\n contentContainer.setPaddingInPixels(padding, padding, padding, padding);\r\n totalPanelWidthInPixels -= padding * 2;\r\n\r\n const panel = new StackPanel();\r\n panel.isVertical = false;\r\n panel.scaleY = this._getAspectRatio();\r\n\r\n if (DomManagement.IsDocumentAvailable() && !!document.createElement) {\r\n if (this._imageUrl) {\r\n const imageContainer = new Rectangle(`${this.name}_image`);\r\n imageContainer.widthInPixels = this.imageSizeInPixels;\r\n imageContainer.heightInPixels = this.imageSizeInPixels;\r\n imageContainer.color = \"transparent\";\r\n totalPanelWidthInPixels -= this.imageSizeInPixels;\r\n\r\n const image = new Image();\r\n image.source = this._imageUrl;\r\n\r\n imageContainer.addControl(image);\r\n panel.addControl(imageContainer);\r\n }\r\n }\r\n\r\n if (this._text) {\r\n const text = new TextBlock(`${this.name}_text`);\r\n text.text = this._text;\r\n text.color = \"white\";\r\n text.fontSize = this.textSizeInPixels;\r\n text.widthInPixels = totalPanelWidthInPixels;\r\n\r\n if (this._imageUrl) {\r\n text.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n text.paddingLeftInPixels = padding;\r\n }\r\n\r\n if (this._subtext) {\r\n const textContainer = new Grid();\r\n textContainer.addColumnDefinition(1);\r\n textContainer.addRowDefinition(0.5);\r\n textContainer.addRowDefinition(0.5);\r\n textContainer.widthInPixels = totalPanelWidthInPixels;\r\n textContainer.heightInPixels = 45;\r\n\r\n const subtext = new TextBlock(`${this.name}_subtext`);\r\n subtext.text = this._subtext;\r\n subtext.color = \"#EEEEEEAB\";\r\n subtext.fontSize = this.textSizeInPixels * 0.75;\r\n subtext.fontWeight = \"600\";\r\n\r\n if (this._imageUrl) {\r\n subtext.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n subtext.paddingLeftInPixels = padding;\r\n }\r\n\r\n textContainer.addControl(text, 0);\r\n textContainer.addControl(subtext, 1);\r\n panel.addControl(textContainer);\r\n } else {\r\n panel.addControl(text);\r\n }\r\n }\r\n\r\n contentContainer.addControl(panel);\r\n return contentContainer;\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n this.name = this.name ?? \"TouchHolographicButton\";\r\n\r\n const backPlateMesh = this._createBackPlate(scene);\r\n const collisionMesh = this._createFrontPlate(scene);\r\n const innerQuadMesh = this._createInnerQuad(scene);\r\n const backGlowMesh = this._createBackGlow(scene);\r\n\r\n this._frontPlateCollisionMesh = collisionMesh;\r\n this._textPlate = <Mesh>super._createNode(scene);\r\n this._textPlate.name = `${this.name}_textPlate`;\r\n this._textPlate.isPickable = false;\r\n this._textPlate.scaling.x = this.width;\r\n this._textPlate.parent = collisionMesh;\r\n\r\n this._backPlate = backPlateMesh;\r\n this._backPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(this.backPlateDepth / 2);\r\n this._backPlate.isPickable = false;\r\n\r\n this._backPlate.addChild(collisionMesh);\r\n this._backPlate.addChild(innerQuadMesh);\r\n\r\n if (backGlowMesh) {\r\n this._backPlate.addChild(backGlowMesh);\r\n }\r\n\r\n const tn = new TransformNode(`${this.name}_root`, scene);\r\n this._backPlate.setParent(tn);\r\n\r\n this.collisionMesh = collisionMesh;\r\n this.collidableFrontDirection = this._backPlate.forward.negate(); // Mesh is facing the wrong way\r\n\r\n return tn;\r\n }\r\n\r\n private _createBackPlate(scene: Scene) {\r\n const backPlateMesh = CreateBox(`${this.name}_backPlate`, {}, scene);\r\n backPlateMesh.isPickable = false;\r\n backPlateMesh.visibility = 0;\r\n backPlateMesh.scaling.z = 0.2;\r\n\r\n SceneLoader.ImportMeshAsync(undefined, TouchHolographicButton.MRTK_ASSET_BASE_URL, TouchHolographicButton.BACKPLATE_MODEL_FILENAME, scene).then((result) => {\r\n const backPlateModel = result.meshes[1];\r\n backPlateModel.visibility = 0;\r\n\r\n if (this._isBackplateVisible) {\r\n backPlateModel.visibility = 1;\r\n backPlateModel.name = `${this.name}_backPlate`;\r\n backPlateModel.isPickable = false;\r\n backPlateModel.scaling.x = this.width;\r\n backPlateModel.scaling.y = this.height;\r\n backPlateModel.parent = backPlateMesh;\r\n }\r\n\r\n if (this._backMaterial) {\r\n backPlateModel.material = this._backMaterial;\r\n }\r\n\r\n this._backPlate = backPlateModel;\r\n });\r\n\r\n return backPlateMesh;\r\n }\r\n\r\n private _createFrontPlate(scene: Scene) {\r\n const collisionMesh = CreateBox(\r\n `${this.name}_frontPlate`,\r\n {\r\n width: this.width,\r\n height: this.height,\r\n depth: this.frontPlateDepth,\r\n },\r\n scene\r\n );\r\n collisionMesh.isPickable = true;\r\n collisionMesh.isNearPickable = true;\r\n collisionMesh.visibility = 0;\r\n collisionMesh.position = Vector3.Forward(scene.useRightHandedSystem).scale((this.backPlateDepth - this.frontPlateDepth) / 2);\r\n\r\n SceneLoader.ImportMeshAsync(undefined, TouchHolographicButton.MRTK_ASSET_BASE_URL, TouchHolographicButton.FRONTPLATE_MODEL_FILENAME, scene).then((result) => {\r\n const collisionPlate = CreateBox(\r\n `${this.name}_collisionPlate`,\r\n {\r\n width: this.width,\r\n height: this.height,\r\n },\r\n scene\r\n );\r\n collisionPlate.isPickable = false;\r\n collisionPlate.scaling.z = this.frontPlateDepth;\r\n collisionPlate.visibility = 0;\r\n collisionPlate.parent = collisionMesh;\r\n this._collisionPlate = collisionPlate;\r\n\r\n const frontPlateModel = result.meshes[1];\r\n frontPlateModel.name = `${this.name}_frontPlate`;\r\n frontPlateModel.isPickable = false;\r\n frontPlateModel.scaling.x = this.width - this.backGlowOffset;\r\n frontPlateModel.scaling.y = this.height - this.backGlowOffset;\r\n frontPlateModel.position = Vector3.Forward(scene.useRightHandedSystem).scale(-0.5);\r\n frontPlateModel.parent = collisionPlate;\r\n\r\n if (this.isToggleButton) {\r\n frontPlateModel.visibility = 0;\r\n }\r\n\r\n if (this._frontMaterial) {\r\n frontPlateModel.material = this._frontMaterial;\r\n }\r\n\r\n this._textPlate.scaling.x = 1;\r\n this._textPlate.parent = frontPlateModel;\r\n this._frontPlate = frontPlateModel;\r\n });\r\n\r\n return collisionMesh;\r\n }\r\n\r\n private _createInnerQuad(scene: Scene) {\r\n const innerQuadMesh = CreateBox(`${this.name}_innerQuad`, {}, scene);\r\n innerQuadMesh.isPickable = false;\r\n innerQuadMesh.visibility = 0;\r\n innerQuadMesh.scaling.z = this.flatPlaneDepth;\r\n innerQuadMesh.position.z += this.backPlateDepth / 2 - this.flatPlaneDepth;\r\n\r\n SceneLoader.ImportMeshAsync(undefined, TouchHolographicButton.MRTK_ASSET_BASE_URL, TouchHolographicButton.INNERQUAD_MODEL_FILENAME, scene).then((result) => {\r\n const innerQuadModel = result.meshes[1];\r\n innerQuadModel.name = `${this.name}_innerQuad`;\r\n innerQuadModel.isPickable = false;\r\n innerQuadModel.scaling.x = this.width - this.backGlowOffset;\r\n innerQuadModel.scaling.y = this.height - this.backGlowOffset;\r\n innerQuadModel.parent = innerQuadMesh;\r\n\r\n if (this._innerQuadMaterial) {\r\n innerQuadModel.material = this._innerQuadMaterial;\r\n }\r\n\r\n this._innerQuad = innerQuadModel;\r\n });\r\n\r\n return innerQuadMesh;\r\n }\r\n\r\n private _createBackGlow(scene: Scene) {\r\n if (this.isToggleButton) {\r\n return;\r\n }\r\n\r\n const backGlowMesh = CreateBox(`${this.name}_backGlow`, {}, scene);\r\n backGlowMesh.isPickable = false;\r\n backGlowMesh.visibility = 0;\r\n backGlowMesh.scaling.z = this.flatPlaneDepth;\r\n backGlowMesh.position.z += this.backPlateDepth / 2 - this.flatPlaneDepth * 2;\r\n\r\n SceneLoader.ImportMeshAsync(undefined, TouchHolographicButton.MRTK_ASSET_BASE_URL, TouchHolographicButton.BACKGLOW_MODEL_FILENAME, scene).then((result) => {\r\n const backGlowModel = result.meshes[1];\r\n backGlowModel.name = `${this.name}_backGlow`;\r\n backGlowModel.isPickable = false;\r\n backGlowModel.scaling.x = this.width - this.backGlowOffset;\r\n backGlowModel.scaling.y = this.height - this.backGlowOffset;\r\n backGlowModel.parent = backGlowMesh;\r\n\r\n if (this._backGlowMaterial) {\r\n backGlowModel.material = this._backGlowMaterial;\r\n }\r\n\r\n this._backGlow = backGlowModel;\r\n });\r\n\r\n return backGlowMesh;\r\n }\r\n\r\n protected _applyFacade(facadeTexture: AdvancedDynamicTexture) {\r\n this._plateMaterial.emissiveTexture = facadeTexture;\r\n this._plateMaterial.opacityTexture = facadeTexture;\r\n this._plateMaterial.diffuseColor = this.plateMaterialColor;\r\n }\r\n\r\n private _performClickAnimation() {\r\n const frameRate = 60;\r\n const animationGroup = new AnimationGroup(\"Click Animation Group\");\r\n\r\n const animations = [\r\n {\r\n name: \"backGlowMotion\",\r\n mesh: this._backGlow,\r\n property: \"material.motion\",\r\n keys: [\r\n {\r\n frame: 0,\r\n values: [0, 0, 0],\r\n },\r\n {\r\n frame: 20,\r\n values: [1, 0.0144, 0.0144],\r\n },\r\n {\r\n frame: 40,\r\n values: [0.0027713229489760476, 0, 0],\r\n },\r\n {\r\n frame: 45,\r\n values: [0.0027713229489760476],\r\n },\r\n ],\r\n },\r\n {\r\n name: \"_collisionPlateZSlide\",\r\n mesh: this._collisionPlate,\r\n property: \"position.z\",\r\n keys: [\r\n {\r\n frame: 0,\r\n values: [0.0, 0.0, 0.0],\r\n },\r\n {\r\n frame: 20,\r\n values: [Vector3.Forward(this._collisionPlate._scene.useRightHandedSystem).scale(this.frontPlateDepth / 2).z, 0.0, 0.0],\r\n },\r\n {\r\n frame: 40,\r\n values: [0.0, 0.005403332496794331],\r\n },\r\n {\r\n frame: 45,\r\n values: [0.0],\r\n },\r\n ],\r\n },\r\n {\r\n name: \"_collisionPlateZScale\",\r\n mesh: this._collisionPlate,\r\n property: \"scaling.z\",\r\n keys: [\r\n {\r\n frame: 0,\r\n values: [this.frontPlateDepth, 0.0, 0.0],\r\n },\r\n {\r\n frame: 20,\r\n values: [this.backPlateDepth, 0.0, 0.0],\r\n },\r\n {\r\n frame: 40,\r\n values: [this.frontPlateDepth, 0.0054],\r\n },\r\n {\r\n frame: 45,\r\n values: [this.frontPlateDepth],\r\n },\r\n ],\r\n },\r\n ];\r\n\r\n for (const animation of animations) {\r\n const anim = new Animation(animation.name, animation.property, frameRate, Animation.ANIMATIONTYPE_FLOAT, Animation.ANIMATIONLOOPMODE_CYCLE);\r\n const animkeyFrames = [];\r\n\r\n for (const key of animation.keys) {\r\n animkeyFrames.push({\r\n frame: key.frame,\r\n value: key.values[0],\r\n inTangent: key.values[1],\r\n outTangent: key.values[2],\r\n interpolation: key.values[3],\r\n });\r\n }\r\n\r\n anim.setKeys(animkeyFrames);\r\n\r\n if (!animation.mesh) {\r\n continue;\r\n }\r\n\r\n animationGroup.addTargetedAnimation(anim, animation.mesh);\r\n }\r\n\r\n animationGroup.normalize(0, 45);\r\n animationGroup.speedRatio = 1;\r\n\r\n animationGroup.play();\r\n }\r\n\r\n private _performEnterExitAnimation(speedRatio: number) {\r\n const frameRate = 60;\r\n const animationGroup = new AnimationGroup(\"Enter Exit Animation Group\");\r\n\r\n const animations = [\r\n {\r\n name: \"frontPlateFadeOut\",\r\n mesh: this._frontPlate,\r\n property: \"material.fadeOut\",\r\n keys: [\r\n {\r\n frame: 0,\r\n values: [0, 0, 0.025045314830017686, 0],\r\n },\r\n {\r\n frame: 40,\r\n values: [1.00205599570012, 0.025045314830017686, 0, 0],\r\n },\r\n ],\r\n },\r\n {\r\n name: \"textPlateZSlide\",\r\n mesh: this._textPlate,\r\n property: \"position.z\",\r\n keys: [\r\n {\r\n frame: 0,\r\n values: [0, 0.0, 0.0],\r\n },\r\n {\r\n frame: 40,\r\n values: [Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-0.15).z, 0.0, 0.0],\r\n },\r\n ],\r\n },\r\n ];\r\n\r\n for (const animation of animations) {\r\n const anim = new Animation(animation.name, animation.property, frameRate, Animation.ANIMATIONTYPE_FLOAT, Animation.ANIMATIONLOOPMODE_CYCLE);\r\n const animkeyFrames = [];\r\n\r\n for (const key of animation.keys) {\r\n animkeyFrames.push({\r\n frame: key.frame,\r\n value: key.values[0],\r\n inTangent: key.values[1],\r\n outTangent: key.values[2],\r\n interpolation: key.values[3],\r\n });\r\n }\r\n\r\n anim.setKeys(animkeyFrames);\r\n\r\n if (!animation.mesh) {\r\n continue;\r\n }\r\n\r\n animationGroup.addTargetedAnimation(anim, animation.mesh);\r\n }\r\n\r\n animationGroup.normalize(0, 45);\r\n animationGroup.speedRatio = speedRatio;\r\n\r\n animationGroup.play();\r\n }\r\n\r\n private _createBackMaterial(mesh: Mesh) {\r\n this._backMaterial = this._backMaterial ?? new MRDLBackplateMaterial(this.name + \"backPlateMaterial\", mesh.getScene());\r\n this._backMaterial.absoluteSizes = true;\r\n this._backMaterial.radius = this.radius;\r\n this._backMaterial.lineWidth = 0.02;\r\n }\r\n\r\n private _createFrontMaterial(mesh: Mesh) {\r\n this._frontMaterial = this._frontMaterial ?? new MRDLFrontplateMaterial(this.name + \"Front Material\", mesh.getScene());\r\n this.frontMaterial.radius = this.innerQuadRadius;\r\n this.frontMaterial.fadeOut = 0.0;\r\n }\r\n\r\n private _createBackGlowMaterial(mesh: Mesh) {\r\n const glowRadius = this.radius + 0.04;\r\n this._backGlowMaterial = this._backGlowMaterial ?? new MRDLBackglowMaterial(this.name + \"Back Glow Material\", mesh.getScene());\r\n this._backGlowMaterial.bevelRadius = glowRadius;\r\n this._backGlowMaterial.lineWidth = glowRadius;\r\n this._backGlowMaterial.motion = 0.0;\r\n }\r\n\r\n private _createInnerQuadMaterial(mesh: Mesh) {\r\n this._innerQuadMaterial = this._innerQuadMaterial ?? new MRDLInnerquadMaterial(\"inner_quad\", mesh.getScene());\r\n this._innerQuadMaterial.radius = this.innerQuadRadius;\r\n\r\n if (this.isToggleButton) {\r\n this._innerQuadMaterial.color = this.innerQuadColor;\r\n }\r\n }\r\n\r\n private _createPlateMaterial(mesh: Mesh) {\r\n this._plateMaterial = this._plateMaterial ?? new StandardMaterial(this.name + \"Plate Material\", mesh.getScene());\r\n this._plateMaterial.specularColor = Color3.Black();\r\n }\r\n\r\n protected _onToggle(newState: boolean) {\r\n super._onToggle(newState);\r\n }\r\n\r\n protected _affectMaterial(mesh: Mesh) {\r\n if (this._shareMaterials) {\r\n // Back\r\n if (!this._host._touchSharedMaterials[\"mrdlBackplateMaterial\"]) {\r\n this._createBackMaterial(mesh);\r\n this._host._touchSharedMaterials[\"mrdlBackplateMaterial\"] = this._backMaterial;\r\n } else {\r\n this._backMaterial = this._host._touchSharedMaterials[\"mrdlBackplateMaterial\"] as MRDLBackplateMaterial;\r\n }\r\n\r\n // Front\r\n if (!this._host._touchSharedMaterials[\"mrdlFrontplateMaterial\"]) {\r\n this._createFrontMaterial(mesh);\r\n this._host._touchSharedMaterials[\"mrdlFrontplateMaterial\"] = this._frontMaterial;\r\n } else {\r\n this._frontMaterial = this._host._touchSharedMaterials[\"mrdlFrontplateMaterial\"] as MRDLFrontplateMaterial;\r\n }\r\n\r\n // Back glow\r\n if (!this._host._touchSharedMaterials[\"mrdlBackglowMaterial\"]) {\r\n this._createBackGlowMaterial(mesh);\r\n this._host._touchSharedMaterials[\"mrdlBackglowMaterial\"] = this._backGlowMaterial;\r\n } else {\r\n this._backGlowMaterial = this._host._touchSharedMaterials[\"mrdlBackglowMaterial\"] as MRDLBackglowMaterial;\r\n }\r\n\r\n // Inner quad\r\n if (!this._host._touchSharedMaterials[\"mrdlInnerQuadMaterial\"]) {\r\n this._createInnerQuadMaterial(mesh);\r\n this._host._touchSharedMaterials[\"mrdlInnerQuadMaterial\"] = this._innerQuadMaterial;\r\n } else {\r\n this._innerQuadMaterial = this._host._touchSharedMaterials[\"mrdlInnerQuadMaterial\"] as MRDLInnerquadMaterial;\r\n }\r\n } else {\r\n this._createBackMaterial(mesh);\r\n this._createFrontMaterial(mesh);\r\n this._createBackGlowMaterial(mesh);\r\n this._createInnerQuadMaterial(mesh);\r\n }\r\n\r\n this._createPlateMaterial(mesh);\r\n this._backPlate.material = this._backMaterial;\r\n this._textPlate.material = this._plateMaterial;\r\n\r\n if (!this._isBackplateVisible) {\r\n this._backPlate.visibility = 0;\r\n }\r\n\r\n if (this._frontPlate) {\r\n this._frontPlate.material = this._frontMaterial;\r\n }\r\n\r\n if (this._backGlow) {\r\n this._backGlow.material = this._backGlowMaterial;\r\n }\r\n\r\n if (this._innerQuad) {\r\n this._innerQuad.material = this._innerQuadMaterial;\r\n }\r\n\r\n this._rebuildContent();\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose(); // will dispose main mesh ie. back plate\r\n\r\n this._disposeTooltip();\r\n this.onPointerClickObservable.remove(this._pointerClickObserver);\r\n this.onPointerEnterObservable.remove(this._pointerEnterObserver);\r\n this.onPointerOutObservable.remove(this._pointerOutObserver);\r\n this.onToggleObservable.remove(this._toggleObserver);\r\n\r\n if (!this.shareMaterials) {\r\n this._backMaterial.dispose();\r\n this._frontMaterial.dispose();\r\n this._plateMaterial.dispose();\r\n this._backGlowMaterial.dispose();\r\n this._innerQuadMaterial.dispose();\r\n\r\n if (this._pickedPointObserver) {\r\n this._host.onPickedPointChangedObservable.remove(this._pickedPointObserver);\r\n this._pickedPointObserver = null;\r\n }\r\n }\r\n }\r\n}\r\n"]}
|
package/3D/controls/index.d.ts
CHANGED
|
@@ -3,9 +3,10 @@ export * from "./button3D";
|
|
|
3
3
|
export * from "./container3D";
|
|
4
4
|
export * from "./control3D";
|
|
5
5
|
export * from "./cylinderPanel";
|
|
6
|
+
export * from "./handMenu";
|
|
7
|
+
export * from "./holographicBackplate";
|
|
6
8
|
export * from "./holographicButton";
|
|
7
9
|
export * from "./holographicSlate";
|
|
8
|
-
export * from "./handMenu";
|
|
9
10
|
export * from "./meshButton3D";
|
|
10
11
|
export * from "./nearMenu";
|
|
11
12
|
export * from "./planePanel";
|
|
@@ -18,4 +19,5 @@ export * from "./touchMeshButton3D";
|
|
|
18
19
|
export * from "./touchHolographicButton";
|
|
19
20
|
export * from "./touchHolographicMenu";
|
|
20
21
|
export * from "./volumeBasedPanel";
|
|
21
|
-
|
|
22
|
+
import { TouchHolographicButton } from "./MRTK3/touchHolographicButton";
|
|
23
|
+
export { TouchHolographicButton as TouchHolographicButtonV3 };
|
package/3D/controls/index.js
CHANGED
|
@@ -3,9 +3,10 @@ export * from "./button3D.js";
|
|
|
3
3
|
export * from "./container3D.js";
|
|
4
4
|
export * from "./control3D.js";
|
|
5
5
|
export * from "./cylinderPanel.js";
|
|
6
|
+
export * from "./handMenu.js";
|
|
7
|
+
export * from "./holographicBackplate.js";
|
|
6
8
|
export * from "./holographicButton.js";
|
|
7
9
|
export * from "./holographicSlate.js";
|
|
8
|
-
export * from "./handMenu.js";
|
|
9
10
|
export * from "./meshButton3D.js";
|
|
10
11
|
export * from "./nearMenu.js";
|
|
11
12
|
export * from "./planePanel.js";
|
|
@@ -18,5 +19,7 @@ export * from "./touchMeshButton3D.js";
|
|
|
18
19
|
export * from "./touchHolographicButton.js";
|
|
19
20
|
export * from "./touchHolographicMenu.js";
|
|
20
21
|
export * from "./volumeBasedPanel.js";
|
|
21
|
-
|
|
22
|
+
// MRTK3 Controls
|
|
23
|
+
import { TouchHolographicButton } from "./MRTK3/touchHolographicButton.js";
|
|
24
|
+
export { TouchHolographicButton as TouchHolographicButtonV3 };
|
|
22
25
|
//# sourceMappingURL=index.js.map
|
package/3D/controls/index.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/index.ts"],"names":[],"mappings":"AAAA,cAAc,oBAAoB,CAAC;AACnC,cAAc,YAAY,CAAC;AAC3B,cAAc,eAAe,CAAC;AAC9B,cAAc,aAAa,CAAC;AAC5B,cAAc,iBAAiB,CAAC;AAChC,cAAc,
|
|
1
|
+
{"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/index.ts"],"names":[],"mappings":"AAAA,cAAc,oBAAoB,CAAC;AACnC,cAAc,YAAY,CAAC;AAC3B,cAAc,eAAe,CAAC;AAC9B,cAAc,aAAa,CAAC;AAC5B,cAAc,iBAAiB,CAAC;AAChC,cAAc,YAAY,CAAC;AAC3B,cAAc,wBAAwB,CAAC;AACvC,cAAc,qBAAqB,CAAC;AACpC,cAAc,oBAAoB,CAAC;AACnC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,YAAY,CAAC;AAC3B,cAAc,cAAc,CAAC;AAC7B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,YAAY,CAAC;AAC3B,cAAc,eAAe,CAAC;AAC9B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,qBAAqB,CAAC;AACpC,cAAc,0BAA0B,CAAC;AACzC,cAAc,wBAAwB,CAAC;AACvC,cAAc,oBAAoB,CAAC;AAEnC,iBAAiB;AACjB,OAAO,EAAE,sBAAsB,EAAE,MAAM,gCAAgC,CAAC;AACxE,OAAO,EAAE,sBAAsB,IAAI,wBAAwB,EAAE,CAAC","sourcesContent":["export * from \"./abstractButton3D\";\r\nexport * from \"./button3D\";\r\nexport * from \"./container3D\";\r\nexport * from \"./control3D\";\r\nexport * from \"./cylinderPanel\";\r\nexport * from \"./handMenu\";\r\nexport * from \"./holographicBackplate\";\r\nexport * from \"./holographicButton\";\r\nexport * from \"./holographicSlate\";\r\nexport * from \"./meshButton3D\";\r\nexport * from \"./nearMenu\";\r\nexport * from \"./planePanel\";\r\nexport * from \"./scatterPanel\";\r\nexport * from \"./slider3D\";\r\nexport * from \"./spherePanel\";\r\nexport * from \"./stackPanel3D\";\r\nexport * from \"./touchButton3D\";\r\nexport * from \"./touchMeshButton3D\";\r\nexport * from \"./touchHolographicButton\";\r\nexport * from \"./touchHolographicMenu\";\r\nexport * from \"./volumeBasedPanel\";\r\n\r\n// MRTK3 Controls\r\nimport { TouchHolographicButton } from \"./MRTK3/touchHolographicButton\";\r\nexport { TouchHolographicButton as TouchHolographicButtonV3 };\r\n"]}
|
|
@@ -0,0 +1,87 @@
|
|
|
1
|
+
import type { AbstractMesh } from "@babylonjs/core/Meshes/abstractMesh.js";
|
|
2
|
+
import type { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
|
|
3
|
+
import type { IAnimatable } from "@babylonjs/core/Animations/animatable.interface.js";
|
|
4
|
+
import type { Matrix } from "@babylonjs/core/Maths/math.vector.js";
|
|
5
|
+
import type { Mesh } from "@babylonjs/core/Meshes/mesh.js";
|
|
6
|
+
import type { Nullable } from "@babylonjs/core/types.js";
|
|
7
|
+
import type { Scene } from "@babylonjs/core/scene.js";
|
|
8
|
+
import type { SubMesh } from "@babylonjs/core/Meshes/subMesh.js";
|
|
9
|
+
import { Color4 } from "@babylonjs/core/Maths/math.color.js";
|
|
10
|
+
import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
|
|
11
|
+
import "./shaders/mrdlBackglow.fragment";
|
|
12
|
+
import "./shaders/mrdlBackglow.vertex";
|
|
13
|
+
export declare class MRDLBackglowMaterial extends PushMaterial {
|
|
14
|
+
/**
|
|
15
|
+
* Gets or sets the bevel radius on the backglow. If this value is changed, update the lineWidth to match.
|
|
16
|
+
*/
|
|
17
|
+
bevelRadius: number;
|
|
18
|
+
/**
|
|
19
|
+
* Gets or sets the line width of the backglow.
|
|
20
|
+
*/
|
|
21
|
+
lineWidth: number;
|
|
22
|
+
/**
|
|
23
|
+
* Gets or sets whether to use absolute sizes when calculating effects on the backglow.
|
|
24
|
+
* Since desktop and VR/AR have different relative sizes, it's usually best to keep this false.
|
|
25
|
+
*/
|
|
26
|
+
absoluteSizes: boolean;
|
|
27
|
+
/**
|
|
28
|
+
* Gets or sets the tuning motion of the backglow.
|
|
29
|
+
*/
|
|
30
|
+
tuningMotion: number;
|
|
31
|
+
/**
|
|
32
|
+
* Gets or sets the motion of the backglow.
|
|
33
|
+
*/
|
|
34
|
+
motion: number;
|
|
35
|
+
/**
|
|
36
|
+
* Gets or sets the maximum intensity of the backglow.
|
|
37
|
+
*/
|
|
38
|
+
maxIntensity: number;
|
|
39
|
+
/**
|
|
40
|
+
* Gets or sets the fade-in exponent of the intensity of the backglow.
|
|
41
|
+
*/
|
|
42
|
+
intensityFadeInExponent: number;
|
|
43
|
+
/**
|
|
44
|
+
* Gets or sets the start of the outer fuzz effect on the backglow.
|
|
45
|
+
*/
|
|
46
|
+
outerFuzzStart: number;
|
|
47
|
+
/**
|
|
48
|
+
* Gets or sets the end of the outer fuzz effect on the backglow.
|
|
49
|
+
*/
|
|
50
|
+
outerFuzzEnd: number;
|
|
51
|
+
/**
|
|
52
|
+
* Gets or sets the color of the backglow.
|
|
53
|
+
*/
|
|
54
|
+
color: Color4;
|
|
55
|
+
/**
|
|
56
|
+
* Gets or sets the inner color of the backglow.
|
|
57
|
+
*/
|
|
58
|
+
innerColor: Color4;
|
|
59
|
+
/**
|
|
60
|
+
* Gets or sets the blend exponent of the backglow.
|
|
61
|
+
*/
|
|
62
|
+
blendExponent: number;
|
|
63
|
+
/**
|
|
64
|
+
* Gets or sets the falloff of the backglow.
|
|
65
|
+
*/
|
|
66
|
+
falloff: number;
|
|
67
|
+
/**
|
|
68
|
+
* Gets or sets the bias of the backglow.
|
|
69
|
+
*/
|
|
70
|
+
bias: number;
|
|
71
|
+
constructor(name: string, scene: Scene);
|
|
72
|
+
needAlphaBlending(): boolean;
|
|
73
|
+
needAlphaTesting(): boolean;
|
|
74
|
+
getAlphaTestTexture(): Nullable<BaseTexture>;
|
|
75
|
+
isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean;
|
|
76
|
+
bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
|
|
77
|
+
/**
|
|
78
|
+
* Get the list of animatables in the material.
|
|
79
|
+
* @returns the list of animatables object used in the material
|
|
80
|
+
*/
|
|
81
|
+
getAnimatables(): IAnimatable[];
|
|
82
|
+
dispose(forceDisposeEffect?: boolean): void;
|
|
83
|
+
clone(name: string): MRDLBackglowMaterial;
|
|
84
|
+
serialize(): unknown;
|
|
85
|
+
getClassName(): string;
|
|
86
|
+
static Parse(source: any, scene: Scene, rootUrl: string): MRDLBackglowMaterial;
|
|
87
|
+
}
|
|
@@ -0,0 +1,300 @@
|
|
|
1
|
+
import { __decorate } from "@babylonjs/core/tslib.es6.js";
|
|
2
|
+
import { Color4 } from "@babylonjs/core/Maths/math.color.js";
|
|
3
|
+
import { Constants } from "@babylonjs/core/Engines/constants.js";
|
|
4
|
+
import { EffectFallbacks } from "@babylonjs/core/Materials/effectFallbacks.js";
|
|
5
|
+
import { MaterialDefines } from "@babylonjs/core/Materials/materialDefines.js";
|
|
6
|
+
import { MaterialHelper } from "@babylonjs/core/Materials/materialHelper.js";
|
|
7
|
+
import { PushMaterial } from "@babylonjs/core/Materials/pushMaterial.js";
|
|
8
|
+
import { RegisterClass } from "@babylonjs/core/Misc/typeStore.js";
|
|
9
|
+
import { SerializationHelper, serialize } from "@babylonjs/core/Misc/decorators.js";
|
|
10
|
+
import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
|
|
11
|
+
import "./shaders/mrdlBackglow.fragment.js";
|
|
12
|
+
import "./shaders/mrdlBackglow.vertex.js";
|
|
13
|
+
/** @hidden */
|
|
14
|
+
class MRDLBackglowMaterialDefines extends MaterialDefines {
|
|
15
|
+
constructor() {
|
|
16
|
+
super();
|
|
17
|
+
this._needNormals = true;
|
|
18
|
+
this._needUVs = true;
|
|
19
|
+
this.rebuild();
|
|
20
|
+
}
|
|
21
|
+
}
|
|
22
|
+
export class MRDLBackglowMaterial extends PushMaterial {
|
|
23
|
+
constructor(name, scene) {
|
|
24
|
+
super(name, scene);
|
|
25
|
+
/**
|
|
26
|
+
* Gets or sets the bevel radius on the backglow. If this value is changed, update the lineWidth to match.
|
|
27
|
+
*/
|
|
28
|
+
this.bevelRadius = 0.16;
|
|
29
|
+
/**
|
|
30
|
+
* Gets or sets the line width of the backglow.
|
|
31
|
+
*/
|
|
32
|
+
this.lineWidth = 0.16;
|
|
33
|
+
/**
|
|
34
|
+
* Gets or sets whether to use absolute sizes when calculating effects on the backglow.
|
|
35
|
+
* Since desktop and VR/AR have different relative sizes, it's usually best to keep this false.
|
|
36
|
+
*/
|
|
37
|
+
this.absoluteSizes = false;
|
|
38
|
+
/**
|
|
39
|
+
* Gets or sets the tuning motion of the backglow.
|
|
40
|
+
*/
|
|
41
|
+
this.tuningMotion = 0.0;
|
|
42
|
+
/**
|
|
43
|
+
* Gets or sets the motion of the backglow.
|
|
44
|
+
*/
|
|
45
|
+
this.motion = 1.0;
|
|
46
|
+
/**
|
|
47
|
+
* Gets or sets the maximum intensity of the backglow.
|
|
48
|
+
*/
|
|
49
|
+
this.maxIntensity = 0.7;
|
|
50
|
+
/**
|
|
51
|
+
* Gets or sets the fade-in exponent of the intensity of the backglow.
|
|
52
|
+
*/
|
|
53
|
+
this.intensityFadeInExponent = 2.0;
|
|
54
|
+
/**
|
|
55
|
+
* Gets or sets the start of the outer fuzz effect on the backglow.
|
|
56
|
+
*/
|
|
57
|
+
this.outerFuzzStart = 0.04;
|
|
58
|
+
/**
|
|
59
|
+
* Gets or sets the end of the outer fuzz effect on the backglow.
|
|
60
|
+
*/
|
|
61
|
+
this.outerFuzzEnd = 0.04;
|
|
62
|
+
/**
|
|
63
|
+
* Gets or sets the color of the backglow.
|
|
64
|
+
*/
|
|
65
|
+
this.color = new Color4(0.682353, 0.698039, 1, 1);
|
|
66
|
+
/**
|
|
67
|
+
* Gets or sets the inner color of the backglow.
|
|
68
|
+
*/
|
|
69
|
+
this.innerColor = new Color4(0.356863, 0.392157, 0.796078, 1);
|
|
70
|
+
/**
|
|
71
|
+
* Gets or sets the blend exponent of the backglow.
|
|
72
|
+
*/
|
|
73
|
+
this.blendExponent = 1.5;
|
|
74
|
+
/**
|
|
75
|
+
* Gets or sets the falloff of the backglow.
|
|
76
|
+
*/
|
|
77
|
+
this.falloff = 2.0;
|
|
78
|
+
/**
|
|
79
|
+
* Gets or sets the bias of the backglow.
|
|
80
|
+
*/
|
|
81
|
+
this.bias = 0.5;
|
|
82
|
+
this.alphaMode = Constants.ALPHA_ADD;
|
|
83
|
+
this.disableDepthWrite = true;
|
|
84
|
+
this.backFaceCulling = false;
|
|
85
|
+
}
|
|
86
|
+
needAlphaBlending() {
|
|
87
|
+
return true;
|
|
88
|
+
}
|
|
89
|
+
needAlphaTesting() {
|
|
90
|
+
return false;
|
|
91
|
+
}
|
|
92
|
+
getAlphaTestTexture() {
|
|
93
|
+
return null;
|
|
94
|
+
}
|
|
95
|
+
// Methods
|
|
96
|
+
isReadyForSubMesh(mesh, subMesh) {
|
|
97
|
+
if (this.isFrozen) {
|
|
98
|
+
if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {
|
|
99
|
+
return true;
|
|
100
|
+
}
|
|
101
|
+
}
|
|
102
|
+
if (!subMesh.materialDefines) {
|
|
103
|
+
subMesh.materialDefines = new MRDLBackglowMaterialDefines();
|
|
104
|
+
}
|
|
105
|
+
const defines = subMesh.materialDefines;
|
|
106
|
+
const scene = this.getScene();
|
|
107
|
+
if (this._isReadyForSubMesh(subMesh)) {
|
|
108
|
+
return true;
|
|
109
|
+
}
|
|
110
|
+
const engine = scene.getEngine();
|
|
111
|
+
// Attribs
|
|
112
|
+
MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, false);
|
|
113
|
+
// Get correct effect
|
|
114
|
+
if (defines.isDirty) {
|
|
115
|
+
defines.markAsProcessed();
|
|
116
|
+
scene.resetCachedMaterial();
|
|
117
|
+
// Fallbacks
|
|
118
|
+
const fallbacks = new EffectFallbacks();
|
|
119
|
+
if (defines.FOG) {
|
|
120
|
+
fallbacks.addFallback(1, "FOG");
|
|
121
|
+
}
|
|
122
|
+
MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);
|
|
123
|
+
defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;
|
|
124
|
+
//Attributes
|
|
125
|
+
const attribs = [VertexBuffer.PositionKind];
|
|
126
|
+
if (defines.NORMAL) {
|
|
127
|
+
attribs.push(VertexBuffer.NormalKind);
|
|
128
|
+
}
|
|
129
|
+
if (defines.UV1) {
|
|
130
|
+
attribs.push(VertexBuffer.UVKind);
|
|
131
|
+
}
|
|
132
|
+
if (defines.UV2) {
|
|
133
|
+
attribs.push(VertexBuffer.UV2Kind);
|
|
134
|
+
}
|
|
135
|
+
if (defines.VERTEXCOLOR) {
|
|
136
|
+
attribs.push(VertexBuffer.ColorKind);
|
|
137
|
+
}
|
|
138
|
+
if (defines.TANGENT) {
|
|
139
|
+
attribs.push(VertexBuffer.TangentKind);
|
|
140
|
+
}
|
|
141
|
+
MaterialHelper.PrepareAttributesForInstances(attribs, defines);
|
|
142
|
+
// Legacy browser patch
|
|
143
|
+
const shaderName = "mrdlBackglow";
|
|
144
|
+
const join = defines.toString();
|
|
145
|
+
const uniforms = [
|
|
146
|
+
"world",
|
|
147
|
+
"worldView",
|
|
148
|
+
"worldViewProjection",
|
|
149
|
+
"view",
|
|
150
|
+
"projection",
|
|
151
|
+
"viewProjection",
|
|
152
|
+
"cameraPosition",
|
|
153
|
+
"_Bevel_Radius_",
|
|
154
|
+
"_Line_Width_",
|
|
155
|
+
"_Absolute_Sizes_",
|
|
156
|
+
"_Tuning_Motion_",
|
|
157
|
+
"_Motion_",
|
|
158
|
+
"_Max_Intensity_",
|
|
159
|
+
"_Intensity_Fade_In_Exponent_",
|
|
160
|
+
"_Outer_Fuzz_Start_",
|
|
161
|
+
"_Outer_Fuzz_End_",
|
|
162
|
+
"_Color_",
|
|
163
|
+
"_Inner_Color_",
|
|
164
|
+
"_Blend_Exponent_",
|
|
165
|
+
"_Falloff_",
|
|
166
|
+
"_Bias_",
|
|
167
|
+
];
|
|
168
|
+
const samplers = [];
|
|
169
|
+
const uniformBuffers = new Array();
|
|
170
|
+
MaterialHelper.PrepareUniformsAndSamplersList({
|
|
171
|
+
uniformsNames: uniforms,
|
|
172
|
+
uniformBuffersNames: uniformBuffers,
|
|
173
|
+
samplers: samplers,
|
|
174
|
+
defines: defines,
|
|
175
|
+
maxSimultaneousLights: 4,
|
|
176
|
+
});
|
|
177
|
+
subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
|
|
178
|
+
attributes: attribs,
|
|
179
|
+
uniformsNames: uniforms,
|
|
180
|
+
uniformBuffersNames: uniformBuffers,
|
|
181
|
+
samplers: samplers,
|
|
182
|
+
defines: join,
|
|
183
|
+
fallbacks: fallbacks,
|
|
184
|
+
onCompiled: this.onCompiled,
|
|
185
|
+
onError: this.onError,
|
|
186
|
+
indexParameters: { maxSimultaneousLights: 4 },
|
|
187
|
+
}, engine), defines);
|
|
188
|
+
}
|
|
189
|
+
if (!subMesh.effect || !subMesh.effect.isReady()) {
|
|
190
|
+
return false;
|
|
191
|
+
}
|
|
192
|
+
defines._renderId = scene.getRenderId();
|
|
193
|
+
subMesh.effect._wasPreviouslyReady = true;
|
|
194
|
+
return true;
|
|
195
|
+
}
|
|
196
|
+
bindForSubMesh(world, mesh, subMesh) {
|
|
197
|
+
const scene = this.getScene();
|
|
198
|
+
const defines = subMesh.materialDefines;
|
|
199
|
+
if (!defines) {
|
|
200
|
+
return;
|
|
201
|
+
}
|
|
202
|
+
const effect = subMesh.effect;
|
|
203
|
+
if (!effect) {
|
|
204
|
+
return;
|
|
205
|
+
}
|
|
206
|
+
this._activeEffect = effect;
|
|
207
|
+
// Matrices
|
|
208
|
+
this.bindOnlyWorldMatrix(world);
|
|
209
|
+
this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
|
|
210
|
+
this._activeEffect.setVector3("cameraPosition", scene.activeCamera.position);
|
|
211
|
+
// "Rounded Rectangle"
|
|
212
|
+
this._activeEffect.setFloat("_Bevel_Radius_", this.bevelRadius);
|
|
213
|
+
this._activeEffect.setFloat("_Line_Width_", this.lineWidth);
|
|
214
|
+
this._activeEffect.setFloat("_Absolute_Sizes_", this.absoluteSizes ? 1.0 : 0.0);
|
|
215
|
+
// "Animation"
|
|
216
|
+
this._activeEffect.setFloat("_Tuning_Motion_", this.tuningMotion);
|
|
217
|
+
this._activeEffect.setFloat("_Motion_", this.motion);
|
|
218
|
+
this._activeEffect.setFloat("_Max_Intensity_", this.maxIntensity);
|
|
219
|
+
this._activeEffect.setFloat("_Intensity_Fade_In_Exponent_", this.intensityFadeInExponent);
|
|
220
|
+
this._activeEffect.setFloat("_Outer_Fuzz_Start_", this.outerFuzzStart);
|
|
221
|
+
this._activeEffect.setFloat("_Outer_Fuzz_End_", this.outerFuzzEnd);
|
|
222
|
+
// "Color"
|
|
223
|
+
this._activeEffect.setDirectColor4("_Color_", this.color);
|
|
224
|
+
this._activeEffect.setDirectColor4("_Inner_Color_", this.innerColor);
|
|
225
|
+
this._activeEffect.setFloat("_Blend_Exponent_", this.blendExponent);
|
|
226
|
+
// "Inner Transition"
|
|
227
|
+
this._activeEffect.setFloat("_Falloff_", this.falloff);
|
|
228
|
+
this._activeEffect.setFloat("_Bias_", this.bias);
|
|
229
|
+
this._afterBind(mesh, this._activeEffect);
|
|
230
|
+
}
|
|
231
|
+
/**
|
|
232
|
+
* Get the list of animatables in the material.
|
|
233
|
+
* @returns the list of animatables object used in the material
|
|
234
|
+
*/
|
|
235
|
+
getAnimatables() {
|
|
236
|
+
return [];
|
|
237
|
+
}
|
|
238
|
+
dispose(forceDisposeEffect) {
|
|
239
|
+
super.dispose(forceDisposeEffect);
|
|
240
|
+
}
|
|
241
|
+
clone(name) {
|
|
242
|
+
return SerializationHelper.Clone(() => new MRDLBackglowMaterial(name, this.getScene()), this);
|
|
243
|
+
}
|
|
244
|
+
serialize() {
|
|
245
|
+
const serializationObject = SerializationHelper.Serialize(this);
|
|
246
|
+
serializationObject.customType = "BABYLON.MRDLBackglowMaterial";
|
|
247
|
+
return serializationObject;
|
|
248
|
+
}
|
|
249
|
+
getClassName() {
|
|
250
|
+
return "MRDLBackglowMaterial";
|
|
251
|
+
}
|
|
252
|
+
// Statics
|
|
253
|
+
static Parse(source, scene, rootUrl) {
|
|
254
|
+
return SerializationHelper.Parse(() => new MRDLBackglowMaterial(source.name, scene), source, scene, rootUrl);
|
|
255
|
+
}
|
|
256
|
+
}
|
|
257
|
+
__decorate([
|
|
258
|
+
serialize()
|
|
259
|
+
], MRDLBackglowMaterial.prototype, "bevelRadius", void 0);
|
|
260
|
+
__decorate([
|
|
261
|
+
serialize()
|
|
262
|
+
], MRDLBackglowMaterial.prototype, "lineWidth", void 0);
|
|
263
|
+
__decorate([
|
|
264
|
+
serialize()
|
|
265
|
+
], MRDLBackglowMaterial.prototype, "absoluteSizes", void 0);
|
|
266
|
+
__decorate([
|
|
267
|
+
serialize()
|
|
268
|
+
], MRDLBackglowMaterial.prototype, "tuningMotion", void 0);
|
|
269
|
+
__decorate([
|
|
270
|
+
serialize()
|
|
271
|
+
], MRDLBackglowMaterial.prototype, "motion", void 0);
|
|
272
|
+
__decorate([
|
|
273
|
+
serialize()
|
|
274
|
+
], MRDLBackglowMaterial.prototype, "maxIntensity", void 0);
|
|
275
|
+
__decorate([
|
|
276
|
+
serialize()
|
|
277
|
+
], MRDLBackglowMaterial.prototype, "intensityFadeInExponent", void 0);
|
|
278
|
+
__decorate([
|
|
279
|
+
serialize()
|
|
280
|
+
], MRDLBackglowMaterial.prototype, "outerFuzzStart", void 0);
|
|
281
|
+
__decorate([
|
|
282
|
+
serialize()
|
|
283
|
+
], MRDLBackglowMaterial.prototype, "outerFuzzEnd", void 0);
|
|
284
|
+
__decorate([
|
|
285
|
+
serialize()
|
|
286
|
+
], MRDLBackglowMaterial.prototype, "color", void 0);
|
|
287
|
+
__decorate([
|
|
288
|
+
serialize()
|
|
289
|
+
], MRDLBackglowMaterial.prototype, "innerColor", void 0);
|
|
290
|
+
__decorate([
|
|
291
|
+
serialize()
|
|
292
|
+
], MRDLBackglowMaterial.prototype, "blendExponent", void 0);
|
|
293
|
+
__decorate([
|
|
294
|
+
serialize()
|
|
295
|
+
], MRDLBackglowMaterial.prototype, "falloff", void 0);
|
|
296
|
+
__decorate([
|
|
297
|
+
serialize()
|
|
298
|
+
], MRDLBackglowMaterial.prototype, "bias", void 0);
|
|
299
|
+
RegisterClass("BABYLON.GUI.MRDLBackglowMaterial", MRDLBackglowMaterial);
|
|
300
|
+
//# sourceMappingURL=mrdlBackglowMaterial.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport type { IAnimatable } from \"core/Animations/animatable.interface\";\r\nimport type { IEffectCreationOptions } from \"core/Materials/effect\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { SubMesh } from \"core/Meshes/subMesh\";\r\n\r\nimport { Color4 } from \"core/Maths/math.color\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport { EffectFallbacks } from \"core/Materials/effectFallbacks\";\r\nimport { MaterialDefines } from \"core/Materials/materialDefines\";\r\nimport { MaterialHelper } from \"core/Materials/materialHelper\";\r\nimport { PushMaterial } from \"core/Materials/pushMaterial\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\nimport { SerializationHelper, serialize } from \"core/Misc/decorators\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\n\r\nimport \"./shaders/mrdlBackglow.fragment\";\r\nimport \"./shaders/mrdlBackglow.vertex\";\r\n\r\n/** @hidden */\r\nclass MRDLBackglowMaterialDefines extends MaterialDefines {\r\n constructor() {\r\n super();\r\n this._needNormals = true;\r\n this._needUVs = true;\r\n this.rebuild();\r\n }\r\n}\r\n\r\nexport class MRDLBackglowMaterial extends PushMaterial {\r\n /**\r\n * Gets or sets the bevel radius on the backglow. If this value is changed, update the lineWidth to match.\r\n */\r\n @serialize()\r\n public bevelRadius = 0.16;\r\n\r\n /**\r\n * Gets or sets the line width of the backglow.\r\n */\r\n @serialize()\r\n public lineWidth = 0.16;\r\n\r\n /**\r\n * Gets or sets whether to use absolute sizes when calculating effects on the backglow.\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 /**\r\n * Gets or sets the tuning motion of the backglow.\r\n */\r\n @serialize()\r\n public tuningMotion = 0.0;\r\n\r\n /**\r\n * Gets or sets the motion of the backglow.\r\n */\r\n @serialize()\r\n public motion = 1.0;\r\n\r\n /**\r\n * Gets or sets the maximum intensity of the backglow.\r\n */\r\n @serialize()\r\n public maxIntensity = 0.7;\r\n\r\n /**\r\n * Gets or sets the fade-in exponent of the intensity of the backglow.\r\n */\r\n @serialize()\r\n public intensityFadeInExponent = 2.0;\r\n\r\n /**\r\n * Gets or sets the start of the outer fuzz effect on the backglow.\r\n */\r\n @serialize()\r\n public outerFuzzStart = 0.04;\r\n\r\n /**\r\n * Gets or sets the end of the outer fuzz effect on the backglow.\r\n */\r\n @serialize()\r\n public outerFuzzEnd = 0.04;\r\n\r\n /**\r\n * Gets or sets the color of the backglow.\r\n */\r\n @serialize()\r\n public color: Color4 = new Color4(0.682353, 0.698039, 1, 1);\r\n\r\n /**\r\n * Gets or sets the inner color of the backglow.\r\n */\r\n @serialize()\r\n public innerColor: Color4 = new Color4(0.356863, 0.392157, 0.796078, 1);\r\n\r\n /**\r\n * Gets or sets the blend exponent of the backglow.\r\n */\r\n @serialize()\r\n public blendExponent = 1.5;\r\n\r\n /**\r\n * Gets or sets the falloff of the backglow.\r\n */\r\n @serialize()\r\n public falloff = 2.0;\r\n\r\n /**\r\n * Gets or sets the bias of the backglow.\r\n */\r\n @serialize()\r\n public bias = 0.5;\r\n\r\n constructor(name: string, scene: Scene) {\r\n super(name, scene);\r\n this.alphaMode = Constants.ALPHA_ADD;\r\n this.disableDepthWrite = true;\r\n this.backFaceCulling = false;\r\n }\r\n\r\n public needAlphaBlending(): boolean {\r\n return true;\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 MRDLBackglowMaterialDefines();\r\n }\r\n\r\n const defines = <MRDLBackglowMaterialDefines>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 = \"mrdlBackglow\";\r\n const join = defines.toString();\r\n\r\n const uniforms = [\r\n \"world\",\r\n \"worldView\",\r\n \"worldViewProjection\",\r\n \"view\",\r\n \"projection\",\r\n \"viewProjection\",\r\n \"cameraPosition\",\r\n \"_Bevel_Radius_\",\r\n \"_Line_Width_\",\r\n \"_Absolute_Sizes_\",\r\n \"_Tuning_Motion_\",\r\n \"_Motion_\",\r\n \"_Max_Intensity_\",\r\n \"_Intensity_Fade_In_Exponent_\",\r\n \"_Outer_Fuzz_Start_\",\r\n \"_Outer_Fuzz_End_\",\r\n \"_Color_\",\r\n \"_Inner_Color_\",\r\n \"_Blend_Exponent_\",\r\n \"_Falloff_\",\r\n \"_Bias_\",\r\n ];\r\n const samplers: string[] = [];\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 scene = this.getScene();\r\n\r\n const defines = <MRDLBackglowMaterialDefines>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\", scene.getTransformMatrix());\r\n this._activeEffect.setVector3(\"cameraPosition\", scene.activeCamera!.position);\r\n\r\n // \"Rounded Rectangle\"\r\n this._activeEffect.setFloat(\"_Bevel_Radius_\", this.bevelRadius);\r\n this._activeEffect.setFloat(\"_Line_Width_\", this.lineWidth);\r\n this._activeEffect.setFloat(\"_Absolute_Sizes_\", this.absoluteSizes ? 1.0 : 0.0);\r\n\r\n // \"Animation\"\r\n this._activeEffect.setFloat(\"_Tuning_Motion_\", this.tuningMotion);\r\n this._activeEffect.setFloat(\"_Motion_\", this.motion);\r\n this._activeEffect.setFloat(\"_Max_Intensity_\", this.maxIntensity);\r\n this._activeEffect.setFloat(\"_Intensity_Fade_In_Exponent_\", this.intensityFadeInExponent);\r\n this._activeEffect.setFloat(\"_Outer_Fuzz_Start_\", this.outerFuzzStart);\r\n this._activeEffect.setFloat(\"_Outer_Fuzz_End_\", this.outerFuzzEnd);\r\n\r\n // \"Color\"\r\n this._activeEffect.setDirectColor4(\"_Color_\", this.color);\r\n this._activeEffect.setDirectColor4(\"_Inner_Color_\", this.innerColor);\r\n this._activeEffect.setFloat(\"_Blend_Exponent_\", this.blendExponent);\r\n\r\n // \"Inner Transition\"\r\n this._activeEffect.setFloat(\"_Falloff_\", this.falloff);\r\n this._activeEffect.setFloat(\"_Bias_\", this.bias);\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): MRDLBackglowMaterial {\r\n return SerializationHelper.Clone(() => new MRDLBackglowMaterial(name, this.getScene()), this);\r\n }\r\n\r\n public serialize(): unknown {\r\n const serializationObject = SerializationHelper.Serialize(this);\r\n serializationObject.customType = \"BABYLON.MRDLBackglowMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"MRDLBackglowMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): MRDLBackglowMaterial {\r\n return SerializationHelper.Parse(() => new MRDLBackglowMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.MRDLBackglowMaterial\", MRDLBackglowMaterial);\r\n"]}
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