@babylonjs/gui 5.26.1 → 5.27.1

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 (69) hide show
  1. package/2D/advancedDynamicTexture.js +5 -4
  2. package/2D/advancedDynamicTexture.js.map +1 -1
  3. package/2D/controls/container.js +5 -3
  4. package/2D/controls/container.js.map +1 -1
  5. package/2D/controls/control.js +8 -7
  6. package/2D/controls/control.js.map +1 -1
  7. package/2D/controls/grid.js +2 -2
  8. package/2D/controls/grid.js.map +1 -1
  9. package/2D/controls/image.js +8 -4
  10. package/2D/controls/image.js.map +1 -1
  11. package/2D/controls/inputText.d.ts +1 -1
  12. package/2D/controls/inputText.js +10 -29
  13. package/2D/controls/inputText.js.map +1 -1
  14. package/2D/controls/inputTextArea.js +9 -7
  15. package/2D/controls/inputTextArea.js.map +1 -1
  16. package/2D/controls/textBlock.js +2 -1
  17. package/2D/controls/textBlock.js.map +1 -1
  18. package/2D/controls/toggleButton.js +4 -3
  19. package/2D/controls/toggleButton.js.map +1 -1
  20. package/3D/controls/MRTK3/touchHolographicButton.d.ts +220 -0
  21. package/3D/controls/MRTK3/touchHolographicButton.js +866 -0
  22. package/3D/controls/MRTK3/touchHolographicButton.js.map +1 -0
  23. package/3D/controls/control3D.js +3 -2
  24. package/3D/controls/control3D.js.map +1 -1
  25. package/3D/controls/holographicBackplate.js +2 -1
  26. package/3D/controls/holographicBackplate.js.map +1 -1
  27. package/3D/controls/holographicSlate.js +2 -1
  28. package/3D/controls/holographicSlate.js.map +1 -1
  29. package/3D/controls/index.d.ts +3 -2
  30. package/3D/controls/index.js +4 -2
  31. package/3D/controls/index.js.map +1 -1
  32. package/3D/controls/slider3D.js +13 -10
  33. package/3D/controls/slider3D.js.map +1 -1
  34. package/3D/controls/touchButton3D.js +4 -2
  35. package/3D/controls/touchButton3D.js.map +1 -1
  36. package/3D/controls/touchHolographicButton.js +2 -1
  37. package/3D/controls/touchHolographicButton.js.map +1 -1
  38. package/3D/gui3DManager.js +5 -3
  39. package/3D/gui3DManager.js.map +1 -1
  40. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js +2 -1
  41. package/3D/materials/fluentBackplate/fluentBackplateMaterial.js.map +1 -1
  42. package/3D/materials/mrdl/mrdlBackglowMaterial.d.ts +87 -0
  43. package/3D/materials/mrdl/mrdlBackglowMaterial.js +300 -0
  44. package/3D/materials/mrdl/mrdlBackglowMaterial.js.map +1 -0
  45. package/3D/materials/mrdl/mrdlFrontplateMaterial.d.ts +186 -0
  46. package/3D/materials/mrdl/mrdlFrontplateMaterial.js +530 -0
  47. package/3D/materials/mrdl/mrdlFrontplateMaterial.js.map +1 -0
  48. package/3D/materials/mrdl/mrdlInnerquadMaterial.d.ts +56 -0
  49. package/3D/materials/mrdl/mrdlInnerquadMaterial.js +228 -0
  50. package/3D/materials/mrdl/mrdlInnerquadMaterial.js.map +1 -0
  51. package/3D/materials/mrdl/shaders/mrdlBackglow.fragment.d.ts +5 -0
  52. package/3D/materials/mrdl/shaders/mrdlBackglow.fragment.js +9 -0
  53. package/3D/materials/mrdl/shaders/mrdlBackglow.fragment.js.map +1 -0
  54. package/3D/materials/mrdl/shaders/mrdlBackglow.vertex.d.ts +5 -0
  55. package/3D/materials/mrdl/shaders/mrdlBackglow.vertex.js +9 -0
  56. package/3D/materials/mrdl/shaders/mrdlBackglow.vertex.js.map +1 -0
  57. package/3D/materials/mrdl/shaders/mrdlFrontplate.fragment.d.ts +5 -0
  58. package/3D/materials/mrdl/shaders/mrdlFrontplate.fragment.js +9 -0
  59. package/3D/materials/mrdl/shaders/mrdlFrontplate.fragment.js.map +1 -0
  60. package/3D/materials/mrdl/shaders/mrdlFrontplate.vertex.d.ts +5 -0
  61. package/3D/materials/mrdl/shaders/mrdlFrontplate.vertex.js +9 -0
  62. package/3D/materials/mrdl/shaders/mrdlFrontplate.vertex.js.map +1 -0
  63. package/3D/materials/mrdl/shaders/mrdlInnerquad.fragment.d.ts +5 -0
  64. package/3D/materials/mrdl/shaders/mrdlInnerquad.fragment.js +9 -0
  65. package/3D/materials/mrdl/shaders/mrdlInnerquad.fragment.js.map +1 -0
  66. package/3D/materials/mrdl/shaders/mrdlInnerquad.vertex.d.ts +5 -0
  67. package/3D/materials/mrdl/shaders/mrdlInnerquad.vertex.js +9 -0
  68. package/3D/materials/mrdl/shaders/mrdlInnerquad.vertex.js.map +1 -0
  69. package/package.json +2 -2
@@ -0,0 +1,530 @@
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 { Vector3 } from "@babylonjs/core/Maths/math.vector.js";
11
+ import { VertexBuffer } from "@babylonjs/core/Buffers/buffer.js";
12
+ import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
13
+ import "./shaders/mrdlFrontplate.fragment.js";
14
+ import "./shaders/mrdlFrontplate.vertex.js";
15
+ /** @hidden */
16
+ class MRDLFrontplateMaterialDefines extends MaterialDefines {
17
+ constructor() {
18
+ super();
19
+ /**
20
+ * Sets default value for "SMOOTH_EDGES"
21
+ */
22
+ this.SMOOTH_EDGES = true;
23
+ this._needNormals = true;
24
+ this._needUVs = true;
25
+ this.rebuild();
26
+ }
27
+ }
28
+ export class MRDLFrontplateMaterial extends PushMaterial {
29
+ constructor(name, scene) {
30
+ super(name, scene);
31
+ /**
32
+ * Gets or sets the corner radius on the frontplate. If this value is changed, update the lineWidth to match.
33
+ */
34
+ this.radius = 0.12;
35
+ /**
36
+ * Gets or sets the line width of the frontplate.
37
+ */
38
+ this.lineWidth = 0.01;
39
+ /**
40
+ * Gets or sets whether the scale is relative to the frontplate height.
41
+ */
42
+ this.relativeToHeight = false;
43
+ /** @hidden */
44
+ this._filterWidth = 1.0;
45
+ /**
46
+ * Gets or sets the edge color of the frontplate.
47
+ */
48
+ this.edgeColor = new Color4(0.53, 0.53, 0.53, 1);
49
+ /**
50
+ * Gets or sets whether to enable blob effects on the frontplate.
51
+ */
52
+ this.blobEnable = true;
53
+ /**
54
+ * Gets or sets the blob position on the frontplate.
55
+ */
56
+ this.blobPosition = new Vector3(100, 100, 100);
57
+ /**
58
+ * Gets or sets the blob intensity of the frontplate.
59
+ */
60
+ this.blobIntensity = 0.5;
61
+ /**
62
+ * Gets or sets the blob near size of the frontplate.
63
+ */
64
+ this.blobNearSize = 0.032;
65
+ /**
66
+ * Gets or sets the blob far size of the frontplate.
67
+ */
68
+ this.blobFarSize = 0.048;
69
+ /**
70
+ * Gets or sets the blob near distance of the frontplate.
71
+ */
72
+ this.blobNearDistance = 0.008;
73
+ /**
74
+ * Gets or sets the blob far distance of the frontplate.
75
+ */
76
+ this.blobFarDistance = 0.064;
77
+ /**
78
+ * Gets or sets the blob fade length of the frontplate.
79
+ */
80
+ this.blobFadeLength = 0.04;
81
+ /**
82
+ * Gets or sets the blob inner fade of the frontplate.
83
+ */
84
+ this.blobInnerFade = 0.01;
85
+ /**
86
+ * Gets or sets the blob pulse of the frontplate.
87
+ */
88
+ this.blobPulse = 0.0;
89
+ /**
90
+ * Gets or sets the blob fade effect on the frontplate.
91
+ */
92
+ this.blobFade = 1.0;
93
+ /**
94
+ * Gets or sets the maximum size of the blob pulse on the frontplate.
95
+ */
96
+ this.blobPulseMaxSize = 0.05;
97
+ /**
98
+ * Gets or sets whether to enable extra blob effects of the frontplate.
99
+ */
100
+ this.blobEnable2 = true;
101
+ /**
102
+ * Gets or sets blob2 position of the frontplate.
103
+ */
104
+ this.blobPosition2 = new Vector3(10, 10.1, -0.6);
105
+ /**
106
+ * Gets or sets the blob2 near size of the frontplate.
107
+ */
108
+ this.blobNearSize2 = 0.008;
109
+ /**
110
+ * Gets or sets the blob2 inner fade of the frontplate.
111
+ */
112
+ this.blobInnerFade2 = 0.1;
113
+ /**
114
+ * Gets or sets the blob2 pulse of the frontplate.
115
+ */
116
+ this.blobPulse2 = 0.0;
117
+ /**
118
+ * Gets or sets the blob2 fade effect on the frontplate.
119
+ */
120
+ this.blobFade2 = 1.0;
121
+ /**
122
+ * Gets or sets the gaze intensity of the frontplate.
123
+ */
124
+ this.gazeIntensity = 0.8;
125
+ /**
126
+ * Gets or sets the gaze focus of the frontplate.
127
+ */
128
+ this.gazeFocus = 0.0;
129
+ /**
130
+ * Gets or sets the selection fuzz of the frontplate.
131
+ */
132
+ this.selectionFuzz = 0.5;
133
+ /**
134
+ * Gets or sets the fade intensity of the frontplate.
135
+ */
136
+ this.selected = 1.0;
137
+ /**
138
+ * Gets or sets the selection fade intensity of the frontplate.
139
+ */
140
+ this.selectionFade = 0.2;
141
+ /**
142
+ * Gets or sets the selection fade size of the frontplate.
143
+ */
144
+ this.selectionFadeSize = 0.0;
145
+ /**
146
+ * Gets or sets the selected distance of the frontplate.
147
+ */
148
+ this.selectedDistance = 0.08;
149
+ /**
150
+ * Gets or sets the selected fade length of the frontplate.
151
+ */
152
+ this.selectedFadeLength = 0.08;
153
+ /**
154
+ * Gets or sets the proximity maximum intensity of the frontplate.
155
+ */
156
+ this.proximityMaxIntensity = 0.45;
157
+ /**
158
+ * Gets or sets the proximity far distance of the frontplate.
159
+ */
160
+ this.proximityFarDistance = 0.16;
161
+ /**
162
+ * Gets or sets the proximity near radius of the frontplate.
163
+ */
164
+ this.proximityNearRadius = 0.016;
165
+ /**
166
+ * Gets or sets the proximity anisotropy of the frontplate.
167
+ */
168
+ this.proximityAnisotropy = 1.0;
169
+ /**
170
+ * Gets or sets whether to use global left index on the frontplate.
171
+ */
172
+ this.useGlobalLeftIndex = true;
173
+ /**
174
+ * Gets or sets whether to use global right index of the frontplate.
175
+ */
176
+ this.useGlobalRightIndex = true;
177
+ /**
178
+ * Gets or sets the opacity of the frontplate (0.0 - 1.0).
179
+ */
180
+ this.fadeOut = 1.0;
181
+ this.alphaMode = Constants.ALPHA_ADD;
182
+ this.disableDepthWrite = true;
183
+ this.backFaceCulling = false;
184
+ this._blobTexture = new Texture(MRDLFrontplateMaterial.BLOB_TEXTURE_URL, scene, true, false, Texture.NEAREST_SAMPLINGMODE);
185
+ }
186
+ needAlphaBlending() {
187
+ return true;
188
+ }
189
+ needAlphaTesting() {
190
+ return false;
191
+ }
192
+ getAlphaTestTexture() {
193
+ return null;
194
+ }
195
+ // Methods
196
+ isReadyForSubMesh(mesh, subMesh) {
197
+ if (this.isFrozen) {
198
+ if (subMesh.effect && subMesh.effect._wasPreviouslyReady) {
199
+ return true;
200
+ }
201
+ }
202
+ if (!subMesh.materialDefines) {
203
+ subMesh.materialDefines = new MRDLFrontplateMaterialDefines();
204
+ }
205
+ const defines = subMesh.materialDefines;
206
+ const scene = this.getScene();
207
+ if (this._isReadyForSubMesh(subMesh)) {
208
+ return true;
209
+ }
210
+ const engine = scene.getEngine();
211
+ // Attribs
212
+ MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, false);
213
+ // Get correct effect
214
+ if (defines.isDirty) {
215
+ defines.markAsProcessed();
216
+ scene.resetCachedMaterial();
217
+ // Fallbacks
218
+ const fallbacks = new EffectFallbacks();
219
+ if (defines.FOG) {
220
+ fallbacks.addFallback(1, "FOG");
221
+ }
222
+ MaterialHelper.HandleFallbacksForShadows(defines, fallbacks);
223
+ defines.IMAGEPROCESSINGPOSTPROCESS = scene.imageProcessingConfiguration.applyByPostProcess;
224
+ //Attributes
225
+ const attribs = [VertexBuffer.PositionKind];
226
+ if (defines.NORMAL) {
227
+ attribs.push(VertexBuffer.NormalKind);
228
+ }
229
+ if (defines.UV1) {
230
+ attribs.push(VertexBuffer.UVKind);
231
+ }
232
+ if (defines.UV2) {
233
+ attribs.push(VertexBuffer.UV2Kind);
234
+ }
235
+ if (defines.VERTEXCOLOR) {
236
+ attribs.push(VertexBuffer.ColorKind);
237
+ }
238
+ if (defines.TANGENT) {
239
+ attribs.push(VertexBuffer.TangentKind);
240
+ }
241
+ MaterialHelper.PrepareAttributesForInstances(attribs, defines);
242
+ // Legacy browser patch
243
+ const shaderName = "mrdlFrontplate";
244
+ const join = defines.toString();
245
+ const uniforms = [
246
+ "world",
247
+ "worldView",
248
+ "worldViewProjection",
249
+ "view",
250
+ "projection",
251
+ "viewProjection",
252
+ "cameraPosition",
253
+ "_Radius_",
254
+ "_Line_Width_",
255
+ "_Relative_To_Height_",
256
+ "_Filter_Width_",
257
+ "_Edge_Color_",
258
+ "_Fade_Out_",
259
+ "_Smooth_Edges_",
260
+ "_Blob_Enable_",
261
+ "_Blob_Position_",
262
+ "_Blob_Intensity_",
263
+ "_Blob_Near_Size_",
264
+ "_Blob_Far_Size_",
265
+ "_Blob_Near_Distance_",
266
+ "_Blob_Far_Distance_",
267
+ "_Blob_Fade_Length_",
268
+ "_Blob_Inner_Fade_",
269
+ "_Blob_Pulse_",
270
+ "_Blob_Fade_",
271
+ "_Blob_Pulse_Max_Size_",
272
+ "_Blob_Enable_2_",
273
+ "_Blob_Position_2_",
274
+ "_Blob_Near_Size_2_",
275
+ "_Blob_Inner_Fade_2_",
276
+ "_Blob_Pulse_2_",
277
+ "_Blob_Fade_2_",
278
+ "_Gaze_Intensity_",
279
+ "_Gaze_Focus_",
280
+ "_Blob_Texture_",
281
+ "_Selection_Fuzz_",
282
+ "_Selected_",
283
+ "_Selection_Fade_",
284
+ "_Selection_Fade_Size_",
285
+ "_Selected_Distance_",
286
+ "_Selected_Fade_Length_",
287
+ "_Proximity_Max_Intensity_",
288
+ "_Proximity_Far_Distance_",
289
+ "_Proximity_Near_Radius_",
290
+ "_Proximity_Anisotropy_",
291
+ "Global_Left_Index_Tip_Position",
292
+ "Global_Right_Index_Tip_Position",
293
+ "_Use_Global_Left_Index_",
294
+ "_Use_Global_Right_Index_",
295
+ ];
296
+ const samplers = [];
297
+ const uniformBuffers = new Array();
298
+ MaterialHelper.PrepareUniformsAndSamplersList({
299
+ uniformsNames: uniforms,
300
+ uniformBuffersNames: uniformBuffers,
301
+ samplers: samplers,
302
+ defines: defines,
303
+ maxSimultaneousLights: 4,
304
+ });
305
+ subMesh.setEffect(scene.getEngine().createEffect(shaderName, {
306
+ attributes: attribs,
307
+ uniformsNames: uniforms,
308
+ uniformBuffersNames: uniformBuffers,
309
+ samplers: samplers,
310
+ defines: join,
311
+ fallbacks: fallbacks,
312
+ onCompiled: this.onCompiled,
313
+ onError: this.onError,
314
+ indexParameters: { maxSimultaneousLights: 4 },
315
+ }, engine), defines);
316
+ }
317
+ if (!subMesh.effect || !subMesh.effect.isReady()) {
318
+ return false;
319
+ }
320
+ defines._renderId = scene.getRenderId();
321
+ subMesh.effect._wasPreviouslyReady = true;
322
+ return true;
323
+ }
324
+ bindForSubMesh(world, mesh, subMesh) {
325
+ const scene = this.getScene();
326
+ const defines = subMesh.materialDefines;
327
+ if (!defines) {
328
+ return;
329
+ }
330
+ const effect = subMesh.effect;
331
+ if (!effect) {
332
+ return;
333
+ }
334
+ this._activeEffect = effect;
335
+ // Matrices
336
+ this.bindOnlyWorldMatrix(world);
337
+ this._activeEffect.setMatrix("viewProjection", scene.getTransformMatrix());
338
+ this._activeEffect.setVector3("cameraPosition", scene.activeCamera.position);
339
+ // "Round Rect"
340
+ this._activeEffect.setFloat("_Radius_", this.radius);
341
+ this._activeEffect.setFloat("_Line_Width_", this.lineWidth);
342
+ this._activeEffect.setFloat("_Relative_To_Height_", this.relativeToHeight ? 1.0 : 0.0);
343
+ this._activeEffect.setFloat("_Filter_Width_", this._filterWidth);
344
+ this._activeEffect.setDirectColor4("_Edge_Color_", this.edgeColor);
345
+ // "Fade"
346
+ this._activeEffect.setFloat("_Fade_Out_", this.fadeOut);
347
+ // "Blob"
348
+ this._activeEffect.setFloat("_Blob_Enable_", this.blobEnable ? 1.0 : 0.0);
349
+ this._activeEffect.setVector3("_Blob_Position_", this.blobPosition);
350
+ this._activeEffect.setFloat("_Blob_Intensity_", this.blobIntensity);
351
+ this._activeEffect.setFloat("_Blob_Near_Size_", this.blobNearSize);
352
+ this._activeEffect.setFloat("_Blob_Far_Size_", this.blobFarSize);
353
+ this._activeEffect.setFloat("_Blob_Near_Distance_", this.blobNearDistance);
354
+ this._activeEffect.setFloat("_Blob_Far_Distance_", this.blobFarDistance);
355
+ this._activeEffect.setFloat("_Blob_Fade_Length_", this.blobFadeLength);
356
+ this._activeEffect.setFloat("_Blob_Inner_Fade_", this.blobInnerFade);
357
+ this._activeEffect.setFloat("_Blob_Pulse_", this.blobPulse);
358
+ this._activeEffect.setFloat("_Blob_Fade_", this.blobFade);
359
+ this._activeEffect.setFloat("_Blob_Pulse_Max_Size_", this.blobPulseMaxSize);
360
+ // "Blob 2"
361
+ this._activeEffect.setFloat("_Blob_Enable_2_", this.blobEnable2 ? 1.0 : 0.0);
362
+ this._activeEffect.setVector3("_Blob_Position_2_", this.blobPosition2);
363
+ this._activeEffect.setFloat("_Blob_Near_Size_2_", this.blobNearSize2);
364
+ this._activeEffect.setFloat("_Blob_Inner_Fade_2_", this.blobInnerFade2);
365
+ this._activeEffect.setFloat("_Blob_Pulse_2_", this.blobPulse2);
366
+ this._activeEffect.setFloat("_Blob_Fade_2_", this.blobFade2);
367
+ // "Gaze"
368
+ this._activeEffect.setFloat("_Gaze_Intensity_", this.gazeIntensity);
369
+ this._activeEffect.setFloat("_Gaze_Focus_", this.gazeFocus);
370
+ // "Blob Texture"
371
+ this._activeEffect.setTexture("_Blob_Texture_", this._blobTexture);
372
+ // "Selection"
373
+ this._activeEffect.setFloat("_Selection_Fuzz_", this.selectionFuzz);
374
+ this._activeEffect.setFloat("_Selected_", this.selected);
375
+ this._activeEffect.setFloat("_Selection_Fade_", this.selectionFade);
376
+ this._activeEffect.setFloat("_Selection_Fade_Size_", this.selectionFadeSize);
377
+ this._activeEffect.setFloat("_Selected_Distance_", this.selectedDistance);
378
+ this._activeEffect.setFloat("_Selected_Fade_Length_", this.selectedFadeLength);
379
+ // "Proximity"
380
+ this._activeEffect.setFloat("_Proximity_Max_Intensity_", this.proximityMaxIntensity);
381
+ this._activeEffect.setFloat("_Proximity_Far_Distance_", this.proximityFarDistance);
382
+ this._activeEffect.setFloat("_Proximity_Near_Radius_", this.proximityNearRadius);
383
+ this._activeEffect.setFloat("_Proximity_Anisotropy_", this.proximityAnisotropy);
384
+ // "Global"
385
+ this._activeEffect.setFloat("_Use_Global_Left_Index_", this.useGlobalLeftIndex ? 1.0 : 0.0);
386
+ this._activeEffect.setFloat("_Use_Global_Right_Index_", this.useGlobalRightIndex ? 1.0 : 0.0);
387
+ // "Antialiasing"
388
+ //define SMOOTH_EDGES true;
389
+ this._afterBind(mesh, this._activeEffect);
390
+ }
391
+ /**
392
+ * Get the list of animatables in the material.
393
+ * @returns the list of animatables object used in the material
394
+ */
395
+ getAnimatables() {
396
+ return [];
397
+ }
398
+ dispose(forceDisposeEffect) {
399
+ super.dispose(forceDisposeEffect);
400
+ }
401
+ clone(name) {
402
+ return SerializationHelper.Clone(() => new MRDLFrontplateMaterial(name, this.getScene()), this);
403
+ }
404
+ serialize() {
405
+ const serializationObject = SerializationHelper.Serialize(this);
406
+ serializationObject.customType = "BABYLON.MRDLFrontplateMaterial";
407
+ return serializationObject;
408
+ }
409
+ getClassName() {
410
+ return "MRDLFrontplateMaterial";
411
+ }
412
+ // Statics
413
+ static Parse(source, scene, rootUrl) {
414
+ return SerializationHelper.Parse(() => new MRDLFrontplateMaterial(source.name, scene), source, scene, rootUrl);
415
+ }
416
+ }
417
+ /**
418
+ * URL pointing to the texture used to define the coloring for the BLOB.
419
+ */
420
+ MRDLFrontplateMaterial.BLOB_TEXTURE_URL = "";
421
+ __decorate([
422
+ serialize()
423
+ ], MRDLFrontplateMaterial.prototype, "radius", void 0);
424
+ __decorate([
425
+ serialize()
426
+ ], MRDLFrontplateMaterial.prototype, "lineWidth", void 0);
427
+ __decorate([
428
+ serialize()
429
+ ], MRDLFrontplateMaterial.prototype, "relativeToHeight", void 0);
430
+ __decorate([
431
+ serialize()
432
+ ], MRDLFrontplateMaterial.prototype, "edgeColor", void 0);
433
+ __decorate([
434
+ serialize()
435
+ ], MRDLFrontplateMaterial.prototype, "blobEnable", void 0);
436
+ __decorate([
437
+ serialize()
438
+ ], MRDLFrontplateMaterial.prototype, "blobPosition", void 0);
439
+ __decorate([
440
+ serialize()
441
+ ], MRDLFrontplateMaterial.prototype, "blobIntensity", void 0);
442
+ __decorate([
443
+ serialize()
444
+ ], MRDLFrontplateMaterial.prototype, "blobNearSize", void 0);
445
+ __decorate([
446
+ serialize()
447
+ ], MRDLFrontplateMaterial.prototype, "blobFarSize", void 0);
448
+ __decorate([
449
+ serialize()
450
+ ], MRDLFrontplateMaterial.prototype, "blobNearDistance", void 0);
451
+ __decorate([
452
+ serialize()
453
+ ], MRDLFrontplateMaterial.prototype, "blobFarDistance", void 0);
454
+ __decorate([
455
+ serialize()
456
+ ], MRDLFrontplateMaterial.prototype, "blobFadeLength", void 0);
457
+ __decorate([
458
+ serialize()
459
+ ], MRDLFrontplateMaterial.prototype, "blobInnerFade", void 0);
460
+ __decorate([
461
+ serialize()
462
+ ], MRDLFrontplateMaterial.prototype, "blobPulse", void 0);
463
+ __decorate([
464
+ serialize()
465
+ ], MRDLFrontplateMaterial.prototype, "blobFade", void 0);
466
+ __decorate([
467
+ serialize()
468
+ ], MRDLFrontplateMaterial.prototype, "blobPulseMaxSize", void 0);
469
+ __decorate([
470
+ serialize()
471
+ ], MRDLFrontplateMaterial.prototype, "blobEnable2", void 0);
472
+ __decorate([
473
+ serialize()
474
+ ], MRDLFrontplateMaterial.prototype, "blobPosition2", void 0);
475
+ __decorate([
476
+ serialize()
477
+ ], MRDLFrontplateMaterial.prototype, "blobNearSize2", void 0);
478
+ __decorate([
479
+ serialize()
480
+ ], MRDLFrontplateMaterial.prototype, "blobInnerFade2", void 0);
481
+ __decorate([
482
+ serialize()
483
+ ], MRDLFrontplateMaterial.prototype, "blobPulse2", void 0);
484
+ __decorate([
485
+ serialize()
486
+ ], MRDLFrontplateMaterial.prototype, "blobFade2", void 0);
487
+ __decorate([
488
+ serialize()
489
+ ], MRDLFrontplateMaterial.prototype, "gazeIntensity", void 0);
490
+ __decorate([
491
+ serialize()
492
+ ], MRDLFrontplateMaterial.prototype, "gazeFocus", void 0);
493
+ __decorate([
494
+ serialize()
495
+ ], MRDLFrontplateMaterial.prototype, "selectionFuzz", void 0);
496
+ __decorate([
497
+ serialize()
498
+ ], MRDLFrontplateMaterial.prototype, "selected", void 0);
499
+ __decorate([
500
+ serialize()
501
+ ], MRDLFrontplateMaterial.prototype, "selectionFade", void 0);
502
+ __decorate([
503
+ serialize()
504
+ ], MRDLFrontplateMaterial.prototype, "selectionFadeSize", void 0);
505
+ __decorate([
506
+ serialize()
507
+ ], MRDLFrontplateMaterial.prototype, "selectedDistance", void 0);
508
+ __decorate([
509
+ serialize()
510
+ ], MRDLFrontplateMaterial.prototype, "selectedFadeLength", void 0);
511
+ __decorate([
512
+ serialize()
513
+ ], MRDLFrontplateMaterial.prototype, "proximityMaxIntensity", void 0);
514
+ __decorate([
515
+ serialize()
516
+ ], MRDLFrontplateMaterial.prototype, "proximityFarDistance", void 0);
517
+ __decorate([
518
+ serialize()
519
+ ], MRDLFrontplateMaterial.prototype, "proximityNearRadius", void 0);
520
+ __decorate([
521
+ serialize()
522
+ ], MRDLFrontplateMaterial.prototype, "proximityAnisotropy", void 0);
523
+ __decorate([
524
+ serialize()
525
+ ], MRDLFrontplateMaterial.prototype, "useGlobalLeftIndex", void 0);
526
+ __decorate([
527
+ serialize()
528
+ ], MRDLFrontplateMaterial.prototype, "useGlobalRightIndex", void 0);
529
+ RegisterClass("BABYLON.GUI.MRDLFrontplateMaterial", MRDLFrontplateMaterial);
530
+ //# sourceMappingURL=mrdlFrontplateMaterial.js.map
@@ -0,0 +1 @@
1
+ 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eslint-disable @typescript-eslint/naming-convention */\r\nimport 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 { Vector3 } from \"core/Maths/math.vector\";\r\nimport { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\n\r\nimport \"./shaders/mrdlFrontplate.fragment\";\r\nimport \"./shaders/mrdlFrontplate.vertex\";\r\n\r\n/** @hidden */\r\nclass MRDLFrontplateMaterialDefines extends MaterialDefines {\r\n /**\r\n * Sets default value for \"SMOOTH_EDGES\"\r\n */\r\n public SMOOTH_EDGES = true;\r\n\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 MRDLFrontplateMaterial extends PushMaterial {\r\n /**\r\n * Gets or sets the corner radius on the frontplate. If this value is changed, update the lineWidth to match.\r\n */\r\n @serialize()\r\n public radius = 0.12;\r\n\r\n /**\r\n * Gets or sets the line width of the frontplate.\r\n */\r\n @serialize()\r\n public lineWidth = 0.01;\r\n\r\n /**\r\n * Gets or sets whether the scale is relative to the frontplate height.\r\n */\r\n @serialize()\r\n public relativeToHeight = false;\r\n\r\n /** @hidden */\r\n public _filterWidth = 1.0;\r\n\r\n /**\r\n * Gets or sets the edge color of the frontplate.\r\n */\r\n @serialize()\r\n public edgeColor: Color4 = new Color4(0.53, 0.53, 0.53, 1);\r\n\r\n /**\r\n * Gets or sets whether to enable blob effects on the frontplate.\r\n */\r\n @serialize()\r\n public blobEnable = true;\r\n\r\n /**\r\n * Gets or sets the blob position on the frontplate.\r\n */\r\n @serialize()\r\n public blobPosition: Vector3 = new Vector3(100, 100, 100);\r\n\r\n /**\r\n * Gets or sets the blob intensity of the frontplate.\r\n */\r\n @serialize()\r\n public blobIntensity = 0.5;\r\n\r\n /**\r\n * Gets or sets the blob near size of the frontplate.\r\n */\r\n @serialize()\r\n public blobNearSize = 0.032;\r\n\r\n /**\r\n * Gets or sets the blob far size of the frontplate.\r\n */\r\n @serialize()\r\n public blobFarSize = 0.048;\r\n\r\n /**\r\n * Gets or sets the blob near distance of the frontplate.\r\n */\r\n @serialize()\r\n public blobNearDistance = 0.008;\r\n\r\n /**\r\n * Gets or sets the blob far distance of the frontplate.\r\n */\r\n @serialize()\r\n public blobFarDistance = 0.064;\r\n\r\n /**\r\n * Gets or sets the blob fade length of the frontplate.\r\n */\r\n @serialize()\r\n public blobFadeLength = 0.04;\r\n\r\n /**\r\n * Gets or sets the blob inner fade of the frontplate.\r\n */\r\n @serialize()\r\n public blobInnerFade = 0.01;\r\n\r\n /**\r\n * Gets or sets the blob pulse of the frontplate.\r\n */\r\n @serialize()\r\n public blobPulse = 0.0;\r\n\r\n /**\r\n * Gets or sets the blob fade effect on the frontplate.\r\n */\r\n @serialize()\r\n public blobFade = 1.0;\r\n\r\n /**\r\n * Gets or sets the maximum size of the blob pulse on the frontplate.\r\n */\r\n @serialize()\r\n public blobPulseMaxSize = 0.05;\r\n\r\n /**\r\n * Gets or sets whether to enable extra blob effects of the frontplate.\r\n */\r\n @serialize()\r\n public blobEnable2 = true;\r\n\r\n /**\r\n * Gets or sets blob2 position of the frontplate.\r\n */\r\n @serialize()\r\n public blobPosition2: Vector3 = new Vector3(10, 10.1, -0.6);\r\n\r\n /**\r\n * Gets or sets the blob2 near size of the frontplate.\r\n */\r\n @serialize()\r\n public blobNearSize2 = 0.008;\r\n\r\n /**\r\n * Gets or sets the blob2 inner fade of the frontplate.\r\n */\r\n @serialize()\r\n public blobInnerFade2 = 0.1;\r\n\r\n /**\r\n * Gets or sets the blob2 pulse of the frontplate.\r\n */\r\n @serialize()\r\n public blobPulse2 = 0.0;\r\n\r\n /**\r\n * Gets or sets the blob2 fade effect on the frontplate.\r\n */\r\n @serialize()\r\n public blobFade2 = 1.0;\r\n\r\n /**\r\n * Gets or sets the gaze intensity of the frontplate.\r\n */\r\n @serialize()\r\n public gazeIntensity = 0.8;\r\n\r\n /**\r\n * Gets or sets the gaze focus of the frontplate.\r\n */\r\n @serialize()\r\n public gazeFocus = 0.0;\r\n\r\n /**\r\n * Gets or sets the selection fuzz of the frontplate.\r\n */\r\n @serialize()\r\n public selectionFuzz = 0.5;\r\n\r\n /**\r\n * Gets or sets the fade intensity of the frontplate.\r\n */\r\n @serialize()\r\n public selected = 1.0;\r\n\r\n /**\r\n * Gets or sets the selection fade intensity of the frontplate.\r\n */\r\n @serialize()\r\n public selectionFade = 0.2;\r\n\r\n /**\r\n * Gets or sets the selection fade size of the frontplate.\r\n */\r\n @serialize()\r\n public selectionFadeSize = 0.0;\r\n\r\n /**\r\n * Gets or sets the selected distance of the frontplate.\r\n */\r\n @serialize()\r\n public selectedDistance = 0.08;\r\n\r\n /**\r\n * Gets or sets the selected fade length of the frontplate.\r\n */\r\n @serialize()\r\n public selectedFadeLength = 0.08;\r\n\r\n /**\r\n * Gets or sets the proximity maximum intensity of the frontplate.\r\n */\r\n @serialize()\r\n public proximityMaxIntensity = 0.45;\r\n\r\n /**\r\n * Gets or sets the proximity far distance of the frontplate.\r\n */\r\n @serialize()\r\n public proximityFarDistance = 0.16;\r\n\r\n /**\r\n * Gets or sets the proximity near radius of the frontplate.\r\n */\r\n @serialize()\r\n public proximityNearRadius = 0.016;\r\n\r\n /**\r\n * Gets or sets the proximity anisotropy of the frontplate.\r\n */\r\n @serialize()\r\n public proximityAnisotropy = 1.0;\r\n\r\n /**\r\n * Gets or sets whether to use global left index on the frontplate.\r\n */\r\n @serialize()\r\n public useGlobalLeftIndex = true;\r\n\r\n /**\r\n * Gets or sets whether to use global right index of the frontplate.\r\n */\r\n @serialize()\r\n public useGlobalRightIndex = true;\r\n\r\n /**\r\n * URL pointing to the texture used to define the coloring for the BLOB.\r\n */\r\n public static BLOB_TEXTURE_URL = \"\";\r\n\r\n /**\r\n * Gets or sets the opacity of the frontplate (0.0 - 1.0).\r\n */\r\n public fadeOut = 1.0;\r\n\r\n private _blobTexture: Texture;\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 this._blobTexture = new Texture(MRDLFrontplateMaterial.BLOB_TEXTURE_URL, scene, true, false, Texture.NEAREST_SAMPLINGMODE);\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 MRDLFrontplateMaterialDefines();\r\n }\r\n\r\n const defines = <MRDLFrontplateMaterialDefines>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 = \"mrdlFrontplate\";\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 \"_Radius_\",\r\n \"_Line_Width_\",\r\n \"_Relative_To_Height_\",\r\n \"_Filter_Width_\",\r\n \"_Edge_Color_\",\r\n \"_Fade_Out_\",\r\n \"_Smooth_Edges_\",\r\n \"_Blob_Enable_\",\r\n \"_Blob_Position_\",\r\n \"_Blob_Intensity_\",\r\n \"_Blob_Near_Size_\",\r\n \"_Blob_Far_Size_\",\r\n \"_Blob_Near_Distance_\",\r\n \"_Blob_Far_Distance_\",\r\n \"_Blob_Fade_Length_\",\r\n \"_Blob_Inner_Fade_\",\r\n \"_Blob_Pulse_\",\r\n \"_Blob_Fade_\",\r\n \"_Blob_Pulse_Max_Size_\",\r\n \"_Blob_Enable_2_\",\r\n \"_Blob_Position_2_\",\r\n \"_Blob_Near_Size_2_\",\r\n \"_Blob_Inner_Fade_2_\",\r\n \"_Blob_Pulse_2_\",\r\n \"_Blob_Fade_2_\",\r\n \"_Gaze_Intensity_\",\r\n \"_Gaze_Focus_\",\r\n \"_Blob_Texture_\",\r\n \"_Selection_Fuzz_\",\r\n \"_Selected_\",\r\n \"_Selection_Fade_\",\r\n \"_Selection_Fade_Size_\",\r\n \"_Selected_Distance_\",\r\n \"_Selected_Fade_Length_\",\r\n \"_Proximity_Max_Intensity_\",\r\n \"_Proximity_Far_Distance_\",\r\n \"_Proximity_Near_Radius_\",\r\n \"_Proximity_Anisotropy_\",\r\n \"Global_Left_Index_Tip_Position\",\r\n \"Global_Right_Index_Tip_Position\",\r\n \"_Use_Global_Left_Index_\",\r\n \"_Use_Global_Right_Index_\",\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 = <MRDLFrontplateMaterialDefines>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 // \"Round Rect\"\r\n this._activeEffect.setFloat(\"_Radius_\", this.radius);\r\n this._activeEffect.setFloat(\"_Line_Width_\", this.lineWidth);\r\n this._activeEffect.setFloat(\"_Relative_To_Height_\", this.relativeToHeight ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Filter_Width_\", this._filterWidth);\r\n this._activeEffect.setDirectColor4(\"_Edge_Color_\", this.edgeColor);\r\n\r\n // \"Fade\"\r\n this._activeEffect.setFloat(\"_Fade_Out_\", this.fadeOut);\r\n\r\n // \"Blob\"\r\n this._activeEffect.setFloat(\"_Blob_Enable_\", this.blobEnable ? 1.0 : 0.0);\r\n this._activeEffect.setVector3(\"_Blob_Position_\", this.blobPosition);\r\n this._activeEffect.setFloat(\"_Blob_Intensity_\", this.blobIntensity);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_\", this.blobNearSize);\r\n this._activeEffect.setFloat(\"_Blob_Far_Size_\", this.blobFarSize);\r\n this._activeEffect.setFloat(\"_Blob_Near_Distance_\", this.blobNearDistance);\r\n this._activeEffect.setFloat(\"_Blob_Far_Distance_\", this.blobFarDistance);\r\n this._activeEffect.setFloat(\"_Blob_Fade_Length_\", this.blobFadeLength);\r\n this._activeEffect.setFloat(\"_Blob_Inner_Fade_\", this.blobInnerFade);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_\", this.blobPulse);\r\n this._activeEffect.setFloat(\"_Blob_Fade_\", this.blobFade);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_Max_Size_\", this.blobPulseMaxSize);\r\n\r\n // \"Blob 2\"\r\n this._activeEffect.setFloat(\"_Blob_Enable_2_\", this.blobEnable2 ? 1.0 : 0.0);\r\n this._activeEffect.setVector3(\"_Blob_Position_2_\", this.blobPosition2);\r\n this._activeEffect.setFloat(\"_Blob_Near_Size_2_\", this.blobNearSize2);\r\n this._activeEffect.setFloat(\"_Blob_Inner_Fade_2_\", this.blobInnerFade2);\r\n this._activeEffect.setFloat(\"_Blob_Pulse_2_\", this.blobPulse2);\r\n this._activeEffect.setFloat(\"_Blob_Fade_2_\", this.blobFade2);\r\n\r\n // \"Gaze\"\r\n this._activeEffect.setFloat(\"_Gaze_Intensity_\", this.gazeIntensity);\r\n this._activeEffect.setFloat(\"_Gaze_Focus_\", this.gazeFocus);\r\n\r\n // \"Blob Texture\"\r\n this._activeEffect.setTexture(\"_Blob_Texture_\", this._blobTexture);\r\n\r\n // \"Selection\"\r\n this._activeEffect.setFloat(\"_Selection_Fuzz_\", this.selectionFuzz);\r\n this._activeEffect.setFloat(\"_Selected_\", this.selected);\r\n this._activeEffect.setFloat(\"_Selection_Fade_\", this.selectionFade);\r\n this._activeEffect.setFloat(\"_Selection_Fade_Size_\", this.selectionFadeSize);\r\n this._activeEffect.setFloat(\"_Selected_Distance_\", this.selectedDistance);\r\n this._activeEffect.setFloat(\"_Selected_Fade_Length_\", this.selectedFadeLength);\r\n\r\n // \"Proximity\"\r\n this._activeEffect.setFloat(\"_Proximity_Max_Intensity_\", this.proximityMaxIntensity);\r\n this._activeEffect.setFloat(\"_Proximity_Far_Distance_\", this.proximityFarDistance);\r\n this._activeEffect.setFloat(\"_Proximity_Near_Radius_\", this.proximityNearRadius);\r\n this._activeEffect.setFloat(\"_Proximity_Anisotropy_\", this.proximityAnisotropy);\r\n\r\n // \"Global\"\r\n this._activeEffect.setFloat(\"_Use_Global_Left_Index_\", this.useGlobalLeftIndex ? 1.0 : 0.0);\r\n this._activeEffect.setFloat(\"_Use_Global_Right_Index_\", this.useGlobalRightIndex ? 1.0 : 0.0);\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): MRDLFrontplateMaterial {\r\n return SerializationHelper.Clone(() => new MRDLFrontplateMaterial(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.MRDLFrontplateMaterial\";\r\n return serializationObject;\r\n }\r\n\r\n public getClassName(): string {\r\n return \"MRDLFrontplateMaterial\";\r\n }\r\n\r\n // Statics\r\n public static Parse(source: any, scene: Scene, rootUrl: string): MRDLFrontplateMaterial {\r\n return SerializationHelper.Parse(() => new MRDLFrontplateMaterial(source.name, scene), source, scene, rootUrl);\r\n }\r\n}\r\n\r\nRegisterClass(\"BABYLON.GUI.MRDLFrontplateMaterial\", MRDLFrontplateMaterial);\r\n"]}
@@ -0,0 +1,56 @@
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/mrdlInnerquad.fragment";
12
+ import "./shaders/mrdlInnerquad.vertex";
13
+ export declare class MRDLInnerquadMaterial extends PushMaterial {
14
+ /**
15
+ * Gets or sets the color of the innerquad.
16
+ */
17
+ color: Color4;
18
+ /**
19
+ * Gets or sets the corner radius on the innerquad. If this value is changed, update the lineWidth to match.
20
+ */
21
+ radius: number;
22
+ /**
23
+ * Gets or sets whether the radius of the innerquad should be fixed.
24
+ */
25
+ fixedRadius: boolean;
26
+ /** @hidden */
27
+ _filterWidth: number;
28
+ /**
29
+ * Gets or sets the glow fraction of the innerquad.
30
+ */
31
+ glowFraction: number;
32
+ /**
33
+ * Gets or sets the maximum glow intensity of the innerquad.
34
+ */
35
+ glowMax: number;
36
+ /**
37
+ * Gets or sets the glow falloff effect of the innerquad.
38
+ */
39
+ glowFalloff: number;
40
+ constructor(name: string, scene: Scene);
41
+ needAlphaBlending(): boolean;
42
+ needAlphaTesting(): boolean;
43
+ getAlphaTestTexture(): Nullable<BaseTexture>;
44
+ isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh): boolean;
45
+ bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
46
+ /**
47
+ * Get the list of animatables in the material.
48
+ * @returns the list of animatables object used in the material
49
+ */
50
+ getAnimatables(): IAnimatable[];
51
+ dispose(forceDisposeEffect?: boolean): void;
52
+ clone(name: string): MRDLInnerquadMaterial;
53
+ serialize(): unknown;
54
+ getClassName(): string;
55
+ static Parse(source: any, scene: Scene, rootUrl: string): MRDLInnerquadMaterial;
56
+ }