@babylonjs/gui 5.26.1 → 5.27.1

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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 @@
1
+ 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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"]}
@@ -210,8 +210,9 @@ export class Control3D {
210
210
  }
211
211
  }
212
212
  _injectGUI3DReservedDataStore(node) {
213
- node.reservedDataStore = node.reservedDataStore ?? {};
214
- node.reservedDataStore.GUI3D = node.reservedDataStore.GUI3D ?? {};
213
+ var _a, _b;
214
+ node.reservedDataStore = (_a = node.reservedDataStore) !== null && _a !== void 0 ? _a : {};
215
+ node.reservedDataStore.GUI3D = (_b = node.reservedDataStore.GUI3D) !== null && _b !== void 0 ? _b : {};
215
216
  return node.reservedDataStore.GUI3D;
216
217
  }
217
218
  /**
@@ -1 +1 @@
1
- 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type { Nullable } from \"core/types\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { PointerEventTypes } from \"core/Events/pointerEvents\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { IBehaviorAware, Behavior } from \"core/Behaviors/behavior\";\r\nimport type { IDisposable, Scene } from \"core/scene\";\r\n\r\nimport type { GUI3DManager } from \"../gui3DManager\";\r\nimport { Vector3WithInfo } from \"../vector3WithInfo\";\r\nimport type { Container3D } from \"./container3D\";\r\n\r\ndeclare type TouchButton3D = import(\"./touchButton3D\").TouchButton3D;\r\n\r\n/**\r\n * Class used as base class for controls\r\n */\r\nexport class Control3D implements IDisposable, IBehaviorAware<Control3D> {\r\n private _node: Nullable<TransformNode>;\r\n private _downCount = 0;\r\n private _enterCount = -1;\r\n private _downPointerIds: { [id: number]: number } = {}; // Store number of pointer downs per ID, from near and far interactions\r\n\r\n protected _isVisible = true;\r\n\r\n /** @internal */\r\n public _host: GUI3DManager;\r\n /** @internal */\r\n public _isScaledByManager = false;\r\n\r\n /** Gets or sets the control position in world space */\r\n public get position(): Vector3 {\r\n if (!this._node) {\r\n return Vector3.Zero();\r\n }\r\n\r\n return this._node.position;\r\n }\r\n\r\n public set position(value: Vector3) {\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._node.position = value;\r\n }\r\n\r\n /** Gets or sets the control scaling in world space */\r\n public get scaling(): Vector3 {\r\n if (!this._node) {\r\n return new Vector3(1, 1, 1);\r\n }\r\n\r\n return this._node.scaling;\r\n }\r\n\r\n public set scaling(value: Vector3) {\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._isScaledByManager = false;\r\n this._node.scaling = value;\r\n }\r\n\r\n /** Callback used to start pointer enter animation */\r\n public pointerEnterAnimation: () => void;\r\n /** Callback used to start pointer out animation */\r\n public pointerOutAnimation: () => void;\r\n /** Callback used to start pointer down animation */\r\n public pointerDownAnimation: () => void;\r\n /** Callback used to start pointer up animation */\r\n public pointerUpAnimation: () => void;\r\n\r\n /**\r\n * An event triggered when the pointer moves over the control\r\n */\r\n public onPointerMoveObservable = new Observable<Vector3>();\r\n\r\n /**\r\n * An event triggered when the pointer moves out of the control\r\n */\r\n public onPointerOutObservable = new Observable<Control3D>();\r\n\r\n /**\r\n * An event triggered when the pointer taps the control\r\n */\r\n public onPointerDownObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when pointer is up\r\n */\r\n public onPointerUpObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when a control is clicked on (with a mouse)\r\n */\r\n public onPointerClickObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when pointer enters the control\r\n */\r\n public onPointerEnterObservable = new Observable<Control3D>();\r\n\r\n /**\r\n * Gets or sets the parent container\r\n */\r\n public parent: Nullable<Container3D>;\r\n\r\n // Behaviors\r\n private _behaviors = new Array<Behavior<Control3D>>();\r\n\r\n /**\r\n * Gets the list of attached behaviors\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n */\r\n public get behaviors(): Behavior<Control3D>[] {\r\n return this._behaviors;\r\n }\r\n\r\n /**\r\n * Attach a behavior to the control\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current control\r\n */\r\n public addBehavior(behavior: Behavior<Control3D>): Control3D {\r\n const index = this._behaviors.indexOf(behavior);\r\n\r\n if (index !== -1) {\r\n return this;\r\n }\r\n\r\n behavior.init();\r\n const scene = this._host.scene;\r\n if (scene.isLoading) {\r\n // We defer the attach when the scene will be loaded\r\n scene.onDataLoadedObservable.addOnce(() => {\r\n behavior.attach(this);\r\n });\r\n } else {\r\n behavior.attach(this);\r\n }\r\n this._behaviors.push(behavior);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove an attached behavior\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current control\r\n */\r\n public removeBehavior(behavior: Behavior<Control3D>): Control3D {\r\n const index = this._behaviors.indexOf(behavior);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._behaviors[index].detach();\r\n this._behaviors.splice(index, 1);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets an attached behavior by name\r\n * @param name defines the name of the behavior to look for\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @returns null if behavior was not found else the requested behavior\r\n */\r\n public getBehaviorByName(name: string): Nullable<Behavior<Control3D>> {\r\n for (const behavior of this._behaviors) {\r\n if (behavior.name === name) {\r\n return behavior;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the control is visible */\r\n public get isVisible(): boolean {\r\n return this._isVisible;\r\n }\r\n\r\n public set isVisible(value: boolean) {\r\n if (this._isVisible === value) {\r\n return;\r\n }\r\n\r\n this._isVisible = value;\r\n\r\n const mesh = this.mesh;\r\n if (mesh) {\r\n mesh.setEnabled(value);\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new control\r\n * @param name defines the control name\r\n */\r\n constructor(\r\n /** Defines the control name */\r\n public name?: string\r\n ) {}\r\n\r\n /**\r\n * Gets a string representing the class name\r\n */\r\n public get typeName(): string {\r\n return this._getTypeName();\r\n }\r\n\r\n /**\r\n * Get the current class name of the control.\r\n * @returns current class name\r\n */\r\n public getClassName(): string {\r\n return this._getTypeName();\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"Control3D\";\r\n }\r\n\r\n /**\r\n * Gets the transform node used by this control\r\n */\r\n public get node(): Nullable<TransformNode> {\r\n return this._node;\r\n }\r\n\r\n /**\r\n * Gets the mesh used to render this control\r\n */\r\n public get mesh(): Nullable<AbstractMesh> {\r\n if (this._node instanceof AbstractMesh) {\r\n return this._node as AbstractMesh;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Link the control as child of the given node\r\n * @param node defines the node to link to. Use null to unlink the control\r\n * @returns the current control\r\n */\r\n public linkToTransformNode(node: Nullable<TransformNode>): Control3D {\r\n if (this._node) {\r\n this._node.parent = node;\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal*\r\n */\r\n public _prepareNode(scene: Scene): void {\r\n if (!this._node) {\r\n this._node = this._createNode(scene);\r\n\r\n if (!this.node) {\r\n return;\r\n }\r\n this._injectGUI3DReservedDataStore(this.node).control = this; // Store the control on the reservedDataStore field in order to get it when picking\r\n\r\n const mesh = this.mesh;\r\n if (mesh) {\r\n mesh.isPickable = true;\r\n\r\n this._affectMaterial(mesh);\r\n }\r\n }\r\n }\r\n\r\n protected _injectGUI3DReservedDataStore(node: TransformNode): any {\r\n node.reservedDataStore = node.reservedDataStore ?? {};\r\n node.reservedDataStore.GUI3D = node.reservedDataStore.GUI3D ?? {};\r\n return node.reservedDataStore.GUI3D;\r\n }\r\n\r\n /**\r\n * Node creation.\r\n * Can be overriden by children\r\n * @param scene defines the scene where the node must be attached\r\n * @returns the attached node or null if none. Must return a Mesh or AbstractMesh if there is an attached visible object\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _createNode(scene: Scene): Nullable<TransformNode> {\r\n // Do nothing by default\r\n return null;\r\n }\r\n\r\n /**\r\n * Affect a material to the given mesh\r\n * @param mesh defines the mesh which will represent the control\r\n */\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n mesh.material = null;\r\n }\r\n\r\n private _isTouchButton3D(control: Control3D): control is TouchButton3D {\r\n return (control as TouchButton3D)._generatePointerEventType !== undefined;\r\n }\r\n\r\n // Pointers\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onPointerMove(target: Control3D, coordinates: Vector3): void {\r\n this.onPointerMoveObservable.notifyObservers(coordinates, -1, target, this);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onPointerEnter(target: Control3D): boolean {\r\n if (this._enterCount === -1) {\r\n // -1 is for touch input, we are now sure we are with a mouse or pencil\r\n this._enterCount = 0;\r\n }\r\n\r\n this._enterCount++;\r\n\r\n if (this._enterCount > 1) {\r\n return false;\r\n }\r\n\r\n this.onPointerEnterObservable.notifyObservers(this, -1, target, this);\r\n\r\n if (this.pointerEnterAnimation) {\r\n this.pointerEnterAnimation();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onPointerOut(target: Control3D): void {\r\n this._enterCount--;\r\n\r\n if (this._enterCount > 0) {\r\n return;\r\n }\r\n\r\n this._enterCount = 0;\r\n\r\n this.onPointerOutObservable.notifyObservers(this, -1, target, this);\r\n\r\n if (this.pointerOutAnimation) {\r\n this.pointerOutAnimation();\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onPointerDown(target: Control3D, coordinates: Vector3, pointerId: number, buttonIndex: number): boolean {\r\n this._downCount++;\r\n this._downPointerIds[pointerId] = this._downPointerIds[pointerId] + 1 || 1;\r\n\r\n if (this._downCount !== 1) {\r\n return false;\r\n }\r\n\r\n this.onPointerDownObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n\r\n if (this.pointerDownAnimation) {\r\n this.pointerDownAnimation();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onPointerUp(target: Control3D, coordinates: Vector3, pointerId: number, buttonIndex: number, notifyClick: boolean): void {\r\n this._downCount--;\r\n this._downPointerIds[pointerId]--;\r\n\r\n if (this._downPointerIds[pointerId] <= 0) {\r\n delete this._downPointerIds[pointerId];\r\n }\r\n\r\n if (this._downCount < 0) {\r\n // Handle if forcePointerUp was called prior to this\r\n this._downCount = 0;\r\n return;\r\n }\r\n\r\n if (this._downCount == 0) {\r\n if (notifyClick && (this._enterCount > 0 || this._enterCount === -1)) {\r\n this.onPointerClickObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n }\r\n this.onPointerUpObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n\r\n if (this.pointerUpAnimation) {\r\n this.pointerUpAnimation();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public forcePointerUp(pointerId: Nullable<number> = null) {\r\n if (pointerId !== null) {\r\n this._onPointerUp(this, Vector3.Zero(), pointerId, 0, true);\r\n } else {\r\n for (const key in this._downPointerIds) {\r\n this._onPointerUp(this, Vector3.Zero(), +key as number, 0, true);\r\n }\r\n if (this._downCount > 0) {\r\n this._downCount = 1;\r\n this._onPointerUp(this, Vector3.Zero(), 0, 0, true);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _processObservables(type: number, pickedPoint: Vector3, originMeshPosition: Nullable<Vector3>, pointerId: number, buttonIndex: number): boolean {\r\n if (this._isTouchButton3D(this) && originMeshPosition) {\r\n type = this._generatePointerEventType(type, originMeshPosition, this._downCount);\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERMOVE) {\r\n this._onPointerMove(this, pickedPoint);\r\n\r\n const previousControlOver = this._host._lastControlOver[pointerId];\r\n if (previousControlOver && previousControlOver !== this) {\r\n previousControlOver._onPointerOut(this);\r\n }\r\n\r\n if (previousControlOver !== this) {\r\n this._onPointerEnter(this);\r\n }\r\n\r\n this._host._lastControlOver[pointerId] = this;\r\n return true;\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERDOWN) {\r\n this._onPointerDown(this, pickedPoint, pointerId, buttonIndex);\r\n this._host._lastControlDown[pointerId] = this;\r\n this._host._lastPickedControl = this;\r\n return true;\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERUP || type === PointerEventTypes.POINTERDOUBLETAP) {\r\n if (this._host._lastControlDown[pointerId]) {\r\n this._host._lastControlDown[pointerId]._onPointerUp(this, pickedPoint, pointerId, buttonIndex, true);\r\n }\r\n delete this._host._lastControlDown[pointerId];\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _disposeNode(): void {\r\n if (this._node) {\r\n this._node.dispose();\r\n this._node = null;\r\n }\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n this.onPointerDownObservable.clear();\r\n this.onPointerEnterObservable.clear();\r\n this.onPointerMoveObservable.clear();\r\n this.onPointerOutObservable.clear();\r\n this.onPointerUpObservable.clear();\r\n this.onPointerClickObservable.clear();\r\n\r\n this._disposeNode();\r\n\r\n // Behaviors\r\n for (const behavior of this._behaviors) {\r\n behavior.detach();\r\n }\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"core/types\";\r\nimport { Observable } from \"core/Misc/observable\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { PointerEventTypes } from \"core/Events/pointerEvents\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport type { IBehaviorAware, Behavior } from \"core/Behaviors/behavior\";\r\nimport type { IDisposable, Scene } from \"core/scene\";\r\n\r\nimport type { GUI3DManager } from \"../gui3DManager\";\r\nimport { Vector3WithInfo } from \"../vector3WithInfo\";\r\nimport type { Container3D } from \"./container3D\";\r\n\r\ndeclare type TouchButton3D = import(\"./touchButton3D\").TouchButton3D;\r\n\r\n/**\r\n * Class used as base class for controls\r\n */\r\nexport class Control3D implements IDisposable, IBehaviorAware<Control3D> {\r\n private _node: Nullable<TransformNode>;\r\n private _downCount = 0;\r\n private _enterCount = -1;\r\n private _downPointerIds: { [id: number]: number } = {}; // Store number of pointer downs per ID, from near and far interactions\r\n\r\n protected _isVisible = true;\r\n\r\n /** @internal */\r\n public _host: GUI3DManager;\r\n /** @internal */\r\n public _isScaledByManager = false;\r\n\r\n /** Gets or sets the control position in world space */\r\n public get position(): Vector3 {\r\n if (!this._node) {\r\n return Vector3.Zero();\r\n }\r\n\r\n return this._node.position;\r\n }\r\n\r\n public set position(value: Vector3) {\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._node.position = value;\r\n }\r\n\r\n /** Gets or sets the control scaling in world space */\r\n public get scaling(): Vector3 {\r\n if (!this._node) {\r\n return new Vector3(1, 1, 1);\r\n }\r\n\r\n return this._node.scaling;\r\n }\r\n\r\n public set scaling(value: Vector3) {\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._isScaledByManager = false;\r\n this._node.scaling = value;\r\n }\r\n\r\n /** Callback used to start pointer enter animation */\r\n public pointerEnterAnimation: () => void;\r\n /** Callback used to start pointer out animation */\r\n public pointerOutAnimation: () => void;\r\n /** Callback used to start pointer down animation */\r\n public pointerDownAnimation: () => void;\r\n /** Callback used to start pointer up animation */\r\n public pointerUpAnimation: () => void;\r\n\r\n /**\r\n * An event triggered when the pointer moves over the control\r\n */\r\n public onPointerMoveObservable = new Observable<Vector3>();\r\n\r\n /**\r\n * An event triggered when the pointer moves out of the control\r\n */\r\n public onPointerOutObservable = new Observable<Control3D>();\r\n\r\n /**\r\n * An event triggered when the pointer taps the control\r\n */\r\n public onPointerDownObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when pointer is up\r\n */\r\n public onPointerUpObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when a control is clicked on (with a mouse)\r\n */\r\n public onPointerClickObservable = new Observable<Vector3WithInfo>();\r\n\r\n /**\r\n * An event triggered when pointer enters the control\r\n */\r\n public onPointerEnterObservable = new Observable<Control3D>();\r\n\r\n /**\r\n * Gets or sets the parent container\r\n */\r\n public parent: Nullable<Container3D>;\r\n\r\n // Behaviors\r\n private _behaviors = new Array<Behavior<Control3D>>();\r\n\r\n /**\r\n * Gets the list of attached behaviors\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n */\r\n public get behaviors(): Behavior<Control3D>[] {\r\n return this._behaviors;\r\n }\r\n\r\n /**\r\n * Attach a behavior to the control\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current control\r\n */\r\n public addBehavior(behavior: Behavior<Control3D>): Control3D {\r\n const index = this._behaviors.indexOf(behavior);\r\n\r\n if (index !== -1) {\r\n return this;\r\n }\r\n\r\n behavior.init();\r\n const scene = this._host.scene;\r\n if (scene.isLoading) {\r\n // We defer the attach when the scene will be loaded\r\n scene.onDataLoadedObservable.addOnce(() => {\r\n behavior.attach(this);\r\n });\r\n } else {\r\n behavior.attach(this);\r\n }\r\n this._behaviors.push(behavior);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Remove an attached behavior\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @param behavior defines the behavior to attach\r\n * @returns the current control\r\n */\r\n public removeBehavior(behavior: Behavior<Control3D>): Control3D {\r\n const index = this._behaviors.indexOf(behavior);\r\n\r\n if (index === -1) {\r\n return this;\r\n }\r\n\r\n this._behaviors[index].detach();\r\n this._behaviors.splice(index, 1);\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Gets an attached behavior by name\r\n * @param name defines the name of the behavior to look for\r\n * @see https://doc.babylonjs.com/features/behaviour\r\n * @returns null if behavior was not found else the requested behavior\r\n */\r\n public getBehaviorByName(name: string): Nullable<Behavior<Control3D>> {\r\n for (const behavior of this._behaviors) {\r\n if (behavior.name === name) {\r\n return behavior;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /** Gets or sets a boolean indicating if the control is visible */\r\n public get isVisible(): boolean {\r\n return this._isVisible;\r\n }\r\n\r\n public set isVisible(value: boolean) {\r\n if (this._isVisible === value) {\r\n return;\r\n }\r\n\r\n this._isVisible = value;\r\n\r\n const mesh = this.mesh;\r\n if (mesh) {\r\n mesh.setEnabled(value);\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new control\r\n * @param name defines the control name\r\n */\r\n constructor(\r\n /** Defines the control name */\r\n public name?: string\r\n ) {}\r\n\r\n /**\r\n * Gets a string representing the class name\r\n */\r\n public get typeName(): string {\r\n return this._getTypeName();\r\n }\r\n\r\n /**\r\n * Get the current class name of the control.\r\n * @returns current class name\r\n */\r\n public getClassName(): string {\r\n return this._getTypeName();\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"Control3D\";\r\n }\r\n\r\n /**\r\n * Gets the transform node used by this control\r\n */\r\n public get node(): Nullable<TransformNode> {\r\n return this._node;\r\n }\r\n\r\n /**\r\n * Gets the mesh used to render this control\r\n */\r\n public get mesh(): Nullable<AbstractMesh> {\r\n if (this._node instanceof AbstractMesh) {\r\n return this._node as AbstractMesh;\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Link the control as child of the given node\r\n * @param node defines the node to link to. Use null to unlink the control\r\n * @returns the current control\r\n */\r\n public linkToTransformNode(node: Nullable<TransformNode>): Control3D {\r\n if (this._node) {\r\n this._node.parent = node;\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * @internal*\r\n */\r\n public _prepareNode(scene: Scene): void {\r\n if (!this._node) {\r\n this._node = this._createNode(scene);\r\n\r\n if (!this.node) {\r\n return;\r\n }\r\n this._injectGUI3DReservedDataStore(this.node).control = this; // Store the control on the reservedDataStore field in order to get it when picking\r\n\r\n const mesh = this.mesh;\r\n if (mesh) {\r\n mesh.isPickable = true;\r\n\r\n this._affectMaterial(mesh);\r\n }\r\n }\r\n }\r\n\r\n protected _injectGUI3DReservedDataStore(node: TransformNode): any {\r\n node.reservedDataStore = node.reservedDataStore ?? {};\r\n node.reservedDataStore.GUI3D = node.reservedDataStore.GUI3D ?? {};\r\n return node.reservedDataStore.GUI3D;\r\n }\r\n\r\n /**\r\n * Node creation.\r\n * Can be overriden by children\r\n * @param scene defines the scene where the node must be attached\r\n * @returns the attached node or null if none. Must return a Mesh or AbstractMesh if there is an attached visible object\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n protected _createNode(scene: Scene): Nullable<TransformNode> {\r\n // Do nothing by default\r\n return null;\r\n }\r\n\r\n /**\r\n * Affect a material to the given mesh\r\n * @param mesh defines the mesh which will represent the control\r\n */\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n mesh.material = null;\r\n }\r\n\r\n private _isTouchButton3D(control: Control3D): control is TouchButton3D {\r\n return (control as TouchButton3D)._generatePointerEventType !== undefined;\r\n }\r\n\r\n // Pointers\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onPointerMove(target: Control3D, coordinates: Vector3): void {\r\n this.onPointerMoveObservable.notifyObservers(coordinates, -1, target, this);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onPointerEnter(target: Control3D): boolean {\r\n if (this._enterCount === -1) {\r\n // -1 is for touch input, we are now sure we are with a mouse or pencil\r\n this._enterCount = 0;\r\n }\r\n\r\n this._enterCount++;\r\n\r\n if (this._enterCount > 1) {\r\n return false;\r\n }\r\n\r\n this.onPointerEnterObservable.notifyObservers(this, -1, target, this);\r\n\r\n if (this.pointerEnterAnimation) {\r\n this.pointerEnterAnimation();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onPointerOut(target: Control3D): void {\r\n this._enterCount--;\r\n\r\n if (this._enterCount > 0) {\r\n return;\r\n }\r\n\r\n this._enterCount = 0;\r\n\r\n this.onPointerOutObservable.notifyObservers(this, -1, target, this);\r\n\r\n if (this.pointerOutAnimation) {\r\n this.pointerOutAnimation();\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onPointerDown(target: Control3D, coordinates: Vector3, pointerId: number, buttonIndex: number): boolean {\r\n this._downCount++;\r\n this._downPointerIds[pointerId] = this._downPointerIds[pointerId] + 1 || 1;\r\n\r\n if (this._downCount !== 1) {\r\n return false;\r\n }\r\n\r\n this.onPointerDownObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n\r\n if (this.pointerDownAnimation) {\r\n this.pointerDownAnimation();\r\n }\r\n\r\n return true;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _onPointerUp(target: Control3D, coordinates: Vector3, pointerId: number, buttonIndex: number, notifyClick: boolean): void {\r\n this._downCount--;\r\n this._downPointerIds[pointerId]--;\r\n\r\n if (this._downPointerIds[pointerId] <= 0) {\r\n delete this._downPointerIds[pointerId];\r\n }\r\n\r\n if (this._downCount < 0) {\r\n // Handle if forcePointerUp was called prior to this\r\n this._downCount = 0;\r\n return;\r\n }\r\n\r\n if (this._downCount == 0) {\r\n if (notifyClick && (this._enterCount > 0 || this._enterCount === -1)) {\r\n this.onPointerClickObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n }\r\n this.onPointerUpObservable.notifyObservers(new Vector3WithInfo(coordinates, buttonIndex), -1, target, this);\r\n\r\n if (this.pointerUpAnimation) {\r\n this.pointerUpAnimation();\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public forcePointerUp(pointerId: Nullable<number> = null) {\r\n if (pointerId !== null) {\r\n this._onPointerUp(this, Vector3.Zero(), pointerId, 0, true);\r\n } else {\r\n for (const key in this._downPointerIds) {\r\n this._onPointerUp(this, Vector3.Zero(), +key as number, 0, true);\r\n }\r\n if (this._downCount > 0) {\r\n this._downCount = 1;\r\n this._onPointerUp(this, Vector3.Zero(), 0, 0, true);\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _processObservables(type: number, pickedPoint: Vector3, originMeshPosition: Nullable<Vector3>, pointerId: number, buttonIndex: number): boolean {\r\n if (this._isTouchButton3D(this) && originMeshPosition) {\r\n type = this._generatePointerEventType(type, originMeshPosition, this._downCount);\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERMOVE) {\r\n this._onPointerMove(this, pickedPoint);\r\n\r\n const previousControlOver = this._host._lastControlOver[pointerId];\r\n if (previousControlOver && previousControlOver !== this) {\r\n previousControlOver._onPointerOut(this);\r\n }\r\n\r\n if (previousControlOver !== this) {\r\n this._onPointerEnter(this);\r\n }\r\n\r\n this._host._lastControlOver[pointerId] = this;\r\n return true;\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERDOWN) {\r\n this._onPointerDown(this, pickedPoint, pointerId, buttonIndex);\r\n this._host._lastControlDown[pointerId] = this;\r\n this._host._lastPickedControl = this;\r\n return true;\r\n }\r\n\r\n if (type === PointerEventTypes.POINTERUP || type === PointerEventTypes.POINTERDOUBLETAP) {\r\n if (this._host._lastControlDown[pointerId]) {\r\n this._host._lastControlDown[pointerId]._onPointerUp(this, pickedPoint, pointerId, buttonIndex, true);\r\n }\r\n delete this._host._lastControlDown[pointerId];\r\n return true;\r\n }\r\n\r\n return false;\r\n }\r\n\r\n /** @internal */\r\n public _disposeNode(): void {\r\n if (this._node) {\r\n this._node.dispose();\r\n this._node = null;\r\n }\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n this.onPointerDownObservable.clear();\r\n this.onPointerEnterObservable.clear();\r\n this.onPointerMoveObservable.clear();\r\n this.onPointerOutObservable.clear();\r\n this.onPointerUpObservable.clear();\r\n this.onPointerClickObservable.clear();\r\n\r\n this._disposeNode();\r\n\r\n // Behaviors\r\n for (const behavior of this._behaviors) {\r\n behavior.detach();\r\n }\r\n }\r\n}\r\n"]}
@@ -42,7 +42,8 @@ export class HolographicBackplate extends Control3D {
42
42
  }
43
43
  // Mesh association
44
44
  _createNode(scene) {
45
- const collisionMesh = CreateBox((this.name ?? "HolographicBackplate") + "_CollisionMesh", {
45
+ var _a;
46
+ const collisionMesh = CreateBox(((_a = this.name) !== null && _a !== void 0 ? _a : "HolographicBackplate") + "_CollisionMesh", {
46
47
  width: 1.0,
47
48
  height: 1.0,
48
49
  depth: 1.0,
@@ -1 +1 @@
1
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\"HolographicBackplate\") + \"_CollisionMesh\",\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: 1.0,\r\n },\r\n scene\r\n );\r\n collisionMesh.isPickable = true;\r\n collisionMesh.visibility = 0;\r\n\r\n SceneLoader.ImportMeshAsync(undefined, HolographicBackplate.MODEL_BASE_URL, HolographicBackplate.MODEL_FILENAME, scene).then((result) => {\r\n const importedModel = result.meshes[1];\r\n importedModel.name = `${this.name}_frontPlate`;\r\n importedModel.isPickable = false;\r\n importedModel.parent = collisionMesh;\r\n if (this._material) {\r\n importedModel.material = this._material;\r\n }\r\n this._model = importedModel;\r\n });\r\n\r\n return collisionMesh;\r\n }\r\n\r\n private _createMaterial(mesh: Mesh) {\r\n this._material = new FluentBackplateMaterial(this.name + \" Material\", mesh.getScene());\r\n }\r\n\r\n protected _affectMaterial(mesh: Mesh) {\r\n // Back\r\n if (this._shareMaterials) {\r\n if (!this._host._touchSharedMaterials[\"fluentBackplateMaterial\"]) {\r\n this._createMaterial(mesh);\r\n this._host._touchSharedMaterials[\"fluentBackplateMaterial\"] = this._material;\r\n } else {\r\n this._material = this._host._touchSharedMaterials[\"fluentBackplateMaterial\"] as FluentBackplateMaterial;\r\n }\r\n } else {\r\n this._createMaterial(mesh);\r\n }\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 if (!this.shareMaterials) {\r\n this._material.dispose();\r\n }\r\n\r\n this._model.dispose();\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"holographicBackplate.js","sourceRoot":"","sources":["../../../../../../lts/gui/generated/3D/controls/holographicBackplate.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,SAAS,EAAE,sDAAwC;AAE5D,OAAO,EAAE,uBAAuB,EAAE,MAAM,sDAAsD,CAAC;AAC/F,OAAO,EAAE,SAAS,EAAE,MAAM,aAAa,CAAC;AACxC,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAGvD;;;GAGG;AACH,MAAM,OAAO,oBAAqB,SAAQ,SAAS;IAqC/C;;;;OAIG;IACH,YAAY,IAAa,EAAU,kBAAkB,IAAI;QACrD,KAAK,CAAC,IAAI,CAAC,CAAC;QADmB,oBAAe,GAAf,eAAe,CAAO;IAEzD,CAAC;IA/BD;;OAEG;IACH,IAAW,gBAAgB,CAAC,EAAU;QAClC,IAAI,CAAC,MAAM,CAAC,gBAAgB,GAAG,EAAE,CAAC;IACtC,CAAC;IACD,IAAW,gBAAgB;QACvB,OAAO,IAAI,CAAC,MAAM,CAAC,gBAAgB,CAAC;IACxC,CAAC;IAED;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,SAAS,CAAC;IAC1B,CAAC;IAED;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,eAAe,CAAC;IAChC,CAAC;IAWS,YAAY;QAClB,OAAO,sBAAsB,CAAC;IAClC,CAAC;IAED,mBAAmB;IACT,WAAW,CAAC,KAAY;;QAC9B,MAAM,aAAa,GAAG,SAAS,CAC3B,CAAC,MAAA,IAAI,CAAC,IAAI,mCAAI,sBAAsB,CAAC,GAAG,gBAAgB,EACxD;YACI,KAAK,EAAE,GAAG;YACV,MAAM,EAAE,GAAG;YACX,KAAK,EAAE,GAAG;SACb,EACD,KAAK,CACR,CAAC;QACF,aAAa,CAAC,UAAU,GAAG,IAAI,CAAC;QAChC,aAAa,CAAC,UAAU,GAAG,CAAC,CAAC;QAE7B,WAAW,CAAC,eAAe,CAAC,SAAS,EAAE,oBAAoB,CAAC,cAAc,EAAE,oBAAoB,CAAC,cAAc,EAAE,KAAK,CAAC,CAAC,IAAI,CAAC,CAAC,MAAM,EAAE,EAAE;YACpI,MAAM,aAAa,GAAG,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC;YACvC,aAAa,CAAC,IAAI,GAAG,GAAG,IAAI,CAAC,IAAI,aAAa,CAAC;YAC/C,aAAa,CAAC,UAAU,GAAG,KAAK,CAAC;YACjC,aAAa,CAAC,MAAM,GAAG,aAAa,CAAC;YACrC,IAAI,IAAI,CAAC,SAAS,EAAE;gBAChB,aAAa,CAAC,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC;aAC3C;YACD,IAAI,CAAC,MAAM,GAAG,aAAa,CAAC;QAChC,CAAC,CAAC,CAAC;QAEH,OAAO,aAAa,CAAC;IACzB,CAAC;IAEO,eAAe,CAAC,IAAU;QAC9B,IAAI,CAAC,SAAS,GAAG,IAAI,uBAAuB,CAAC,IAAI,CAAC,IAAI,GAAG,WAAW,EAAE,IAAI,CAAC,QAAQ,EAAE,CAAC,CAAC;IAC3F,CAAC;IAES,eAAe,CAAC,IAAU;QAChC,OAAO;QACP,IAAI,IAAI,CAAC,eAAe,EAAE;YACtB,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,qBAAqB,CAAC,yBAAyB,CAAC,EAAE;gBAC9D,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;gBAC3B,IAAI,CAAC,KAAK,CAAC,qBAAqB,CAAC,yBAAyB,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC;aAChF;iBAAM;gBACH,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC,qBAAqB,CAAC,yBAAyB,CAA4B,CAAC;aAC3G;SACJ;aAAM;YACH,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;SAC9B;IACL,CAAC;IAED;;OAEG;IACI,OAAO;QACV,KAAK,CAAC,OAAO,EAAE,CAAC,CAAC,wCAAwC;QAEzD,IAAI,CAAC,IAAI,CAAC,cAAc,EAAE;YACtB,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;SAC5B;QAED,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC;IAC1B,CAAC;;AA1GD;;GAEG;AACW,mCAAc,GAAW,2CAA2C,CAAC;AACnF;;GAEG;AACW,mCAAc,GAAW,2BAA2B,CAAC","sourcesContent":["import type { TransformNode } from \"core/Meshes/transformNode\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { CreateBox } from \"core/Meshes/Builders/boxBuilder\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { FluentBackplateMaterial } from \"../materials/fluentBackplate/fluentBackplateMaterial\";\r\nimport { Control3D } from \"./control3D\";\r\nimport { SceneLoader } from \"core/Loading/sceneLoader\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\n\r\n/**\r\n * Class used to create a holographic backplate in 3D\r\n * @since 5.0.0\r\n */\r\nexport class HolographicBackplate extends Control3D {\r\n /**\r\n * Base Url for the button model.\r\n */\r\n public static MODEL_BASE_URL: string = \"https://assets.babylonjs.com/meshes/MRTK/\";\r\n /**\r\n * File name for the button model.\r\n */\r\n public static MODEL_FILENAME: string = \"mrtk-fluent-backplate.glb\";\r\n\r\n private _model: AbstractMesh;\r\n private _material: FluentBackplateMaterial;\r\n\r\n /**\r\n * Rendering ground id of the backplate mesh.\r\n */\r\n public set renderingGroupId(id: number) {\r\n this._model.renderingGroupId = id;\r\n }\r\n public get renderingGroupId(): number {\r\n return this._model.renderingGroupId;\r\n }\r\n\r\n /**\r\n * Gets the material used by the backplate\r\n */\r\n public get material(): FluentBackplateMaterial {\r\n return this._material;\r\n }\r\n\r\n /**\r\n * Gets a boolean indicating if this backplate shares its material with other HolographicBackplates\r\n */\r\n public get shareMaterials(): boolean {\r\n return this._shareMaterials;\r\n }\r\n\r\n /**\r\n * Creates a new holographic backplate\r\n * @param name defines the control name\r\n * @param _shareMaterials\r\n */\r\n constructor(name?: string, private _shareMaterials = true) {\r\n super(name);\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"HolographicBackplate\";\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n const collisionMesh = CreateBox(\r\n (this.name ?? \"HolographicBackplate\") + \"_CollisionMesh\",\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: 1.0,\r\n },\r\n scene\r\n );\r\n collisionMesh.isPickable = true;\r\n collisionMesh.visibility = 0;\r\n\r\n SceneLoader.ImportMeshAsync(undefined, HolographicBackplate.MODEL_BASE_URL, HolographicBackplate.MODEL_FILENAME, scene).then((result) => {\r\n const importedModel = result.meshes[1];\r\n importedModel.name = `${this.name}_frontPlate`;\r\n importedModel.isPickable = false;\r\n importedModel.parent = collisionMesh;\r\n if (this._material) {\r\n importedModel.material = this._material;\r\n }\r\n this._model = importedModel;\r\n });\r\n\r\n return collisionMesh;\r\n }\r\n\r\n private _createMaterial(mesh: Mesh) {\r\n this._material = new FluentBackplateMaterial(this.name + \" Material\", mesh.getScene());\r\n }\r\n\r\n protected _affectMaterial(mesh: Mesh) {\r\n // Back\r\n if (this._shareMaterials) {\r\n if (!this._host._touchSharedMaterials[\"fluentBackplateMaterial\"]) {\r\n this._createMaterial(mesh);\r\n this._host._touchSharedMaterials[\"fluentBackplateMaterial\"] = this._material;\r\n } else {\r\n this._material = this._host._touchSharedMaterials[\"fluentBackplateMaterial\"] as FluentBackplateMaterial;\r\n }\r\n } else {\r\n this._createMaterial(mesh);\r\n }\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 if (!this.shareMaterials) {\r\n this._material.dispose();\r\n }\r\n\r\n this._model.dispose();\r\n }\r\n}\r\n"]}
@@ -181,7 +181,8 @@ export class HolographicSlate extends ContentDisplay3D {
181
181
  }
182
182
  }
183
183
  _applyContentViewport() {
184
- if (this._contentPlate?.material && this._contentPlate.material.albedoTexture) {
184
+ var _a;
185
+ if (((_a = this._contentPlate) === null || _a === void 0 ? void 0 : _a.material) && this._contentPlate.material.albedoTexture) {
185
186
  const tex = this._contentPlate.material.albedoTexture;
186
187
  tex.uScale = this._contentScaleRatio;
187
188
  tex.vScale = (this._contentScaleRatio / this._contentViewport.width) * this._contentViewport.height;
@@ -1 +1 @@
1
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{ ContentDisplay3D } from \"./contentDisplay3D\";\r\nimport type { Control3D } from \"./control3D\";\r\nimport { TouchHolographicButton } from \"./touchHolographicButton\";\r\nimport { AdvancedDynamicTexture } from \"../../2D/advancedDynamicTexture\";\r\nimport { Control } from \"../../2D/controls/control\";\r\nimport { TextBlock, TextWrapping } from \"../../2D/controls/textBlock\";\r\nimport { DefaultBehavior } from \"../behaviors/defaultBehavior\";\r\nimport { SlateGizmo } from \"../gizmos/slateGizmo\";\r\nimport { FluentMaterial } from \"../materials/fluent/fluentMaterial\";\r\nimport { FluentBackplateMaterial } from \"../materials/fluentBackplate/fluentBackplateMaterial\";\r\nimport { PointerDragBehavior } from \"core/Behaviors/Meshes/pointerDragBehavior\";\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Vector4 } from \"core/Maths/math\";\r\nimport { Epsilon } from \"core/Maths/math.constants\";\r\nimport { Scalar } from \"core/Maths/math.scalar\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Quaternion, Vector2, Vector3 } from \"core/Maths/math.vector\";\r\nimport { Viewport } from \"core/Maths/math.viewport\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { CreateBox } from \"core/Meshes/Builders/boxBuilder\";\r\nimport { CreatePlane } from \"core/Meshes/Builders/planeBuilder\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { VertexData } from \"core/Meshes/mesh.vertexData\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\n/**\r\n * Class used to create a holographic slate\r\n * @since 5.0.0\r\n */\r\nexport class HolographicSlate extends ContentDisplay3D {\r\n /**\r\n * Base Url for the assets.\r\n */\r\n public static ASSETS_BASE_URL: string = \"https://assets.babylonjs.com/meshes/MRTK/\";\r\n /**\r\n * File name for the close icon.\r\n */\r\n public static CLOSE_ICON_FILENAME: string = \"IconClose.png\";\r\n /**\r\n * File name for the close icon.\r\n */\r\n public static FOLLOW_ICON_FILENAME: string = \"IconFollowMe.png\";\r\n\r\n private static _DEFAULT_TEXT_RESOLUTION_Y = 102.4;\r\n\r\n /**\r\n * Margin between title bar and contentplate\r\n */\r\n public titleBarMargin = 0.005;\r\n\r\n /**\r\n * Origin in local coordinates (top left corner)\r\n */\r\n public origin = new Vector3(0, 0, 0);\r\n\r\n private _dimensions = new Vector2(21.875, 12.5);\r\n private _titleBarHeight = 0.625;\r\n\r\n private _titleBarMaterial: FluentBackplateMaterial;\r\n private _backMaterial: FluentBackplateMaterial;\r\n private _contentMaterial: FluentMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\r\n private _positionChangedObserver: Nullable<Observer<{ position: Vector3 }>>;\r\n\r\n private _titleText = \"\";\r\n private _titleTextComponent: TextBlock;\r\n\r\n private _contentViewport: Viewport;\r\n private _contentDragBehavior: PointerDragBehavior;\r\n\r\n private _defaultBehavior: DefaultBehavior;\r\n /**\r\n * Regroups all mesh behaviors for the slate\r\n */\r\n public get defaultBehavior(): DefaultBehavior {\r\n return this._defaultBehavior;\r\n }\r\n\r\n /** @internal */\r\n public _gizmo: SlateGizmo;\r\n\r\n protected _titleBar: Mesh;\r\n protected _titleBarTitle: Mesh;\r\n protected _contentPlate: Mesh;\r\n protected _backPlate: Mesh;\r\n /** @internal */\r\n public _followButton: TouchHolographicButton;\r\n protected _closeButton: TouchHolographicButton;\r\n protected _contentScaleRatio = 1;\r\n\r\n /**\r\n * 2D dimensions of the slate\r\n */\r\n public get dimensions() {\r\n return this._dimensions;\r\n }\r\n public set dimensions(value) {\r\n //clamp, respecting ratios\r\n let scale = 1.0;\r\n if (value.x < this.minDimensions.x || value.y < this.minDimensions.y) {\r\n const newRatio = value.x / value.y;\r\n const minRatio = this.minDimensions.x / this.minDimensions.y;\r\n if (minRatio > newRatio) {\r\n // We just need to make sure the x-val is greater than the min\r\n scale = this.minDimensions.x / value.x;\r\n } else {\r\n // We just need to make sure the y-val is greater than the min\r\n scale = this.minDimensions.y / value.y;\r\n }\r\n }\r\n\r\n this._dimensions.copyFrom(value).scaleInPlace(scale);\r\n this._updatePivot();\r\n this._positionElements();\r\n }\r\n\r\n /**\r\n * Minimum dimensions of the slate\r\n */\r\n public minDimensions = new Vector2(15.625, 6.25);\r\n\r\n /**\r\n * Default dimensions of the slate\r\n */\r\n public readonly defaultDimensions = this._dimensions.clone();\r\n\r\n /**\r\n * Height of the title bar component\r\n */\r\n public get titleBarHeight() {\r\n return this._titleBarHeight;\r\n }\r\n public set titleBarHeight(value) {\r\n this._titleBarHeight = value;\r\n }\r\n\r\n /**\r\n * Rendering ground id of all the meshes\r\n */\r\n public set renderingGroupId(id: number) {\r\n this._titleBar.renderingGroupId = id;\r\n this._titleBarTitle.renderingGroupId = id;\r\n this._contentPlate.renderingGroupId = id;\r\n this._backPlate.renderingGroupId = id;\r\n }\r\n public get renderingGroupId(): number {\r\n return this._titleBar.renderingGroupId;\r\n }\r\n\r\n /**\r\n * The title text displayed at the top of the slate\r\n */\r\n public set title(title: string) {\r\n this._titleText = title;\r\n if (this._titleTextComponent) {\r\n this._titleTextComponent.text = title;\r\n }\r\n }\r\n public get title() {\r\n return this._titleText;\r\n }\r\n\r\n /**\r\n * Creates a new slate\r\n * @param name defines the control name\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n\r\n this._followButton = new TouchHolographicButton(\"followButton\" + this.name);\r\n this._followButton.isToggleButton = true;\r\n this._closeButton = new TouchHolographicButton(\"closeButton\" + this.name);\r\n\r\n this._contentViewport = new Viewport(0, 0, 1, 1);\r\n this._contentDragBehavior = new PointerDragBehavior({\r\n dragPlaneNormal: new Vector3(0, 0, -1),\r\n });\r\n }\r\n\r\n /**\r\n * Apply the facade texture (created from the content property).\r\n * This function can be overloaded by child classes\r\n * @param facadeTexture defines the AdvancedDynamicTexture to use\r\n */\r\n protected _applyFacade(facadeTexture: AdvancedDynamicTexture) {\r\n this._contentMaterial.albedoTexture = facadeTexture;\r\n this._resetContentPositionAndZoom();\r\n this._applyContentViewport();\r\n\r\n facadeTexture.attachToMesh(this._contentPlate, true);\r\n }\r\n\r\n private _addControl(control: Control3D): void {\r\n control._host = this._host;\r\n if (this._host.utilityLayer) {\r\n control._prepareNode(this._host.utilityLayer.utilityLayerScene);\r\n }\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"HolographicSlate\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _positionElements() {\r\n const followButton = this._followButton;\r\n const closeButton = this._closeButton;\r\n const titleBar = this._titleBar;\r\n const titleBarTitle = this._titleBarTitle;\r\n const contentPlate = this._contentPlate;\r\n const backPlate = this._backPlate;\r\n\r\n if (followButton && closeButton && titleBar) {\r\n closeButton.scaling.setAll(this.titleBarHeight);\r\n followButton.scaling.setAll(this.titleBarHeight);\r\n closeButton.position.copyFromFloats(this.dimensions.x - this.titleBarHeight / 2, -this.titleBarHeight / 2, 0).addInPlace(this.origin);\r\n followButton.position.copyFromFloats(this.dimensions.x - (3 * this.titleBarHeight) / 2, -this.titleBarHeight / 2, 0).addInPlace(this.origin);\r\n\r\n const contentPlateHeight = this.dimensions.y - this.titleBarHeight - this.titleBarMargin;\r\n const rightHandScene = contentPlate.getScene().useRightHandedSystem;\r\n\r\n titleBar.scaling.set(this.dimensions.x, this.titleBarHeight, Epsilon);\r\n titleBarTitle.scaling.set(this.dimensions.x - 2 * this.titleBarHeight, this.titleBarHeight, Epsilon);\r\n contentPlate.scaling.copyFromFloats(this.dimensions.x, contentPlateHeight, Epsilon);\r\n backPlate.scaling.copyFromFloats(this.dimensions.x, contentPlateHeight, Epsilon);\r\n\r\n titleBar.position.copyFromFloats(this.dimensions.x / 2, -(this.titleBarHeight / 2), 0).addInPlace(this.origin);\r\n titleBarTitle.position\r\n .copyFromFloats(this.dimensions.x / 2 - this.titleBarHeight, -(this.titleBarHeight / 2), rightHandScene ? Epsilon : -Epsilon)\r\n .addInPlace(this.origin);\r\n contentPlate.position.copyFromFloats(this.dimensions.x / 2, -(this.titleBarHeight + this.titleBarMargin + contentPlateHeight / 2), 0).addInPlace(this.origin);\r\n backPlate.position\r\n .copyFromFloats(this.dimensions.x / 2, -(this.titleBarHeight + this.titleBarMargin + contentPlateHeight / 2), rightHandScene ? -Epsilon : Epsilon)\r\n .addInPlace(this.origin);\r\n\r\n // Update the title's AdvancedDynamicTexture scale to avoid visual stretching\r\n this._titleTextComponent.host.scaleTo(\r\n (HolographicSlate._DEFAULT_TEXT_RESOLUTION_Y * titleBarTitle.scaling.x) / titleBarTitle.scaling.y,\r\n HolographicSlate._DEFAULT_TEXT_RESOLUTION_Y\r\n );\r\n\r\n const aspectRatio = this.dimensions.x / contentPlateHeight;\r\n this._contentViewport.width = this._contentScaleRatio;\r\n this._contentViewport.height = this._contentScaleRatio / aspectRatio;\r\n\r\n this._applyContentViewport();\r\n if (this._gizmo) {\r\n this._gizmo.updateBoundingBox();\r\n }\r\n }\r\n }\r\n\r\n private _applyContentViewport() {\r\n if (this._contentPlate?.material && (this._contentPlate.material as FluentMaterial).albedoTexture) {\r\n const tex = (this._contentPlate.material as FluentMaterial).albedoTexture as Texture;\r\n tex.uScale = this._contentScaleRatio;\r\n tex.vScale = (this._contentScaleRatio / this._contentViewport.width) * this._contentViewport.height;\r\n tex.uOffset = this._contentViewport.x;\r\n tex.vOffset = this._contentViewport.y;\r\n }\r\n }\r\n\r\n private _resetContentPositionAndZoom() {\r\n this._contentViewport.x = 0;\r\n this._contentViewport.y = 1 - this._contentViewport.height / this._contentViewport.width;\r\n this._contentScaleRatio = 1;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _updatePivot() {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n\r\n // Update pivot point so it is at the center of geometry\r\n // As origin is topleft corner in 2D, dimensions are calculated towards bottom right corner, thus y axis is downwards\r\n const center = new Vector3(this.dimensions.x * 0.5, -this.dimensions.y * 0.5, Epsilon);\r\n center.addInPlace(this.origin);\r\n center.z = 0;\r\n\r\n const origin = new Vector3(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(origin, this.mesh.computeWorldMatrix(true), origin);\r\n this.mesh.setPivotPoint(center);\r\n const origin2 = new Vector3(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(origin2, this.mesh.computeWorldMatrix(true), origin2);\r\n this.mesh.position.addInPlace(origin).subtractInPlace(origin2);\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n const node = new Mesh(\"slate_\" + this.name, scene);\r\n\r\n this._titleBar = CreateBox(\"titleBar_\" + this.name, { size: 1 }, scene);\r\n this._titleBarTitle = CreatePlane(\"titleText_\" + this.name, { size: 1 }, scene);\r\n this._titleBarTitle.parent = node;\r\n this._titleBarTitle.isPickable = false;\r\n\r\n const adt = AdvancedDynamicTexture.CreateForMesh(this._titleBarTitle);\r\n this._titleTextComponent = new TextBlock(\"titleText_\" + this.name, this._titleText);\r\n this._titleTextComponent.textWrapping = TextWrapping.Ellipsis;\r\n this._titleTextComponent.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n this._titleTextComponent.color = \"white\";\r\n this._titleTextComponent.fontSize = HolographicSlate._DEFAULT_TEXT_RESOLUTION_Y / 2;\r\n this._titleTextComponent.paddingLeft = HolographicSlate._DEFAULT_TEXT_RESOLUTION_Y / 4;\r\n adt.addControl(this._titleTextComponent);\r\n\r\n if (scene.useRightHandedSystem) {\r\n const faceUV = new Vector4(0, 0, 1, 1);\r\n this._contentPlate = CreatePlane(\"contentPlate_\" + this.name, { size: 1, sideOrientation: VertexData.BACKSIDE, frontUVs: faceUV }, scene);\r\n this._backPlate = CreatePlane(\"backPlate_\" + this.name, { size: 1, sideOrientation: VertexData.FRONTSIDE }, scene);\r\n } else {\r\n const faceUV = new Vector4(0, 0, 1, 1);\r\n this._contentPlate = CreatePlane(\"contentPlate_\" + this.name, { size: 1, sideOrientation: VertexData.FRONTSIDE, frontUVs: faceUV }, scene);\r\n this._backPlate = CreatePlane(\"backPlate_\" + this.name, { size: 1, sideOrientation: VertexData.BACKSIDE }, scene);\r\n }\r\n\r\n this._titleBar.parent = node;\r\n this._titleBar.isNearGrabbable = true;\r\n this._contentPlate.parent = node;\r\n this._backPlate.parent = node;\r\n this._attachContentPlateBehavior();\r\n\r\n this._addControl(this._followButton);\r\n this._addControl(this._closeButton);\r\n\r\n const followButton = this._followButton;\r\n const closeButton = this._closeButton;\r\n\r\n followButton.node!.parent = node;\r\n closeButton.node!.parent = node;\r\n\r\n this._positionElements();\r\n\r\n this._followButton.imageUrl = HolographicSlate.ASSETS_BASE_URL + HolographicSlate.FOLLOW_ICON_FILENAME;\r\n this._closeButton.imageUrl = HolographicSlate.ASSETS_BASE_URL + HolographicSlate.CLOSE_ICON_FILENAME;\r\n\r\n this._followButton.isBackplateVisible = false;\r\n this._closeButton.isBackplateVisible = false;\r\n\r\n this._followButton.onToggleObservable.add((isToggled) => {\r\n this._defaultBehavior.followBehaviorEnabled = isToggled;\r\n if (this._defaultBehavior.followBehaviorEnabled) {\r\n this._defaultBehavior.followBehavior.recenter();\r\n }\r\n });\r\n\r\n this._closeButton.onPointerClickObservable.add(() => {\r\n this.dispose();\r\n });\r\n\r\n node.rotationQuaternion = Quaternion.Identity();\r\n node.isVisible = false;\r\n\r\n return node;\r\n }\r\n\r\n private _attachContentPlateBehavior() {\r\n this._contentDragBehavior.attach(this._contentPlate);\r\n this._contentDragBehavior.moveAttached = false;\r\n this._contentDragBehavior.useObjectOrientationForDragging = true;\r\n this._contentDragBehavior.updateDragPlane = false;\r\n\r\n const origin = new Vector3();\r\n const worldDimensions = new Vector3();\r\n const upWorld = new Vector3();\r\n const rightWorld = new Vector3();\r\n const projectedOffset = new Vector2();\r\n let startViewport: Viewport;\r\n let worldMatrix: Matrix;\r\n\r\n this._contentDragBehavior.onDragStartObservable.add((event) => {\r\n if (!this.node) {\r\n return;\r\n }\r\n startViewport = this._contentViewport.clone();\r\n worldMatrix = this.node.computeWorldMatrix(true);\r\n\r\n origin.copyFrom(event.dragPlanePoint);\r\n worldDimensions.set(this.dimensions.x, this.dimensions.y, Epsilon);\r\n worldDimensions.y -= this.titleBarHeight + this.titleBarMargin;\r\n Vector3.TransformNormalToRef(worldDimensions, worldMatrix, worldDimensions);\r\n upWorld.copyFromFloats(0, 1, 0);\r\n Vector3.TransformNormalToRef(upWorld, worldMatrix, upWorld);\r\n rightWorld.copyFromFloats(1, 0, 0);\r\n Vector3.TransformNormalToRef(rightWorld, worldMatrix, rightWorld);\r\n upWorld.normalize();\r\n upWorld.scaleInPlace(1 / Vector3.Dot(upWorld, worldDimensions));\r\n rightWorld.normalize();\r\n rightWorld.scaleInPlace(1 / Vector3.Dot(rightWorld, worldDimensions));\r\n });\r\n\r\n const offset = new Vector3();\r\n this._contentDragBehavior.onDragObservable.add((event) => {\r\n offset.copyFrom(event.dragPlanePoint);\r\n offset.subtractInPlace(origin);\r\n projectedOffset.copyFromFloats(Vector3.Dot(offset, rightWorld), Vector3.Dot(offset, upWorld));\r\n\r\n // By default, content takes full width available and height is cropped to keep aspect ratio\r\n this._contentViewport.x = Scalar.Clamp(startViewport.x - offset.x, 0, 1 - this._contentViewport.width * this._contentScaleRatio);\r\n this._contentViewport.y = Scalar.Clamp(startViewport.y - offset.y, 0, 1 - this._contentViewport.height * this._contentScaleRatio);\r\n this._applyContentViewport();\r\n });\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n // TODO share materials\r\n this._titleBarMaterial = new FluentBackplateMaterial(`${this.name} plateMaterial`, mesh.getScene());\r\n\r\n this._contentMaterial = new FluentMaterial(`${this.name} contentMaterial`, mesh.getScene());\r\n this._contentMaterial.renderBorders = true;\r\n\r\n this._backMaterial = new FluentBackplateMaterial(`${this.name} backPlate`, mesh.getScene());\r\n this._backMaterial.lineWidth = Epsilon;\r\n this._backMaterial.radius = 0.005;\r\n this._backMaterial.backFaceCulling = true;\r\n\r\n this._titleBar.material = this._titleBarMaterial;\r\n this._contentPlate.material = this._contentMaterial;\r\n this._backPlate.material = this._backMaterial;\r\n\r\n this._resetContent();\r\n this._applyContentViewport();\r\n }\r\n\r\n /**\r\n * @internal*\r\n */\r\n public _prepareNode(scene: Scene): void {\r\n super._prepareNode(scene);\r\n this._gizmo = new SlateGizmo(this._host.utilityLayer!);\r\n this._gizmo.attachedSlate = this;\r\n this._defaultBehavior = new DefaultBehavior();\r\n this._defaultBehavior.attach(this.node as Mesh, [this._titleBar]);\r\n this._defaultBehavior.sixDofDragBehavior.onDragStartObservable.add(() => {\r\n this._followButton.isToggled = false;\r\n });\r\n\r\n this._positionChangedObserver = this._defaultBehavior.sixDofDragBehavior.onPositionChangedObservable.add(() => {\r\n this._gizmo.updateBoundingBox();\r\n });\r\n\r\n this._updatePivot();\r\n this.resetDefaultAspectAndPose(false);\r\n }\r\n\r\n /**\r\n * Resets the aspect and pose of the slate so it is right in front of the active camera, facing towards it.\r\n * @param resetAspect Should the slate's dimensions/aspect ratio be reset as well\r\n */\r\n public resetDefaultAspectAndPose(resetAspect: boolean = true) {\r\n if (!this._host || !this._host.utilityLayer || !this.node) {\r\n return;\r\n }\r\n const scene = this._host.utilityLayer.utilityLayerScene;\r\n const camera = scene.activeCamera;\r\n if (camera) {\r\n const worldMatrix = camera.getWorldMatrix();\r\n const backward = Vector3.TransformNormal(Vector3.Backward(scene.useRightHandedSystem), worldMatrix);\r\n this.origin.setAll(0);\r\n this._gizmo.updateBoundingBox();\r\n const pivot = this.node.getAbsolutePivotPoint();\r\n this.node.position.copyFrom(camera.position).subtractInPlace(backward).subtractInPlace(pivot);\r\n this.node.rotationQuaternion = Quaternion.FromLookDirectionLH(backward, new Vector3(0, 1, 0));\r\n\r\n if (resetAspect) {\r\n this.dimensions = this.defaultDimensions;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose();\r\n this._titleBarMaterial.dispose();\r\n this._contentMaterial.dispose();\r\n\r\n this._titleBar.dispose();\r\n this._titleBarTitle.dispose();\r\n this._contentPlate.dispose();\r\n this._backPlate.dispose();\r\n\r\n this._followButton.dispose();\r\n this._closeButton.dispose();\r\n\r\n this._host.onPickedPointChangedObservable.remove(this._pickedPointObserver);\r\n this._defaultBehavior.sixDofDragBehavior.onPositionChangedObservable.remove(this._positionChangedObserver);\r\n\r\n this._defaultBehavior.detach();\r\n this._gizmo.dispose();\r\n this._contentDragBehavior.detach();\r\n }\r\n}\r\n"]}
1
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{ ContentDisplay3D } from \"./contentDisplay3D\";\r\nimport type { Control3D } from \"./control3D\";\r\nimport { TouchHolographicButton } from \"./touchHolographicButton\";\r\nimport { AdvancedDynamicTexture } from \"../../2D/advancedDynamicTexture\";\r\nimport { Control } from \"../../2D/controls/control\";\r\nimport { TextBlock, TextWrapping } from \"../../2D/controls/textBlock\";\r\nimport { DefaultBehavior } from \"../behaviors/defaultBehavior\";\r\nimport { SlateGizmo } from \"../gizmos/slateGizmo\";\r\nimport { FluentMaterial } from \"../materials/fluent/fluentMaterial\";\r\nimport { FluentBackplateMaterial } from \"../materials/fluentBackplate/fluentBackplateMaterial\";\r\nimport { PointerDragBehavior } from \"core/Behaviors/Meshes/pointerDragBehavior\";\r\nimport type { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Vector4 } from \"core/Maths/math\";\r\nimport { Epsilon } from \"core/Maths/math.constants\";\r\nimport { Scalar } from \"core/Maths/math.scalar\";\r\nimport type { Matrix } from \"core/Maths/math.vector\";\r\nimport { Quaternion, Vector2, Vector3 } from \"core/Maths/math.vector\";\r\nimport { Viewport } from \"core/Maths/math.viewport\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { CreateBox } from \"core/Meshes/Builders/boxBuilder\";\r\nimport { CreatePlane } from \"core/Meshes/Builders/planeBuilder\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { VertexData } from \"core/Meshes/mesh.vertexData\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport type { Scene } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\n\r\n/**\r\n * Class used to create a holographic slate\r\n * @since 5.0.0\r\n */\r\nexport class HolographicSlate extends ContentDisplay3D {\r\n /**\r\n * Base Url for the assets.\r\n */\r\n public static ASSETS_BASE_URL: string = \"https://assets.babylonjs.com/meshes/MRTK/\";\r\n /**\r\n * File name for the close icon.\r\n */\r\n public static CLOSE_ICON_FILENAME: string = \"IconClose.png\";\r\n /**\r\n * File name for the close icon.\r\n */\r\n public static FOLLOW_ICON_FILENAME: string = \"IconFollowMe.png\";\r\n\r\n private static _DEFAULT_TEXT_RESOLUTION_Y = 102.4;\r\n\r\n /**\r\n * Margin between title bar and contentplate\r\n */\r\n public titleBarMargin = 0.005;\r\n\r\n /**\r\n * Origin in local coordinates (top left corner)\r\n */\r\n public origin = new Vector3(0, 0, 0);\r\n\r\n private _dimensions = new Vector2(21.875, 12.5);\r\n private _titleBarHeight = 0.625;\r\n\r\n private _titleBarMaterial: FluentBackplateMaterial;\r\n private _backMaterial: FluentBackplateMaterial;\r\n private _contentMaterial: FluentMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\r\n private _positionChangedObserver: Nullable<Observer<{ position: Vector3 }>>;\r\n\r\n private _titleText = \"\";\r\n private _titleTextComponent: TextBlock;\r\n\r\n private _contentViewport: Viewport;\r\n private _contentDragBehavior: PointerDragBehavior;\r\n\r\n private _defaultBehavior: DefaultBehavior;\r\n /**\r\n * Regroups all mesh behaviors for the slate\r\n */\r\n public get defaultBehavior(): DefaultBehavior {\r\n return this._defaultBehavior;\r\n }\r\n\r\n /** @internal */\r\n public _gizmo: SlateGizmo;\r\n\r\n protected _titleBar: Mesh;\r\n protected _titleBarTitle: Mesh;\r\n protected _contentPlate: Mesh;\r\n protected _backPlate: Mesh;\r\n /** @internal */\r\n public _followButton: TouchHolographicButton;\r\n protected _closeButton: TouchHolographicButton;\r\n protected _contentScaleRatio = 1;\r\n\r\n /**\r\n * 2D dimensions of the slate\r\n */\r\n public get dimensions() {\r\n return this._dimensions;\r\n }\r\n public set dimensions(value) {\r\n //clamp, respecting ratios\r\n let scale = 1.0;\r\n if (value.x < this.minDimensions.x || value.y < this.minDimensions.y) {\r\n const newRatio = value.x / value.y;\r\n const minRatio = this.minDimensions.x / this.minDimensions.y;\r\n if (minRatio > newRatio) {\r\n // We just need to make sure the x-val is greater than the min\r\n scale = this.minDimensions.x / value.x;\r\n } else {\r\n // We just need to make sure the y-val is greater than the min\r\n scale = this.minDimensions.y / value.y;\r\n }\r\n }\r\n\r\n this._dimensions.copyFrom(value).scaleInPlace(scale);\r\n this._updatePivot();\r\n this._positionElements();\r\n }\r\n\r\n /**\r\n * Minimum dimensions of the slate\r\n */\r\n public minDimensions = new Vector2(15.625, 6.25);\r\n\r\n /**\r\n * Default dimensions of the slate\r\n */\r\n public readonly defaultDimensions = this._dimensions.clone();\r\n\r\n /**\r\n * Height of the title bar component\r\n */\r\n public get titleBarHeight() {\r\n return this._titleBarHeight;\r\n }\r\n public set titleBarHeight(value) {\r\n this._titleBarHeight = value;\r\n }\r\n\r\n /**\r\n * Rendering ground id of all the meshes\r\n */\r\n public set renderingGroupId(id: number) {\r\n this._titleBar.renderingGroupId = id;\r\n this._titleBarTitle.renderingGroupId = id;\r\n this._contentPlate.renderingGroupId = id;\r\n this._backPlate.renderingGroupId = id;\r\n }\r\n public get renderingGroupId(): number {\r\n return this._titleBar.renderingGroupId;\r\n }\r\n\r\n /**\r\n * The title text displayed at the top of the slate\r\n */\r\n public set title(title: string) {\r\n this._titleText = title;\r\n if (this._titleTextComponent) {\r\n this._titleTextComponent.text = title;\r\n }\r\n }\r\n public get title() {\r\n return this._titleText;\r\n }\r\n\r\n /**\r\n * Creates a new slate\r\n * @param name defines the control name\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n\r\n this._followButton = new TouchHolographicButton(\"followButton\" + this.name);\r\n this._followButton.isToggleButton = true;\r\n this._closeButton = new TouchHolographicButton(\"closeButton\" + this.name);\r\n\r\n this._contentViewport = new Viewport(0, 0, 1, 1);\r\n this._contentDragBehavior = new PointerDragBehavior({\r\n dragPlaneNormal: new Vector3(0, 0, -1),\r\n });\r\n }\r\n\r\n /**\r\n * Apply the facade texture (created from the content property).\r\n * This function can be overloaded by child classes\r\n * @param facadeTexture defines the AdvancedDynamicTexture to use\r\n */\r\n protected _applyFacade(facadeTexture: AdvancedDynamicTexture) {\r\n this._contentMaterial.albedoTexture = facadeTexture;\r\n this._resetContentPositionAndZoom();\r\n this._applyContentViewport();\r\n\r\n facadeTexture.attachToMesh(this._contentPlate, true);\r\n }\r\n\r\n private _addControl(control: Control3D): void {\r\n control._host = this._host;\r\n if (this._host.utilityLayer) {\r\n control._prepareNode(this._host.utilityLayer.utilityLayerScene);\r\n }\r\n }\r\n\r\n protected _getTypeName(): string {\r\n return \"HolographicSlate\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _positionElements() {\r\n const followButton = this._followButton;\r\n const closeButton = this._closeButton;\r\n const titleBar = this._titleBar;\r\n const titleBarTitle = this._titleBarTitle;\r\n const contentPlate = this._contentPlate;\r\n const backPlate = this._backPlate;\r\n\r\n if (followButton && closeButton && titleBar) {\r\n closeButton.scaling.setAll(this.titleBarHeight);\r\n followButton.scaling.setAll(this.titleBarHeight);\r\n closeButton.position.copyFromFloats(this.dimensions.x - this.titleBarHeight / 2, -this.titleBarHeight / 2, 0).addInPlace(this.origin);\r\n followButton.position.copyFromFloats(this.dimensions.x - (3 * this.titleBarHeight) / 2, -this.titleBarHeight / 2, 0).addInPlace(this.origin);\r\n\r\n const contentPlateHeight = this.dimensions.y - this.titleBarHeight - this.titleBarMargin;\r\n const rightHandScene = contentPlate.getScene().useRightHandedSystem;\r\n\r\n titleBar.scaling.set(this.dimensions.x, this.titleBarHeight, Epsilon);\r\n titleBarTitle.scaling.set(this.dimensions.x - 2 * this.titleBarHeight, this.titleBarHeight, Epsilon);\r\n contentPlate.scaling.copyFromFloats(this.dimensions.x, contentPlateHeight, Epsilon);\r\n backPlate.scaling.copyFromFloats(this.dimensions.x, contentPlateHeight, Epsilon);\r\n\r\n titleBar.position.copyFromFloats(this.dimensions.x / 2, -(this.titleBarHeight / 2), 0).addInPlace(this.origin);\r\n titleBarTitle.position\r\n .copyFromFloats(this.dimensions.x / 2 - this.titleBarHeight, -(this.titleBarHeight / 2), rightHandScene ? Epsilon : -Epsilon)\r\n .addInPlace(this.origin);\r\n contentPlate.position.copyFromFloats(this.dimensions.x / 2, -(this.titleBarHeight + this.titleBarMargin + contentPlateHeight / 2), 0).addInPlace(this.origin);\r\n backPlate.position\r\n .copyFromFloats(this.dimensions.x / 2, -(this.titleBarHeight + this.titleBarMargin + contentPlateHeight / 2), rightHandScene ? -Epsilon : Epsilon)\r\n .addInPlace(this.origin);\r\n\r\n // Update the title's AdvancedDynamicTexture scale to avoid visual stretching\r\n this._titleTextComponent.host.scaleTo(\r\n (HolographicSlate._DEFAULT_TEXT_RESOLUTION_Y * titleBarTitle.scaling.x) / titleBarTitle.scaling.y,\r\n HolographicSlate._DEFAULT_TEXT_RESOLUTION_Y\r\n );\r\n\r\n const aspectRatio = this.dimensions.x / contentPlateHeight;\r\n this._contentViewport.width = this._contentScaleRatio;\r\n this._contentViewport.height = this._contentScaleRatio / aspectRatio;\r\n\r\n this._applyContentViewport();\r\n if (this._gizmo) {\r\n this._gizmo.updateBoundingBox();\r\n }\r\n }\r\n }\r\n\r\n private _applyContentViewport() {\r\n if (this._contentPlate?.material && (this._contentPlate.material as FluentMaterial).albedoTexture) {\r\n const tex = (this._contentPlate.material as FluentMaterial).albedoTexture as Texture;\r\n tex.uScale = this._contentScaleRatio;\r\n tex.vScale = (this._contentScaleRatio / this._contentViewport.width) * this._contentViewport.height;\r\n tex.uOffset = this._contentViewport.x;\r\n tex.vOffset = this._contentViewport.y;\r\n }\r\n }\r\n\r\n private _resetContentPositionAndZoom() {\r\n this._contentViewport.x = 0;\r\n this._contentViewport.y = 1 - this._contentViewport.height / this._contentViewport.width;\r\n this._contentScaleRatio = 1;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _updatePivot() {\r\n if (!this.mesh) {\r\n return;\r\n }\r\n\r\n // Update pivot point so it is at the center of geometry\r\n // As origin is topleft corner in 2D, dimensions are calculated towards bottom right corner, thus y axis is downwards\r\n const center = new Vector3(this.dimensions.x * 0.5, -this.dimensions.y * 0.5, Epsilon);\r\n center.addInPlace(this.origin);\r\n center.z = 0;\r\n\r\n const origin = new Vector3(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(origin, this.mesh.computeWorldMatrix(true), origin);\r\n this.mesh.setPivotPoint(center);\r\n const origin2 = new Vector3(0, 0, 0);\r\n Vector3.TransformCoordinatesToRef(origin2, this.mesh.computeWorldMatrix(true), origin2);\r\n this.mesh.position.addInPlace(origin).subtractInPlace(origin2);\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n const node = new Mesh(\"slate_\" + this.name, scene);\r\n\r\n this._titleBar = CreateBox(\"titleBar_\" + this.name, { size: 1 }, scene);\r\n this._titleBarTitle = CreatePlane(\"titleText_\" + this.name, { size: 1 }, scene);\r\n this._titleBarTitle.parent = node;\r\n this._titleBarTitle.isPickable = false;\r\n\r\n const adt = AdvancedDynamicTexture.CreateForMesh(this._titleBarTitle);\r\n this._titleTextComponent = new TextBlock(\"titleText_\" + this.name, this._titleText);\r\n this._titleTextComponent.textWrapping = TextWrapping.Ellipsis;\r\n this._titleTextComponent.textHorizontalAlignment = Control.HORIZONTAL_ALIGNMENT_LEFT;\r\n this._titleTextComponent.color = \"white\";\r\n this._titleTextComponent.fontSize = HolographicSlate._DEFAULT_TEXT_RESOLUTION_Y / 2;\r\n this._titleTextComponent.paddingLeft = HolographicSlate._DEFAULT_TEXT_RESOLUTION_Y / 4;\r\n adt.addControl(this._titleTextComponent);\r\n\r\n if (scene.useRightHandedSystem) {\r\n const faceUV = new Vector4(0, 0, 1, 1);\r\n this._contentPlate = CreatePlane(\"contentPlate_\" + this.name, { size: 1, sideOrientation: VertexData.BACKSIDE, frontUVs: faceUV }, scene);\r\n this._backPlate = CreatePlane(\"backPlate_\" + this.name, { size: 1, sideOrientation: VertexData.FRONTSIDE }, scene);\r\n } else {\r\n const faceUV = new Vector4(0, 0, 1, 1);\r\n this._contentPlate = CreatePlane(\"contentPlate_\" + this.name, { size: 1, sideOrientation: VertexData.FRONTSIDE, frontUVs: faceUV }, scene);\r\n this._backPlate = CreatePlane(\"backPlate_\" + this.name, { size: 1, sideOrientation: VertexData.BACKSIDE }, scene);\r\n }\r\n\r\n this._titleBar.parent = node;\r\n this._titleBar.isNearGrabbable = true;\r\n this._contentPlate.parent = node;\r\n this._backPlate.parent = node;\r\n this._attachContentPlateBehavior();\r\n\r\n this._addControl(this._followButton);\r\n this._addControl(this._closeButton);\r\n\r\n const followButton = this._followButton;\r\n const closeButton = this._closeButton;\r\n\r\n followButton.node!.parent = node;\r\n closeButton.node!.parent = node;\r\n\r\n this._positionElements();\r\n\r\n this._followButton.imageUrl = HolographicSlate.ASSETS_BASE_URL + HolographicSlate.FOLLOW_ICON_FILENAME;\r\n this._closeButton.imageUrl = HolographicSlate.ASSETS_BASE_URL + HolographicSlate.CLOSE_ICON_FILENAME;\r\n\r\n this._followButton.isBackplateVisible = false;\r\n this._closeButton.isBackplateVisible = false;\r\n\r\n this._followButton.onToggleObservable.add((isToggled) => {\r\n this._defaultBehavior.followBehaviorEnabled = isToggled;\r\n if (this._defaultBehavior.followBehaviorEnabled) {\r\n this._defaultBehavior.followBehavior.recenter();\r\n }\r\n });\r\n\r\n this._closeButton.onPointerClickObservable.add(() => {\r\n this.dispose();\r\n });\r\n\r\n node.rotationQuaternion = Quaternion.Identity();\r\n node.isVisible = false;\r\n\r\n return node;\r\n }\r\n\r\n private _attachContentPlateBehavior() {\r\n this._contentDragBehavior.attach(this._contentPlate);\r\n this._contentDragBehavior.moveAttached = false;\r\n this._contentDragBehavior.useObjectOrientationForDragging = true;\r\n this._contentDragBehavior.updateDragPlane = false;\r\n\r\n const origin = new Vector3();\r\n const worldDimensions = new Vector3();\r\n const upWorld = new Vector3();\r\n const rightWorld = new Vector3();\r\n const projectedOffset = new Vector2();\r\n let startViewport: Viewport;\r\n let worldMatrix: Matrix;\r\n\r\n this._contentDragBehavior.onDragStartObservable.add((event) => {\r\n if (!this.node) {\r\n return;\r\n }\r\n startViewport = this._contentViewport.clone();\r\n worldMatrix = this.node.computeWorldMatrix(true);\r\n\r\n origin.copyFrom(event.dragPlanePoint);\r\n worldDimensions.set(this.dimensions.x, this.dimensions.y, Epsilon);\r\n worldDimensions.y -= this.titleBarHeight + this.titleBarMargin;\r\n Vector3.TransformNormalToRef(worldDimensions, worldMatrix, worldDimensions);\r\n upWorld.copyFromFloats(0, 1, 0);\r\n Vector3.TransformNormalToRef(upWorld, worldMatrix, upWorld);\r\n rightWorld.copyFromFloats(1, 0, 0);\r\n Vector3.TransformNormalToRef(rightWorld, worldMatrix, rightWorld);\r\n upWorld.normalize();\r\n upWorld.scaleInPlace(1 / Vector3.Dot(upWorld, worldDimensions));\r\n rightWorld.normalize();\r\n rightWorld.scaleInPlace(1 / Vector3.Dot(rightWorld, worldDimensions));\r\n });\r\n\r\n const offset = new Vector3();\r\n this._contentDragBehavior.onDragObservable.add((event) => {\r\n offset.copyFrom(event.dragPlanePoint);\r\n offset.subtractInPlace(origin);\r\n projectedOffset.copyFromFloats(Vector3.Dot(offset, rightWorld), Vector3.Dot(offset, upWorld));\r\n\r\n // By default, content takes full width available and height is cropped to keep aspect ratio\r\n this._contentViewport.x = Scalar.Clamp(startViewport.x - offset.x, 0, 1 - this._contentViewport.width * this._contentScaleRatio);\r\n this._contentViewport.y = Scalar.Clamp(startViewport.y - offset.y, 0, 1 - this._contentViewport.height * this._contentScaleRatio);\r\n this._applyContentViewport();\r\n });\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n // TODO share materials\r\n this._titleBarMaterial = new FluentBackplateMaterial(`${this.name} plateMaterial`, mesh.getScene());\r\n\r\n this._contentMaterial = new FluentMaterial(`${this.name} contentMaterial`, mesh.getScene());\r\n this._contentMaterial.renderBorders = true;\r\n\r\n this._backMaterial = new FluentBackplateMaterial(`${this.name} backPlate`, mesh.getScene());\r\n this._backMaterial.lineWidth = Epsilon;\r\n this._backMaterial.radius = 0.005;\r\n this._backMaterial.backFaceCulling = true;\r\n\r\n this._titleBar.material = this._titleBarMaterial;\r\n this._contentPlate.material = this._contentMaterial;\r\n this._backPlate.material = this._backMaterial;\r\n\r\n this._resetContent();\r\n this._applyContentViewport();\r\n }\r\n\r\n /**\r\n * @internal*\r\n */\r\n public _prepareNode(scene: Scene): void {\r\n super._prepareNode(scene);\r\n this._gizmo = new SlateGizmo(this._host.utilityLayer!);\r\n this._gizmo.attachedSlate = this;\r\n this._defaultBehavior = new DefaultBehavior();\r\n this._defaultBehavior.attach(this.node as Mesh, [this._titleBar]);\r\n this._defaultBehavior.sixDofDragBehavior.onDragStartObservable.add(() => {\r\n this._followButton.isToggled = false;\r\n });\r\n\r\n this._positionChangedObserver = this._defaultBehavior.sixDofDragBehavior.onPositionChangedObservable.add(() => {\r\n this._gizmo.updateBoundingBox();\r\n });\r\n\r\n this._updatePivot();\r\n this.resetDefaultAspectAndPose(false);\r\n }\r\n\r\n /**\r\n * Resets the aspect and pose of the slate so it is right in front of the active camera, facing towards it.\r\n * @param resetAspect Should the slate's dimensions/aspect ratio be reset as well\r\n */\r\n public resetDefaultAspectAndPose(resetAspect: boolean = true) {\r\n if (!this._host || !this._host.utilityLayer || !this.node) {\r\n return;\r\n }\r\n const scene = this._host.utilityLayer.utilityLayerScene;\r\n const camera = scene.activeCamera;\r\n if (camera) {\r\n const worldMatrix = camera.getWorldMatrix();\r\n const backward = Vector3.TransformNormal(Vector3.Backward(scene.useRightHandedSystem), worldMatrix);\r\n this.origin.setAll(0);\r\n this._gizmo.updateBoundingBox();\r\n const pivot = this.node.getAbsolutePivotPoint();\r\n this.node.position.copyFrom(camera.position).subtractInPlace(backward).subtractInPlace(pivot);\r\n this.node.rotationQuaternion = Quaternion.FromLookDirectionLH(backward, new Vector3(0, 1, 0));\r\n\r\n if (resetAspect) {\r\n this.dimensions = this.defaultDimensions;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * Releases all associated resources\r\n */\r\n public dispose() {\r\n super.dispose();\r\n this._titleBarMaterial.dispose();\r\n this._contentMaterial.dispose();\r\n\r\n this._titleBar.dispose();\r\n this._titleBarTitle.dispose();\r\n this._contentPlate.dispose();\r\n this._backPlate.dispose();\r\n\r\n this._followButton.dispose();\r\n this._closeButton.dispose();\r\n\r\n this._host.onPickedPointChangedObservable.remove(this._pickedPointObserver);\r\n this._defaultBehavior.sixDofDragBehavior.onPositionChangedObservable.remove(this._positionChangedObserver);\r\n\r\n this._defaultBehavior.detach();\r\n this._gizmo.dispose();\r\n this._contentDragBehavior.detach();\r\n }\r\n}\r\n"]}
@@ -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 +19,4 @@ export * from "./touchMeshButton3D";
18
19
  export * from "./touchHolographicButton";
19
20
  export * from "./touchHolographicMenu";
20
21
  export * from "./volumeBasedPanel";
21
- export * from "./holographicBackplate";
22
+ export { TouchHolographicButton as TouchHolographicButtonV3 } from "./MRTK3/touchHolographicButton";
@@ -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 +19,6 @@ export * from "./touchMeshButton3D.js";
18
19
  export * from "./touchHolographicButton.js";
19
20
  export * from "./touchHolographicMenu.js";
20
21
  export * from "./volumeBasedPanel.js";
21
- export * from "./holographicBackplate.js";
22
+ // MRTK3 Controls
23
+ export { TouchHolographicButton as TouchHolographicButtonV3 } from "./MRTK3/touchHolographicButton.js";
22
24
  //# sourceMappingURL=index.js.map
@@ -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,qBAAqB,CAAC;AACpC,cAAc,oBAAoB,CAAC;AACnC,cAAc,YAAY,CAAC;AAC3B,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;AACnC,cAAc,wBAAwB,CAAC","sourcesContent":["export * from \"./abstractButton3D\";\r\nexport * from \"./button3D\";\r\nexport * from \"./container3D\";\r\nexport * from \"./control3D\";\r\nexport * from \"./cylinderPanel\";\r\nexport * from \"./holographicButton\";\r\nexport * from \"./holographicSlate\";\r\nexport * from \"./handMenu\";\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\nexport * from \"./holographicBackplate\";\r\n"]}
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,IAAI,wBAAwB,EAAE,MAAM,gCAAgC,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\nexport { TouchHolographicButton as TouchHolographicButtonV3 } from \"./MRTK3/touchHolographicButton\";\r\n"]}