@babylonjs/gui 5.45.2 → 5.46.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/2D/adtInstrumentation.js +21 -21
- package/2D/adtInstrumentation.js.map +1 -1
- package/2D/advancedDynamicTexture.d.ts +1 -1
- package/2D/advancedDynamicTexture.js +159 -159
- package/2D/advancedDynamicTexture.js.map +1 -1
- package/2D/controls/button.js +12 -12
- package/2D/controls/button.js.map +1 -1
- package/2D/controls/checkbox.js +17 -17
- package/2D/controls/checkbox.js.map +1 -1
- package/2D/controls/colorpicker.js +28 -28
- package/2D/controls/colorpicker.js.map +1 -1
- package/2D/controls/container.js +40 -40
- package/2D/controls/container.js.map +1 -1
- package/2D/controls/control.js +191 -191
- package/2D/controls/control.js.map +1 -1
- package/2D/controls/displayGrid.js +18 -18
- package/2D/controls/displayGrid.js.map +1 -1
- package/2D/controls/ellipse.js +9 -9
- package/2D/controls/ellipse.js.map +1 -1
- package/2D/controls/gradient/BaseGradient.d.ts +1 -1
- package/2D/controls/grid.js +14 -14
- package/2D/controls/grid.js.map +1 -1
- package/2D/controls/image.js +33 -33
- package/2D/controls/image.js.map +1 -1
- package/2D/controls/inputText.js +57 -57
- package/2D/controls/inputText.js.map +1 -1
- package/2D/controls/inputTextArea.js +34 -34
- package/2D/controls/inputTextArea.js.map +1 -1
- package/2D/controls/line.js +22 -22
- package/2D/controls/line.js.map +1 -1
- package/2D/controls/radioButton.js +17 -17
- package/2D/controls/radioButton.js.map +1 -1
- package/2D/controls/rectangle.js +10 -10
- package/2D/controls/rectangle.js.map +1 -1
- package/2D/controls/scrollViewers/scrollViewer.js +70 -70
- package/2D/controls/scrollViewers/scrollViewer.js.map +1 -1
- package/2D/controls/scrollViewers/scrollViewerWindow.js +11 -11
- package/2D/controls/scrollViewers/scrollViewerWindow.js.map +1 -1
- package/2D/controls/sliders/baseSlider.js +25 -25
- package/2D/controls/sliders/baseSlider.js.map +1 -1
- package/2D/controls/sliders/imageBasedSlider.js +9 -9
- package/2D/controls/sliders/imageBasedSlider.js.map +1 -1
- package/2D/controls/sliders/imageScrollBar.js +15 -15
- package/2D/controls/sliders/imageScrollBar.js.map +1 -1
- package/2D/controls/sliders/scrollBar.js +13 -13
- package/2D/controls/sliders/scrollBar.js.map +1 -1
- package/2D/controls/sliders/slider.js +14 -14
- package/2D/controls/sliders/slider.js.map +1 -1
- package/2D/controls/stackPanel.js +17 -17
- package/2D/controls/stackPanel.js.map +1 -1
- package/2D/controls/textBlock.js +35 -35
- package/2D/controls/textBlock.js.map +1 -1
- package/2D/controls/toggleButton.js +49 -49
- package/2D/controls/toggleButton.js.map +1 -1
- package/3D/controls/MRTK3/touchHolographicButton.js +127 -127
- package/3D/controls/MRTK3/touchHolographicButton.js.map +1 -1
- package/3D/controls/container3D.js +12 -12
- package/3D/controls/container3D.js.map +1 -1
- package/3D/controls/control3D.js +41 -41
- package/3D/controls/control3D.js.map +1 -1
- package/3D/controls/handMenu.js +11 -11
- package/3D/controls/handMenu.js.map +1 -1
- package/3D/controls/holographicBackplate.js +9 -9
- package/3D/controls/holographicBackplate.js.map +1 -1
- package/3D/controls/holographicButton.js +23 -23
- package/3D/controls/holographicButton.js.map +1 -1
- package/3D/controls/holographicSlate.js +34 -34
- package/3D/controls/holographicSlate.js.map +1 -1
- package/3D/controls/nearMenu.js +13 -13
- package/3D/controls/nearMenu.js.map +1 -1
- package/3D/controls/stackPanel3D.js +13 -13
- package/3D/controls/stackPanel3D.js.map +1 -1
- package/3D/controls/touchHolographicButton.js +52 -52
- package/3D/controls/touchHolographicButton.js.map +1 -1
- package/3D/controls/touchHolographicMenu.js +8 -8
- package/3D/controls/touchHolographicMenu.js.map +1 -1
- package/3D/controls/volumeBasedPanel.js +15 -15
- package/3D/controls/volumeBasedPanel.js.map +1 -1
- package/3D/gizmos/gizmoHandle.js +15 -15
- package/3D/gizmos/gizmoHandle.js.map +1 -1
- package/3D/gizmos/slateGizmo.js +29 -29
- package/3D/gizmos/slateGizmo.js.map +1 -1
- package/3D/gui3DManager.js +33 -33
- package/3D/gui3DManager.js.map +1 -1
- package/3D/materials/handle/handleMaterial.js +20 -20
- package/3D/materials/handle/handleMaterial.js.map +1 -1
- package/package.json +2 -2
@@ -1 +1 @@
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type { Scene } from \"core/scene\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { Mesh } from \"core/Meshes/mesh\";\r\nimport { TouchHolographicButton } from \"./touchHolographicButton\";\r\nimport { DefaultBehavior } from \"../behaviors/defaultBehavior\";\r\nimport { TouchHolographicMenu } from \"./touchHolographicMenu\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport type { Vector3 } from \"core/Maths/math.vector\";\r\nimport type { PickingInfo } from \"core/Collisions/pickingInfo\";\r\n\r\n/**\r\n * NearMenu that displays buttons and follows the camera\r\n * @since 5.0.0\r\n */\r\nexport class NearMenu extends TouchHolographicMenu {\r\n /**\r\n * Base Url for the assets.\r\n */\r\n private 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 private static _PIN_ICON_FILENAME: string = \"IconPin.png\";\r\n\r\n private _pinButton: TouchHolographicButton;\r\n private _dragObserver: Nullable<\r\n Observer<{\r\n delta: Vector3;\r\n position: Vector3;\r\n pickInfo: PickingInfo;\r\n }>\r\n >;\r\n\r\n private _defaultBehavior: DefaultBehavior;\r\n /**\r\n * Regroups all mesh behaviors for the near menu\r\n */\r\n public get defaultBehavior(): DefaultBehavior {\r\n return this._defaultBehavior;\r\n }\r\n\r\n private _isPinned: boolean = false;\r\n /**\r\n * Indicates if the near menu is world-pinned\r\n */\r\n public get isPinned(): boolean {\r\n return this._isPinned;\r\n }\r\n\r\n public set isPinned(value: boolean) {\r\n // Tell the pin button to toggle if this was called manually, for clean state control\r\n if (this._pinButton.isToggled !== value) {\r\n this._pinButton.isToggled = value;\r\n return;\r\n }\r\n\r\n this._isPinned = value;\r\n\r\n if (value) {\r\n this._defaultBehavior.followBehaviorEnabled = false;\r\n } else {\r\n this._defaultBehavior.followBehaviorEnabled = true;\r\n }\r\n }\r\n\r\n private _createPinButton(parent: TransformNode) {\r\n const control = new TouchHolographicButton(\"pin\" + this.name, false);\r\n control.imageUrl = NearMenu._ASSETS_BASE_URL + NearMenu._PIN_ICON_FILENAME;\r\n control.parent = this;\r\n control._host = this._host;\r\n control.isToggleButton = true;\r\n control.onToggleObservable.add((newState) => {\r\n this.isPinned = newState;\r\n });\r\n\r\n if (this._host.utilityLayer) {\r\n control._prepareNode(this._host.utilityLayer.utilityLayerScene);\r\n control.scaling.scaleInPlace(TouchHolographicMenu.MENU_BUTTON_SCALE);\r\n\r\n if (control.node) {\r\n control.node.parent = parent;\r\n }\r\n }\r\n\r\n return control;\r\n }\r\n\r\n protected _createNode(scene: Scene): Nullable<TransformNode> {\r\n const node = super._createNode(scene)! as Mesh;\r\n\r\n this._pinButton = this._createPinButton(node);\r\n this.isPinned = false;\r\n\r\n this._defaultBehavior.attach(node, [this._backPlate]);\r\n this._defaultBehavior.followBehavior.ignoreCameraPitchAndRoll = true;\r\n this._defaultBehavior.followBehavior.pitchOffset = -15;\r\n this._defaultBehavior.followBehavior.minimumDistance = 0.3;\r\n this._defaultBehavior.followBehavior.defaultDistance = 0.4;\r\n this._defaultBehavior.followBehavior.maximumDistance = 0.6;\r\n\r\n this._backPlate.isNearGrabbable = true;\r\n node.isVisible = false;\r\n\r\n return node;\r\n }\r\n\r\n protected _finalProcessing() {\r\n super._finalProcessing();\r\n\r\n this._pinButton.position.copyFromFloats((this._backPlate.scaling.x + TouchHolographicMenu.MENU_BUTTON_SCALE) / 2, this._backPlate.scaling.y / 2, 0);\r\n }\r\n\r\n /**\r\n * Creates a near menu GUI 3D control\r\n * @param name name of the near menu\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n\r\n this._defaultBehavior = new DefaultBehavior();\r\n this._dragObserver = this._defaultBehavior.sixDofDragBehavior.onDragObservable.add(() => {\r\n this.isPinned = true;\r\n });\r\n\r\n this.backPlateMargin = 1;\r\n }\r\n\r\n /**\r\n * Disposes the near menu\r\n */\r\n public dispose() {\r\n super.dispose();\r\n\r\n this._defaultBehavior.sixDofDragBehavior.onDragObservable.remove(this._dragObserver);\r\n this._defaultBehavior.detach();\r\n }\r\n}\r\n"]}
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@@ -5,19 +5,6 @@ import { Container3D } from "./container3D.js";
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* Class used to create a stack panel in 3D on XY plane
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export class StackPanel3D extends Container3D {
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* Creates new StackPanel
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* @param isVertical
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constructor(isVertical = false) {
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super();
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this._isVertical = false;
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* Gets or sets the distance between elements
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this.margin = 0.1;
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this._isVertical = isVertical;
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}
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@@ -33,6 +20,19 @@ export class StackPanel3D extends Container3D {
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}
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* Creates new StackPanel
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constructor(isVertical = false) {
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super();
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* Gets or sets the distance between elements
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this.margin = 0.1;
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this._isVertical = isVertical;
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}
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_arrangeChildren() {
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{"version":3,"file":"stackPanel3D.js","sourceRoot":"","sources":["../../../../../lts/gui/generated/3D/controls/stackPanel3D.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAE,sCAAwB;AACxC,OAAO,EAAE,MAAM,EAAE,UAAU,EAAE,OAAO,EAAE,6CAA+B;AAErE,OAAO,EAAE,WAAW,EAAE,MAAM,eAAe,CAAC;AAE5C;;GAEG;AACH,MAAM,OAAO,YAAa,SAAQ,WAAW;IAGzC;;OAEG;IACH,IAAW,UAAU;QACjB,OAAO,IAAI,CAAC,WAAW,CAAC;IAC5B,CAAC;IAED,IAAW,UAAU,CAAC,KAAc;QAChC,IAAI,IAAI,CAAC,WAAW,KAAK,KAAK,EAAE;YAC5B,OAAO;SACV;QAED,IAAI,CAAC,WAAW,GAAG,KAAK,CAAC;QAEzB,KAAK,CAAC,YAAY,CAAC,GAAG,EAAE;YACpB,IAAI,CAAC,gBAAgB,EAAE,CAAC;QAC5B,CAAC,CAAC,CAAC;IACP,CAAC;IAOD;;;OAGG;IACH,YAAmB,UAAU,GAAG,KAAK;QACjC,KAAK,EAAE,CAAC;QA/BJ,gBAAW,GAAG,KAAK,CAAC;QAqB5B;;WAEG;QACI,WAAM,GAAG,GAAG,CAAC;QAShB,IAAI,CAAC,WAAW,GAAG,UAAU,CAAC;IAClC,CAAC;IAES,gBAAgB;QACtB,IAAI,KAAK,GAAG,CAAC,CAAC;QACd,IAAI,MAAM,GAAG,CAAC,CAAC;QACf,IAAI,YAAY,GAAG,CAAC,CAAC;QACrB,MAAM,WAAW,GAAG,EAAE,CAAC;QAEvB,MAAM,mBAAmB,GAAG,MAAM,CAAC,MAAM,CAAC,IAAI,CAAC,IAAK,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC,CAAC;QAE/E,UAAU;QACV,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,SAAS,EAAE;YAChC,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE;gBACb,SAAS;aACZ;YAED,YAAY,EAAE,CAAC;YACf,KAAK,CAAC,IAAI,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;YACpC,KAAK,CAAC,IAAI,CAAC,cAAc,EAAE,CAAC,aAAa,CAAC,mBAAmB,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;YAErF,MAAM,WAAW,GAAG,KAAK,CAAC,IAAI,CAAC,eAAe,EAAE,CAAC,WAAW,CAAC;YAC7D,MAAM,UAAU,GAAG,OAAO,CAAC,eAAe,CAAC,WAAW,CAAC,UAAU,EAAE,UAAU,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;YACzF,WAAW,CAAC,IAAI,CAAC,UAAU,CAAC,CAAC;YAE7B,IAAI,IAAI,CAAC,WAAW,EAAE;gBAClB,MAAM,IAAI,UAAU,CAAC,CAAC,CAAC;aAC1B;iBAAM;gBACH,KAAK,IAAI,UAAU,CAAC,CAAC,CAAC;aACzB;SACJ;QAED,IAAI,IAAI,CAAC,WAAW,EAAE;YAClB,MAAM,IAAI,CAAC,CAAC,YAAY,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC;SACpD;aAAM;YACH,KAAK,IAAI,CAAC,CAAC,YAAY,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAC,GAAG,CAAC,CAAC;SACnD;QAED,UAAU;QACV,IAAI,MAAc,CAAC;QACnB,IAAI,IAAI,CAAC,WAAW,EAAE;YAClB,MAAM,GAAG,CAAC,MAAM,CAAC;SACpB;aAAM;YACH,MAAM,GAAG,CAAC,KAAK,CAAC;SACnB;QAED,IAAI,KAAK,GAAG,CAAC,CAAC;QACd,KAAK,MAAM,KAAK,IAAI,IAAI,CAAC,SAAS,EAAE;YAChC,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE;gBACb,SAAS;aACZ;YACD,YAAY,EAAE,CAAC;YACf,MAAM,UAAU,GAAG,WAAW,CAAC,KAAK,EAAE,CAAC,CAAC;YAExC,IAAI,IAAI,CAAC,WAAW,EAAE;gBAClB,KAAK,CAAC,QAAQ,CAAC,CAAC,GAAG,MAAM,GAAG,UAAU,CAAC,CAAC,CAAC;gBACzC,KAAK,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC;gBACrB,MAAM,IAAI,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC;aAC9B;iBAAM;gBACH,KAAK,CAAC,QAAQ,CAAC,CAAC,GAAG,MAAM,GAAG,UAAU,CAAC,CAAC,CAAC;gBACzC,KAAK,CAAC,QAAQ,CAAC,CAAC,GAAG,CAAC,CAAC;gBACrB,MAAM,IAAI,UAAU,CAAC,CAAC,GAAG,CAAC,CAAC;aAC9B;YAED,MAAM,IAAI,YAAY,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,CAAC;SAChD;IACL,CAAC;CACJ","sourcesContent":["import { Tools } from \"core/Misc/tools\";\r\nimport { Matrix, TmpVectors, Vector3 } from \"core/Maths/math.vector\";\r\n\r\nimport { Container3D } from \"./container3D\";\r\n\r\n/**\r\n * Class used to create a stack panel in 3D on XY plane\r\n */\r\nexport class StackPanel3D extends Container3D {\r\n private _isVertical = false;\r\n\r\n /**\r\n * Gets or sets a boolean indicating if the stack panel is vertical or horizontal (horizontal by default)\r\n */\r\n public get isVertical(): boolean {\r\n return this._isVertical;\r\n }\r\n\r\n public set isVertical(value: boolean) {\r\n if (this._isVertical === value) {\r\n return;\r\n }\r\n\r\n this._isVertical = value;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Gets or sets the distance between elements\r\n */\r\n public margin = 0.1;\r\n\r\n /**\r\n * Creates new StackPanel\r\n * @param isVertical\r\n */\r\n public constructor(isVertical = false) {\r\n super();\r\n\r\n this._isVertical = isVertical;\r\n }\r\n\r\n protected _arrangeChildren() {\r\n let width = 0;\r\n let height = 0;\r\n let controlCount = 0;\r\n const extendSizes = [];\r\n\r\n const currentInverseWorld = Matrix.Invert(this.node!.computeWorldMatrix(true));\r\n\r\n // Measure\r\n for (const child of this._children) {\r\n if (!child.mesh) {\r\n continue;\r\n }\r\n\r\n controlCount++;\r\n child.mesh.computeWorldMatrix(true);\r\n child.mesh.getWorldMatrix().multiplyToRef(currentInverseWorld, TmpVectors.Matrix[0]);\r\n\r\n const boundingBox = child.mesh.getBoundingInfo().boundingBox;\r\n const extendSize = Vector3.TransformNormal(boundingBox.extendSize, TmpVectors.Matrix[0]);\r\n extendSizes.push(extendSize);\r\n\r\n if (this._isVertical) {\r\n height += extendSize.y;\r\n } else {\r\n width += extendSize.x;\r\n }\r\n }\r\n\r\n if (this._isVertical) {\r\n height += ((controlCount - 1) * this.margin) / 2;\r\n } else {\r\n width += ((controlCount - 1) * this.margin) / 2;\r\n }\r\n\r\n // Arrange\r\n let offset: number;\r\n if (this._isVertical) {\r\n offset = -height;\r\n } else {\r\n offset = -width;\r\n }\r\n\r\n let index = 0;\r\n for (const child of this._children) {\r\n if (!child.mesh) {\r\n continue;\r\n }\r\n controlCount--;\r\n const extendSize = extendSizes[index++];\r\n\r\n if (this._isVertical) {\r\n child.position.y = offset + extendSize.y;\r\n child.position.x = 0;\r\n offset += extendSize.y * 2;\r\n } else {\r\n child.position.x = offset + extendSize.x;\r\n child.position.y = 0;\r\n offset += extendSize.x * 2;\r\n }\r\n\r\n offset += controlCount > 0 ? this.margin : 0;\r\n }\r\n }\r\n}\r\n"]}
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@@ -21,58 +21,6 @@ import { Scalar } from "@babylonjs/core/Maths/math.scalar.js";
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* @since 5.0.0
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*/
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export class TouchHolographicButton extends TouchButton3D {
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/**
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* Creates a new button
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*/
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constructor(name, shareMaterials = true) {
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super(name);
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this._shareMaterials = true;
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this._isBackplateVisible = true;
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this._frontPlateDepth = 0.5;
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this._backPlateDepth = 0.04;
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this._backplateColor = new Color3(0.08, 0.15, 0.55);
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this._backplateToggledColor = new Color3(0.25, 0.4, 0.95);
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this._shareMaterials = shareMaterials;
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this.pointerEnterAnimation = () => {
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this._frontMaterial.leftBlobEnable = true;
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this._frontMaterial.rightBlobEnable = true;
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};
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this.pointerOutAnimation = () => {
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this._frontMaterial.leftBlobEnable = false;
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this._frontMaterial.rightBlobEnable = false;
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};
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this.pointerDownAnimation = () => {
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if (this._frontPlate && !this.isActiveNearInteraction) {
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this._frontPlate.scaling.z = this._frontPlateDepth * 0.2;
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this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - 0.2 * this._frontPlateDepth) / 2);
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this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + 0.2 * this._frontPlateDepth) / 2);
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}
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};
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this.pointerUpAnimation = () => {
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if (this._frontPlate) {
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this._frontPlate.scaling.z = this._frontPlateDepth;
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this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - this._frontPlateDepth) / 2);
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this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + this._frontPlateDepth) / 2);
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}
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};
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this.onPointerMoveObservable.add((position) => {
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if (this._frontPlate && this.isActiveNearInteraction) {
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const scale = Vector3.Zero();
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if (this._backPlate.getWorldMatrix().decompose(scale, undefined, undefined)) {
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let interactionHeight = this._getInteractionHeight(position, this._backPlate.getAbsolutePosition()) / scale.z;
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interactionHeight = Scalar.Clamp(interactionHeight - this._backPlateDepth / 2, 0.2 * this._frontPlateDepth, this._frontPlateDepth);
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this._frontPlate.scaling.z = interactionHeight;
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this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - interactionHeight) / 2);
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this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + interactionHeight) / 2);
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}
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}
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});
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this._pointerHoverObserver = this.onPointerMoveObservable.add((hoverPosition) => {
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this._frontMaterial.globalLeftIndexTipPosition = hoverPosition;
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});
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}
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_disposeTooltip() {
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@@ -226,6 +174,58 @@ export class TouchHolographicButton extends TouchButton3D {
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}
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this._isBackplateVisible = isVisible;
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}
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/**
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*/
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constructor(name, shareMaterials = true) {
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super(name);
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this._shareMaterials = true;
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this._isBackplateVisible = true;
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this._frontPlateDepth = 0.5;
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this._backPlateDepth = 0.04;
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this._backplateColor = new Color3(0.08, 0.15, 0.55);
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this._backplateToggledColor = new Color3(0.25, 0.4, 0.95);
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this._shareMaterials = shareMaterials;
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this.pointerEnterAnimation = () => {
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this._frontMaterial.leftBlobEnable = true;
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this._frontMaterial.rightBlobEnable = true;
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};
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this.pointerOutAnimation = () => {
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this._frontMaterial.leftBlobEnable = false;
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this._frontMaterial.rightBlobEnable = false;
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};
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this.pointerDownAnimation = () => {
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if (this._frontPlate && !this.isActiveNearInteraction) {
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this._frontPlate.scaling.z = this._frontPlateDepth * 0.2;
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this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - 0.2 * this._frontPlateDepth) / 2);
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this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + 0.2 * this._frontPlateDepth) / 2);
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}
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};
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this.pointerUpAnimation = () => {
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if (this._frontPlate) {
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this._frontPlate.scaling.z = this._frontPlateDepth;
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this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - this._frontPlateDepth) / 2);
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this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + this._frontPlateDepth) / 2);
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}
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};
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this.onPointerMoveObservable.add((position) => {
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if (this._frontPlate && this.isActiveNearInteraction) {
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const scale = Vector3.Zero();
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if (this._backPlate.getWorldMatrix().decompose(scale, undefined, undefined)) {
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let interactionHeight = this._getInteractionHeight(position, this._backPlate.getAbsolutePosition()) / scale.z;
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interactionHeight = Scalar.Clamp(interactionHeight - this._backPlateDepth / 2, 0.2 * this._frontPlateDepth, this._frontPlateDepth);
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this._frontPlate.scaling.z = interactionHeight;
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this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - interactionHeight) / 2);
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this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + interactionHeight) / 2);
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}
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}
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});
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this._pointerHoverObserver = this.onPointerMoveObservable.add((hoverPosition) => {
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this._frontMaterial.globalLeftIndexTipPosition = hoverPosition;
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});
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}
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_getTypeName() {
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return "TouchHolographicButton";
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}
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@@ -1 +1 @@
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1
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-
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type { Nullable } from \"core/types\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { CreatePlane } from \"core/Meshes/Builders/planeBuilder\";\r\nimport { CreateBox } from \"core/Meshes/Builders/boxBuilder\";\r\nimport { FadeInOutBehavior } from \"core/Behaviors/Meshes/fadeInOutBehavior\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { FluentMaterial } from \"../materials/fluent/fluentMaterial\";\r\nimport { FluentButtonMaterial } from \"../materials/fluentButton/fluentButtonMaterial\";\r\nimport { StackPanel } from \"../../2D/controls/stackPanel\";\r\nimport { Image } from \"../../2D/controls/image\";\r\nimport { TextBlock } from \"../../2D/controls/textBlock\";\r\nimport { AdvancedDynamicTexture } from \"../../2D/advancedDynamicTexture\";\r\nimport type { Control3D } from \"./control3D\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { TouchButton3D } from \"./touchButton3D\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { SceneLoader } from \"core/Loading/sceneLoader\";\r\nimport { DomManagement } from \"core/Misc/domManagement\";\r\nimport { Scalar } from \"core/Maths/math.scalar\";\r\n\r\n/**\r\n * Class used to create a holographic button in 3D\r\n * @since 5.0.0\r\n */\r\nexport class TouchHolographicButton extends TouchButton3D {\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-button.glb\";\r\n\r\n private _backPlate: Mesh;\r\n private _textPlate: Mesh;\r\n private _frontPlate: AbstractMesh;\r\n private _text: string;\r\n private _imageUrl: string;\r\n private _shareMaterials = true;\r\n private _isBackplateVisible = true;\r\n private _frontMaterial: FluentButtonMaterial;\r\n private _backMaterial: FluentMaterial;\r\n private _plateMaterial: StandardMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\r\n private _pointerHoverObserver: Nullable<Observer<Vector3>>;\r\n private _frontPlateDepth = 0.5;\r\n private _backPlateDepth = 0.04;\r\n private _backplateColor = new Color3(0.08, 0.15, 0.55);\r\n private _backplateToggledColor = new Color3(0.25, 0.4, 0.95);\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\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 */\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 const tooltipBackground = CreatePlane(\"\", { size: 1, sideOrientation: Mesh.DOUBLESIDE }, this._backPlate._scene);\r\n const mat = new StandardMaterial(\"\", this._backPlate._scene);\r\n mat.diffuseColor = Color3.FromHexString(\"#212121\");\r\n tooltipBackground.material = mat;\r\n tooltipBackground.isPickable = false;\r\n this._tooltipMesh.addChild(tooltipBackground);\r\n tooltipBackground.position = Vector3.Forward(rightHandedScene).scale(0.05);\r\n this._tooltipMesh.scaling.y = 1 / 3;\r\n this._tooltipMesh.position = Vector3.Up().scale(0.7).add(Vector3.Forward(rightHandedScene).scale(-0.15));\r\n this._tooltipMesh.isPickable = false;\r\n this._tooltipMesh.parent = this._backPlate;\r\n\r\n // Create text texture for the tooltip\r\n this._tooltipTexture = AdvancedDynamicTexture.CreateForMesh(this._tooltipMesh);\r\n this._tooltipTextBlock = new TextBlock();\r\n this._tooltipTextBlock.scaleY = 3;\r\n this._tooltipTextBlock.color = \"white\";\r\n this._tooltipTextBlock.fontSize = 130;\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 if (this._tooltipTextBlock) {\r\n return this._tooltipTextBlock.text;\r\n }\r\n return 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 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(): FluentMaterial {\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(): FluentButtonMaterial {\r\n return this._frontMaterial;\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 HolographicButtons\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 this._frontMaterial.leftBlobEnable = true;\r\n this._frontMaterial.rightBlobEnable = true;\r\n };\r\n\r\n this.pointerOutAnimation = () => {\r\n this._frontMaterial.leftBlobEnable = false;\r\n this._frontMaterial.rightBlobEnable = false;\r\n };\r\n\r\n this.pointerDownAnimation = () => {\r\n if (this._frontPlate && !this.isActiveNearInteraction) {\r\n this._frontPlate.scaling.z = this._frontPlateDepth * 0.2;\r\n this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - 0.2 * this._frontPlateDepth) / 2);\r\n this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + 0.2 * this._frontPlateDepth) / 2);\r\n }\r\n };\r\n this.pointerUpAnimation = () => {\r\n if (this._frontPlate) {\r\n this._frontPlate.scaling.z = this._frontPlateDepth;\r\n this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - this._frontPlateDepth) / 2);\r\n this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + this._frontPlateDepth) / 2);\r\n }\r\n };\r\n\r\n this.onPointerMoveObservable.add((position) => {\r\n if (this._frontPlate && this.isActiveNearInteraction) {\r\n const scale = Vector3.Zero();\r\n if (this._backPlate.getWorldMatrix().decompose(scale, undefined, undefined)) {\r\n let interactionHeight = this._getInteractionHeight(position, this._backPlate.getAbsolutePosition()) / scale.z;\r\n interactionHeight = Scalar.Clamp(interactionHeight - this._backPlateDepth / 2, 0.2 * this._frontPlateDepth, this._frontPlateDepth);\r\n\r\n this._frontPlate.scaling.z = interactionHeight;\r\n this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - interactionHeight) / 2);\r\n this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + interactionHeight) / 2);\r\n }\r\n }\r\n });\r\n\r\n this._pointerHoverObserver = this.onPointerMoveObservable.add((hoverPosition: Vector3) => {\r\n this._frontMaterial.globalLeftIndexTipPosition = hoverPosition;\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 this._disposeFacadeTexture();\r\n\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.paddingTop = \"40px\";\r\n image.height = \"180px\";\r\n image.width = \"100px\";\r\n image.paddingBottom = \"40px\";\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.height = \"30px\";\r\n text.fontSize = 24;\r\n panel.addControl(text);\r\n }\r\n\r\n this.content = panel;\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n this.name = this.name ?? \"TouchHolographicButton\";\r\n const collisionMesh = CreateBox(\r\n `${this.name}_collisionMesh`,\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: this._frontPlateDepth,\r\n },\r\n scene\r\n );\r\n collisionMesh.isPickable = true;\r\n collisionMesh.isNearPickable = true;\r\n collisionMesh.visibility = 0;\r\n collisionMesh.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);\r\n\r\n SceneLoader.ImportMeshAsync(undefined, TouchHolographicButton.MODEL_BASE_URL, TouchHolographicButton.MODEL_FILENAME, scene).then((result) => {\r\n const alphaMesh = CreateBox(\r\n \"${this.name}_alphaMesh\",\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 alphaMesh.isPickable = false;\r\n alphaMesh.material = new StandardMaterial(\"${this.name}_alphaMesh_material\", scene);\r\n alphaMesh.material.alpha = 0.15;\r\n\r\n const importedFrontPlate = result.meshes[1];\r\n importedFrontPlate.name = `${this.name}_frontPlate`;\r\n importedFrontPlate.isPickable = false;\r\n importedFrontPlate.scaling.z = this._frontPlateDepth;\r\n alphaMesh.parent = importedFrontPlate;\r\n importedFrontPlate.parent = collisionMesh;\r\n if (this._frontMaterial) {\r\n importedFrontPlate.material = this._frontMaterial;\r\n }\r\n this._frontPlate = importedFrontPlate;\r\n });\r\n\r\n this._backPlate = CreateBox(\r\n `${this.name}_backPlate`,\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: this._backPlateDepth,\r\n },\r\n scene\r\n );\r\n\r\n this._backPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(this._backPlateDepth / 2);\r\n this._backPlate.isPickable = false;\r\n\r\n this._textPlate = <Mesh>super._createNode(scene);\r\n this._textPlate.name = `${this.name}_textPlate`;\r\n this._textPlate.isPickable = false;\r\n this._textPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);\r\n\r\n this._backPlate.addChild(collisionMesh);\r\n this._backPlate.addChild(this._textPlate);\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 protected _applyFacade(facadeTexture: AdvancedDynamicTexture) {\r\n this._plateMaterial.emissiveTexture = facadeTexture;\r\n this._plateMaterial.opacityTexture = facadeTexture;\r\n this._plateMaterial.diffuseColor = new Color3(0.4, 0.4, 0.4);\r\n }\r\n\r\n private _createBackMaterial(mesh: Mesh) {\r\n this._backMaterial = new FluentMaterial(this.name + \"backPlateMaterial\", mesh.getScene());\r\n this._backMaterial.albedoColor = this._backplateColor;\r\n this._backMaterial.renderBorders = true;\r\n this._backMaterial.renderHoverLight = false;\r\n }\r\n\r\n private _createFrontMaterial(mesh: Mesh) {\r\n this._frontMaterial = new FluentButtonMaterial(this.name + \"Front Material\", mesh.getScene());\r\n }\r\n\r\n private _createPlateMaterial(mesh: Mesh) {\r\n 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 if (this._backMaterial) {\r\n if (newState) {\r\n this._backMaterial.albedoColor = this._backplateToggledColor;\r\n } else {\r\n this._backMaterial.albedoColor = this._backplateColor;\r\n }\r\n }\r\n\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[\"backFluentMaterial\"]) {\r\n this._createBackMaterial(mesh);\r\n this._host._touchSharedMaterials[\"backFluentMaterial\"] = this._backMaterial;\r\n } else {\r\n this._backMaterial = this._host._touchSharedMaterials[\"backFluentMaterial\"] as FluentMaterial;\r\n }\r\n\r\n // Front\r\n if (!this._host._touchSharedMaterials[\"frontFluentMaterial\"]) {\r\n this._createFrontMaterial(mesh);\r\n this._host._touchSharedMaterials[\"frontFluentMaterial\"] = this._frontMaterial;\r\n } else {\r\n this._frontMaterial = this._host._touchSharedMaterials[\"frontFluentMaterial\"] as FluentButtonMaterial;\r\n }\r\n } else {\r\n this._createBackMaterial(mesh);\r\n this._createFrontMaterial(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 if (this._frontPlate) {\r\n this._frontPlate.material = this._frontMaterial;\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.onPointerMoveObservable.remove(this._pointerHoverObserver);\r\n\r\n if (!this.shareMaterials) {\r\n this._backMaterial.dispose();\r\n this._frontMaterial.dispose();\r\n this._plateMaterial.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"]}
|
1
|
+
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type { Nullable } from \"core/types\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport { Vector3 } from \"core/Maths/math.vector\";\r\nimport { StandardMaterial } from \"core/Materials/standardMaterial\";\r\nimport { TransformNode } from \"core/Meshes/transformNode\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { CreatePlane } from \"core/Meshes/Builders/planeBuilder\";\r\nimport { CreateBox } from \"core/Meshes/Builders/boxBuilder\";\r\nimport { FadeInOutBehavior } from \"core/Behaviors/Meshes/fadeInOutBehavior\";\r\nimport type { Scene } from \"core/scene\";\r\nimport { FluentMaterial } from \"../materials/fluent/fluentMaterial\";\r\nimport { FluentButtonMaterial } from \"../materials/fluentButton/fluentButtonMaterial\";\r\nimport { StackPanel } from \"../../2D/controls/stackPanel\";\r\nimport { Image } from \"../../2D/controls/image\";\r\nimport { TextBlock } from \"../../2D/controls/textBlock\";\r\nimport { AdvancedDynamicTexture } from \"../../2D/advancedDynamicTexture\";\r\nimport type { Control3D } from \"./control3D\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport { TouchButton3D } from \"./touchButton3D\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { SceneLoader } from \"core/Loading/sceneLoader\";\r\nimport { DomManagement } from \"core/Misc/domManagement\";\r\nimport { Scalar } from \"core/Maths/math.scalar\";\r\n\r\n/**\r\n * Class used to create a holographic button in 3D\r\n * @since 5.0.0\r\n */\r\nexport class TouchHolographicButton extends TouchButton3D {\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-button.glb\";\r\n\r\n private _backPlate: Mesh;\r\n private _textPlate: Mesh;\r\n private _frontPlate: AbstractMesh;\r\n private _text: string;\r\n private _imageUrl: string;\r\n private _shareMaterials = true;\r\n private _isBackplateVisible = true;\r\n private _frontMaterial: FluentButtonMaterial;\r\n private _backMaterial: FluentMaterial;\r\n private _plateMaterial: StandardMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\r\n private _pointerHoverObserver: Nullable<Observer<Vector3>>;\r\n private _frontPlateDepth = 0.5;\r\n private _backPlateDepth = 0.04;\r\n private _backplateColor = new Color3(0.08, 0.15, 0.55);\r\n private _backplateToggledColor = new Color3(0.25, 0.4, 0.95);\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\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 */\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 const tooltipBackground = CreatePlane(\"\", { size: 1, sideOrientation: Mesh.DOUBLESIDE }, this._backPlate._scene);\r\n const mat = new StandardMaterial(\"\", this._backPlate._scene);\r\n mat.diffuseColor = Color3.FromHexString(\"#212121\");\r\n tooltipBackground.material = mat;\r\n tooltipBackground.isPickable = false;\r\n this._tooltipMesh.addChild(tooltipBackground);\r\n tooltipBackground.position = Vector3.Forward(rightHandedScene).scale(0.05);\r\n this._tooltipMesh.scaling.y = 1 / 3;\r\n this._tooltipMesh.position = Vector3.Up().scale(0.7).add(Vector3.Forward(rightHandedScene).scale(-0.15));\r\n this._tooltipMesh.isPickable = false;\r\n this._tooltipMesh.parent = this._backPlate;\r\n\r\n // Create text texture for the tooltip\r\n this._tooltipTexture = AdvancedDynamicTexture.CreateForMesh(this._tooltipMesh);\r\n this._tooltipTextBlock = new TextBlock();\r\n this._tooltipTextBlock.scaleY = 3;\r\n this._tooltipTextBlock.color = \"white\";\r\n this._tooltipTextBlock.fontSize = 130;\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 if (this._tooltipTextBlock) {\r\n return this._tooltipTextBlock.text;\r\n }\r\n return 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 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(): FluentMaterial {\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(): FluentButtonMaterial {\r\n return this._frontMaterial;\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 HolographicButtons\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 this._frontMaterial.leftBlobEnable = true;\r\n this._frontMaterial.rightBlobEnable = true;\r\n };\r\n\r\n this.pointerOutAnimation = () => {\r\n this._frontMaterial.leftBlobEnable = false;\r\n this._frontMaterial.rightBlobEnable = false;\r\n };\r\n\r\n this.pointerDownAnimation = () => {\r\n if (this._frontPlate && !this.isActiveNearInteraction) {\r\n this._frontPlate.scaling.z = this._frontPlateDepth * 0.2;\r\n this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - 0.2 * this._frontPlateDepth) / 2);\r\n this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + 0.2 * this._frontPlateDepth) / 2);\r\n }\r\n };\r\n this.pointerUpAnimation = () => {\r\n if (this._frontPlate) {\r\n this._frontPlate.scaling.z = this._frontPlateDepth;\r\n this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - this._frontPlateDepth) / 2);\r\n this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + this._frontPlateDepth) / 2);\r\n }\r\n };\r\n\r\n this.onPointerMoveObservable.add((position) => {\r\n if (this._frontPlate && this.isActiveNearInteraction) {\r\n const scale = Vector3.Zero();\r\n if (this._backPlate.getWorldMatrix().decompose(scale, undefined, undefined)) {\r\n let interactionHeight = this._getInteractionHeight(position, this._backPlate.getAbsolutePosition()) / scale.z;\r\n interactionHeight = Scalar.Clamp(interactionHeight - this._backPlateDepth / 2, 0.2 * this._frontPlateDepth, this._frontPlateDepth);\r\n\r\n this._frontPlate.scaling.z = interactionHeight;\r\n this._frontPlate.position = Vector3.Forward(this._frontPlate._scene.useRightHandedSystem).scale((this._frontPlateDepth - interactionHeight) / 2);\r\n this._textPlate.position = Vector3.Forward(this._textPlate._scene.useRightHandedSystem).scale(-(this._backPlateDepth + interactionHeight) / 2);\r\n }\r\n }\r\n });\r\n\r\n this._pointerHoverObserver = this.onPointerMoveObservable.add((hoverPosition: Vector3) => {\r\n this._frontMaterial.globalLeftIndexTipPosition = hoverPosition;\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 this._disposeFacadeTexture();\r\n\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.paddingTop = \"40px\";\r\n image.height = \"180px\";\r\n image.width = \"100px\";\r\n image.paddingBottom = \"40px\";\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.height = \"30px\";\r\n text.fontSize = 24;\r\n panel.addControl(text);\r\n }\r\n\r\n this.content = panel;\r\n }\r\n\r\n // Mesh association\r\n protected _createNode(scene: Scene): TransformNode {\r\n this.name = this.name ?? \"TouchHolographicButton\";\r\n const collisionMesh = CreateBox(\r\n `${this.name}_collisionMesh`,\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: this._frontPlateDepth,\r\n },\r\n scene\r\n );\r\n collisionMesh.isPickable = true;\r\n collisionMesh.isNearPickable = true;\r\n collisionMesh.visibility = 0;\r\n collisionMesh.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);\r\n\r\n SceneLoader.ImportMeshAsync(undefined, TouchHolographicButton.MODEL_BASE_URL, TouchHolographicButton.MODEL_FILENAME, scene).then((result) => {\r\n const alphaMesh = CreateBox(\r\n \"${this.name}_alphaMesh\",\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 alphaMesh.isPickable = false;\r\n alphaMesh.material = new StandardMaterial(\"${this.name}_alphaMesh_material\", scene);\r\n alphaMesh.material.alpha = 0.15;\r\n\r\n const importedFrontPlate = result.meshes[1];\r\n importedFrontPlate.name = `${this.name}_frontPlate`;\r\n importedFrontPlate.isPickable = false;\r\n importedFrontPlate.scaling.z = this._frontPlateDepth;\r\n alphaMesh.parent = importedFrontPlate;\r\n importedFrontPlate.parent = collisionMesh;\r\n if (this._frontMaterial) {\r\n importedFrontPlate.material = this._frontMaterial;\r\n }\r\n this._frontPlate = importedFrontPlate;\r\n });\r\n\r\n this._backPlate = CreateBox(\r\n `${this.name}_backPlate`,\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: this._backPlateDepth,\r\n },\r\n scene\r\n );\r\n\r\n this._backPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(this._backPlateDepth / 2);\r\n this._backPlate.isPickable = false;\r\n\r\n this._textPlate = <Mesh>super._createNode(scene);\r\n this._textPlate.name = `${this.name}_textPlate`;\r\n this._textPlate.isPickable = false;\r\n this._textPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);\r\n\r\n this._backPlate.addChild(collisionMesh);\r\n this._backPlate.addChild(this._textPlate);\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 protected _applyFacade(facadeTexture: AdvancedDynamicTexture) {\r\n this._plateMaterial.emissiveTexture = facadeTexture;\r\n this._plateMaterial.opacityTexture = facadeTexture;\r\n this._plateMaterial.diffuseColor = new Color3(0.4, 0.4, 0.4);\r\n }\r\n\r\n private _createBackMaterial(mesh: Mesh) {\r\n this._backMaterial = new FluentMaterial(this.name + \"backPlateMaterial\", mesh.getScene());\r\n this._backMaterial.albedoColor = this._backplateColor;\r\n this._backMaterial.renderBorders = true;\r\n this._backMaterial.renderHoverLight = false;\r\n }\r\n\r\n private _createFrontMaterial(mesh: Mesh) {\r\n this._frontMaterial = new FluentButtonMaterial(this.name + \"Front Material\", mesh.getScene());\r\n }\r\n\r\n private _createPlateMaterial(mesh: Mesh) {\r\n 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 if (this._backMaterial) {\r\n if (newState) {\r\n this._backMaterial.albedoColor = this._backplateToggledColor;\r\n } else {\r\n this._backMaterial.albedoColor = this._backplateColor;\r\n }\r\n }\r\n\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[\"backFluentMaterial\"]) {\r\n this._createBackMaterial(mesh);\r\n this._host._touchSharedMaterials[\"backFluentMaterial\"] = this._backMaterial;\r\n } else {\r\n this._backMaterial = this._host._touchSharedMaterials[\"backFluentMaterial\"] as FluentMaterial;\r\n }\r\n\r\n // Front\r\n if (!this._host._touchSharedMaterials[\"frontFluentMaterial\"]) {\r\n this._createFrontMaterial(mesh);\r\n this._host._touchSharedMaterials[\"frontFluentMaterial\"] = this._frontMaterial;\r\n } else {\r\n this._frontMaterial = this._host._touchSharedMaterials[\"frontFluentMaterial\"] as FluentButtonMaterial;\r\n }\r\n } else {\r\n this._createBackMaterial(mesh);\r\n this._createFrontMaterial(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 if (this._frontPlate) {\r\n this._frontPlate.material = this._frontMaterial;\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.onPointerMoveObservable.remove(this._pointerHoverObserver);\r\n\r\n if (!this.shareMaterials) {\r\n this._backMaterial.dispose();\r\n this._frontMaterial.dispose();\r\n this._plateMaterial.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"]}
|
@@ -8,14 +8,6 @@ import { Logger } from "@babylonjs/core/Misc/logger.js";
|
|
8
8
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* Simple menu that can contain holographic buttons
|
9
9
|
*/
|
10
10
|
export class TouchHolographicMenu extends VolumeBasedPanel {
|
11
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-
/**
|
12
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-
* Creates a holographic menu GUI 3D control
|
13
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-
* @param name name of the menu
|
14
|
-
*/
|
15
|
-
constructor(name) {
|
16
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-
super(name);
|
17
|
-
this._backPlateMargin = 1.25;
|
18
|
-
}
|
19
11
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/**
|
20
12
|
* Gets or sets the margin size of the backplate in button size units.
|
21
13
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* Setting this to 1, will make the backPlate margin the size of 1 button
|
@@ -91,6 +83,14 @@ export class TouchHolographicMenu extends VolumeBasedPanel {
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91
83
|
this._currentMin = null;
|
92
84
|
this._currentMax = null;
|
93
85
|
}
|
86
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+
/**
|
87
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+
* Creates a holographic menu GUI 3D control
|
88
|
+
* @param name name of the menu
|
89
|
+
*/
|
90
|
+
constructor(name) {
|
91
|
+
super(name);
|
92
|
+
this._backPlateMargin = 1.25;
|
93
|
+
}
|
94
94
|
/**
|
95
95
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* Adds a button to the menu.
|
96
96
|
* Please note that the back material of the button will be set to transparent as it is attached to the menu.
|
@@ -1 +1 @@
|
|
1
|
-
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type { Scene } from \"core/scene\";\r\nimport type { Vector3 } from \"core/Maths/math.vector\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { Control3D } from \"./control3D\";\r\nimport { VolumeBasedPanel } from \"./volumeBasedPanel\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { CreateBox } from \"core/Meshes/Builders/boxBuilder\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { FluentMaterial } from \"../materials/fluent/fluentMaterial\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport type { Container3D } from \"./container3D\";\r\nimport type { TouchHolographicButton } from \"./touchHolographicButton\";\r\n\r\n/**\r\n * Simple menu that can contain holographic buttons\r\n */\r\nexport class TouchHolographicMenu extends VolumeBasedPanel {\r\n protected _backPlate: Mesh;\r\n private _backPlateMaterial: FluentMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\r\n\r\n private _currentMin: Nullable<Vector3>;\r\n private _currentMax: Nullable<Vector3>;\r\n\r\n private _backPlateMargin = 1.25;\r\n\r\n /**\r\n * Scale for the buttons added to the menu\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static MENU_BUTTON_SCALE: number = 1;\r\n\r\n /**\r\n * Gets or sets the margin size of the backplate in button size units.\r\n * Setting this to 1, will make the backPlate margin the size of 1 button\r\n */\r\n public get backPlateMargin(): number {\r\n return this._backPlateMargin;\r\n }\r\n\r\n public set backPlateMargin(value: number) {\r\n this._backPlateMargin = value;\r\n\r\n if (this._children.length >= 1) {\r\n this.children.forEach((control) => {\r\n this._updateCurrentMinMax(control.position);\r\n });\r\n\r\n this._updateMargins();\r\n }\r\n }\r\n\r\n protected _createNode(scene: Scene): Nullable<TransformNode> {\r\n const node = new Mesh(`menu_${this.name}`, scene);\r\n\r\n this._backPlate = CreateBox(\"backPlate\" + this.name, { size: 1 }, scene);\r\n this._backPlate.parent = node;\r\n\r\n return node;\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n this._backPlateMaterial = new FluentMaterial(this.name + \"backPlateMaterial\", mesh.getScene());\r\n this._backPlateMaterial.albedoColor = new Color3(0.08, 0.15, 0.55);\r\n this._backPlateMaterial.renderBorders = true;\r\n this._backPlateMaterial.renderHoverLight = true;\r\n\r\n this._pickedPointObserver = this._host.onPickedPointChangedObservable.add((pickedPoint) => {\r\n if (pickedPoint) {\r\n this._backPlateMaterial.hoverPosition = pickedPoint;\r\n this._backPlateMaterial.hoverColor.a = 1.0;\r\n } else {\r\n this._backPlateMaterial.hoverColor.a = 0;\r\n }\r\n });\r\n\r\n this._backPlate.material = this._backPlateMaterial;\r\n }\r\n\r\n protected _mapGridNode(control: Control3D, nodePosition: Vector3) {\r\n // Simple plane mapping for the menu\r\n const mesh = control.mesh;\r\n\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n control.position = nodePosition.clone();\r\n\r\n this._updateCurrentMinMax(nodePosition);\r\n }\r\n\r\n protected _finalProcessing() {\r\n this._updateMargins();\r\n }\r\n\r\n private _updateCurrentMinMax(nodePosition: Vector3) {\r\n if (!this._currentMin) {\r\n this._currentMin = nodePosition.clone();\r\n this._currentMax = nodePosition.clone();\r\n }\r\n\r\n this._currentMin.minimizeInPlace(nodePosition);\r\n this._currentMax!.maximizeInPlace(nodePosition);\r\n }\r\n\r\n private _updateMargins() {\r\n if (this._children.length > 0) {\r\n this._currentMin!.addInPlaceFromFloats(-this._cellWidth / 2, -this._cellHeight / 2, 0);\r\n this._currentMax!.addInPlaceFromFloats(this._cellWidth / 2, this._cellHeight / 2, 0);\r\n const extendSize = this._currentMax!.subtract(this._currentMin!);\r\n\r\n // Also add a % margin\r\n this._backPlate.scaling.x = extendSize.x + this._cellWidth * this.backPlateMargin;\r\n this._backPlate.scaling.y = extendSize.y + this._cellHeight * this.backPlateMargin;\r\n this._backPlate.scaling.z = 0.001;\r\n\r\n for (let i = 0; i < this._children.length; i++) {\r\n this._children[i].position.subtractInPlace(this._currentMin!).subtractInPlace(extendSize.scale(0.5));\r\n this._children[i].position.z -= 0.01;\r\n }\r\n }\r\n\r\n this._currentMin = null;\r\n this._currentMax = null;\r\n }\r\n\r\n /**\r\n * Creates a holographic menu GUI 3D control\r\n * @param name name of the menu\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Adds a button to the menu.\r\n * Please note that the back material of the button will be set to transparent as it is attached to the menu.\r\n *\r\n * @param button Button to add\r\n * @returns This menu\r\n */\r\n public addButton(button: TouchHolographicButton): TouchHolographicMenu {\r\n // Block updating the layout until the button is resized (which has to happen after node creation)\r\n const wasLayoutBlocked = this.blockLayout;\r\n if (!wasLayoutBlocked) {\r\n this.blockLayout = true;\r\n }\r\n\r\n super.addControl(button);\r\n\r\n button.isBackplateVisible = false;\r\n button.scaling.scaleInPlace(TouchHolographicMenu.MENU_BUTTON_SCALE);\r\n\r\n // Unblocking the layout triggers the pending layout update that uses the size of the buttons to determine the size of the backing mesh\r\n if (!wasLayoutBlocked) {\r\n this.blockLayout = false;\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * This method should not be used directly. It is inherited from `Container3D`.\r\n * Please use `addButton` instead.\r\n * @param _control\r\n * @returns\r\n */\r\n public addControl(_control: Control3D): Container3D {\r\n Logger.Warn(\"TouchHolographicMenu can only contain buttons. Please use the method `addButton` instead.\");\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes the menu\r\n */\r\n public dispose() {\r\n super.dispose();\r\n\r\n this._host.onPickedPointChangedObservable.remove(this._pickedPointObserver);\r\n }\r\n}\r\n"]}
|
1
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+
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type { Scene } from \"core/scene\";\r\nimport type { Vector3 } from \"core/Maths/math.vector\";\r\nimport type { TransformNode } from \"core/Meshes/transformNode\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { Control3D } from \"./control3D\";\r\nimport { VolumeBasedPanel } from \"./volumeBasedPanel\";\r\nimport { Mesh } from \"core/Meshes/mesh\";\r\nimport { CreateBox } from \"core/Meshes/Builders/boxBuilder\";\r\nimport type { AbstractMesh } from \"core/Meshes/abstractMesh\";\r\nimport { FluentMaterial } from \"../materials/fluent/fluentMaterial\";\r\nimport { Color3 } from \"core/Maths/math.color\";\r\nimport type { Observer } from \"core/Misc/observable\";\r\nimport { Logger } from \"core/Misc/logger\";\r\nimport type { Container3D } from \"./container3D\";\r\nimport type { TouchHolographicButton } from \"./touchHolographicButton\";\r\n\r\n/**\r\n * Simple menu that can contain holographic buttons\r\n */\r\nexport class TouchHolographicMenu extends VolumeBasedPanel {\r\n protected _backPlate: Mesh;\r\n private _backPlateMaterial: FluentMaterial;\r\n private _pickedPointObserver: Nullable<Observer<Nullable<Vector3>>>;\r\n\r\n private _currentMin: Nullable<Vector3>;\r\n private _currentMax: Nullable<Vector3>;\r\n\r\n private _backPlateMargin = 1.25;\r\n\r\n /**\r\n * Scale for the buttons added to the menu\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n protected static MENU_BUTTON_SCALE: number = 1;\r\n\r\n /**\r\n * Gets or sets the margin size of the backplate in button size units.\r\n * Setting this to 1, will make the backPlate margin the size of 1 button\r\n */\r\n public get backPlateMargin(): number {\r\n return this._backPlateMargin;\r\n }\r\n\r\n public set backPlateMargin(value: number) {\r\n this._backPlateMargin = value;\r\n\r\n if (this._children.length >= 1) {\r\n this.children.forEach((control) => {\r\n this._updateCurrentMinMax(control.position);\r\n });\r\n\r\n this._updateMargins();\r\n }\r\n }\r\n\r\n protected _createNode(scene: Scene): Nullable<TransformNode> {\r\n const node = new Mesh(`menu_${this.name}`, scene);\r\n\r\n this._backPlate = CreateBox(\"backPlate\" + this.name, { size: 1 }, scene);\r\n this._backPlate.parent = node;\r\n\r\n return node;\r\n }\r\n\r\n protected _affectMaterial(mesh: AbstractMesh) {\r\n this._backPlateMaterial = new FluentMaterial(this.name + \"backPlateMaterial\", mesh.getScene());\r\n this._backPlateMaterial.albedoColor = new Color3(0.08, 0.15, 0.55);\r\n this._backPlateMaterial.renderBorders = true;\r\n this._backPlateMaterial.renderHoverLight = true;\r\n\r\n this._pickedPointObserver = this._host.onPickedPointChangedObservable.add((pickedPoint) => {\r\n if (pickedPoint) {\r\n this._backPlateMaterial.hoverPosition = pickedPoint;\r\n this._backPlateMaterial.hoverColor.a = 1.0;\r\n } else {\r\n this._backPlateMaterial.hoverColor.a = 0;\r\n }\r\n });\r\n\r\n this._backPlate.material = this._backPlateMaterial;\r\n }\r\n\r\n protected _mapGridNode(control: Control3D, nodePosition: Vector3) {\r\n // Simple plane mapping for the menu\r\n const mesh = control.mesh;\r\n\r\n if (!mesh) {\r\n return;\r\n }\r\n\r\n control.position = nodePosition.clone();\r\n\r\n this._updateCurrentMinMax(nodePosition);\r\n }\r\n\r\n protected _finalProcessing() {\r\n this._updateMargins();\r\n }\r\n\r\n private _updateCurrentMinMax(nodePosition: Vector3) {\r\n if (!this._currentMin) {\r\n this._currentMin = nodePosition.clone();\r\n this._currentMax = nodePosition.clone();\r\n }\r\n\r\n this._currentMin.minimizeInPlace(nodePosition);\r\n this._currentMax!.maximizeInPlace(nodePosition);\r\n }\r\n\r\n private _updateMargins() {\r\n if (this._children.length > 0) {\r\n this._currentMin!.addInPlaceFromFloats(-this._cellWidth / 2, -this._cellHeight / 2, 0);\r\n this._currentMax!.addInPlaceFromFloats(this._cellWidth / 2, this._cellHeight / 2, 0);\r\n const extendSize = this._currentMax!.subtract(this._currentMin!);\r\n\r\n // Also add a % margin\r\n this._backPlate.scaling.x = extendSize.x + this._cellWidth * this.backPlateMargin;\r\n this._backPlate.scaling.y = extendSize.y + this._cellHeight * this.backPlateMargin;\r\n this._backPlate.scaling.z = 0.001;\r\n\r\n for (let i = 0; i < this._children.length; i++) {\r\n this._children[i].position.subtractInPlace(this._currentMin!).subtractInPlace(extendSize.scale(0.5));\r\n this._children[i].position.z -= 0.01;\r\n }\r\n }\r\n\r\n this._currentMin = null;\r\n this._currentMax = null;\r\n }\r\n\r\n /**\r\n * Creates a holographic menu GUI 3D control\r\n * @param name name of the menu\r\n */\r\n constructor(name?: string) {\r\n super(name);\r\n }\r\n\r\n /**\r\n * Adds a button to the menu.\r\n * Please note that the back material of the button will be set to transparent as it is attached to the menu.\r\n *\r\n * @param button Button to add\r\n * @returns This menu\r\n */\r\n public addButton(button: TouchHolographicButton): TouchHolographicMenu {\r\n // Block updating the layout until the button is resized (which has to happen after node creation)\r\n const wasLayoutBlocked = this.blockLayout;\r\n if (!wasLayoutBlocked) {\r\n this.blockLayout = true;\r\n }\r\n\r\n super.addControl(button);\r\n\r\n button.isBackplateVisible = false;\r\n button.scaling.scaleInPlace(TouchHolographicMenu.MENU_BUTTON_SCALE);\r\n\r\n // Unblocking the layout triggers the pending layout update that uses the size of the buttons to determine the size of the backing mesh\r\n if (!wasLayoutBlocked) {\r\n this.blockLayout = false;\r\n }\r\n return this;\r\n }\r\n\r\n /**\r\n * This method should not be used directly. It is inherited from `Container3D`.\r\n * Please use `addButton` instead.\r\n * @param _control\r\n * @returns\r\n */\r\n public addControl(_control: Control3D): Container3D {\r\n Logger.Warn(\"TouchHolographicMenu can only contain buttons. Please use the method `addButton` instead.\");\r\n\r\n return this;\r\n }\r\n\r\n /**\r\n * Disposes the menu\r\n */\r\n public dispose() {\r\n super.dispose();\r\n\r\n this._host.onPickedPointChangedObservable.remove(this._pickedPointObserver);\r\n }\r\n}\r\n"]}
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@@ -5,21 +5,6 @@ import { Container3D } from "./container3D.js";
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* Abstract class used to create a container panel deployed on the surface of a volume
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*/
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export class VolumeBasedPanel extends Container3D {
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/**
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* Creates new VolumeBasedPanel
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*/
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constructor(name) {
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super(name);
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this._columns = 10;
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this._rows = 0;
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this._rowThenColum = true;
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this._orientation = Container3D.FACEORIGIN_ORIENTATION;
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/**
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* Gets or sets the distance between elements
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*/
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this.margin = 0;
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}
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/**
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* Gets or sets the orientation to apply to all controls (BABYLON.Container3D.FaceOriginReversedOrientation by default)
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* | Value | Type | Description |
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@@ -76,6 +61,21 @@ export class VolumeBasedPanel extends Container3D {
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this._arrangeChildren();
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});
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}
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/**
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* Creates new VolumeBasedPanel
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* @param name
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*/
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constructor(name) {
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super(name);
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this._columns = 10;
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this._rows = 0;
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this._rowThenColum = true;
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this._orientation = Container3D.FACEORIGIN_ORIENTATION;
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/**
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* Gets or sets the distance between elements
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*/
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this.margin = 0;
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}
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_arrangeChildren() {
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this._cellWidth = 0;
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this._cellHeight = 0;
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@@ -1 +1 @@
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-
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{ Tools } from \"core/Misc/tools\";\r\nimport { Matrix, Vector3, TmpVectors } from \"core/Maths/math.vector\";\r\nimport type { int } from \"core/types\";\r\n\r\nimport { Container3D } from \"./container3D\";\r\nimport type { Control3D } from \"./control3D\";\r\n\r\n/**\r\n * Abstract class used to create a container panel deployed on the surface of a volume\r\n */\r\nexport abstract class VolumeBasedPanel extends Container3D {\r\n private _columns = 10;\r\n private _rows = 0;\r\n private _rowThenColum = true;\r\n\r\n private _orientation = Container3D.FACEORIGIN_ORIENTATION;\r\n\r\n protected _cellWidth: number;\r\n protected _cellHeight: number;\r\n\r\n /**\r\n * Gets or sets the distance between elements\r\n */\r\n public margin = 0;\r\n\r\n /**\r\n * Gets or sets the orientation to apply to all controls (BABYLON.Container3D.FaceOriginReversedOrientation by default)\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 0 | UNSET_ORIENTATION | Control rotation will remain unchanged |\r\n * | 1 | FACEORIGIN_ORIENTATION | Control will rotate to make it look at sphere central axis |\r\n * | 2 | FACEORIGINREVERSED_ORIENTATION | Control will rotate to make it look back at sphere central axis |\r\n * | 3 | FACEFORWARD_ORIENTATION | Control will rotate to look at z axis (0, 0, 1) |\r\n * | 4 | FACEFORWARDREVERSED_ORIENTATION | Control will rotate to look at negative z axis (0, 0, -1) |\r\n */\r\n public get orientation(): number {\r\n return this._orientation;\r\n }\r\n\r\n public set orientation(value: number) {\r\n if (this._orientation === value) {\r\n return;\r\n }\r\n\r\n this._orientation = value;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Gets or sets the number of columns requested (10 by default).\r\n * The panel will automatically compute the number of rows based on number of child controls.\r\n */\r\n public get columns(): int {\r\n return this._columns;\r\n }\r\n\r\n public set columns(value: int) {\r\n if (this._columns === value) {\r\n return;\r\n }\r\n\r\n this._columns = value;\r\n this._rowThenColum = true;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Gets or sets a the number of rows requested.\r\n * The panel will automatically compute the number of columns based on number of child controls.\r\n */\r\n public get rows(): int {\r\n return this._rows;\r\n }\r\n\r\n public set rows(value: int) {\r\n if (this._rows === value) {\r\n return;\r\n }\r\n\r\n this._rows = value;\r\n this._rowThenColum = false;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Creates new VolumeBasedPanel\r\n * @param name\r\n */\r\n public constructor(name?: string) {\r\n super(name);\r\n }\r\n\r\n protected _arrangeChildren() {\r\n this._cellWidth = 0;\r\n this._cellHeight = 0;\r\n let rows = 0;\r\n let columns = 0;\r\n let controlCount = 0;\r\n\r\n const currentInverseWorld = Matrix.Invert(this.node!.computeWorldMatrix(true));\r\n\r\n // Measure\r\n for (const child of this._children) {\r\n if (!child.mesh) {\r\n continue;\r\n }\r\n\r\n controlCount++;\r\n child.mesh.computeWorldMatrix(true);\r\n // child.mesh.getWorldMatrix().multiplyToRef(currentInverseWorld, Tmp.Matrix[0]);\r\n\r\n const boundingBox = child.mesh.getHierarchyBoundingVectors();\r\n const extendSize = TmpVectors.Vector3[0];\r\n const diff = TmpVectors.Vector3[1];\r\n\r\n boundingBox.max.subtractToRef(boundingBox.min, diff);\r\n\r\n diff.scaleInPlace(0.5);\r\n\r\n Vector3.TransformNormalToRef(diff, currentInverseWorld, extendSize);\r\n\r\n this._cellWidth = Math.max(this._cellWidth, extendSize.x * 2);\r\n this._cellHeight = Math.max(this._cellHeight, extendSize.y * 2);\r\n }\r\n\r\n this._cellWidth += this.margin * 2;\r\n this._cellHeight += this.margin * 2;\r\n\r\n // Arrange\r\n if (this._rowThenColum) {\r\n columns = this._columns;\r\n rows = Math.ceil(controlCount / this._columns);\r\n } else {\r\n rows = this._rows;\r\n columns = Math.ceil(controlCount / this._rows);\r\n }\r\n\r\n const startOffsetX = columns * 0.5 * this._cellWidth;\r\n const startOffsetY = rows * 0.5 * this._cellHeight;\r\n const nodeGrid = [];\r\n let cellCounter = 0;\r\n\r\n if (this._rowThenColum) {\r\n for (let r = 0; r < rows; r++) {\r\n for (let c = 0; c < columns; c++) {\r\n nodeGrid.push(new Vector3(c * this._cellWidth - startOffsetX + this._cellWidth / 2, r * this._cellHeight - startOffsetY + this._cellHeight / 2, 0));\r\n cellCounter++;\r\n if (cellCounter > controlCount) {\r\n break;\r\n }\r\n }\r\n }\r\n } else {\r\n for (let c = 0; c < columns; c++) {\r\n for (let r = 0; r < rows; r++) {\r\n nodeGrid.push(new Vector3(c * this._cellWidth - startOffsetX + this._cellWidth / 2, r * this._cellHeight - startOffsetY + this._cellHeight / 2, 0));\r\n cellCounter++;\r\n if (cellCounter > controlCount) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n cellCounter = 0;\r\n for (const child of this._children) {\r\n if (!child.mesh) {\r\n continue;\r\n }\r\n\r\n this._mapGridNode(child, nodeGrid[cellCounter]);\r\n\r\n cellCounter++;\r\n }\r\n\r\n this._finalProcessing();\r\n }\r\n\r\n /** Child classes must implement this function to provide correct control positioning */\r\n protected abstract _mapGridNode(control: Control3D, nodePosition: Vector3): void;\r\n\r\n /** Child classes can implement this function to provide additional processing */\r\n protected _finalProcessing() {}\r\n}\r\n"]}
|
1
|
+
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{ Tools } from \"core/Misc/tools\";\r\nimport { Matrix, Vector3, TmpVectors } from \"core/Maths/math.vector\";\r\nimport type { int } from \"core/types\";\r\n\r\nimport { Container3D } from \"./container3D\";\r\nimport type { Control3D } from \"./control3D\";\r\n\r\n/**\r\n * Abstract class used to create a container panel deployed on the surface of a volume\r\n */\r\nexport abstract class VolumeBasedPanel extends Container3D {\r\n private _columns = 10;\r\n private _rows = 0;\r\n private _rowThenColum = true;\r\n\r\n private _orientation = Container3D.FACEORIGIN_ORIENTATION;\r\n\r\n protected _cellWidth: number;\r\n protected _cellHeight: number;\r\n\r\n /**\r\n * Gets or sets the distance between elements\r\n */\r\n public margin = 0;\r\n\r\n /**\r\n * Gets or sets the orientation to apply to all controls (BABYLON.Container3D.FaceOriginReversedOrientation by default)\r\n * | Value | Type | Description |\r\n * | ----- | ----------------------------------- | ----------- |\r\n * | 0 | UNSET_ORIENTATION | Control rotation will remain unchanged |\r\n * | 1 | FACEORIGIN_ORIENTATION | Control will rotate to make it look at sphere central axis |\r\n * | 2 | FACEORIGINREVERSED_ORIENTATION | Control will rotate to make it look back at sphere central axis |\r\n * | 3 | FACEFORWARD_ORIENTATION | Control will rotate to look at z axis (0, 0, 1) |\r\n * | 4 | FACEFORWARDREVERSED_ORIENTATION | Control will rotate to look at negative z axis (0, 0, -1) |\r\n */\r\n public get orientation(): number {\r\n return this._orientation;\r\n }\r\n\r\n public set orientation(value: number) {\r\n if (this._orientation === value) {\r\n return;\r\n }\r\n\r\n this._orientation = value;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Gets or sets the number of columns requested (10 by default).\r\n * The panel will automatically compute the number of rows based on number of child controls.\r\n */\r\n public get columns(): int {\r\n return this._columns;\r\n }\r\n\r\n public set columns(value: int) {\r\n if (this._columns === value) {\r\n return;\r\n }\r\n\r\n this._columns = value;\r\n this._rowThenColum = true;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Gets or sets a the number of rows requested.\r\n * The panel will automatically compute the number of columns based on number of child controls.\r\n */\r\n public get rows(): int {\r\n return this._rows;\r\n }\r\n\r\n public set rows(value: int) {\r\n if (this._rows === value) {\r\n return;\r\n }\r\n\r\n this._rows = value;\r\n this._rowThenColum = false;\r\n\r\n Tools.SetImmediate(() => {\r\n this._arrangeChildren();\r\n });\r\n }\r\n\r\n /**\r\n * Creates new VolumeBasedPanel\r\n * @param name\r\n */\r\n public constructor(name?: string) {\r\n super(name);\r\n }\r\n\r\n protected _arrangeChildren() {\r\n this._cellWidth = 0;\r\n this._cellHeight = 0;\r\n let rows = 0;\r\n let columns = 0;\r\n let controlCount = 0;\r\n\r\n const currentInverseWorld = Matrix.Invert(this.node!.computeWorldMatrix(true));\r\n\r\n // Measure\r\n for (const child of this._children) {\r\n if (!child.mesh) {\r\n continue;\r\n }\r\n\r\n controlCount++;\r\n child.mesh.computeWorldMatrix(true);\r\n // child.mesh.getWorldMatrix().multiplyToRef(currentInverseWorld, Tmp.Matrix[0]);\r\n\r\n const boundingBox = child.mesh.getHierarchyBoundingVectors();\r\n const extendSize = TmpVectors.Vector3[0];\r\n const diff = TmpVectors.Vector3[1];\r\n\r\n boundingBox.max.subtractToRef(boundingBox.min, diff);\r\n\r\n diff.scaleInPlace(0.5);\r\n\r\n Vector3.TransformNormalToRef(diff, currentInverseWorld, extendSize);\r\n\r\n this._cellWidth = Math.max(this._cellWidth, extendSize.x * 2);\r\n this._cellHeight = Math.max(this._cellHeight, extendSize.y * 2);\r\n }\r\n\r\n this._cellWidth += this.margin * 2;\r\n this._cellHeight += this.margin * 2;\r\n\r\n // Arrange\r\n if (this._rowThenColum) {\r\n columns = this._columns;\r\n rows = Math.ceil(controlCount / this._columns);\r\n } else {\r\n rows = this._rows;\r\n columns = Math.ceil(controlCount / this._rows);\r\n }\r\n\r\n const startOffsetX = columns * 0.5 * this._cellWidth;\r\n const startOffsetY = rows * 0.5 * this._cellHeight;\r\n const nodeGrid = [];\r\n let cellCounter = 0;\r\n\r\n if (this._rowThenColum) {\r\n for (let r = 0; r < rows; r++) {\r\n for (let c = 0; c < columns; c++) {\r\n nodeGrid.push(new Vector3(c * this._cellWidth - startOffsetX + this._cellWidth / 2, r * this._cellHeight - startOffsetY + this._cellHeight / 2, 0));\r\n cellCounter++;\r\n if (cellCounter > controlCount) {\r\n break;\r\n }\r\n }\r\n }\r\n } else {\r\n for (let c = 0; c < columns; c++) {\r\n for (let r = 0; r < rows; r++) {\r\n nodeGrid.push(new Vector3(c * this._cellWidth - startOffsetX + this._cellWidth / 2, r * this._cellHeight - startOffsetY + this._cellHeight / 2, 0));\r\n cellCounter++;\r\n if (cellCounter > controlCount) {\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n cellCounter = 0;\r\n for (const child of this._children) {\r\n if (!child.mesh) {\r\n continue;\r\n }\r\n\r\n this._mapGridNode(child, nodeGrid[cellCounter]);\r\n\r\n cellCounter++;\r\n }\r\n\r\n this._finalProcessing();\r\n }\r\n\r\n /** Child classes must implement this function to provide correct control positioning */\r\n protected abstract _mapGridNode(control: Control3D, nodePosition: Vector3): void;\r\n\r\n /** Child classes can implement this function to provide additional processing */\r\n protected _finalProcessing() {}\r\n}\r\n"]}
|
package/3D/gizmos/gizmoHandle.js
CHANGED
@@ -25,21 +25,6 @@ export var HandleState;
|
|
25
25
|
* Base class for SlateGizmo handles
|
26
26
|
*/
|
27
27
|
export class GizmoHandle {
|
28
|
-
/**
|
29
|
-
* Creates a handle for a SlateGizmo
|
30
|
-
* @param gizmo associated SlateGizmo
|
31
|
-
* @param scene scene
|
32
|
-
*/
|
33
|
-
constructor(gizmo, scene) {
|
34
|
-
this._state = HandleState.IDLE;
|
35
|
-
this._materials = [];
|
36
|
-
this._scene = scene;
|
37
|
-
this._gizmo = gizmo;
|
38
|
-
this.node = this.createNode();
|
39
|
-
this.node.reservedDataStore = {
|
40
|
-
handle: this,
|
41
|
-
};
|
42
|
-
}
|
43
28
|
/**
|
44
29
|
* The current state of the handle
|
45
30
|
*/
|
@@ -76,6 +61,21 @@ export class GizmoHandle {
|
|
76
61
|
}
|
77
62
|
this._updateMaterial();
|
78
63
|
}
|
64
|
+
/**
|
65
|
+
* Creates a handle for a SlateGizmo
|
66
|
+
* @param gizmo associated SlateGizmo
|
67
|
+
* @param scene scene
|
68
|
+
*/
|
69
|
+
constructor(gizmo, scene) {
|
70
|
+
this._state = HandleState.IDLE;
|
71
|
+
this._materials = [];
|
72
|
+
this._scene = scene;
|
73
|
+
this._gizmo = gizmo;
|
74
|
+
this.node = this.createNode();
|
75
|
+
this.node.reservedDataStore = {
|
76
|
+
handle: this,
|
77
|
+
};
|
78
|
+
}
|
79
79
|
_createMaterial(positionOffset) {
|
80
80
|
const mat = new HandleMaterial("handle", this._scene);
|
81
81
|
if (positionOffset) {
|