@babylonjs/gui 8.53.0 → 8.54.0

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.
@@ -111,7 +111,7 @@ export class ImageScrollBar extends BaseSlider {
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  return this._thumbHeight;
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  }
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  set thumbHeight(value) {
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- if (this._thumbLength === value) {
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+ if (this._thumbHeight === value) {
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  return;
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  }
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  this._thumbHeight = value;
@@ -199,11 +199,9 @@ export class ImageScrollBar extends BaseSlider {
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  * @internal
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  */
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  _updateValueFromPointer(x, y) {
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- if (this.rotation != 0) {
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- this._invertTransformMatrix.transformCoordinates(x, y, this._transformedPosition);
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- x = this._transformedPosition.x;
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- y = this._transformedPosition.y;
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- }
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+ this._invertTransformMatrix.transformCoordinates(x, y, this._transformedPosition);
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+ x = this._transformedPosition.x;
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+ y = this._transformedPosition.y;
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  const sign = this._invertScrollDirection ? -1 : 1;
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  if (this._first) {
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  this._first = false;
@@ -1 +1 @@
1
- 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type { Vector2 } from \"core/Maths/math.vector\";\r\nimport { BaseSlider } from \"./baseSlider\";\r\nimport type { Control } from \"../control\";\r\nimport type { Image } from \"../image\";\r\nimport { Measure } from \"../../measure\";\r\nimport type { PointerInfoBase } from \"core/Events/pointerEvents\";\r\nimport { serialize } from \"core/Misc/decorators\";\r\nimport type { ICanvasRenderingContext } from \"core/Engines/ICanvas\";\r\n\r\n/**\r\n * Class used to create slider controls\r\n */\r\nexport class ImageScrollBar extends BaseSlider {\r\n private _backgroundBaseImage: Image;\r\n private _backgroundImage: Image;\r\n private _thumbImage: Image;\r\n private _thumbBaseImage: Image;\r\n private _thumbLength: number = 0.5;\r\n private _thumbHeight: number = 1;\r\n private _barImageHeight: number = 1;\r\n private _tempMeasure = new Measure(0, 0, 0, 0);\r\n private _invertScrollDirection = false;\r\n\r\n /** Number of 90° rotation to apply on the images when in vertical mode */\r\n @serialize()\r\n public num90RotationInVerticalMode = 1;\r\n\r\n /** Inverts the scrolling direction (default: false) */\r\n @serialize()\r\n public get invertScrollDirection() {\r\n return this._invertScrollDirection;\r\n }\r\n\r\n public set invertScrollDirection(invert: boolean) {\r\n this._invertScrollDirection = invert;\r\n }\r\n\r\n /**\r\n * Gets or sets the image used to render the background for horizontal bar\r\n */\r\n public get backgroundImage(): Image {\r\n return this._backgroundBaseImage;\r\n }\r\n\r\n public set backgroundImage(value: Image) {\r\n if (this._backgroundBaseImage === value) {\r\n return;\r\n }\r\n\r\n this._backgroundBaseImage = value;\r\n\r\n if (this.isVertical && this.num90RotationInVerticalMode !== 0) {\r\n if (!value.isLoaded) {\r\n value.onImageLoadedObservable.addOnce(() => {\r\n const rotatedValue = value._rotate90(this.num90RotationInVerticalMode, true);\r\n this._backgroundImage = rotatedValue;\r\n if (!rotatedValue.isLoaded) {\r\n rotatedValue.onImageLoadedObservable.addOnce(() => {\r\n this._markAsDirty();\r\n });\r\n }\r\n this._markAsDirty();\r\n });\r\n } else {\r\n this._backgroundImage = value._rotate90(this.num90RotationInVerticalMode, true);\r\n this._markAsDirty();\r\n }\r\n } else {\r\n this._backgroundImage = value;\r\n if (value && !value.isLoaded) {\r\n value.onImageLoadedObservable.addOnce(() => {\r\n this._markAsDirty();\r\n });\r\n }\r\n\r\n this._markAsDirty();\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the image used to render the thumb\r\n */\r\n public get thumbImage(): Image {\r\n return this._thumbBaseImage;\r\n }\r\n\r\n public set thumbImage(value: Image) {\r\n if (this._thumbBaseImage === value) {\r\n return;\r\n }\r\n\r\n this._thumbBaseImage = value;\r\n\r\n if (this.isVertical && this.num90RotationInVerticalMode !== 0) {\r\n if (!value.isLoaded) {\r\n value.onImageLoadedObservable.addOnce(() => {\r\n const rotatedValue = value._rotate90(-this.num90RotationInVerticalMode, true);\r\n this._thumbImage = rotatedValue;\r\n if (!rotatedValue.isLoaded) {\r\n rotatedValue.onImageLoadedObservable.addOnce(() => {\r\n this._markAsDirty();\r\n });\r\n }\r\n this._markAsDirty();\r\n });\r\n } else {\r\n this._thumbImage = value._rotate90(-this.num90RotationInVerticalMode, true);\r\n this._markAsDirty();\r\n }\r\n } else {\r\n this._thumbImage = value;\r\n if (value && !value.isLoaded) {\r\n value.onImageLoadedObservable.addOnce(() => {\r\n this._markAsDirty();\r\n });\r\n }\r\n\r\n this._markAsDirty();\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the length of the thumb\r\n */\r\n public get thumbLength(): number {\r\n return this._thumbLength;\r\n }\r\n\r\n public set thumbLength(value: number) {\r\n if (this._thumbLength === value) {\r\n return;\r\n }\r\n\r\n this._thumbLength = value;\r\n\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets the height of the thumb\r\n */\r\n public get thumbHeight(): number {\r\n return this._thumbHeight;\r\n }\r\n\r\n public set thumbHeight(value: number) {\r\n if (this._thumbLength === value) {\r\n return;\r\n }\r\n\r\n this._thumbHeight = value;\r\n\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets the height of the bar image\r\n */\r\n public get barImageHeight(): number {\r\n return this._barImageHeight;\r\n }\r\n\r\n public set barImageHeight(value: number) {\r\n if (this._barImageHeight === value) {\r\n return;\r\n }\r\n\r\n this._barImageHeight = value;\r\n\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Creates a new ImageScrollBar\r\n * @param name defines the control name\r\n */\r\n constructor(public override name?: string) {\r\n super(name);\r\n }\r\n\r\n protected override _getTypeName(): string {\r\n return \"ImageScrollBar\";\r\n }\r\n\r\n protected override _getThumbThickness(): number {\r\n let thumbThickness = 0;\r\n if (this._thumbWidth.isPixel) {\r\n thumbThickness = this._thumbWidth.getValue(this._host);\r\n } else {\r\n thumbThickness = this._backgroundBoxThickness * this._thumbWidth.getValue(this._host);\r\n }\r\n return thumbThickness;\r\n }\r\n\r\n public override _draw(context: ICanvasRenderingContext): void {\r\n context.save();\r\n\r\n this._applyStates(context);\r\n\r\n this._prepareRenderingData(\"rectangle\");\r\n const thumbPosition = this._getThumbPosition();\r\n const left = this._renderLeft;\r\n const top = this._renderTop;\r\n const width = this._renderWidth;\r\n const height = this._renderHeight;\r\n\r\n // Background\r\n if (this._backgroundImage) {\r\n this._tempMeasure.copyFromFloats(left, top, width, height);\r\n if (this.isVertical) {\r\n this._tempMeasure.copyFromFloats(left + width * (1 - this._barImageHeight) * 0.5, this._currentMeasure.top, width * this._barImageHeight, height);\r\n this._tempMeasure.height += this._effectiveThumbThickness;\r\n this._backgroundImage._currentMeasure.copyFrom(this._tempMeasure);\r\n } else {\r\n this._tempMeasure.copyFromFloats(this._currentMeasure.left, top + height * (1 - this._barImageHeight) * 0.5, width, height * this._barImageHeight);\r\n this._tempMeasure.width += this._effectiveThumbThickness;\r\n this._backgroundImage._currentMeasure.copyFrom(this._tempMeasure);\r\n }\r\n this._backgroundImage._draw(context);\r\n }\r\n\r\n // Thumb\r\n if (this.isVertical) {\r\n this._tempMeasure.copyFromFloats(\r\n left - this._effectiveBarOffset + this._currentMeasure.width * (1 - this._thumbHeight) * 0.5,\r\n this._currentMeasure.top + thumbPosition,\r\n this._currentMeasure.width * this._thumbHeight,\r\n this._effectiveThumbThickness\r\n );\r\n } else {\r\n this._tempMeasure.copyFromFloats(\r\n this._currentMeasure.left + thumbPosition,\r\n this._currentMeasure.top + this._currentMeasure.height * (1 - this._thumbHeight) * 0.5,\r\n this._effectiveThumbThickness,\r\n this._currentMeasure.height * this._thumbHeight\r\n );\r\n }\r\n\r\n if (this._thumbImage) {\r\n this._thumbImage._currentMeasure.copyFrom(this._tempMeasure);\r\n this._thumbImage._draw(context);\r\n }\r\n\r\n context.restore();\r\n }\r\n\r\n private _first: boolean;\r\n private _originX: number;\r\n private _originY: number;\r\n\r\n /**\r\n * @internal\r\n */\r\n protected override _updateValueFromPointer(x: number, y: number): void {\r\n if (this.rotation != 0) {\r\n this._invertTransformMatrix.transformCoordinates(x, y, this._transformedPosition);\r\n x = this._transformedPosition.x;\r\n y = this._transformedPosition.y;\r\n }\r\n\r\n const sign = this._invertScrollDirection ? -1 : 1;\r\n\r\n if (this._first) {\r\n this._first = false;\r\n this._originX = x;\r\n this._originY = y;\r\n\r\n // Check if move is required\r\n if (\r\n x < this._tempMeasure.left ||\r\n x > this._tempMeasure.left + this._tempMeasure.width ||\r\n y < this._tempMeasure.top ||\r\n y > this._tempMeasure.top + this._tempMeasure.height\r\n ) {\r\n if (this.isVertical) {\r\n this.value = this.minimum + (1 - (y - this._currentMeasure.top) / this._currentMeasure.height) * (this.maximum - this.minimum);\r\n } else {\r\n this.value = this.minimum + ((x - this._currentMeasure.left) / this._currentMeasure.width) * (this.maximum - this.minimum);\r\n }\r\n }\r\n }\r\n\r\n // Delta mode\r\n let delta = 0;\r\n if (this.isVertical) {\r\n delta = -((y - this._originY) / (this._currentMeasure.height - this._effectiveThumbThickness));\r\n } else {\r\n delta = (x - this._originX) / (this._currentMeasure.width - this._effectiveThumbThickness);\r\n }\r\n\r\n this.value += sign * delta * (this.maximum - this.minimum);\r\n\r\n this._originX = x;\r\n this._originY = y;\r\n }\r\n\r\n public override _onPointerDown(target: Control, coordinates: Vector2, pointerId: number, buttonIndex: number, pi: PointerInfoBase): boolean {\r\n this._first = true;\r\n\r\n return super._onPointerDown(target, coordinates, pointerId, buttonIndex, pi);\r\n }\r\n}\r\n"]}
1
+ 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type { Vector2 } from \"core/Maths/math.vector\";\r\nimport { BaseSlider } from \"./baseSlider\";\r\nimport type { Control } from \"../control\";\r\nimport type { Image } from \"../image\";\r\nimport { Measure } from \"../../measure\";\r\nimport type { PointerInfoBase } from \"core/Events/pointerEvents\";\r\nimport { serialize } from \"core/Misc/decorators\";\r\nimport type { ICanvasRenderingContext } from \"core/Engines/ICanvas\";\r\n\r\n/**\r\n * Class used to create slider controls\r\n */\r\nexport class ImageScrollBar extends BaseSlider {\r\n private _backgroundBaseImage: Image;\r\n private _backgroundImage: Image;\r\n private _thumbImage: Image;\r\n private _thumbBaseImage: Image;\r\n private _thumbLength: number = 0.5;\r\n private _thumbHeight: number = 1;\r\n private _barImageHeight: number = 1;\r\n private _tempMeasure = new Measure(0, 0, 0, 0);\r\n private _invertScrollDirection = false;\r\n\r\n /** Number of 90° rotation to apply on the images when in vertical mode */\r\n @serialize()\r\n public num90RotationInVerticalMode = 1;\r\n\r\n /** Inverts the scrolling direction (default: false) */\r\n @serialize()\r\n public get invertScrollDirection() {\r\n return this._invertScrollDirection;\r\n }\r\n\r\n public set invertScrollDirection(invert: boolean) {\r\n this._invertScrollDirection = invert;\r\n }\r\n\r\n /**\r\n * Gets or sets the image used to render the background for horizontal bar\r\n */\r\n public get backgroundImage(): Image {\r\n return this._backgroundBaseImage;\r\n }\r\n\r\n public set backgroundImage(value: Image) {\r\n if (this._backgroundBaseImage === value) {\r\n return;\r\n }\r\n\r\n this._backgroundBaseImage = value;\r\n\r\n if (this.isVertical && this.num90RotationInVerticalMode !== 0) {\r\n if (!value.isLoaded) {\r\n value.onImageLoadedObservable.addOnce(() => {\r\n const rotatedValue = value._rotate90(this.num90RotationInVerticalMode, true);\r\n this._backgroundImage = rotatedValue;\r\n if (!rotatedValue.isLoaded) {\r\n rotatedValue.onImageLoadedObservable.addOnce(() => {\r\n this._markAsDirty();\r\n });\r\n }\r\n this._markAsDirty();\r\n });\r\n } else {\r\n this._backgroundImage = value._rotate90(this.num90RotationInVerticalMode, true);\r\n this._markAsDirty();\r\n }\r\n } else {\r\n this._backgroundImage = value;\r\n if (value && !value.isLoaded) {\r\n value.onImageLoadedObservable.addOnce(() => {\r\n this._markAsDirty();\r\n });\r\n }\r\n\r\n this._markAsDirty();\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the image used to render the thumb\r\n */\r\n public get thumbImage(): Image {\r\n return this._thumbBaseImage;\r\n }\r\n\r\n public set thumbImage(value: Image) {\r\n if (this._thumbBaseImage === value) {\r\n return;\r\n }\r\n\r\n this._thumbBaseImage = value;\r\n\r\n if (this.isVertical && this.num90RotationInVerticalMode !== 0) {\r\n if (!value.isLoaded) {\r\n value.onImageLoadedObservable.addOnce(() => {\r\n const rotatedValue = value._rotate90(-this.num90RotationInVerticalMode, true);\r\n this._thumbImage = rotatedValue;\r\n if (!rotatedValue.isLoaded) {\r\n rotatedValue.onImageLoadedObservable.addOnce(() => {\r\n this._markAsDirty();\r\n });\r\n }\r\n this._markAsDirty();\r\n });\r\n } else {\r\n this._thumbImage = value._rotate90(-this.num90RotationInVerticalMode, true);\r\n this._markAsDirty();\r\n }\r\n } else {\r\n this._thumbImage = value;\r\n if (value && !value.isLoaded) {\r\n value.onImageLoadedObservable.addOnce(() => {\r\n this._markAsDirty();\r\n });\r\n }\r\n\r\n this._markAsDirty();\r\n }\r\n }\r\n\r\n /**\r\n * Gets or sets the length of the thumb\r\n */\r\n public get thumbLength(): number {\r\n return this._thumbLength;\r\n }\r\n\r\n public set thumbLength(value: number) {\r\n if (this._thumbLength === value) {\r\n return;\r\n }\r\n\r\n this._thumbLength = value;\r\n\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets the height of the thumb\r\n */\r\n public get thumbHeight(): number {\r\n return this._thumbHeight;\r\n }\r\n\r\n public set thumbHeight(value: number) {\r\n if (this._thumbHeight === value) {\r\n return;\r\n }\r\n\r\n this._thumbHeight = value;\r\n\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Gets or sets the height of the bar image\r\n */\r\n public get barImageHeight(): number {\r\n return this._barImageHeight;\r\n }\r\n\r\n public set barImageHeight(value: number) {\r\n if (this._barImageHeight === value) {\r\n return;\r\n }\r\n\r\n this._barImageHeight = value;\r\n\r\n this._markAsDirty();\r\n }\r\n\r\n /**\r\n * Creates a new ImageScrollBar\r\n * @param name defines the control name\r\n */\r\n constructor(public override name?: string) {\r\n super(name);\r\n }\r\n\r\n protected override _getTypeName(): string {\r\n return \"ImageScrollBar\";\r\n }\r\n\r\n protected override _getThumbThickness(): number {\r\n let thumbThickness = 0;\r\n if (this._thumbWidth.isPixel) {\r\n thumbThickness = this._thumbWidth.getValue(this._host);\r\n } else {\r\n thumbThickness = this._backgroundBoxThickness * this._thumbWidth.getValue(this._host);\r\n }\r\n return thumbThickness;\r\n }\r\n\r\n public override _draw(context: ICanvasRenderingContext): void {\r\n context.save();\r\n\r\n this._applyStates(context);\r\n\r\n this._prepareRenderingData(\"rectangle\");\r\n const thumbPosition = this._getThumbPosition();\r\n const left = this._renderLeft;\r\n const top = this._renderTop;\r\n const width = this._renderWidth;\r\n const height = this._renderHeight;\r\n\r\n // Background\r\n if (this._backgroundImage) {\r\n this._tempMeasure.copyFromFloats(left, top, width, height);\r\n if (this.isVertical) {\r\n this._tempMeasure.copyFromFloats(left + width * (1 - this._barImageHeight) * 0.5, this._currentMeasure.top, width * this._barImageHeight, height);\r\n this._tempMeasure.height += this._effectiveThumbThickness;\r\n this._backgroundImage._currentMeasure.copyFrom(this._tempMeasure);\r\n } else {\r\n this._tempMeasure.copyFromFloats(this._currentMeasure.left, top + height * (1 - this._barImageHeight) * 0.5, width, height * this._barImageHeight);\r\n this._tempMeasure.width += this._effectiveThumbThickness;\r\n this._backgroundImage._currentMeasure.copyFrom(this._tempMeasure);\r\n }\r\n this._backgroundImage._draw(context);\r\n }\r\n\r\n // Thumb\r\n if (this.isVertical) {\r\n this._tempMeasure.copyFromFloats(\r\n left - this._effectiveBarOffset + this._currentMeasure.width * (1 - this._thumbHeight) * 0.5,\r\n this._currentMeasure.top + thumbPosition,\r\n this._currentMeasure.width * this._thumbHeight,\r\n this._effectiveThumbThickness\r\n );\r\n } else {\r\n this._tempMeasure.copyFromFloats(\r\n this._currentMeasure.left + thumbPosition,\r\n this._currentMeasure.top + this._currentMeasure.height * (1 - this._thumbHeight) * 0.5,\r\n this._effectiveThumbThickness,\r\n this._currentMeasure.height * this._thumbHeight\r\n );\r\n }\r\n\r\n if (this._thumbImage) {\r\n this._thumbImage._currentMeasure.copyFrom(this._tempMeasure);\r\n this._thumbImage._draw(context);\r\n }\r\n\r\n context.restore();\r\n }\r\n\r\n private _first: boolean;\r\n private _originX: number;\r\n private _originY: number;\r\n\r\n /**\r\n * @internal\r\n */\r\n protected override _updateValueFromPointer(x: number, y: number): void {\r\n this._invertTransformMatrix.transformCoordinates(x, y, this._transformedPosition);\r\n x = this._transformedPosition.x;\r\n y = this._transformedPosition.y;\r\n\r\n const sign = this._invertScrollDirection ? -1 : 1;\r\n\r\n if (this._first) {\r\n this._first = false;\r\n this._originX = x;\r\n this._originY = y;\r\n\r\n // Check if move is required\r\n if (\r\n x < this._tempMeasure.left ||\r\n x > this._tempMeasure.left + this._tempMeasure.width ||\r\n y < this._tempMeasure.top ||\r\n y > this._tempMeasure.top + this._tempMeasure.height\r\n ) {\r\n if (this.isVertical) {\r\n this.value = this.minimum + (1 - (y - this._currentMeasure.top) / this._currentMeasure.height) * (this.maximum - this.minimum);\r\n } else {\r\n this.value = this.minimum + ((x - this._currentMeasure.left) / this._currentMeasure.width) * (this.maximum - this.minimum);\r\n }\r\n }\r\n }\r\n\r\n // Delta mode\r\n let delta = 0;\r\n if (this.isVertical) {\r\n delta = -((y - this._originY) / (this._currentMeasure.height - this._effectiveThumbThickness));\r\n } else {\r\n delta = (x - this._originX) / (this._currentMeasure.width - this._effectiveThumbThickness);\r\n }\r\n\r\n this.value += sign * delta * (this.maximum - this.minimum);\r\n\r\n this._originX = x;\r\n this._originY = y;\r\n }\r\n\r\n public override _onPointerDown(target: Control, coordinates: Vector2, pointerId: number, buttonIndex: number, pi: PointerInfoBase): boolean {\r\n this._first = true;\r\n\r\n return super._onPointerDown(target, coordinates, pointerId, buttonIndex, pi);\r\n }\r\n}\r\n"]}
@@ -107,11 +107,9 @@ export class ScrollBar extends BaseSlider {
107
107
  * @internal
108
108
  */
109
109
  _updateValueFromPointer(x, y) {
110
- if (this.rotation != 0) {
111
- this._invertTransformMatrix.transformCoordinates(x, y, this._transformedPosition);
112
- x = this._transformedPosition.x;
113
- y = this._transformedPosition.y;
114
- }
110
+ this._invertTransformMatrix.transformCoordinates(x, y, this._transformedPosition);
111
+ x = this._transformedPosition.x;
112
+ y = this._transformedPosition.y;
115
113
  const sign = this._invertScrollDirection ? -1 : 1;
116
114
  if (this._first) {
117
115
  this._first = false;
@@ -1 +1 @@
1
- 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type { Vector2 } from \"core/Maths/math.vector\";\r\nimport { BaseSlider } from \"./baseSlider\";\r\nimport type { Control } from \"../control\";\r\nimport { Measure } from \"../../measure\";\r\nimport type { PointerInfoBase } from \"core/Events/pointerEvents\";\r\nimport { serialize } from \"core/Misc/decorators\";\r\nimport type { ICanvasRenderingContext } from \"core/Engines/ICanvas\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { BaseGradient } from \"../gradient/BaseGradient\";\r\nimport type { AdvancedDynamicTexture } from \"gui/2D/advancedDynamicTexture\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\n/**\r\n * Class used to create slider controls\r\n */\r\nexport class ScrollBar extends BaseSlider {\r\n private _background = \"black\";\r\n private _borderColor = \"white\";\r\n private _tempMeasure = new Measure(0, 0, 0, 0);\r\n private _invertScrollDirection = false;\r\n private _backgroundGradient: Nullable<BaseGradient> = null;\r\n\r\n /** Gets or sets border color */\r\n @serialize()\r\n public get borderColor(): string {\r\n return this._borderColor;\r\n }\r\n\r\n public set borderColor(value: string) {\r\n if (this._borderColor === value) {\r\n return;\r\n }\r\n\r\n this._borderColor = value;\r\n this._markAsDirty();\r\n }\r\n\r\n /** Gets or sets background color */\r\n @serialize()\r\n public get background(): string {\r\n return this._background;\r\n }\r\n\r\n public set background(value: string) {\r\n if (this._background === value) {\r\n return;\r\n }\r\n\r\n this._background = value;\r\n this._markAsDirty();\r\n }\r\n\r\n /** Gets or sets background gradient. Takes precedence over gradient. */\r\n public get backgroundGradient(): Nullable<BaseGradient> {\r\n return this._backgroundGradient;\r\n }\r\n\r\n public set backgroundGradient(value: Nullable<BaseGradient>) {\r\n if (this._backgroundGradient === value) {\r\n return;\r\n }\r\n\r\n this._backgroundGradient = value;\r\n this._markAsDirty();\r\n }\r\n\r\n /** Inverts the scrolling direction (default: false) */\r\n @serialize()\r\n public get invertScrollDirection() {\r\n return this._invertScrollDirection;\r\n }\r\n\r\n public set invertScrollDirection(invert: boolean) {\r\n this._invertScrollDirection = invert;\r\n }\r\n\r\n /**\r\n * Creates a new Slider\r\n * @param name defines the control name\r\n */\r\n constructor(public override name?: string) {\r\n super(name);\r\n }\r\n\r\n protected override _getTypeName(): string {\r\n return \"Scrollbar\";\r\n }\r\n\r\n protected override _getThumbThickness(): number {\r\n let thumbThickness = 0;\r\n if (this._thumbWidth.isPixel) {\r\n thumbThickness = this._thumbWidth.getValue(this._host);\r\n } else {\r\n thumbThickness = this._backgroundBoxThickness * this._thumbWidth.getValue(this._host);\r\n }\r\n return thumbThickness;\r\n }\r\n\r\n private _getBackgroundColor(context: ICanvasRenderingContext) {\r\n return this._backgroundGradient ? this._backgroundGradient.getCanvasGradient(context) : this._background;\r\n }\r\n\r\n public override _draw(context: ICanvasRenderingContext): void {\r\n context.save();\r\n\r\n this._applyStates(context);\r\n this._prepareRenderingData(\"rectangle\");\r\n const left = this._renderLeft;\r\n\r\n const thumbPosition = this._getThumbPosition();\r\n context.fillStyle = this._getBackgroundColor(context);\r\n\r\n context.fillRect(this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n\r\n // Value bar\r\n context.fillStyle = this._getColor(context);\r\n\r\n // Thumb\r\n if (this.isVertical) {\r\n this._tempMeasure.left = left - this._effectiveBarOffset;\r\n this._tempMeasure.top = this._currentMeasure.top + thumbPosition;\r\n this._tempMeasure.width = this._currentMeasure.width;\r\n this._tempMeasure.height = this._effectiveThumbThickness;\r\n } else {\r\n this._tempMeasure.left = this._currentMeasure.left + thumbPosition;\r\n this._tempMeasure.top = this._currentMeasure.top;\r\n this._tempMeasure.width = this._effectiveThumbThickness;\r\n this._tempMeasure.height = this._currentMeasure.height;\r\n }\r\n\r\n context.fillRect(this._tempMeasure.left, this._tempMeasure.top, this._tempMeasure.width, this._tempMeasure.height);\r\n\r\n context.restore();\r\n }\r\n\r\n private _first: boolean;\r\n private _originX: number;\r\n private _originY: number;\r\n\r\n /**\r\n * @internal\r\n */\r\n protected override _updateValueFromPointer(x: number, y: number): void {\r\n if (this.rotation != 0) {\r\n this._invertTransformMatrix.transformCoordinates(x, y, this._transformedPosition);\r\n x = this._transformedPosition.x;\r\n y = this._transformedPosition.y;\r\n }\r\n\r\n const sign = this._invertScrollDirection ? -1 : 1;\r\n\r\n if (this._first) {\r\n this._first = false;\r\n this._originX = x;\r\n this._originY = y;\r\n\r\n // Check if move is required\r\n if (\r\n x < this._tempMeasure.left ||\r\n x > this._tempMeasure.left + this._tempMeasure.width ||\r\n y < this._tempMeasure.top ||\r\n y > this._tempMeasure.top + this._tempMeasure.height\r\n ) {\r\n if (this.isVertical) {\r\n this.value = this.minimum + (1 - (y - this._currentMeasure.top) / this._currentMeasure.height) * (this.maximum - this.minimum);\r\n } else {\r\n this.value = this.minimum + ((x - this._currentMeasure.left) / this._currentMeasure.width) * (this.maximum - this.minimum);\r\n }\r\n }\r\n }\r\n\r\n // Delta mode\r\n let delta = 0;\r\n if (this.isVertical) {\r\n delta = -((y - this._originY) / (this._currentMeasure.height - this._effectiveThumbThickness));\r\n } else {\r\n delta = (x - this._originX) / (this._currentMeasure.width - this._effectiveThumbThickness);\r\n }\r\n\r\n this.value += sign * delta * (this.maximum - this.minimum);\r\n\r\n this._originX = x;\r\n this._originY = y;\r\n }\r\n\r\n public override _onPointerDown(target: Control, coordinates: Vector2, pointerId: number, buttonIndex: number, pi: PointerInfoBase): boolean {\r\n this._first = true;\r\n\r\n return super._onPointerDown(target, coordinates, pointerId, buttonIndex, pi);\r\n }\r\n\r\n public override serialize(serializationObject: any) {\r\n super.serialize(serializationObject);\r\n\r\n if (this.backgroundGradient) {\r\n serializationObject.backgroundGradient = {};\r\n this.backgroundGradient.serialize(serializationObject.backgroundGradient);\r\n }\r\n }\r\n\r\n public override _parseFromContent(serializationObject: any, host: AdvancedDynamicTexture) {\r\n super._parseFromContent(serializationObject, host);\r\n\r\n if (serializationObject.backgroundGradient) {\r\n const className = Tools.Instantiate(\"BABYLON.GUI.\" + serializationObject.backgroundGradient.className);\r\n this.backgroundGradient = new className();\r\n this.backgroundGradient!.parse(serializationObject.backgroundGradient);\r\n }\r\n }\r\n}\r\nRegisterClass(\"BABYLON.GUI.Scrollbar\", ScrollBar);\r\n"]}
1
+ 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type { Vector2 } from \"core/Maths/math.vector\";\r\nimport { BaseSlider } from \"./baseSlider\";\r\nimport type { Control } from \"../control\";\r\nimport { Measure } from \"../../measure\";\r\nimport type { PointerInfoBase } from \"core/Events/pointerEvents\";\r\nimport { serialize } from \"core/Misc/decorators\";\r\nimport type { ICanvasRenderingContext } from \"core/Engines/ICanvas\";\r\nimport type { Nullable } from \"core/types\";\r\nimport type { BaseGradient } from \"../gradient/BaseGradient\";\r\nimport type { AdvancedDynamicTexture } from \"gui/2D/advancedDynamicTexture\";\r\nimport { Tools } from \"core/Misc/tools\";\r\nimport { RegisterClass } from \"core/Misc/typeStore\";\r\n\r\n/**\r\n * Class used to create slider controls\r\n */\r\nexport class ScrollBar extends BaseSlider {\r\n private _background = \"black\";\r\n private _borderColor = \"white\";\r\n private _tempMeasure = new Measure(0, 0, 0, 0);\r\n private _invertScrollDirection = false;\r\n private _backgroundGradient: Nullable<BaseGradient> = null;\r\n\r\n /** Gets or sets border color */\r\n @serialize()\r\n public get borderColor(): string {\r\n return this._borderColor;\r\n }\r\n\r\n public set borderColor(value: string) {\r\n if (this._borderColor === value) {\r\n return;\r\n }\r\n\r\n this._borderColor = value;\r\n this._markAsDirty();\r\n }\r\n\r\n /** Gets or sets background color */\r\n @serialize()\r\n public get background(): string {\r\n return this._background;\r\n }\r\n\r\n public set background(value: string) {\r\n if (this._background === value) {\r\n return;\r\n }\r\n\r\n this._background = value;\r\n this._markAsDirty();\r\n }\r\n\r\n /** Gets or sets background gradient. Takes precedence over gradient. */\r\n public get backgroundGradient(): Nullable<BaseGradient> {\r\n return this._backgroundGradient;\r\n }\r\n\r\n public set backgroundGradient(value: Nullable<BaseGradient>) {\r\n if (this._backgroundGradient === value) {\r\n return;\r\n }\r\n\r\n this._backgroundGradient = value;\r\n this._markAsDirty();\r\n }\r\n\r\n /** Inverts the scrolling direction (default: false) */\r\n @serialize()\r\n public get invertScrollDirection() {\r\n return this._invertScrollDirection;\r\n }\r\n\r\n public set invertScrollDirection(invert: boolean) {\r\n this._invertScrollDirection = invert;\r\n }\r\n\r\n /**\r\n * Creates a new Slider\r\n * @param name defines the control name\r\n */\r\n constructor(public override name?: string) {\r\n super(name);\r\n }\r\n\r\n protected override _getTypeName(): string {\r\n return \"Scrollbar\";\r\n }\r\n\r\n protected override _getThumbThickness(): number {\r\n let thumbThickness = 0;\r\n if (this._thumbWidth.isPixel) {\r\n thumbThickness = this._thumbWidth.getValue(this._host);\r\n } else {\r\n thumbThickness = this._backgroundBoxThickness * this._thumbWidth.getValue(this._host);\r\n }\r\n return thumbThickness;\r\n }\r\n\r\n private _getBackgroundColor(context: ICanvasRenderingContext) {\r\n return this._backgroundGradient ? this._backgroundGradient.getCanvasGradient(context) : this._background;\r\n }\r\n\r\n public override _draw(context: ICanvasRenderingContext): void {\r\n context.save();\r\n\r\n this._applyStates(context);\r\n this._prepareRenderingData(\"rectangle\");\r\n const left = this._renderLeft;\r\n\r\n const thumbPosition = this._getThumbPosition();\r\n context.fillStyle = this._getBackgroundColor(context);\r\n\r\n context.fillRect(this._currentMeasure.left, this._currentMeasure.top, this._currentMeasure.width, this._currentMeasure.height);\r\n\r\n // Value bar\r\n context.fillStyle = this._getColor(context);\r\n\r\n // Thumb\r\n if (this.isVertical) {\r\n this._tempMeasure.left = left - this._effectiveBarOffset;\r\n this._tempMeasure.top = this._currentMeasure.top + thumbPosition;\r\n this._tempMeasure.width = this._currentMeasure.width;\r\n this._tempMeasure.height = this._effectiveThumbThickness;\r\n } else {\r\n this._tempMeasure.left = this._currentMeasure.left + thumbPosition;\r\n this._tempMeasure.top = this._currentMeasure.top;\r\n this._tempMeasure.width = this._effectiveThumbThickness;\r\n this._tempMeasure.height = this._currentMeasure.height;\r\n }\r\n\r\n context.fillRect(this._tempMeasure.left, this._tempMeasure.top, this._tempMeasure.width, this._tempMeasure.height);\r\n\r\n context.restore();\r\n }\r\n\r\n private _first: boolean;\r\n private _originX: number;\r\n private _originY: number;\r\n\r\n /**\r\n * @internal\r\n */\r\n protected override _updateValueFromPointer(x: number, y: number): void {\r\n this._invertTransformMatrix.transformCoordinates(x, y, this._transformedPosition);\r\n x = this._transformedPosition.x;\r\n y = this._transformedPosition.y;\r\n\r\n const sign = this._invertScrollDirection ? -1 : 1;\r\n\r\n if (this._first) {\r\n this._first = false;\r\n this._originX = x;\r\n this._originY = y;\r\n\r\n // Check if move is required\r\n if (\r\n x < this._tempMeasure.left ||\r\n x > this._tempMeasure.left + this._tempMeasure.width ||\r\n y < this._tempMeasure.top ||\r\n y > this._tempMeasure.top + this._tempMeasure.height\r\n ) {\r\n if (this.isVertical) {\r\n this.value = this.minimum + (1 - (y - this._currentMeasure.top) / this._currentMeasure.height) * (this.maximum - this.minimum);\r\n } else {\r\n this.value = this.minimum + ((x - this._currentMeasure.left) / this._currentMeasure.width) * (this.maximum - this.minimum);\r\n }\r\n }\r\n }\r\n\r\n // Delta mode\r\n let delta = 0;\r\n if (this.isVertical) {\r\n delta = -((y - this._originY) / (this._currentMeasure.height - this._effectiveThumbThickness));\r\n } else {\r\n delta = (x - this._originX) / (this._currentMeasure.width - this._effectiveThumbThickness);\r\n }\r\n\r\n this.value += sign * delta * (this.maximum - this.minimum);\r\n\r\n this._originX = x;\r\n this._originY = y;\r\n }\r\n\r\n public override _onPointerDown(target: Control, coordinates: Vector2, pointerId: number, buttonIndex: number, pi: PointerInfoBase): boolean {\r\n this._first = true;\r\n\r\n return super._onPointerDown(target, coordinates, pointerId, buttonIndex, pi);\r\n }\r\n\r\n public override serialize(serializationObject: any) {\r\n super.serialize(serializationObject);\r\n\r\n if (this.backgroundGradient) {\r\n serializationObject.backgroundGradient = {};\r\n this.backgroundGradient.serialize(serializationObject.backgroundGradient);\r\n }\r\n }\r\n\r\n public override _parseFromContent(serializationObject: any, host: AdvancedDynamicTexture) {\r\n super._parseFromContent(serializationObject, host);\r\n\r\n if (serializationObject.backgroundGradient) {\r\n const className = Tools.Instantiate(\"BABYLON.GUI.\" + serializationObject.backgroundGradient.className);\r\n this.backgroundGradient = new className();\r\n this.backgroundGradient!.parse(serializationObject.backgroundGradient);\r\n }\r\n }\r\n}\r\nRegisterClass(\"BABYLON.GUI.Scrollbar\", ScrollBar);\r\n"]}
@@ -25,7 +25,7 @@ export class Control3D {
25
25
  /** Gets or sets the control scaling in world space */
26
26
  get scaling() {
27
27
  if (!this._node) {
28
- this._scaling = this.scaling || new Vector3(1, 1, 1);
28
+ this._scaling = this._scaling || new Vector3(1, 1, 1);
29
29
  return this._scaling;
30
30
  }
31
31
  return this._node.scaling;
@@ -1 +1 @@
1
- {"version":3,"file":"control3D.js","sourceRoot":"","sources":["../../../../../dev/gui/src/3D/controls/control3D.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,UAAU,EAAE,2CAA6B;AAClD,OAAO,EAAE,OAAO,EAAE,6CAA+B;AACjD,OAAO,EAAE,iBAAiB,EAAE,gDAAkC;AAE9D,OAAO,EAAE,YAAY,EAAE,+CAAiC;AAKxD,OAAO,EAAE,eAAe,EAAE,MAAM,oBAAoB,CAAC;AAKrD;;GAEG;AACH,MAAM,OAAO,SAAS;IAgBlB,uDAAuD;IACvD,IAAW,QAAQ;QACf,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC;YACd,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,IAAI,OAAO,CAAC,IAAI,EAAE,CAAC;YAClD,OAAO,IAAI,CAAC,SAAS,CAAC;QAC1B,CAAC;QAED,OAAO,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC;IAC/B,CAAC;IAED,IAAW,QAAQ,CAAC,KAAc;QAC9B,IAAI,CAAC,SAAS,GAAG,KAAK,CAAC;QACvB,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC;YACd,OAAO;QACX,CAAC;QAED,IAAI,CAAC,KAAK,CAAC,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC;IACzC,CAAC;IAED,sDAAsD;IACtD,IAAW,OAAO;QACd,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC;YACd,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,OAAO,IAAI,IAAI,OAAO,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;YACrD,OAAO,IAAI,CAAC,QAAQ,CAAC;QACzB,CAAC;QAED,OAAO,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC;IAC9B,CAAC;IAED,IAAW,OAAO,CAAC,KAAc;QAC7B,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;QACtB,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC;YACd,OAAO;QACX,CAAC;QAED,IAAI,CAAC,kBAAkB,GAAG,KAAK,CAAC;QAChC,IAAI,CAAC,KAAK,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC;IACvC,CAAC;IAiDD;;;OAGG;IACH,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED;;;;;OAKG;IACI,WAAW,CAAC,QAA6B;QAC5C,MAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC;QAEhD,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;YACf,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,QAAQ,CAAC,IAAI,EAAE,CAAC;QAChB,MAAM,KAAK,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC;QAC/B,IAAI,KAAK,CAAC,SAAS,EAAE,CAAC;YAClB,oDAAoD;YACpD,KAAK,CAAC,sBAAsB,CAAC,OAAO,CAAC,GAAG,EAAE;gBACtC,QAAQ,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;YAC1B,CAAC,CAAC,CAAC;QACP,CAAC;aAAM,CAAC;YACJ,QAAQ,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;QAC1B,CAAC;QACD,IAAI,CAAC,UAAU,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAE/B,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;OAKG;IACI,cAAc,CAAC,QAA6B;QAC/C,MAAM,KAAK,GAAG,IAAI,CAAC,UAAU,CAAC,OAAO,CAAC,QAAQ,CAAC,CAAC;QAEhD,IAAI,KAAK,KAAK,CAAC,CAAC,EAAE,CAAC;YACf,OAAO,IAAI,CAAC;QAChB,CAAC;QAED,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC,MAAM,EAAE,CAAC;QAChC,IAAI,CAAC,UAAU,CAAC,MAAM,CAAC,KAAK,EAAE,CAAC,CAAC,CAAC;QAEjC,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;;OAKG;IACI,iBAAiB,CAAC,IAAY;QACjC,KAAK,MAAM,QAAQ,IAAI,IAAI,CAAC,UAAU,EAAE,CAAC;YACrC,IAAI,QAAQ,CAAC,IAAI,KAAK,IAAI,EAAE,CAAC;gBACzB,OAAO,QAAQ,CAAC;YACpB,CAAC;QACL,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED,kEAAkE;IAClE,IAAW,SAAS;QAChB,OAAO,IAAI,CAAC,UAAU,CAAC;IAC3B,CAAC;IAED,IAAW,SAAS,CAAC,KAAc;QAC/B,IAAI,IAAI,CAAC,UAAU,KAAK,KAAK,EAAE,CAAC;YAC5B,OAAO;QACX,CAAC;QAED,IAAI,CAAC,UAAU,GAAG,KAAK,CAAC;QAExB,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;QACvB,IAAI,IAAI,EAAE,CAAC;YACP,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,CAAC;QAC3B,CAAC;IACL,CAAC;IAED;;;OAGG;IACH;IACI,+BAA+B;IACxB,IAAa;QAAb,SAAI,GAAJ,IAAI,CAAS;QAnMhB,eAAU,GAAG,CAAC,CAAC;QACf,gBAAW,GAAG,CAAC,CAAC,CAAC;QACjB,oBAAe,GAA6B,EAAE,CAAC,CAAC,uEAAuE;QAErH,eAAU,GAAG,IAAI,CAAC;QAI5B,gBAAgB;QACT,uBAAkB,GAAG,KAAK,CAAC;QAqDlC;;WAEG;QACI,4BAAuB,GAAG,IAAI,UAAU,EAAW,CAAC;QAE3D;;WAEG;QACI,2BAAsB,GAAG,IAAI,UAAU,EAAa,CAAC;QAE5D;;WAEG;QACI,4BAAuB,GAAG,IAAI,UAAU,EAAmB,CAAC;QAEnE;;WAEG;QACI,0BAAqB,GAAG,IAAI,UAAU,EAAmB,CAAC;QAEjE;;WAEG;QACI,6BAAwB,GAAG,IAAI,UAAU,EAAmB,CAAC;QAEpE;;WAEG;QACI,6BAAwB,GAAG,IAAI,UAAU,EAAa,CAAC;QAO9D,YAAY;QACJ,eAAU,GAAG,IAAI,KAAK,EAAuB,CAAC;IAkGnD,CAAC;IAEJ;;OAEG;IACH,IAAW,QAAQ;QACf,OAAO,IAAI,CAAC,YAAY,EAAE,CAAC;IAC/B,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,IAAI,CAAC,YAAY,EAAE,CAAC;IAC/B,CAAC;IAES,YAAY;QAClB,OAAO,WAAW,CAAC;IACvB,CAAC;IAED;;OAEG;IACH,IAAW,IAAI;QACX,OAAO,IAAI,CAAC,KAAK,CAAC;IACtB,CAAC;IAED;;OAEG;IACH,IAAW,IAAI;QACX,IAAI,IAAI,CAAC,KAAK,YAAY,YAAY,EAAE,CAAC;YACrC,OAAO,IAAI,CAAC,KAAK,CAAC;QACtB,CAAC;QAED,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;;OAIG;IACI,mBAAmB,CAAC,IAA6B;QACpD,IAAI,IAAI,CAAC,KAAK,EAAE,CAAC;YACb,IAAI,CAAC,KAAK,CAAC,MAAM,GAAG,IAAI,CAAC;QAC7B,CAAC;QACD,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;OAEG;IACI,YAAY,CAAC,KAAY;QAC5B,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC;YACd,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC,WAAW,CAAC,KAAK,CAAC,CAAC;YAErC,IAAI,CAAC,IAAI,CAAC,IAAI,EAAE,CAAC;gBACb,OAAO;YACX,CAAC;YACD,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;gBACjB,IAAI,CAAC,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC,SAAS,CAAC;YACxC,CAAC;YACD,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;gBAChB,IAAI,CAAC,IAAI,CAAC,OAAO,GAAG,IAAI,CAAC,QAAQ,CAAC;YACtC,CAAC;YACD,IAAI,CAAC,6BAA6B,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,OAAO,GAAG,IAAI,CAAC,CAAC,mFAAmF;YAEjJ,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;YACvB,IAAI,IAAI,EAAE,CAAC;gBACP,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;gBAEvB,IAAI,CAAC,eAAe,CAAC,IAAI,CAAC,CAAC;YAC/B,CAAC;QACL,CAAC;IACL,CAAC;IAES,6BAA6B,CAAC,IAAmB;QACvD,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,IAAI,EAAE,CAAC;QACtD,IAAI,CAAC,iBAAiB,CAAC,KAAK,GAAG,IAAI,CAAC,iBAAiB,CAAC,KAAK,IAAI,EAAE,CAAC;QAClE,OAAO,IAAI,CAAC,iBAAiB,CAAC,KAAK,CAAC;IACxC,CAAC;IAED;;;;;OAKG;IACH,6DAA6D;IACnD,WAAW,CAAC,KAAY;QAC9B,wBAAwB;QACxB,OAAO,IAAI,CAAC;IAChB,CAAC;IAED;;;OAGG;IACO,eAAe,CAAC,IAAkB;QACxC,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;IACzB,CAAC;IAEO,gBAAgB,CAAC,OAAkB;QACvC,OAAQ,OAAyB,CAAC,yBAAyB,KAAK,SAAS,CAAC;IAC9E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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\nimport type { TouchButton3D } from \"./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 private _position?: Vector3;\r\n private _scaling?: Vector3;\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 this._position = this._position || Vector3.Zero();\r\n return this._position;\r\n }\r\n\r\n return this._node.position;\r\n }\r\n\r\n public set position(value: Vector3) {\r\n this._position = value;\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._node.position = this._position;\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 this._scaling = this.scaling || new Vector3(1, 1, 1);\r\n return this._scaling;\r\n }\r\n\r\n return this._node.scaling;\r\n }\r\n\r\n public set scaling(value: Vector3) {\r\n this._scaling = value;\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._isScaledByManager = false;\r\n this._node.scaling = this._scaling;\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/featuresDeepDive/behaviors\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/featuresDeepDive/behaviors\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/featuresDeepDive/behaviors\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/featuresDeepDive/behaviors\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;\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 if (this._position) {\r\n this.node.position = this._position;\r\n }\r\n if (this._scaling) {\r\n this.node.scaling = this._scaling;\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, 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\nimport type { TouchButton3D } from \"./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 private _position?: Vector3;\r\n private _scaling?: Vector3;\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 this._position = this._position || Vector3.Zero();\r\n return this._position;\r\n }\r\n\r\n return this._node.position;\r\n }\r\n\r\n public set position(value: Vector3) {\r\n this._position = value;\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._node.position = this._position;\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 this._scaling = this._scaling || new Vector3(1, 1, 1);\r\n return this._scaling;\r\n }\r\n\r\n return this._node.scaling;\r\n }\r\n\r\n public set scaling(value: Vector3) {\r\n this._scaling = value;\r\n if (!this._node) {\r\n return;\r\n }\r\n\r\n this._isScaledByManager = false;\r\n this._node.scaling = this._scaling;\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/featuresDeepDive/behaviors\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/featuresDeepDive/behaviors\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/featuresDeepDive/behaviors\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/featuresDeepDive/behaviors\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;\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 if (this._position) {\r\n this.node.position = this._position;\r\n }\r\n if (this._scaling) {\r\n this.node.scaling = this._scaling;\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, 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"]}
@@ -270,13 +270,13 @@ export class TouchHolographicButton extends TouchButton3D {
270
270
  const baseUrl = Tools.GetAssetUrl(TouchHolographicButton.MODEL_BASE_URL);
271
271
  // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then
272
272
  SceneLoader.ImportMeshAsync(undefined, baseUrl, TouchHolographicButton.MODEL_FILENAME, scene).then((result) => {
273
- const alphaMesh = CreateBox("${this.name}_alphaMesh", {
273
+ const alphaMesh = CreateBox(`${this.name}_alphaMesh`, {
274
274
  width: 1.0,
275
275
  height: 1.0,
276
276
  depth: 1.0,
277
277
  }, scene);
278
278
  alphaMesh.isPickable = false;
279
- alphaMesh.material = new StandardMaterial("${this.name}_alphaMesh_material", scene);
279
+ alphaMesh.material = new StandardMaterial(`${this.name}_alphaMesh_material`, scene);
280
280
  alphaMesh.material.alpha = 0.15;
281
281
  const importedFrontPlate = result.meshes[1];
282
282
  importedFrontPlate.name = `${this.name}_frontPlate`;
@@ -302,7 +302,7 @@ export class TouchHolographicButton extends TouchButton3D {
302
302
  this._textPlate.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);
303
303
  this._backPlate.addChild(collisionMesh);
304
304
  this._backPlate.addChild(this._textPlate);
305
- const tn = new TransformNode(`{this.name}_root`, scene);
305
+ const tn = new TransformNode(`${this.name}_root`, scene);
306
306
  this._backPlate.setParent(tn);
307
307
  this.collisionMesh = collisionMesh;
308
308
  this.collidableFrontDirection = this._backPlate.forward.negate(); // Mesh is facing the wrong way
@@ -1 +1 @@
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 { IsDocumentAvailable } from \"core/Misc/domManagement\";\r\nimport { Scalar } from \"core/Maths/math.scalar\";\r\nimport { Tools } from \"core/Misc/tools\";\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/core/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 override 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 override _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 (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 override _createNode(scene: Scene): TransformNode {\r\n this.name = this.name ?? \"TouchHolographicButton\";\r\n const collisionMesh = CreateBox(\r\n `${this.name}_collisionMesh`,\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: this._frontPlateDepth,\r\n },\r\n scene\r\n );\r\n collisionMesh.isPickable = true;\r\n collisionMesh.isNearPickable = true;\r\n collisionMesh.visibility = 0;\r\n collisionMesh.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);\r\n const baseUrl = Tools.GetAssetUrl(TouchHolographicButton.MODEL_BASE_URL);\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n SceneLoader.ImportMeshAsync(undefined, baseUrl, TouchHolographicButton.MODEL_FILENAME, scene).then((result) => {\r\n const alphaMesh = CreateBox(\r\n \"${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 override _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 override _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 override _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 override 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 { IsDocumentAvailable } from \"core/Misc/domManagement\";\r\nimport { Scalar } from \"core/Maths/math.scalar\";\r\nimport { Tools } from \"core/Misc/tools\";\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/core/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 override 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 override _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 (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 override _createNode(scene: Scene): TransformNode {\r\n this.name = this.name ?? \"TouchHolographicButton\";\r\n const collisionMesh = CreateBox(\r\n `${this.name}_collisionMesh`,\r\n {\r\n width: 1.0,\r\n height: 1.0,\r\n depth: this._frontPlateDepth,\r\n },\r\n scene\r\n );\r\n collisionMesh.isPickable = true;\r\n collisionMesh.isNearPickable = true;\r\n collisionMesh.visibility = 0;\r\n collisionMesh.position = Vector3.Forward(scene.useRightHandedSystem).scale(-this._frontPlateDepth / 2);\r\n const baseUrl = Tools.GetAssetUrl(TouchHolographicButton.MODEL_BASE_URL);\r\n // eslint-disable-next-line @typescript-eslint/no-floating-promises, github/no-then\r\n SceneLoader.ImportMeshAsync(undefined, baseUrl, TouchHolographicButton.MODEL_FILENAME, scene).then((result) => {\r\n const alphaMesh = CreateBox(\r\n `${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 override _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 override _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 override _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 override 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"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/gui",
3
- "version": "8.53.0",
3
+ "version": "8.54.0",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
@@ -18,7 +18,7 @@
18
18
  "postcompile": "build-tools -c add-js-to-es6"
19
19
  },
20
20
  "devDependencies": {
21
- "@babylonjs/core": "8.53.0",
21
+ "@babylonjs/core": "8.54.0",
22
22
  "@dev/build-tools": "^1.0.0",
23
23
  "@lts/gui": "1.0.0"
24
24
  },