babylonjs-addons 7.32.4 → 7.34.0

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@@ -1,6 +1,286 @@
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  declare module ADDONS {
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- export var empty: {};
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+
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+
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+ /**
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+ * BABYLON.Behavior for any content that can capture pointer events, i.e. bypass the Babylon pointer event handling
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+ * and receive pointer events directly. It will register the capture triggers and negotiate the capture and
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+ * release of pointer events. Curerntly this applies only to HtmlMesh
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+ */
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+ export class PointerEventsCaptureBehavior implements BABYLON.Behavior<BABYLON.AbstractMesh> {
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+ private _captureCallback;
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+ private _releaseCallback;
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+ /** gets or sets behavior's name */
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+ name: string;
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+ private _attachedMesh;
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+ /** @internal */
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+ _captureOnPointerEnter: boolean;
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+ /**
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+ * Gets or sets the mesh that the behavior is attached to
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+ */
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+ get attachedMesh(): BABYLON.AbstractMesh | null;
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+ set attachedMesh(value: BABYLON.AbstractMesh | null);
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+ constructor(_captureCallback: () => void, _releaseCallback: () => void, { captureOnPointerEnter }?: {
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+ captureOnPointerEnter?: boolean | undefined;
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+ });
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+ /**
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+ * Set if the behavior should capture pointer events when the pointer enters the mesh
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+ */
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+ set captureOnPointerEnter(captureOnPointerEnter: boolean);
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+ /**
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+ * Function called when the behavior needs to be initialized (before attaching it to a target)
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+ */
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+ init(): void;
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+ /**
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+ * Called when the behavior is attached to a target
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+ * @param mesh defines the target where the behavior is attached to
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+ */
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+ attach(mesh: BABYLON.AbstractMesh): void;
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+ /**
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+ * Called when the behavior is detached from its target
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+ */
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+ detach(): void;
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+ /**
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+ * Dispose the behavior
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+ */
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+ dispose(): void;
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+ releasePointerEvents(): void;
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+ capturePointerEvents(): void;
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+ }
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+
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+
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+ type CaptureReleaseCallback = () => void;
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+ /**
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+ * Get the id of the object currently capturing pointer events
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+ * @returns The id of the object currently capturing pointer events
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+ * or null if no object is capturing pointer events
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+ */
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+ export const getCapturingId: () => string | null;
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+ /**
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+ * Request that the object with the given id capture pointer events. If there is no current
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+ * owner, then the request is granted immediately. If there is a current owner, then the request
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+ * is queued until the current owner releases pointer events.
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+ * @param requestId An id to identify the request. This id will be used to match the capture
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+ * request with the release request.
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+ * @param captureCallback The callback to call when the request is granted and the object is capturing
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+ * @param releaseCallback The callback to call when the object is no longer capturing pointer events
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+ */
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+ export const requestCapture: (requestId: string, captureCallback: CaptureReleaseCallback, releaseCallback: CaptureReleaseCallback) => void;
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+ /**
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+ * Release pointer events from the object with the given id. If the object is the current owner
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+ * then pointer events are released immediately. If the object is not the current owner, then the
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+ * associated capture request is removed from the queue. If there is no matching capture request
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+ * in the queue, then the release request is added to a list of unmatched release requests and will
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+ * negate the next capture request with the same id. This is to guard against the possibility that
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+ * the release request arrived before the capture request.
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+ * @param requestId The id which should match the id of the capture request
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+ */
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+ export const requestRelease: (requestId: string | null) => void;
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+ /**
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+ * Relase pointer events from the current owner
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+ */
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+ export const releaseCurrent: () => void;
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+ }
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+
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+ interface Window {
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+ "pointer-events-capture-debug": boolean | null;
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+ }
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+ declare module ADDONS {
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+
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+
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+
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+
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+ /**
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+ * A function that compares two submeshes and returns a number indicating which
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+ * should be rendered first.
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+ */
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+ type RenderOrderFunction = (subMeshA: BABYLON.SubMesh, subMeshB: BABYLON.SubMesh) => number;
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+ /**
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+ * An instance of this is required to render HtmlMeshes in the scene.
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+ * if using HtmlMeshes, you must not set render order for group 0 using
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+ * scene.setRenderingOrder. You must instead pass the compare functions
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+ * to the HtmlMeshRenderer constructor. If you do not, then your render
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+ * order will be overwritten if the HtmlMeshRenderer is created after and
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+ * the HtmlMeshes will not render correctly (they will appear in front of
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+ * meshes that are actually in front of them) if the HtmlMeshRenderer is
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+ * created before.
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+ */
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+ export class HtmlMeshRenderer {
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+ private _containerId?;
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+ private _inSceneElements?;
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+ private _overlayElements?;
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+ private _engine;
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+ private _cache;
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+ private _width;
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+ private _height;
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+ private _heightHalf;
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+ private _cameraWorldMatrix?;
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+ private _temp;
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+ private _lastDevicePixelRatio;
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+ private _cameraMatrixUpdated;
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+ private _previousCanvasDocumentPosition;
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+ private _renderObserver;
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+ /**
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+ * Contruct an instance of HtmlMeshRenderer
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+ * @param scene
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+ * @param options object containing the following optional properties:
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+ * @returns
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+ */
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+ constructor(scene: BABYLON.Scene, { parentContainerId, _containerId, enableOverlayRender, defaultOpaqueRenderOrder, defaultAlphaTestRenderOrder, defaultTransparentRenderOrder, }?: {
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+ parentContainerId?: string | null;
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+ _containerId?: string;
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+ defaultOpaqueRenderOrder?: RenderOrderFunction;
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+ defaultAlphaTestRenderOrder?: RenderOrderFunction;
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+ defaultTransparentRenderOrder?: RenderOrderFunction;
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+ enableOverlayRender?: boolean;
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+ });
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+ /**
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+ * Dispose of the HtmlMeshRenderer
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+ */
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+ dispose(): void;
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+ protected _init(scene: BABYLON.Scene, parentContainerId: string | null, enableOverlayRender: boolean, defaultOpaqueRenderOrder: RenderOrderFunction, defaultAlphaTestRenderOrder: RenderOrderFunction, defaultTransparentRenderOrder: RenderOrderFunction): void;
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+ private _createRenderLayerElements;
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+ protected _getSize(): {
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+ width: number;
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+ height: number;
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+ };
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+ protected _setSize(width: number, height: number): void;
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+ protected _getCameraCSSMatrix(matrix: BABYLON.Matrix): string;
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+ protected _getHtmlContentCSSMatrix(matrix: BABYLON.Matrix, useRightHandedSystem: boolean): string;
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+ protected _getTransformationMatrix(htmlMesh: HtmlMesh, useRightHandedSystem: boolean): BABYLON.Matrix;
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+ protected _renderHtmlMesh(htmlMesh: HtmlMesh, useRightHandedSystem: boolean): void;
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+ protected _render(scene: BABYLON.Scene, camera: BABYLON.Camera): void;
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+ protected _updateBaseScaleFactor(htmlMesh: HtmlMesh): void;
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+ protected _updateContainerPositionIfNeeded(): void;
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+ protected _onCameraMatrixChanged: (camera: BABYLON.Camera) => void;
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+ private _epsilon;
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+ private _getAncestorMarginsAndPadding;
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+ }
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+
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+
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+ /**
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+ * This class represents HTML content that we want to render as though it is part of the scene. The HTML content is actually
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+ * rendered below the canvas, but a depth mask is created by this class that writes to the depth buffer but does not
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+ * write to the color buffer, effectively punching a hole in the canvas. CSS transforms are used to scale, translate, and rotate
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+ * the HTML content so that it matches the camera and mesh orientation. The class supports interactions in editable and non-editable mode.
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+ * In non-editable mode (the default), events are passed to the HTML content when the pointer is over the mask (and not occluded by other meshes
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+ * in the scene).
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+ * #HVHYJC#5
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+ * #B17TC7#112
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+ */
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+ export class HtmlMesh extends BABYLON.Mesh {
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+ /**
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+ * Helps identifying a html mesh from a regular mesh
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+ */
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+ get isHtmlMesh(): boolean;
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+ private _enabled;
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+ private _ready;
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+ /**
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+ * @internal
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+ */
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+ _isCanvasOverlay: boolean;
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+ private _requiresUpdate;
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+ private _element?;
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+ private _width?;
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+ private _height?;
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+ private _inverseScaleMatrix;
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+ private _captureOnPointerEnter;
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+ private _pointerEventCaptureBehavior;
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+ private _sourceWidth;
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+ private _sourceHeight;
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+ /**
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+ * Return the source width of the content in pixels
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+ */
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+ get sourceWidth(): number | null;
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+ /**
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+ * Return the source height of the content in pixels
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+ */
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+ get sourceHeight(): number | null;
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+ private _worldMatrixUpdateObserver;
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+ private _fitStrategy;
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+ /**
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+ * Contruct an instance of HtmlMesh
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+ * @param scene
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+ * @param id The id of the mesh. Will be used as the id of the HTML element as well.
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+ * @param options object with optional parameters
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+ */
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+ constructor(scene: BABYLON.Scene, id: string, { captureOnPointerEnter, isCanvasOverlay, fitStrategy }?: {
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+ captureOnPointerEnter?: boolean | undefined;
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+ isCanvasOverlay?: boolean | undefined;
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+ fitStrategy?: FitStrategyType | undefined;
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+ });
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+ /**
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+ * The width of the content in pixels
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+ */
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+ get width(): number | undefined;
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+ /**
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+ * The height of the content in pixels
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+ */
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+ get height(): number | undefined;
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+ /**
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+ * The HTML element that is being rendered as a mesh
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+ */
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+ get element(): HTMLElement | undefined;
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+ /**
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+ * True if the mesh has been moved, rotated, or scaled since the last time this
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+ * property was read. This property is reset to false after reading.
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+ */
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+ get requiresUpdate(): boolean;
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+ /**
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+ * Enable capture for the pointer when entering the mesh area
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+ */
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+ set captureOnPointerEnter(captureOnPointerEnter: boolean);
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+ /**
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+ * Disposes of the mesh and the HTML element
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+ */
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+ dispose(): void;
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+ /**
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+ * @internal
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+ */
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+ _markAsUpdated(): void;
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+ /**
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+ * Sets the content of the element to the specified content adjusting the mesh scale to match and making it visible.
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+ * If the the specified content is undefined, then it will make the mesh invisible. In either case it will clear the
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+ * element content first.
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+ * @param element The element to render as a mesh
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+ * @param width The width of the mesh in Babylon units
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+ * @param height The height of the mesh in Babylon units
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+ */
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+ setContent(element: HTMLElement, width: number, height: number): void;
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+ setEnabled(enabled: boolean): void;
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+ /**
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+ * Sets the content size in pixels
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+ * @param width width of the source
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+ * @param height height of the source
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+ */
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+ setContentSizePx(width: number, height: number): void;
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+ protected _setAsReady(ready: boolean): void;
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+ protected _doSetEnabled(enabled: boolean): void;
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+ protected _updateScaleIfNecessary(): void;
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+ protected _createMask(): void;
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+ protected _setElementZIndex(zIndex: number): void;
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+ /**
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+ * Callback used by the PointerEventsCaptureBehavior to capture pointer events
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+ */
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+ capturePointerEvents(): void;
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+ /**
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+ * Callback used by the PointerEventsCaptureBehavior to release pointer events
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+ */
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+ releasePointerEvents(): void;
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+ protected _createElement(): HTMLDivElement | undefined;
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+ }
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+
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+
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+ export type FitStrategyType = {
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+ wrapElement(element: HTMLElement): HTMLElement;
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+ updateSize(sizingElement: HTMLElement, width: number, height: number): void;
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+ };
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+ export var FitStrategy: {
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+ CONTAIN: FitStrategyType;
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+ COVER: FitStrategyType;
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+ STRETCH: FitStrategyType;
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+ NONE: FitStrategyType;
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+ };
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