babylonjs-addons 7.33.0 → 7.34.1
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- package/babylonjs.addons.d.ts +281 -1
- package/babylonjs.addons.js +1839 -8
- package/babylonjs.addons.min.js +1 -1
- package/babylonjs.addons.min.js.map +1 -1
- package/babylonjs.addons.module.d.ts +585 -2
- package/package.json +2 -2
package/babylonjs.addons.d.ts
CHANGED
@@ -1,6 +1,286 @@
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declare module ADDONS {
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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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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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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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* 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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* 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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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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