@babylonjs/core
Version:
Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.
196 lines (195 loc) • 7.83 kB
TypeScript
import type { Observer } from "../Misc/observable.js";
import { Observable } from "../Misc/observable.js";
import type { Nullable } from "../types.js";
import type { Quaternion } from "../Maths/math.vector.js";
import { Color3 } from "../Maths/math.color.js";
import type { AbstractMesh } from "../Meshes/abstractMesh.js";
import type { Mesh } from "../Meshes/mesh.js";
import type { GizmoAnchorPoint, GizmoCoordinatesMode, GizmoAxisCache, IGizmo } from "./gizmo.js";
import { Gizmo } from "./gizmo.js";
import type { IPlaneRotationGizmo } from "./planeRotationGizmo.js";
import { UtilityLayerRenderer } from "../Rendering/utilityLayerRenderer.js";
import type { Node } from "../node.js";
import type { PointerInfo } from "../Events/pointerEvents.js";
import type { TransformNode } from "../Meshes/transformNode.js";
import type { GizmoManager } from "./gizmoManager.js";
/**
* Interface for rotation gizmo
*/
export interface IRotationGizmo extends IGizmo {
/** True when the mouse pointer is dragging a gizmo mesh */
readonly isDragging: boolean;
/** Internal gizmo used for interactions on the x axis */
xGizmo: IPlaneRotationGizmo;
/** Internal gizmo used for interactions on the y axis */
yGizmo: IPlaneRotationGizmo;
/** Internal gizmo used for interactions on the z axis */
zGizmo: IPlaneRotationGizmo;
/** Fires an event when any of it's sub gizmos are dragged */
onDragStartObservable: Observable<unknown>;
/** Fires an event when any of it's sub gizmos are being dragged */
onDragObservable: Observable<unknown>;
/** Fires an event when any of it's sub gizmos are released from dragging */
onDragEndObservable: Observable<unknown>;
/** Drag distance in babylon units that the gizmo will snap to when dragged */
snapDistance: number;
/** Custom sensitivity value for the drag strength */
sensitivity: number;
/**
* Builds Gizmo Axis Cache to enable features such as hover state preservation and graying out other axis during manipulation
* @param mesh Axis gizmo mesh
* @param cache Gizmo axis definition used for reactive gizmo UI
*/
addToAxisCache(mesh: Mesh, cache: GizmoAxisCache): void;
/**
* Force release the drag action by code
*/
releaseDrag(): void;
}
/**
* Options for each individual plane rotation gizmo contained within RotationGizmo
* @since 5.0.0
*/
export interface PlaneRotationGizmoOptions {
/**
* Color to use for the plane rotation gizmo
*/
color?: Color3;
}
/**
* Additional options for each rotation gizmo
*/
export interface RotationGizmoOptions {
/**
* When set, the gizmo will always appear the same size no matter where the camera is (default: true)
*/
updateScale?: boolean;
/**
* Specific options for xGizmo
*/
xOptions?: PlaneRotationGizmoOptions;
/**
* Specific options for yGizmo
*/
yOptions?: PlaneRotationGizmoOptions;
/**
* Specific options for zGizmo
*/
zOptions?: PlaneRotationGizmoOptions;
/**
* Additional transform applied to the gizmo.
* @See Gizmo.additionalTransformNode for more detail
*/
additionalTransformNode?: TransformNode;
}
/**
* Gizmo that enables rotating a mesh along 3 axis
*/
export declare class RotationGizmo extends Gizmo implements IRotationGizmo {
/**
* Internal gizmo used for interactions on the x axis
*/
xGizmo: IPlaneRotationGizmo;
/**
* Internal gizmo used for interactions on the y axis
*/
yGizmo: IPlaneRotationGizmo;
/**
* Internal gizmo used for interactions on the z axis
*/
zGizmo: IPlaneRotationGizmo;
/** Fires an event when any of it's sub gizmos are dragged */
onDragStartObservable: Observable<unknown>;
/** Fires an event when any of it's sub gizmos are being dragged */
onDragObservable: Observable<unknown>;
/** Fires an event when any of it's sub gizmos are released from dragging */
onDragEndObservable: Observable<unknown>;
protected _meshAttached: Nullable<AbstractMesh>;
protected _nodeAttached: Nullable<Node>;
protected _observables: Observer<PointerInfo>[];
protected _sensitivity: number;
/** Node Caching for quick lookup */
protected _gizmoAxisCache: Map<Mesh, GizmoAxisCache>;
get attachedMesh(): Nullable<AbstractMesh>;
set attachedMesh(mesh: Nullable<AbstractMesh>);
get attachedNode(): Nullable<Node>;
set attachedNode(node: Nullable<Node>);
protected _checkBillboardTransform(): void;
/**
* Sensitivity factor for dragging (Default: 1)
*/
set sensitivity(value: number);
get sensitivity(): number;
/**
* True when the mouse pointer is hovering a gizmo mesh
*/
get isHovered(): boolean;
/**
* True when the mouse pointer is dragging a gizmo mesh
*/
get isDragging(): boolean;
get additionalTransformNode(): TransformNode | undefined;
set additionalTransformNode(transformNode: TransformNode | undefined);
/**
* Creates a RotationGizmo
* @param gizmoLayer The utility layer the gizmo will be added to
* @param tessellation Amount of tessellation to be used when creating rotation circles
* @param useEulerRotation Use and update Euler angle instead of quaternion
* @param thickness display gizmo axis thickness
* @param gizmoManager Gizmo manager
* @param options More options
*/
constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean, thickness?: number, gizmoManager?: GizmoManager, options?: RotationGizmoOptions);
/**
* If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
* NOTE: This is only possible for meshes with uniform scaling, as otherwise it's not possible to decompose the rotation
*/
set updateGizmoRotationToMatchAttachedMesh(value: boolean);
get updateGizmoRotationToMatchAttachedMesh(): boolean;
set updateGizmoPositionToMatchAttachedMesh(value: boolean);
get updateGizmoPositionToMatchAttachedMesh(): boolean;
set anchorPoint(value: GizmoAnchorPoint);
get anchorPoint(): GizmoAnchorPoint;
/**
* Set the coordinate system to use. By default it's local.
* But it's possible for a user to tweak so its local for translation and world for rotation.
* In that case, setting the coordinate system will change `updateGizmoRotationToMatchAttachedMesh` and `updateGizmoPositionToMatchAttachedMesh`
*/
set coordinatesMode(coordinatesMode: GizmoCoordinatesMode);
set updateScale(value: boolean);
get updateScale(): boolean;
/**
* Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
*/
set snapDistance(value: number);
get snapDistance(): number;
/**
* Ratio for the scale of the gizmo (Default: 1)
*/
set scaleRatio(value: number);
get scaleRatio(): number;
/**
* posture that the gizmo will be display
* When set null, default value will be used (Quaternion(0, 0, 0, 1))
*/
get customRotationQuaternion(): Nullable<Quaternion>;
set customRotationQuaternion(customRotationQuaternion: Nullable<Quaternion>);
/**
* Builds Gizmo Axis Cache to enable features such as hover state preservation and graying out other axis during manipulation
* @param mesh Axis gizmo mesh
* @param cache Gizmo axis definition used for reactive gizmo UI
*/
addToAxisCache(mesh: Mesh, cache: GizmoAxisCache): void;
/**
* Force release the drag action by code
*/
releaseDrag(): void;
/**
* Disposes of the gizmo
*/
dispose(): void;
/**
* CustomMeshes are not supported by this gizmo
*/
setCustomMesh(): void;
}