@babylonjs/core
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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.
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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 type { AbstractMesh } from "../Meshes/abstractMesh.js";
import type { Node } from "../node.js";
import type { Mesh } from "../Meshes/mesh.js";
import type { GizmoAnchorPoint, GizmoCoordinatesMode, GizmoAxisCache, IGizmo } from "./gizmo.js";
import { Gizmo } from "./gizmo.js";
import type { IAxisDragGizmo } from "./axisDragGizmo.js";
import type { IPlaneDragGizmo } from "./planeDragGizmo.js";
import { UtilityLayerRenderer } from "../Rendering/utilityLayerRenderer.js";
import type { PointerInfo } from "../Events/pointerEvents.js";
import type { GizmoManager } from "./gizmoManager.js";
import type { TransformNode } from "../Meshes/transformNode.js";
/**
* Interface for position gizmo
*/
export interface IPositionGizmo extends IGizmo {
/** Internal gizmo used for interactions on the x axis */
xGizmo: IAxisDragGizmo;
/** Internal gizmo used for interactions on the y axis */
yGizmo: IAxisDragGizmo;
/** Internal gizmo used for interactions on the z axis */
zGizmo: IAxisDragGizmo;
/** Internal gizmo used for interactions on the yz plane */
xPlaneGizmo: IPlaneDragGizmo;
/** Internal gizmo used for interactions on the xz plane */
yPlaneGizmo: IPlaneDragGizmo;
/** Internal gizmo used for interactions on the xy plane */
zPlaneGizmo: IPlaneDragGizmo;
/** True when the mouse pointer is dragging a gizmo mesh */
readonly isDragging: boolean;
/** 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>;
/**
* If the planar drag gizmo is enabled
* setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
*/
planarGizmoEnabled: boolean;
/** Drag distance in babylon units that the gizmo will snap to when dragged */
snapDistance: 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;
}
/**
* Additional options for the position gizmo
*/
export interface PositionGizmoOptions {
/**
* Additional transform applied to the gizmo.
* @See Gizmo.additionalTransformNode for more detail
*/
additionalTransformNode?: TransformNode;
}
/**
* Gizmo that enables dragging a mesh along 3 axis
*/
export declare class PositionGizmo extends Gizmo implements IPositionGizmo {
/**
* Internal gizmo used for interactions on the x axis
*/
xGizmo: IAxisDragGizmo;
/**
* Internal gizmo used for interactions on the y axis
*/
yGizmo: IAxisDragGizmo;
/**
* Internal gizmo used for interactions on the z axis
*/
zGizmo: IAxisDragGizmo;
/**
* Internal gizmo used for interactions on the yz plane
*/
xPlaneGizmo: IPlaneDragGizmo;
/**
* Internal gizmo used for interactions on the xz plane
*/
yPlaneGizmo: IPlaneDragGizmo;
/**
* Internal gizmo used for interactions on the xy plane
*/
zPlaneGizmo: IPlaneDragGizmo;
/**
* protected variables
*/
protected _meshAttached: Nullable<AbstractMesh>;
protected _nodeAttached: Nullable<Node>;
protected _snapDistance: number;
protected _observables: Observer<PointerInfo>[];
/** Node Caching for quick lookup */
protected _gizmoAxisCache: Map<Mesh, GizmoAxisCache>;
/** 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>;
/**
* If set to true, planar drag is enabled
*/
protected _planarGizmoEnabled: boolean;
get attachedMesh(): Nullable<AbstractMesh>;
set attachedMesh(mesh: Nullable<AbstractMesh>);
get attachedNode(): Nullable<Node>;
set attachedNode(node: Nullable<Node>);
/**
* True when the mouse pointer is hovering a gizmo mesh
*/
get isHovered(): boolean;
get isDragging(): boolean;
get additionalTransformNode(): TransformNode | undefined;
set additionalTransformNode(transformNode: TransformNode | undefined);
/**
* Creates a PositionGizmo
* @param gizmoLayer The utility layer the gizmo will be added to
* @param thickness display gizmo axis thickness
* @param gizmoManager
* @param options More options
*/
constructor(gizmoLayer?: UtilityLayerRenderer, thickness?: number, gizmoManager?: GizmoManager, options?: PositionGizmoOptions);
/**
* If the planar drag gizmo is enabled
* setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
*/
set planarGizmoEnabled(value: boolean);
get planarGizmoEnabled(): boolean;
/**
* 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>);
/**
* 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;
/**
* 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;
}