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@babylonjs/gui

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Babylon.js GUI module =====================

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import type { Nullable } from "@babylonjs/core/types.js"; import { TransformNode } from "@babylonjs/core/Meshes/transformNode.js"; import type { Scene } from "@babylonjs/core/scene.js"; import { Control3D } from "./control3D.js"; /** * Class used to create containers for controls */ export declare class Container3D extends Control3D { private _blockLayout; /** * Gets the list of child controls */ protected _children: Control3D[]; /** * Gets the list of child controls */ get children(): Array<Control3D>; /** * Gets or sets a boolean indicating if the layout must be blocked (default is false). * This is helpful to optimize layout operation when adding multiple children in a row */ get blockLayout(): boolean; set blockLayout(value: boolean); /** * Creates a new container * @param name defines the container name */ constructor(name?: string); /** * Force the container to update the layout. Please note that it will not take blockLayout property in account * @returns the current container */ updateLayout(): Container3D; /** * Gets a boolean indicating if the given control is in the children of this control * @param control defines the control to check * @returns true if the control is in the child list */ containsControl(control: Control3D): boolean; /** * Adds a control to the children of this control * @param control defines the control to add * @returns the current container */ addControl(control: Control3D): Container3D; /** * This function will be called everytime a new control is added */ protected _arrangeChildren(): void; protected _createNode(scene: Scene): Nullable<TransformNode>; /** * Removes a control from the children of this control * @param control defines the control to remove * @returns the current container */ removeControl(control: Control3D): Container3D; protected _getTypeName(): string; /** * Releases all associated resources */ dispose(): void; /** Control rotation will remain unchanged */ static readonly UNSET_ORIENTATION = 0; /** Control will rotate to make it look at sphere central axis */ static readonly FACEORIGIN_ORIENTATION = 1; /** Control will rotate to make it look back at sphere central axis */ static readonly FACEORIGINREVERSED_ORIENTATION = 2; /** Control will rotate to look at z axis (0, 0, 1) */ static readonly FACEFORWARD_ORIENTATION = 3; /** Control will rotate to look at negative z axis (0, 0, -1) */ static readonly FACEFORWARDREVERSED_ORIENTATION = 4; }