David Catuhe hace 4 años
padre
commit
7f29e13caf

+ 27 - 0
dist/preview release/babylon.d.ts

@@ -51989,6 +51989,24 @@ declare module BABYLON {
          * The first rig camera (left eye) will be used to calculate the projection
          */
         disableScenePointerVectorUpdate: boolean;
+        /**
+         * Enable pointer selection on all controllers instead of switching between them
+         */
+        enablePointerSelectionOnAllControllers?: boolean;
+        /**
+         * The preferred hand to give the pointer selection to. This will be prioritized when the controller initialize.
+         * If switch is enabled, it will still allow the user to switch between the different controllers
+         */
+        preferredHandedness?: XRHandedness;
+        /**
+         * Disable switching the pointer selection from one controller to the other.
+         * If the preferred hand is set it will be fixed on this hand, and if not it will be fixed on the first controller added to the scene
+         */
+        disableSwitchOnClick?: boolean;
+        /**
+         * The maximum distance of the pointer selection feature. Defaults to 100.
+         */
+        maxPointerDistance?: number;
     }
     /**
      * A module that will enable pointer selection for motion controllers of XR Input Sources
@@ -52000,6 +52018,7 @@ declare module BABYLON {
         private _controllers;
         private _scene;
         private _tmpVectorForPickCompare;
+        private _attachedController;
         /**
          * The module's name
          */
@@ -63648,6 +63667,10 @@ declare module BABYLON {
         */
         get specularColor(): NodeMaterialConnectionPoint;
         /**
+        * Gets the view matrix component
+        */
+        get view(): NodeMaterialConnectionPoint;
+        /**
          * Gets the diffuse output component
          */
         get diffuseOutput(): NodeMaterialConnectionPoint;
@@ -65678,6 +65701,10 @@ declare module BABYLON {
          */
         get anisotropy(): NodeMaterialConnectionPoint;
         /**
+         * Gets the view matrix parameter
+         */
+        get view(): NodeMaterialConnectionPoint;
+        /**
          * Gets the ambient output component
          */
         get ambient(): NodeMaterialConnectionPoint;

La diferencia del archivo ha sido suprimido porque es demasiado grande
+ 1 - 1
dist/preview release/babylon.js


La diferencia del archivo ha sido suprimido porque es demasiado grande
+ 80 - 14
dist/preview release/babylon.max.js


La diferencia del archivo ha sido suprimido porque es demasiado grande
+ 1 - 1
dist/preview release/babylon.max.js.map


+ 54 - 0
dist/preview release/babylon.module.d.ts

@@ -54028,6 +54028,24 @@ declare module "babylonjs/XR/features/WebXRControllerPointerSelection" {
          * The first rig camera (left eye) will be used to calculate the projection
          */
         disableScenePointerVectorUpdate: boolean;
+        /**
+         * Enable pointer selection on all controllers instead of switching between them
+         */
+        enablePointerSelectionOnAllControllers?: boolean;
+        /**
+         * The preferred hand to give the pointer selection to. This will be prioritized when the controller initialize.
+         * If switch is enabled, it will still allow the user to switch between the different controllers
+         */
+        preferredHandedness?: XRHandedness;
+        /**
+         * Disable switching the pointer selection from one controller to the other.
+         * If the preferred hand is set it will be fixed on this hand, and if not it will be fixed on the first controller added to the scene
+         */
+        disableSwitchOnClick?: boolean;
+        /**
+         * The maximum distance of the pointer selection feature. Defaults to 100.
+         */
+        maxPointerDistance?: number;
     }
     /**
      * A module that will enable pointer selection for motion controllers of XR Input Sources
@@ -54039,6 +54057,7 @@ declare module "babylonjs/XR/features/WebXRControllerPointerSelection" {
         private _controllers;
         private _scene;
         private _tmpVectorForPickCompare;
+        private _attachedController;
         /**
          * The module's name
          */
@@ -66782,6 +66801,10 @@ declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
         */
         get specularColor(): NodeMaterialConnectionPoint;
         /**
+        * Gets the view matrix component
+        */
+        get view(): NodeMaterialConnectionPoint;
+        /**
          * Gets the diffuse output component
          */
         get diffuseOutput(): NodeMaterialConnectionPoint;
@@ -69017,6 +69040,10 @@ declare module "babylonjs/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock" {
          */
         get anisotropy(): NodeMaterialConnectionPoint;
         /**
+         * Gets the view matrix parameter
+         */
+        get view(): NodeMaterialConnectionPoint;
+        /**
          * Gets the ambient output component
          */
         get ambient(): NodeMaterialConnectionPoint;
@@ -132776,6 +132803,24 @@ declare module BABYLON {
          * The first rig camera (left eye) will be used to calculate the projection
          */
         disableScenePointerVectorUpdate: boolean;
+        /**
+         * Enable pointer selection on all controllers instead of switching between them
+         */
+        enablePointerSelectionOnAllControllers?: boolean;
+        /**
+         * The preferred hand to give the pointer selection to. This will be prioritized when the controller initialize.
+         * If switch is enabled, it will still allow the user to switch between the different controllers
+         */
+        preferredHandedness?: XRHandedness;
+        /**
+         * Disable switching the pointer selection from one controller to the other.
+         * If the preferred hand is set it will be fixed on this hand, and if not it will be fixed on the first controller added to the scene
+         */
+        disableSwitchOnClick?: boolean;
+        /**
+         * The maximum distance of the pointer selection feature. Defaults to 100.
+         */
+        maxPointerDistance?: number;
     }
     /**
      * A module that will enable pointer selection for motion controllers of XR Input Sources
@@ -132787,6 +132832,7 @@ declare module BABYLON {
         private _controllers;
         private _scene;
         private _tmpVectorForPickCompare;
+        private _attachedController;
         /**
          * The module's name
          */
@@ -144435,6 +144481,10 @@ declare module BABYLON {
         */
         get specularColor(): NodeMaterialConnectionPoint;
         /**
+        * Gets the view matrix component
+        */
+        get view(): NodeMaterialConnectionPoint;
+        /**
          * Gets the diffuse output component
          */
         get diffuseOutput(): NodeMaterialConnectionPoint;
@@ -146465,6 +146515,10 @@ declare module BABYLON {
          */
         get anisotropy(): NodeMaterialConnectionPoint;
         /**
+         * Gets the view matrix parameter
+         */
+        get view(): NodeMaterialConnectionPoint;
+        /**
          * Gets the ambient output component
          */
         get ambient(): NodeMaterialConnectionPoint;

+ 30 - 3
dist/preview release/documentation.d.ts

@@ -51989,6 +51989,24 @@ declare module BABYLON {
          * The first rig camera (left eye) will be used to calculate the projection
          */
         disableScenePointerVectorUpdate: boolean;
+        /**
+         * Enable pointer selection on all controllers instead of switching between them
+         */
+        enablePointerSelectionOnAllControllers?: boolean;
+        /**
+         * The preferred hand to give the pointer selection to. This will be prioritized when the controller initialize.
+         * If switch is enabled, it will still allow the user to switch between the different controllers
+         */
+        preferredHandedness?: XRHandedness;
+        /**
+         * Disable switching the pointer selection from one controller to the other.
+         * If the preferred hand is set it will be fixed on this hand, and if not it will be fixed on the first controller added to the scene
+         */
+        disableSwitchOnClick?: boolean;
+        /**
+         * The maximum distance of the pointer selection feature. Defaults to 100.
+         */
+        maxPointerDistance?: number;
     }
     /**
      * A module that will enable pointer selection for motion controllers of XR Input Sources
@@ -52000,6 +52018,7 @@ declare module BABYLON {
         private _controllers;
         private _scene;
         private _tmpVectorForPickCompare;
+        private _attachedController;
         /**
          * The module's name
          */
@@ -63648,6 +63667,10 @@ declare module BABYLON {
         */
         get specularColor(): NodeMaterialConnectionPoint;
         /**
+        * Gets the view matrix component
+        */
+        get view(): NodeMaterialConnectionPoint;
+        /**
          * Gets the diffuse output component
          */
         get diffuseOutput(): NodeMaterialConnectionPoint;
@@ -65678,6 +65701,10 @@ declare module BABYLON {
          */
         get anisotropy(): NodeMaterialConnectionPoint;
         /**
+         * Gets the view matrix parameter
+         */
+        get view(): NodeMaterialConnectionPoint;
+        /**
          * Gets the ambient output component
          */
         get ambient(): NodeMaterialConnectionPoint;
@@ -77916,7 +77943,7 @@ declare module BABYLON.GUI {
         private _isVisible;
         private _isHighlighted;
         /** @hidden */
-        _linkedMesh: BABYLON.Nullable<BABYLON.AbstractMesh>;
+        _linkedMesh: BABYLON.Nullable<BABYLON.TransformNode>;
         private _fontSet;
         private _dummyVector2;
         private _downCount;
@@ -78170,7 +78197,7 @@ declare module BABYLON.GUI {
         /**
          * Gets the current linked mesh (or null if none)
          */
-        get linkedMesh(): BABYLON.Nullable<BABYLON.AbstractMesh>;
+        get linkedMesh(): BABYLON.Nullable<BABYLON.TransformNode>;
         /**
          * Gets or sets a value indicating the padding to use on the left of the control
          * @see https://doc.babylonjs.com/how_to/gui#position-and-size
@@ -78347,7 +78374,7 @@ declare module BABYLON.GUI {
          * @param mesh defines the mesh to link with
          * @see https://doc.babylonjs.com/how_to/gui#tracking-positions
          */
-        linkWithMesh(mesh: BABYLON.Nullable<BABYLON.AbstractMesh>): void;
+        linkWithMesh(mesh: BABYLON.Nullable<BABYLON.TransformNode>): void;
         /** @hidden */
         _moveToProjectedPosition(projectedPosition: BABYLON.Vector3): void;
         /** @hidden */

+ 3 - 3
dist/preview release/gui/babylon.gui.d.ts

@@ -717,7 +717,7 @@ declare module BABYLON.GUI {
         private _isVisible;
         private _isHighlighted;
         /** @hidden */
-        _linkedMesh: BABYLON.Nullable<BABYLON.AbstractMesh>;
+        _linkedMesh: BABYLON.Nullable<BABYLON.TransformNode>;
         private _fontSet;
         private _dummyVector2;
         private _downCount;
@@ -971,7 +971,7 @@ declare module BABYLON.GUI {
         /**
          * Gets the current linked mesh (or null if none)
          */
-        get linkedMesh(): BABYLON.Nullable<BABYLON.AbstractMesh>;
+        get linkedMesh(): BABYLON.Nullable<BABYLON.TransformNode>;
         /**
          * Gets or sets a value indicating the padding to use on the left of the control
          * @see https://doc.babylonjs.com/how_to/gui#position-and-size
@@ -1148,7 +1148,7 @@ declare module BABYLON.GUI {
          * @param mesh defines the mesh to link with
          * @see https://doc.babylonjs.com/how_to/gui#tracking-positions
          */
-        linkWithMesh(mesh: BABYLON.Nullable<BABYLON.AbstractMesh>): void;
+        linkWithMesh(mesh: BABYLON.Nullable<BABYLON.TransformNode>): void;
         /** @hidden */
         _moveToProjectedPosition(projectedPosition: BABYLON.Vector3): void;
         /** @hidden */

La diferencia del archivo ha sido suprimido porque es demasiado grande
+ 1 - 1
dist/preview release/gui/babylon.gui.js.map


+ 7 - 7
dist/preview release/gui/babylon.gui.module.d.ts

@@ -664,7 +664,7 @@ declare module "babylonjs-gui/2D/controls/control" {
     import { Observable } from "babylonjs/Misc/observable";
     import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
     import { PointerInfoBase } from 'babylonjs/Events/pointerEvents';
-    import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
+    import { TransformNode } from "babylonjs/Meshes/transformNode";
     import { Scene } from "babylonjs/scene";
     import { Container } from "babylonjs-gui/2D/controls/container";
     import { AdvancedDynamicTexture } from "babylonjs-gui/2D/advancedDynamicTexture";
@@ -749,7 +749,7 @@ declare module "babylonjs-gui/2D/controls/control" {
         private _isVisible;
         private _isHighlighted;
         /** @hidden */
-        _linkedMesh: Nullable<AbstractMesh>;
+        _linkedMesh: Nullable<TransformNode>;
         private _fontSet;
         private _dummyVector2;
         private _downCount;
@@ -1003,7 +1003,7 @@ declare module "babylonjs-gui/2D/controls/control" {
         /**
          * Gets the current linked mesh (or null if none)
          */
-        get linkedMesh(): Nullable<AbstractMesh>;
+        get linkedMesh(): Nullable<TransformNode>;
         /**
          * Gets or sets a value indicating the padding to use on the left of the control
          * @see https://doc.babylonjs.com/how_to/gui#position-and-size
@@ -1180,7 +1180,7 @@ declare module "babylonjs-gui/2D/controls/control" {
          * @param mesh defines the mesh to link with
          * @see https://doc.babylonjs.com/how_to/gui#tracking-positions
          */
-        linkWithMesh(mesh: Nullable<AbstractMesh>): void;
+        linkWithMesh(mesh: Nullable<TransformNode>): void;
         /** @hidden */
         _moveToProjectedPosition(projectedPosition: Vector3): void;
         /** @hidden */
@@ -5153,7 +5153,7 @@ declare module BABYLON.GUI {
         private _isVisible;
         private _isHighlighted;
         /** @hidden */
-        _linkedMesh: BABYLON.Nullable<BABYLON.AbstractMesh>;
+        _linkedMesh: BABYLON.Nullable<BABYLON.TransformNode>;
         private _fontSet;
         private _dummyVector2;
         private _downCount;
@@ -5407,7 +5407,7 @@ declare module BABYLON.GUI {
         /**
          * Gets the current linked mesh (or null if none)
          */
-        get linkedMesh(): BABYLON.Nullable<BABYLON.AbstractMesh>;
+        get linkedMesh(): BABYLON.Nullable<BABYLON.TransformNode>;
         /**
          * Gets or sets a value indicating the padding to use on the left of the control
          * @see https://doc.babylonjs.com/how_to/gui#position-and-size
@@ -5584,7 +5584,7 @@ declare module BABYLON.GUI {
          * @param mesh defines the mesh to link with
          * @see https://doc.babylonjs.com/how_to/gui#tracking-positions
          */
-        linkWithMesh(mesh: BABYLON.Nullable<BABYLON.AbstractMesh>): void;
+        linkWithMesh(mesh: BABYLON.Nullable<BABYLON.TransformNode>): void;
         /** @hidden */
         _moveToProjectedPosition(projectedPosition: BABYLON.Vector3): void;
         /** @hidden */

+ 1 - 1
dist/preview release/packagesSizeBaseLine.json

@@ -1 +1 @@
-{"thinEngineOnly":118510,"engineOnly":154950,"sceneOnly":521794,"minGridMaterial":663140,"minStandardMaterial":819347}
+{"thinEngineOnly":118510,"engineOnly":154950,"sceneOnly":521875,"minGridMaterial":663221,"minStandardMaterial":819428}

+ 54 - 0
dist/preview release/viewer/babylon.module.d.ts

@@ -54028,6 +54028,24 @@ declare module "babylonjs/XR/features/WebXRControllerPointerSelection" {
          * The first rig camera (left eye) will be used to calculate the projection
          */
         disableScenePointerVectorUpdate: boolean;
+        /**
+         * Enable pointer selection on all controllers instead of switching between them
+         */
+        enablePointerSelectionOnAllControllers?: boolean;
+        /**
+         * The preferred hand to give the pointer selection to. This will be prioritized when the controller initialize.
+         * If switch is enabled, it will still allow the user to switch between the different controllers
+         */
+        preferredHandedness?: XRHandedness;
+        /**
+         * Disable switching the pointer selection from one controller to the other.
+         * If the preferred hand is set it will be fixed on this hand, and if not it will be fixed on the first controller added to the scene
+         */
+        disableSwitchOnClick?: boolean;
+        /**
+         * The maximum distance of the pointer selection feature. Defaults to 100.
+         */
+        maxPointerDistance?: number;
     }
     /**
      * A module that will enable pointer selection for motion controllers of XR Input Sources
@@ -54039,6 +54057,7 @@ declare module "babylonjs/XR/features/WebXRControllerPointerSelection" {
         private _controllers;
         private _scene;
         private _tmpVectorForPickCompare;
+        private _attachedController;
         /**
          * The module's name
          */
@@ -66782,6 +66801,10 @@ declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
         */
         get specularColor(): NodeMaterialConnectionPoint;
         /**
+        * Gets the view matrix component
+        */
+        get view(): NodeMaterialConnectionPoint;
+        /**
          * Gets the diffuse output component
          */
         get diffuseOutput(): NodeMaterialConnectionPoint;
@@ -69017,6 +69040,10 @@ declare module "babylonjs/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock" {
          */
         get anisotropy(): NodeMaterialConnectionPoint;
         /**
+         * Gets the view matrix parameter
+         */
+        get view(): NodeMaterialConnectionPoint;
+        /**
          * Gets the ambient output component
          */
         get ambient(): NodeMaterialConnectionPoint;
@@ -132776,6 +132803,24 @@ declare module BABYLON {
          * The first rig camera (left eye) will be used to calculate the projection
          */
         disableScenePointerVectorUpdate: boolean;
+        /**
+         * Enable pointer selection on all controllers instead of switching between them
+         */
+        enablePointerSelectionOnAllControllers?: boolean;
+        /**
+         * The preferred hand to give the pointer selection to. This will be prioritized when the controller initialize.
+         * If switch is enabled, it will still allow the user to switch between the different controllers
+         */
+        preferredHandedness?: XRHandedness;
+        /**
+         * Disable switching the pointer selection from one controller to the other.
+         * If the preferred hand is set it will be fixed on this hand, and if not it will be fixed on the first controller added to the scene
+         */
+        disableSwitchOnClick?: boolean;
+        /**
+         * The maximum distance of the pointer selection feature. Defaults to 100.
+         */
+        maxPointerDistance?: number;
     }
     /**
      * A module that will enable pointer selection for motion controllers of XR Input Sources
@@ -132787,6 +132832,7 @@ declare module BABYLON {
         private _controllers;
         private _scene;
         private _tmpVectorForPickCompare;
+        private _attachedController;
         /**
          * The module's name
          */
@@ -144435,6 +144481,10 @@ declare module BABYLON {
         */
         get specularColor(): NodeMaterialConnectionPoint;
         /**
+        * Gets the view matrix component
+        */
+        get view(): NodeMaterialConnectionPoint;
+        /**
          * Gets the diffuse output component
          */
         get diffuseOutput(): NodeMaterialConnectionPoint;
@@ -146465,6 +146515,10 @@ declare module BABYLON {
          */
         get anisotropy(): NodeMaterialConnectionPoint;
         /**
+         * Gets the view matrix parameter
+         */
+        get view(): NodeMaterialConnectionPoint;
+        /**
          * Gets the ambient output component
          */
         get ambient(): NodeMaterialConnectionPoint;

La diferencia del archivo ha sido suprimido porque es demasiado grande
+ 5 - 5
dist/preview release/viewer/babylon.viewer.js


La diferencia del archivo ha sido suprimido porque es demasiado grande
+ 1 - 1
dist/preview release/viewer/babylon.viewer.max.js