docstring_tokens stringlengths 0 76.5k | code_tokens stringlengths 75 1.81M | label_window listlengths 4 2.12k | html_url stringlengths 74 116 | file_name stringlengths 3 311 |
|---|---|---|---|---|
return newNode;*/
| <mask> newNode.appendVisual(this._graphCanvas, this);
<mask>
<mask> this._nodes.push(newNode);
<mask>
<mask> return newNode;
<mask> }
<mask>
<mask> distributeGraph() {
<mask> this.x = 0;
<mask> this.y = 0;
</s> working on guiNode
Former-commit-id: 1eabda4d... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/diagram/workbench.tsx |
this._guiNodes.forEach(node => {
| <mask> graph.setDefaultEdgeLabel(() => ({}));
<mask> graph.graph().rankdir = "LR";
<mask>
<mask> // Build dagre graph
<mask> this._nodes.forEach(node => {
<mask>
<mask>
<mask> graph.setNode(node.id.toString(), {
<mask> id: node.id,
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/diagram/workbench.tsx |
<mask> height: node.height
<mask> });
<mask> });
<mask>
<mask>
<mask> this._nodes.forEach(node => {
<mask> node.block.outputs.forEach(output => {
<mask> if (!output.hasEndpoints) {
<mask> return;
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/diagram/workbench.tsx | |
for (var node of this._guiNodes) {
| <mask> if (!dagreNode) {
<mask> return;
<mask> }
<mask> if (dagreNode.type === "node") {
<mask> for (var node of this._nodes) {
<mask> if (node.id === dagreNode.id) {
<mask> node.x = dagreNode.x - dagr... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/diagram/workbench.tsx |
}
| <mask>
<mask> this._frameCandidate.parentElement!.removeChild(this._frameCandidate);
<mask> this._frameCandidate = null;
<mask>
<mask> }
<mask> }
<mask>
<mask> onWheel(evt: React.WheelEvent) {
<mask> let delta = evt.deltaY < 0 ? 0.1 : -0.1;
<mask>
</s> wor... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/diagram/workbench.tsx |
this._guiNodes.forEach(node => {
| <mask> zoomToFit() {
<mask> // Get negative offset
<mask> let minX = 0;
<mask> let minY = 0;
<mask> this._nodes.forEach(node => {
<mask>
<mask> if (node.x < minX) {
<mask> minX = node.x;
<mask> }
<mask> if (node.y < minY)... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/diagram/workbench.tsx |
this._guiNodes.forEach(node => {
| <mask> }
<mask> });
<mask> // Restore to 0
<mask>
<mask> this._nodes.forEach(node => {
<mask> node.x += -minX;
<mask> node.y += -minY;
<mask> node.cleanAccumulation();
<mask> });
<mask>
</s> working on guiNode
For... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/diagram/workbench.tsx |
var newGuiNode = new GUINode(this.globalState, button1);
| <mask> button1.background = "#138016FF";
<mask> button1.onPointerUpObservable.add(function() {
<mask> });
<mask>
<mask> var fakeNodeMaterialBlock = new NodeMaterialBlock("Button");
<mask> var newGuiNode = new GUINode(fakeNodeMaterialBlock, this.globalState, button1);
<mas... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/diagram/workbench.tsx |
});;
var newGuiNode = new GUINode(this.globalState, slider1);
| <mask> slider1.height = "40px";
<mask> slider1.color = "#FFFFFFFF";
<mask> slider1.background = "#138016FF";
<mask> slider1.onPointerUpObservable.add(function() {
<mask> });
<mask> var fakeNodeMaterialBlock = new NodeMaterialBlock("Slider");
<mask> var newG... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/diagram/workbench.tsx |
private _blocks = new Array<BABYLON.GUI.Container | BABYLON.GUI.Control>();
| <mask>
<mask> private _leftWidth = DataStorage.ReadNumber("LeftWidth", 200);
<mask> private _rightWidth = DataStorage.ReadNumber("RightWidth", 300);
<mask>
<mask> private _blocks = new Array<NodeMaterialBlock>();
<mask>
<mask> private _previewManager: PreviewManager;
<mask> private _mouse... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/graphEditor.tsx |
public createNodeFromObject(block: BABYLON.GUI.Container | BABYLON.GUI.Control, recursion = true) {
| <mask> /**
<mask> * Creates a node and recursivly creates its parent nodes from it's input
<mask> * @param nodeMaterialBlock
<mask> */
<mask> public createNodeFromObject(block: NodeMaterialBlock, recursion = true) {
<mask> if (this._blocks.indexOf(block) !== -1) {
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/graphEditor.tsx |
return this._graphCanvas.nodes.filter(n => n.guiNode === block)[0];
| <mask> * @param nodeMaterialBlock
<mask> */
<mask> public createNodeFromObject(block: NodeMaterialBlock, recursion = true) {
<mask> if (this._blocks.indexOf(block) !== -1) {
<mask> return this._graphCanvas.nodes.filter(n => n.block === block)[0];
<mask> }
<mask>... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/graphEditor.tsx |
<mask> }
<mask>
<mask> this._blocks.push(block);
<mask>
<mask> if (this.props.globalState.nodeMaterial!.attachedBlocks.indexOf(block) === -1) {
<mask> this.props.globalState.nodeMaterial!.attachedBlocks.push(block);
<mask> }
<mask>
<mask> if (block.isFinal... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/graphEditor.tsx | |
//let newInputBlock = new InputBlock(type, undefined, nodeType);
//return this.createNodeFromObject(newInputBlock);
| <mask>
<mask> addValueNode(type: string) {
<mask> let nodeType: NodeMaterialBlockConnectionPointTypes = BlockTools.GetConnectionNodeTypeFromString(type);
<mask>
<mask> let newInputBlock = new InputBlock(type, undefined, nodeType);
<mask> return this.createNodeFromObject(newInputB... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/graphEditor.tsx |
/*const frameData = source.editorData.frames[0];
| <mask> }
<mask> });
<mask>
<mask> this.props.globalState.onImportFrameObservable.add((source: any) => {
<mask> const frameData = source.editorData.frames[0];
<mask>
<mask> // create new graph nodes for only blocks from frame (last blocks added)
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/graphEditor.tsx |
this.createNodeFromObject();
| <mask> const frameData = source.editorData.frames[0];
<mask>
<mask> // create new graph nodes for only blocks from frame (last blocks added)
<mask> this.props.globalState.nodeMaterial.attachedBlocks.slice(-(frameData.blocks.length)).forEach((block: NodeMaterialBlock) => {
<mask... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/graphEditor.tsx |
this.reOrganize(this.props.globalState.nodeMaterial.editorData, true);*/
| <mask> // create new graph nodes for only blocks from frame (last blocks added)
<mask> this.props.globalState.nodeMaterial.attachedBlocks.slice(-(frameData.blocks.length)).forEach((block: NodeMaterialBlock) => {
<mask> this.createNodeFromObject(block);
<mask> });
... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/graphEditor.tsx |
/*this.props.globalState.onGetNodeFromBlock = (block) => {
| <mask> this.props.globalState.onReOrganizedRequiredObservable.add(() => {
<mask> this.reOrganize();
<mask> });
<mask>
<mask> this.props.globalState.onGetNodeFromBlock = (block) => {
<mask> return this._graphCanvas.findNodeFromBlock(block);
<mask> }
<mask... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/graphEditor.tsx |
}*/
| <mask> });
<mask>
<mask> this.props.globalState.onGetNodeFromBlock = (block) => {
<mask> return this._graphCanvas.findNodeFromBlock(block);
<mask> }
<mask>
<mask> this.props.globalState.hostDocument!.addEventListener("keydown", evt => {
<mask> if ((evt.... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/graphEditor.tsx |
if (!selectedItem.guiNode) {
| <mask> }
<mask>
<mask> let selectedItem = selectedItems[0] as GUINode;
<mask>
<mask> if (!selectedItem.block) {
<mask> return;
<mask> }
<mask>
<mask> } else if (evt.key === "v") { // Paste
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/graphEditor.tsx |
const block = currentNode.guiNode;
| <mask> return;
<mask> }
<mask>
<mask> const currentNode = newNodes[nodeIndex];
<mask> const block = currentNode.block;
<mask> const sourceNode = sourceNodes[nodeIndex];
<mask>
<mask> for (var inputIndex = 0; inputIndex < sourceNode.block.inputs.length; input... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/graphEditor.tsx |
<mask> const currentNode = newNodes[nodeIndex];
<mask> const block = currentNode.block;
<mask> const sourceNode = sourceNodes[nodeIndex];
<mask>
<mask> for (var inputIndex = 0; inputIndex < sourceNode.block.inputs.length; inputIndex++) {
<mask> let sourceInput = source... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"re... | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/graphEditor.tsx | |
let block = node.guiNode;
| <mask> this.props.globalState.onSelectionChangedObservable.notifyObservers(null);
<mask>
<mask> // Create new nodes
<mask> for (var node of copiedNodes) {
<mask> let block = node.block;
<mask>
<mask> if (!block) {
<mask> continue;
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/graphEditor.tsx |
let clone = null;//block.clone(this.props.globalState.nodeMaterial.getScene());
| <mask> if (!block) {
<mask> continue;
<mask> }
<mask>
<mask> let clone = block.clone(this.props.globalState.nodeMaterial.getScene());
<mask>
<mask> if (!clone) {
<mask> return;
<mask> }
<mask>
</s> working on guiNo... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/graphEditor.tsx |
/*newNode.x = x;
| <mask> x = currentX;
<mask> y = currentY;
<mask> }
<mask>
<mask> newNode.x = x;
<mask> newNode.y = y;
<mask> newNode.cleanAccumulation();
<mask>
<mask> newNodes.push(newNode);
<mask>
</s> working on guiNode
Forme... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/graphEditor.tsx |
}*/
| <mask> newNodes.push(newNode);
<mask>
<mask> if (selectNew) {
<mask> this.props.globalState.onSelectionChangedObservable.notifyObservers(newNode);
<mask> }
<mask> }
<mask>
<mask> // Relink
<mask> let done = new Array<boolean>(newNode... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/graphEditor.tsx |
if (node.guiNode && node.guiNode.uniqueId === location.blockId) {
| <mask> } else {
<mask> // Locations
<mask> for (var location of editorData.locations) {
<mask> for (var node of this._graphCanvas.nodes) {
<mask> if (node.block && node.block.uniqueId === location.blockId) {
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/graphEditor.tsx |
/*if (data.indexOf("Block") === -1) {
| <mask> }
<mask> else {
<mask> this._graphCanvas.addNewButton();
<mask> }
<mask> if (data.indexOf("Block") === -1) {
<mask> newNode = this.addValueNode(data);
<mask> }
<mask> else {
<mask> let block = BlockTools.GetBlockFromStr... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/graphEditor.tsx |
});*/
| <mask> connectedNode.cleanAccumulation();
<mask> y += 80;
<mask> }
<mask> }
<mask> });
<mask>
<mask> this.forceUpdate();
<mask> }
<mask>
<mask> handlePopUp = () => {
</s> working on guiNode
Former-commit-id: 1eabd... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/04c60a9be5355a29fe9e8ebd4e1ae40dd791039d | guiEditor/src/graphEditor.tsx |
let panel = new StackPanel();
panel.isVertical = true;
| <mask>
<mask> private _rebuildContent(): void {
<mask> this._disposeFacadeTexture();
<mask>
<mask> if (DomManagement.IsDocumentAvailable() && !!document.createElement) {
<mask> let panel = new StackPanel();
<mask> panel.isVertical = true;
<mask>
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/056182ccd5f9b38bd026f71cccad7cfdc7938bfa | gui/src/3D/controls/holographicButton.ts |
if (DomManagement.IsDocumentAvailable() && !!document.createElement) {
| <mask>
<mask> let panel = new StackPanel();
<mask> panel.isVertical = true;
<mask>
<mask> if (this._imageUrl) {
<mask> let image = new Image();
<mask> image.source = this._imageUrl;
<mask> image.paddingTop = "40px";
</s> update holog... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/056182ccd5f9b38bd026f71cccad7cfdc7938bfa | gui/src/3D/controls/holographicButton.ts |
}
| <mask> panel.addControl(image);
<mask> }
<mask>
<mask> if (this._text) {
<mask> let text = new TextBlock();
<mask> text.text = this._text;
<mask> text.color = "white";
</s> update holographic button
Former-commit-id: f70124c9452d0a5fc8f3... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/056182ccd5f9b38bd026f71cccad7cfdc7938bfa | gui/src/3D/controls/holographicButton.ts |
if (this._text) {
let text = new TextBlock();
text.text = this._text;
text.color = "white";
text.height = "30px";
text.fontSize = 24;
panel.addControl(text);
}
| <mask> image.paddingBottom = "40px";
<mask> panel.addControl(image);
<mask> }
<mask>
<mask> if (this._text) {
<mask> let text = new TextBlock();
<mask> text.text = this._text;
<mask> text.color = "white";
<... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/056182ccd5f9b38bd026f71cccad7cfdc7938bfa | gui/src/3D/controls/holographicButton.ts |
if (this._frontPlate) {
this.content = panel;
| <mask> text.fontSize = 24;
<mask> panel.addControl(text);
<mask> }
<mask>
<mask> if (this._frontPlate) {
<mask> this.content = panel;
<mask> }
<mask> }
<mask> }
<mask>
<mask> // Mesh association
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/056182ccd5f9b38bd026f71cccad7cfdc7938bfa | gui/src/3D/controls/holographicButton.ts |
<CheckBoxLineComponent label="Get alpha from RGB"
isSelected={() => texture.getAlphaFromRGB}
onSelect={(value) => texture.getAlphaFromRGB = value}/> | <mask> {count >= 0 && <TextLineComponent label="Number of textures" value={count.toString()} />}
<mask> <TextLineComponent label="Has alpha" value={texture.hasAlpha ? "Yes" : "No"} />
<mask> <TextLineComponent label="Is 3D" value={texture.is3D ? "Yes" : "No... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0563c576331dd93d8affbee240fd47ae16d791d3 | inspector/src/components/actionTabs/tabs/propertyGrids/materials/texturePropertyGridComponent.tsx |
@serialize("getAlphaFromRGB")
private _getAlphaFromRGB = false;
| <mask> return this._hasAlpha;
<mask> }
<mask>
<mask> /**
<mask> * Defines if the alpha value should be determined via the rgb values.
<mask> * If true the luminance of the pixel might be used to find the corresponding alpha value.
<mask> */
</s> Transform getAlphaFromRGB into a p... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0563c576331dd93d8affbee240fd47ae16d791d3 | src/Materials/Textures/baseTexture.ts |
public set getAlphaFromRGB(value: boolean) {
if (this._getAlphaFromRGB === value) {
return;
}
this._getAlphaFromRGB = value;
if (this._scene) {
this._scene.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag, (mat) => {
return ma... | <mask> /**
<mask> * Defines if the alpha value should be determined via the rgb values.
<mask> * If true the luminance of the pixel might be used to find the corresponding alpha value.
<mask> */
<mask> @serialize()
<mask> public getAlphaFromRGB = false;
<mask>
<mask> /**
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0563c576331dd93d8affbee240fd47ae16d791d3 | src/Materials/Textures/baseTexture.ts |
/**
* Rotation speed of the camera
*/
@serialize()
public angularSpeed = 0.01;
| <mask> public useAltToZoom: boolean = true;
<mask>
<mask> private _keys = new Array<number>();
<mask> private _ctrlPressed: boolean;
<mask> private _altPressed: boolean;
<mask> private _onCanvasBlurObserver: Nullable<Observer<Engine>>;
<mask> private _onKeyboardOb... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/058a80bb5eaee5a32c20298b90dde16f69e1fa51 | src/Cameras/Inputs/babylon.arcRotateCameraKeyboardMoveInput.ts |
camera.inertialAlphaOffset -= this.angularSpeed;
| <mask> if (this.keysLeft.indexOf(keyCode) !== -1) {
<mask> if (this._ctrlPressed && this.camera._useCtrlForPanning) {
<mask> camera.inertialPanningX -= 1 / this.panningSensibility;
<mask> } else {
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/058a80bb5eaee5a32c20298b90dde16f69e1fa51 | src/Cameras/Inputs/babylon.arcRotateCameraKeyboardMoveInput.ts |
camera.inertialBetaOffset -= this.angularSpeed;
| <mask> else if (this._altPressed && this.useAltToZoom) {
<mask> camera.inertialRadiusOffset += 1 / this.zoomingSensibility;
<mask> }
<mask> else {
<mask> camera.inertialBetaOffset -= 0.01... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/058a80bb5eaee5a32c20298b90dde16f69e1fa51 | src/Cameras/Inputs/babylon.arcRotateCameraKeyboardMoveInput.ts |
camera.inertialAlphaOffset += this.angularSpeed;
| <mask> } else if (this.keysRight.indexOf(keyCode) !== -1) {
<mask> if (this._ctrlPressed && this.camera._useCtrlForPanning) {
<mask> camera.inertialPanningX += 1 / this.panningSensibility;
<mask> } else {
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/058a80bb5eaee5a32c20298b90dde16f69e1fa51 | src/Cameras/Inputs/babylon.arcRotateCameraKeyboardMoveInput.ts |
camera.inertialBetaOffset += this.angularSpeed;
| <mask> else if (this._altPressed && this.useAltToZoom) {
<mask> camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;
<mask> }
<mask> else {
<mask> camera.inertialBetaOffset += 0.01... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/058a80bb5eaee5a32c20298b90dde16f69e1fa51 | src/Cameras/Inputs/babylon.arcRotateCameraKeyboardMoveInput.ts |
vec3 initial = (emitterWM * vec4(direction, 0.)).xyz;
| <mask>
<mask> float power = emitPower.x + (emitPower.y - emitPower.x) * randoms.a;
<mask>
<mask> outPosition = (emitterWM * vec4(position, 1.)).xyz;
<mask> vec3 initial = (emitterWM * vec4(normalize(direction), 0.)).xyz;
<mask> outDirection = initial * power;
<mask> #ifndef BILLBOARD
<... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/058a80bb5eaee5a32c20298b90dde16f69e1fa51 | src/Shaders/gpuUpdateParticles.vertex.fx |
private static _ALPHA_PREMULTIPLIED_PORTERDUFF = 8;
| <mask> private static _ALPHA_MULTIPLY = 4;
<mask> private static _ALPHA_MAXIMIZED = 5;
<mask> private static _ALPHA_ONEONE = 6;
<mask> private static _ALPHA_PREMULTIPLIED = 7;
<mask>
<mask> private static _DELAYLOADSTATE_NONE = 0;
<mask> private static _DELAYLOADS... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/05eb9ab6cc51a00e7354ae7dbb89c6955d8ad316 | src/babylon.engine.ts |
public static get ALPHA_PREMULTIPLIED_PORTERDUFF(): number {
return Engine._ALPHA_PREMULTIPLIED_PORTERDUFF;
}
| <mask> }
<mask>
<mask> public static get DELAYLOADSTATE_NONE(): number {
<mask> return Engine._DELAYLOADSTATE_NONE;
<mask> }
<mask>
<mask> public static get DELAYLOADSTATE_LOADED(): number {
</s> Porter duff premul
Former-commit-id: 09ad15283329e21a36ff0c616b5b4ee... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/05eb9ab6cc51a00e7354ae7dbb89c6955d8ad316 | src/babylon.engine.ts |
case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
this._alphaState.alphaBlend = true;
break;
| <mask> this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
<mask> this._alphaState.alphaBlend = true;
<mask> break;
<mask> case Engine.ALPHA_COMBINE:
<mask> ... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/05eb9ab6cc51a00e7354ae7dbb89c6955d8ad316 | src/babylon.engine.ts |
public furOffset: number = 0.0;
| <mask> public furLength: number = 1;
<mask> public furAngle: number = 0;
<mask> public furColor = new Color3(0.44,0.21,0.02);
<mask>
<mask> public furOffset: number = 0.9;
<mask> public furSpacing: number = 12;
<mask> public furGravity = new Vector3(0, 0, ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/materials/fur/babylon.furMaterial.ts |
public furDensity: number = 20;
| <mask> public furOffset: number = 0.0;
<mask> public furSpacing: number = 12;
<mask> public furGravity = new Vector3(0, 0, 0);
<mask> public furSpeed: number = 100;
<mask> public furTexture: DynamicTexture;
<mask>
<mask> public disableLighting = false;
<m... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/materials/fur/babylon.furMaterial.ts |
public highLevelFur: boolean = true;
| <mask> public furSpeed: number = 100;
<mask> public furTexture: DynamicTexture;
<mask>
<mask> public disableLighting = false;
<mask> public highLevelFur: boolean = false;
<mask>
<mask> private _worldViewProjectionMatrix = Matrix.Zero();
<mask> private _s... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/materials/fur/babylon.furMaterial.ts |
public get furTime() {
return this._furTime;
}
public set furTime(furTime: number) {
this._furTime = furTime;
}
| <mask> super(name, scene);
<mask>
<mask> this._cachedDefines.BonesPerMesh = -1;
<mask> }
<mask>
<mask> public needAlphaBlending(): boolean {
<mask> return (this.alpha < 1.0);
<mask> }
</s> Materials Library: Fur Material
- Abstracted shells: FurMat... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/materials/fur/babylon.furMaterial.ts |
"furLength", "furAngle", "furColor", "furOffset", "furGravity", "furTime", "furSpacing", "furDensity"
| <mask> "vDiffuseInfos",
<mask> "mBones",
<mask> "vClipPlane", "diffuseMatrix",
<mask> "shadowsInfo0", "shadowsInfo1", "shadowsInfo2", "shadowsInfo3",
<mask> "furLength", "furAngle", "furColor", ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/materials/fur/babylon.furMaterial.ts |
this._effect.setFloat("furDensity", this.furDensity);
| <mask> if (this.highLevelFur) {
<mask> this._effect.setVector3("furGravity", this.furGravity);
<mask> this._effect.setFloat("furOffset", this.furOffset);
<mask> this._effect.setFloat("furSpacing", this.furSpacing);
<mask>
<mask> ... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/materials/fur/babylon.furMaterial.ts |
serializationObject.furGravity = this.furGravity.asArray();
serializationObject.furSpacing = this.furSpacing;
serializationObject.furSpeed = this.furSpeed;
serializationObject.furDensity = this.furDensity;
| <mask> serializationObject.furLength = this.furLength;
<mask> serializationObject.furAngle = this.furAngle;
<mask> serializationObject.furColor = this.furColor.asArray();
<mask>
<mask> if (this.diffuseTexture) {
<mask> serializationObjec... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/materials/fur/babylon.furMaterial.ts |
material.furGravity = Vector3.FromArray(source.furGravity);
material.furSpacing = source.furSpacing;
material.furSpeed = source.furSpeed;
material.furDensity = source.furDensity;
| <mask> material.diffuseColor = Color3.FromArray(source.diffuseColor);
<mask> material.furLength = source.furLength;
<mask> material.furAngle = source.furAngle;
<mask> material.furColor = Color3.FromArray(source.furColor);
<mask> ... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/materials/fur/babylon.furMaterial.ts |
material.alpha = source.alpha;
| <mask> material.furAngle = source.furAngle;
<mask> material.furColor = Color3.FromArray(source.furColor);
<mask> material.disableLighting = source.disableLighting;
<mask>
<mask> material.alpha = source.alpha;
<mask>
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/materials/fur/babylon.furMaterial.ts |
material.id = source.id;
| <mask> material.disableLighting = source.disableLighting;
<mask>
<mask> material.alpha = source.alpha;
<mask>
<mask> material.id = source.id;
<mask>
<mask> Tags.AddTagsTo(material, source.tags);
<mask> material.backFaceCullin... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/materials/fur/babylon.furMaterial.ts |
baseColor *= texture2D(diffuseSampler, vDiffuseUV);
| <mask> // Alpha
<mask> float alpha = vDiffuseColor.a;
<mask>
<mask> #ifdef DIFFUSE
<mask> #ifdef HIGHLEVEL
<mask> baseColor = vec4(0.0, 0.0, 0.0, 0.0);
<mask> #else
<mask> baseColor = texture2D(diffuseSampler, vDiffuseUV);
<mask> #endif
<mask> #ifdef ALPHATEST
<mask> if (baseColor.a < 0.4)
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/materials/fur/fur.fragment.fx |
<mask> #ifdef HIGHLEVEL
<mask> // Fur
<mask> vec4 furTextureColor = texture2D(furTexture, vec2(vFurUV.x, vFurUV.y));
<mask>
<mask> #ifdef DIFFUSE
<mask> baseColor = texture2D(diffuseSampler, vec2(vFurUV.x * 0.2, vFurUV.y * 0.2)) * 2.0;
<mask> #endif
<mask>
<mask> if (furTextureColor.a <= 0.0 || furT... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/materials/fur/fur.fragment.fx | |
baseColor = vec4(baseColor.xyz, 1.0 - furOffset); | <mask> if (furTextureColor.a <= 0.0 || furTextureColor.g < furOffset) {
<mask> discard;
<mask> }
<mask>
<mask> baseColor = vec4(furColor.xyz * baseColor.xyz, 1.1 - furOffset);
<mask> #endif
<mask>
<mask> // Lighting
<mask> vec3 diffuseBase = vec3(0., 0., 0.);
<mask> float shadow = 1.;
</s> Materi... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/materials/fur/fur.fragment.fx |
uniform float furDensity; | <mask> uniform float furOffset;
<mask> uniform vec3 furGravity;
<mask> uniform float furTime;
<mask> uniform float furSpacing;
<mask> #endif
<mask> #ifdef HEIGHTMAP
<mask> uniform sampler2D heightTexture;
<mask> #endif
<mask>
</s> Materials Library: Fur Material
- Abstracted shells: FurMaterial.FurifyMesh
-... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/materials/fur/fur.vertex.fx |
vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)) * aNormal); | <mask> #endif
<mask>
<mask> #ifdef NORMAL
<mask> #ifdef HIGHLEVEL
<mask> vNormalW = normalize(normal * aNormal);
<mask> #else
<mask> vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));
<mask> #endif
<mask> #endif
<mask>
</s> Materials Library: Fur Material
- Abstracted shells: FurMateria... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/materials/fur/fur.vertex.fx |
<mask> #ifndef UV2
<mask> vec2 uv2 = vec2(0., 0.);
<mask> #endif
<mask>
<mask> #ifdef HIGHLEVEL
<mask> vFurUV = uv * 20.0;
<mask> #endif
<mask>
<mask> #ifdef DIFFUSE
<mask> if (vDiffuseInfos.x == 0.)
<mask> {
<mask> vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));
<mask> }
</s> Materials ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/materials/fur/fur.vertex.fx | |
#ifdef HIGHLEVEL
vFurUV = vDiffuseUV * furDensity;
#endif
#else
#ifdef HIGHLEVEL
vFurUV = uv * furDensity;
#endif | <mask> else
<mask> {
<mask> vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
<mask> }
<mask> #endif
<mask>
<mask> // Clip plane
<mask> #ifdef CLIPPLANE
<mask> fClipDistance = dot(worldPos, vClipPlane);
<mask> #endif
</s> Materials Library: Fur Material
- Abstracted shells: FurMaterial.FurifyM... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/materials/fur/fur.vertex.fx |
<mask> window.prepareFur = function() {
<mask> var shells = 30;
<mask>
<mask> var materials = [];
<mask> var meshes = [];
<mask>
<mask> var diffuseTexture = new BABYLON.Texture("textures/leopard_fur.jpg", scene);
<mask> var heightTexture = new BABYLON.Texture("textures/speckles.jpg", scene);
<mask> v... | [
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/test/add/addfur.js | |
var fur = new BABYLON.FurMaterial("fur", scene);
| <mask> var diffuseTexture = new BABYLON.Texture("textures/leopard_fur.jpg", scene);
<mask> var heightTexture = new BABYLON.Texture("textures/speckles.jpg", scene);
<mask> var furTexture = BABYLON.FurMaterial.GenerateTexture("furTexture", scene);
<mask>
<mask> var fur = new BABYLON.FurMaterial("fur0", scene);... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/test/add/addfur.js |
fur.furColor = new BABYLON.Color3(1.0, 1.0, 1.0);
| <mask>
<mask> var fur = new BABYLON.FurMaterial("fur0", scene);
<mask> fur.furLength = 4;
<mask> fur.furAngle = 0;
<mask> fur.furColor = new BABYLON.Color3(0.2, 0.2, 0.2);
<mask> fur.diffuseTexture = diffuseTexture;
<mask> fur.furOffset = 0;
<mask> fur.furTexture = furTexture;
<mask>
<mask> var se... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/test/add/addfur.js |
fur.furTexture = furTexture;
| <mask> fur.furLength = 4;
<mask> fur.furAngle = 0;
<mask> fur.furColor = new BABYLON.Color3(0.2, 0.2, 0.2);
<mask> fur.diffuseTexture = diffuseTexture;
<mask> fur.furOffset = 0;
<mask> fur.furTexture = furTexture;
<mask>
<mask> var setValue = function(property, value) {
<mask> for (var i=0; i < mate... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/test/add/addfur.js |
// Sets the same value to all shells
| <mask> fur.furColor = new BABYLON.Color3(1.0, 1.0, 1.0);
<mask> fur.diffuseTexture = diffuseTexture;
<mask> fur.furTexture = furTexture;
<mask>
<mask> var setValue = function(property, value) {
<mask> for (var i=0; i < meshes.length; i++) {
<mask> meshes[i].material[property] = value;
<mask> }
... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/test/add/addfur.js |
for (var i=0; i < meshes.length; i++) {
meshes[i].material[property] = value;
| <mask> fur.furOffset = 0;
<mask> fur.furTexture = furTexture;
<mask>
<mask> var setValue = function(property, value) {
<mask> for (var i=0; i < materials.length; i++) {
<mask> materials[i][property] = value;
<mask> }
<mask> }
<mask>
<mask> var resetFur = function() {
<mask> for (var i=1; i ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/test/add/addfur.js |
<mask> }
<mask> }
<mask>
<mask> var resetFur = function() {
<mask> for (var i=1; i < materials.length; i++) {
<mask> materials[i].dispose();
<mask> }
<mask> for (var i=1; i < meshes.length; i++) {
<mask> meshes[i].dispose();
<mask> }
<mask>
<mask> materials = [];
</s> Materials Lib... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/test/add/addfur.js | |
meshes[i].material.dispose();
| <mask> var resetFur = function() {
<mask> for (var i=1; i < meshes.length; i++) {
<mask> meshes[i].dispose();
<mask> }
<mask>
<mask> meshes = [];
<mask> };
</s> Materials Library: Fur Material
- Abstracted shells: FurMaterial.FurifyMesh
- Added notion of density
- Set Hight Level to true by... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/test/add/addfur.js |
<mask> }
<mask> for (var i=1; i < meshes.length; i++) {
<mask> meshes[i].dispose();
<mask> }
<mask>
<mask> materials = [];
<mask> meshes = [];
<mask> };
<mask>
<mask> var setMeshesVisible = function(visible) {
<mask> for (var i=1; i < meshes.length; i++) {
</s> Materials Library: Fur M... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/test/add/addfur.js | |
var configureFur = function(mesh) {
mesh.material = fur;
meshes = BABYLON.FurMaterial.FurifyMesh(mesh, shells);
// For animated meshes
| <mask> meshes[i].isVisible = visible;
<mask> }
<mask> }
<mask>
<mask> var configureFur = function(mesh, apply) {
<mask> meshes = [mesh];
<mask> materials = [fur];
<mask>
<mask> mesh.material = fur;
<mask>
<mask> for (var i = 1; i < shells; i++) {
<mask> var offsetFur = new BABYLON.... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"re... | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/test/add/addfur.js |
// If High level fur
| <mask> });
<mask>
<mask> registerRangeUI("fur", "Hight Level fur", false, true, function(value) {
<mask> setValue("highLevelFur", value);
<mask> setMeshesVisible(value);
<mask> }, function() {
</s> Materials Library: Fur Material
- Abstracted shells: FurMaterial.FurifyMesh
- Added notion of density
... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/test/add/addfur.js |
// Fur density
registerRangeUI("fur", "Fur Density", 1, 50, function(value) {
setValue("furDensity", value);
}, function() {
return fur.furDensity;
});
| <mask> return fur.highLevelFur;
<mask> });
<mask>
<mask> // Fur Gravity
<mask> registerRangeUI("fur", "Fur Gravity", 0, 1, function(value) {
<mask> setValue("furGravity", new BABYLON.Vector3(value, value, value));
</s> Materials Library: Fur Material
- Abstracted shells: FurMaterial.FurifyM... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/test/add/addfur.js |
// Fur Gravity
| <mask> });
<mask>
<mask> registerRangeUI("fur", "Fur Gravity", 0, 1, function(value) {
<mask> setValue("furGravity", new BABYLON.Vector3(value, value, value));
<mask> }, function() {
<mask> return fur.furGravity.x;
<mask> });
</s> Materials Library: Fur Material
- Abstracted shells: Fu... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/test/add/addfur.js |
setValue("furGravity", new BABYLON.Vector3(value, value, value));
| <mask> return fur.highLevelFur;
<mask> });
<mask>
<mask> registerRangeUI("fur", "Fur Gravity", 0, 1, function(value) {
<mask> setValue("furGravity", new BABYLON.Vector3(value, value,value));
<mask> }, function() {
<mask> return fur.furGravity.x;
<mask> });
<mask>
<mask> // ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/test/add/addfur.js |
// Fur animation speed
| <mask> }, function() {
<mask> return fur.furGravity.x;
<mask> });
<mask>
<mask> // fur animation speed
<mask> registerRangeUI("fur", "Fur speed", 1, 1000, function(value) {
<mask> setValue("furSpeed", value);
<mask> }, function() {
<mask> return fur.furSpeed;
<mask> })... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/test/add/addfur.js |
// Fur spacing
| <mask> }, function() {
<mask> return fur.furSpeed;
<mask> });
<mask>
<mask> // fur animation speed
<mask> registerRangeUI("fur", "Fur Spacing", 0, 20, function(value) {
<mask> setValue("furSpacing", value);
<mask> }, function() {
<mask> return fur.furSpacing;
<mask> })... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/test/add/addfur.js |
<mask> return fur.furSpacing;
<mask> });
<mask>
<mask> return {
<mask> /*
<mask> materials: furs,
<mask> meshes: meshes
<mask> */
<mask> material: fur,
<mask> resetFur: function() {
<mask> resetFur();
<mask> },
<mask> configureFur: function(mesh, apply) {
</s> Mater... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/test/add/addfur.js | |
configureFur: function(mesh) {
configureFur(mesh);
| <mask> material: fur,
<mask> resetFur: function() {
<mask> resetFur();
<mask> },
<mask> configureFur: function(mesh, apply) {
<mask> configureFur(mesh, apply);
<mask> }
<mask> };
<mask> }; </s> Materials Library: Fur Material
- Abstracted shells: FurMaterial.FurifyMesh
- Added notion of densi... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/0635142c0e70f6bd0ddf93884427dffd33d519a0 | materialsLibrary/test/add/addfur.js |
private readonly _storeNoneLinearDepth: boolean;
private readonly _supportsFloat: boolean;
| <mask> private _scene: Scene;
<mask> private _depthMap: RenderTargetTexture;
<mask> private _effect: Effect;
<mask>
<mask> private _cachedDefines: string;
<mask> private _camera: Nullable<Camera>;
<mask>
</s> Add none linear depth to the depth renderer
Former-commit-id: 4e03d23c786a7b6cf... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/066b6bb59919c2e916a015deb472a954f6f2b23a | src/Rendering/depthRenderer.ts |
* @param storeNoneLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
| <mask> * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
<mask> * @param camera The camera to be used to render the depth map (default: scene's active camera)
<mask> */
<mask> constructor(scene: Scene, type: number = Constants.TEXTURETYPE_FLOAT, camera: Nullable<... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/066b6bb59919c2e916a015deb472a954f6f2b23a | src/Rendering/depthRenderer.ts |
constructor(scene: Scene, type: number = Constants.TEXTURETYPE_FLOAT, camera: Nullable<Camera> = null, storeNoneLinearDepth = false) {
| <mask> * @param scene The scene the renderer belongs to
<mask> * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
<mask> * @param camera The camera to be used to render the depth map (default: scene's active camera)
<mask> */
<mask> constructor(scene: Scene,... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/066b6bb59919c2e916a015deb472a954f6f2b23a | src/Rendering/depthRenderer.ts |
this._storeNoneLinearDepth = storeNoneLinearDepth;
this._supportsFloat = type !== Constants.TEXTURETYPE_UNSIGNED_BYTE;
| <mask> */
<mask> constructor(scene: Scene, type: number = Constants.TEXTURETYPE_FLOAT, camera: Nullable<Camera> = null, storeNoneLinearDepth = false) {
<mask> this._scene = scene;
<mask> DepthRenderer._SceneComponentInitialization(this._scene);
<mask>
<mask> this._camera = camera... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/066b6bb59919c2e916a015deb472a954f6f2b23a | src/Rendering/depthRenderer.ts |
var format = this._supportsFloat ? Constants.TEXTUREFORMAT_R : Constants.TEXTUREFORMAT_RGBA;
this._depthMap = new RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type,
false, undefined, undefined, undefined, un... | <mask> this._camera = camera;
<mask> var engine = scene.getEngine();
<mask>
<mask> // Render target
<mask> this._depthMap = new RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
<mask> thi... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/066b6bb59919c2e916a015deb472a954f6f2b23a | src/Rendering/depthRenderer.ts |
// None linear depth
if (this._storeNoneLinearDepth) {
defines.push("#define NONELINEARDEPTH");
}
// Float Mode
if (this._supportsFloat) {
defines.push("#define FLOAT");
}
| <mask> }
<mask>
<mask> // Get correct effect
<mask> var join = defines.join("\n");
<mask> if (this._cachedDefines !== join) {
<mask> this._cachedDefines = join;
<mask> this._effect = this._scene.getEngine().createEffect("depth",
<mask> att... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/066b6bb59919c2e916a015deb472a954f6f2b23a | src/Rendering/depthRenderer.ts |
* @param storeNoneLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
| <mask>
<mask> /**
<mask> * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
<mask> * @param camera The camera to create the depth renderer on (default: scene's active camera)
<mask> * @returns the created depth renderer
<... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/066b6bb59919c2e916a015deb472a954f6f2b23a | src/Rendering/depthRendererSceneComponent.ts |
enableDepthRenderer(camera?: Nullable<Camera>, storeNoneLinearDepth?: boolean): DepthRenderer;
| <mask> * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
<mask> * @param camera The camera to create the depth renderer on (default: scene's active camera)
<mask> * @returns the created depth renderer
<mask> */
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/066b6bb59919c2e916a015deb472a954f6f2b23a | src/Rendering/depthRendererSceneComponent.ts |
Scene.prototype.enableDepthRenderer = function(camera?: Nullable<Camera>, storeNoneLinearDepth = false): DepthRenderer {
| <mask> disableDepthRenderer(camera?: Nullable<Camera>): void;
<mask> }
<mask> }
<mask>
<mask> Scene.prototype.enableDepthRenderer = function(camera?: Nullable<Camera>): DepthRenderer {
<mask> camera = camera || this.activeCamera;
<mask> if (!camera) {
<mask> throw "No camera availab... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/066b6bb59919c2e916a015deb472a954f6f2b23a | src/Rendering/depthRendererSceneComponent.ts |
textureType = Constants.TEXTURETYPE_UNSIGNED_BYTE;
| <mask> }
<mask> else if (this.getEngine().getCaps().textureFloatRender) {
<mask> textureType = Constants.TEXTURETYPE_FLOAT;
<mask> } else {
<mask> throw "Depth renderer does not support int texture type";
<mask> }
<mask> this._depthRenderer[camera.i... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/066b6bb59919c2e916a015deb472a954f6f2b23a | src/Rendering/depthRendererSceneComponent.ts |
this._depthRenderer[camera.id] = new DepthRenderer(this, textureType, camera, storeNoneLinearDepth);
| <mask> textureType = Constants.TEXTURETYPE_FLOAT;
<mask> } else {
<mask> throw "Depth renderer does not support int texture type";
<mask> }
<mask> this._depthRenderer[camera.id] = new DepthRenderer(this, textureType, camera);
<mask> }
<mask>
<mask> return... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/066b6bb59919c2e916a015deb472a954f6f2b23a | src/Rendering/depthRendererSceneComponent.ts |
#ifndef FLOAT
vec4 pack(float depth)
{
const vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);
const vec4 bit_mask = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
vec4 res = fract(depth * bit_shift);
res -= res.xxyz * bit_mask;
return res;
}
#endif
| <mask>
<mask> varying float vDepthMetric;
<mask>
<mask> void main(void)
<mask> {
<mask> #ifdef ALPHATEST
<mask> if (texture2D(diffuseSampler, vUV).a < 0.4)
</s> Add none linear depth to the depth renderer
Former-commit-id: 4e03d23c786a7b6cfcf5e2f810d94248881872a3 </s> remove gl_FragColor = vec4(vDepthMetr... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/066b6bb59919c2e916a015deb472a954f6f2b23a | src/Shaders/depth.fragment.fx |
#ifdef NONELINEARDEPTH
#ifdef FLOAT
gl_FragColor = vec4(gl_FragCoord.z, 0.0, 0.0, 0.0);
#else
gl_FragColor = pack(gl_FragCoord.z);
#endif
#else
#ifdef FLOAT
gl_FragColor = vec4(vDepthMetric, 0.0, 0.0, 1.0);
#else
gl_FragColor = pack(vDepthMetric);
#endif
#endif
| <mask> if (texture2D(diffuseSampler, vUV).a < 0.4)
<mask> discard;
<mask> #endif
<mask>
<mask> gl_FragColor = vec4(vDepthMetric, vDepthMetric * vDepthMetric, 0.0, 1.0);
<mask> } </s> Add none linear depth to the depth renderer
Former-commit-id: 4e03d23c786a7b6cfcf5e2f810d94248881872a3 </s> remove Scene.pro... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/066b6bb59919c2e916a015deb472a954f6f2b23a | src/Shaders/depth.fragment.fx |
let recomputeBoundingInfo = true;
if (!this.parent.alwaysComputeBoundingBox) {
const tmp = GLTFLoader.GetTmpMetadata(babylonMesh);
const mmin: [number, number, number] = tmp.positionMin, mmax: [number, number, number] = tmp.positionMax;
... | <mask>
<mask> return Promise.all(promises).then(() => {
<mask> const min = TmpVectors.Vector3[0], max = TmpVectors.Vector3[1];
<mask> this._forEachPrimitive(node, (babylonMesh) => {
<mask> const tmp = GLTFLoader.GetTmpMetadata(babylonMesh);
<mask> c... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/06bcb095d4a67241b21ed5a42aa271641025dc5f | loaders/src/glTF/2.0/glTFLoader.ts |
babylonMesh._updateBoundingInfo(); | <mask> }
<mask> }
<mask> }
<mask> }
<mask> if (recomputeBoundingInfo) {
<mask> babylonMesh.refreshBoundingInfo(true);
</s> Add an option to force bounding box computation
Former-commit-id... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/06bcb095d4a67241b21ed5a42aa271641025dc5f | loaders/src/glTF/2.0/glTFLoader.ts |
}
if (recomputeBoundingInfo) { | <mask> for (let index = 0; index < babylonMesh.subMeshes.length; index++) {
<mask> babylonMesh.subMeshes[index].getBoundingInfo().reConstruct(min, max);
<mask> }
<mask> }
<mask> babylonMesh._updateBo... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/06bcb095d4a67241b21ed5a42aa271641025dc5f | loaders/src/glTF/2.0/glTFLoader.ts |
} else {
GLTFLoader.RemoveTmpMetadata(babylonMesh); | <mask> if (recomputeBoundingInfo) {
<mask> babylonMesh.refreshBoundingInfo(true);
<mask> }
<mask> });
<mask>
<mask> return node._babylonTransformNode!;
<mask> });
</s> Add an option to force bounding box computation
Former-co... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/06bcb095d4a67241b21ed5a42aa271641025dc5f | loaders/src/glTF/2.0/glTFLoader.ts |
<mask> babylonMesh._updateBoundingInfo();
<mask> } else {
<mask> babylonMesh.refreshBoundingInfo(true);
<mask> }
<mask> GLTFLoader.RemoveTmpMetadata(babylonMesh);
<mask> });
<mask>
<mask> return node... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/06bcb095d4a67241b21ed5a42aa271641025dc5f | loaders/src/glTF/2.0/glTFLoader.ts | |
if (attribute === "POSITION" && !this.parent.alwaysComputeBoundingBox && accessor.min !== undefined && accessor.max !== undefined) { | <mask> promises.push(this._loadVertexAccessorAsync(`/accessors/${accessor.index}`, accessor, kind).then((babylonVertexBuffer) => {
<mask> babylonGeometry.setVerticesBuffer(babylonVertexBuffer, accessor.count);
<mask> }));
<mask>
<mask> if (attribute === "POSITIO... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/06bcb095d4a67241b21ed5a42aa271641025dc5f | loaders/src/glTF/2.0/glTFLoader.ts |
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