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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...
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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