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{ (filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP || filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) && !generator.useKernelBlur && <SliderLineComponent label="Blur box offset" tar...
<mask> onPropertyChangedObservable={this.props.onPropertyChangedObservable} /> <mask> } <mask> { <mask> (filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP || filter === ShadowGenerator.FILTER_BLURCLO...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0dc4fe4c43d430290db46af6030261df0e8e7ba0
inspector/src/components/actionTabs/tabs/propertyGrids/lights/commonShadowLightPropertyGridComponent.tsx
{ (filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP || filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) && <SliderLineComponent label="Blur scale" target={generator} propertyName="blurScale" minimum={1} maximum={4} step={...
<mask> { <mask> (filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP || filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) && <mask> <FloatLineComponent lockObject={this.props.lockObject} label="Depth scale" target={generator...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0dc4fe4c43d430290db46af6030261df0e8e7ba0
inspector/src/components/actionTabs/tabs/propertyGrids/lights/commonShadowLightPropertyGridComponent.tsx
let extension = ""; let url = (texture as Texture).url; if (url) { for (var index = url.length - 1; index >= 0; index--) { if (url[index] === ".") { break; } extension = url[index] + extension; ...
<mask> ]; <mask> <mask> return ( <mask> <div className="pane"> <mask> <LineContainerComponent globalState={this.props.globalState} title="PREVIEW"> <mask> <TextureLineComponent texture={texture} width={256} height={256} globalState={this.props.globa...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0dc4fe4c43d430290db46af6030261df0e8e7ba0
inspector/src/components/actionTabs/tabs/propertyGrids/materials/texturePropertyGridComponent.tsx
{ extension && <TextLineComponent label="File format" value={extension} /> }
<mask> <TextLineComponent label="Width" value={texture.getSize().width.toString()} /> <mask> <TextLineComponent label="Height" value={texture.getSize().height.toString()} /> <mask> <TextLineComponent label="Unique ID" value={texture.uniqueId.toString()} /> ...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0dc4fe4c43d430290db46af6030261df0e8e7ba0
inspector/src/components/actionTabs/tabs/propertyGrids/materials/texturePropertyGridComponent.tsx
declare var earcut: any;
<mask> declare type GroundMesh = import("./groundMesh").GroundMesh; <mask> <mask> /** <mask> * Class used to represent a specific level of detail of a mesh <mask> * @see http://doc.babylonjs.com/how_to/how_to_use_lod <mask> */ <mask> export class MeshLODLevel { </s> Allow earcut injection through meshbuilde...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0e378a4e2ab1db09a9f73e48812c75008d21369f
src/Meshes/mesh.ts
* @param earcutInjection can be used to inject your own earcut reference
<mask> * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon <mask> * @param updatable defines if the mesh must be flagged as updatable <mask> * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basi...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0e378a4e2ab1db09a9f73e48812c75008d21369f
src/Meshes/mesh.ts
public static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection = earcut): Mesh {
<mask> * @param updatable defines if the mesh must be flagged as updatable <mask> * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation) <mask> * @returns a new Mesh <mask> */ <mask> public static CreatePolyg...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0e378a4e2ab1db09a9f73e48812c75008d21369f
src/Meshes/mesh.ts
* @param earcutInjection can be used to inject your own earcut reference
<mask> * @param scene defines the hosting scene <mask> * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon <mask> * @param updatable defines if the mesh must be flagged as updatable <mask> * @param sideOrientation defines the mesh side orientat...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0e378a4e2ab1db09a9f73e48812c75008d21369f
src/Meshes/mesh.ts
public static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection = earcut): Mesh {
<mask> * @param updatable defines if the mesh must be flagged as updatable <mask> * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation) <mask> * @returns a new Mesh <mask> */ <mask> public static ExtrudePoly...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0e378a4e2ab1db09a9f73e48812c75008d21369f
src/Meshes/mesh.ts
declare var earcut: any;
<mask> import { GroundMesh } from "./groundMesh"; <mask> import { PolygonMeshBuilder } from "./polygonMesh"; <mask> import { BoundingInfo } from "../Culling/boundingInfo"; <mask> <mask> Mesh.CreateRibbon = (name: string, pathArray: Vector3[][], closeArray: boolean = false, closePath: boolean, offset: number, scen...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0e378a4e2ab1db09a9f73e48812c75008d21369f
src/Meshes/meshBuilder.ts
Mesh.CreatePolygon = (name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection = earcut): Mesh => {
<mask> }; <mask> return MeshBuilder.CreateDashedLines(name, options, scene); <mask> }; <mask> <mask> Mesh.CreatePolygon = (name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number): Mesh => { <mask> var options = { <mask> shape: shape, ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0e378a4e2ab1db09a9f73e48812c75008d21369f
src/Meshes/meshBuilder.ts
return MeshBuilder.CreatePolygon(name, options, scene, earcutInjection);
<mask> holes: holes, <mask> updatable: updatable, <mask> sideOrientation: sideOrientation <mask> }; <mask> return MeshBuilder.CreatePolygon(name, options, scene); <mask> }; <mask> <mask> Mesh.ExtrudePolygon = (name: string, shape: Vector3[], depth: number, scene: Scene, holes?: ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0e378a4e2ab1db09a9f73e48812c75008d21369f
src/Meshes/meshBuilder.ts
Mesh.ExtrudePolygon = (name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection = earcut): Mesh => {
<mask> }; <mask> return MeshBuilder.CreatePolygon(name, options, scene); <mask> }; <mask> <mask> Mesh.ExtrudePolygon = (name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number): Mesh => { <mask> var options = { <mask> sh...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0e378a4e2ab1db09a9f73e48812c75008d21369f
src/Meshes/meshBuilder.ts
return MeshBuilder.ExtrudePolygon(name, options, scene, earcutInjection);
<mask> depth: depth, <mask> updatable: updatable, <mask> sideOrientation: sideOrientation <mask> }; <mask> return MeshBuilder.ExtrudePolygon(name, options, scene); <mask> }; <mask> <mask> Mesh.ExtrudeShape = (name: string, shape: Vector3[], path: Vector3[], scale: number, rotati...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0e378a4e2ab1db09a9f73e48812c75008d21369f
src/Meshes/meshBuilder.ts
* @param earcutInjection can be used to inject your own earcut reference
<mask> * @param options defines the options used to create the mesh <mask> * @param scene defines the hosting scene <mask> * @returns the polygon mesh <mask> */ <mask> public static CreatePolygon(name: string, options: { shape: Vector3[], holes?: Vector3[][], depth?: number, faceUV?: Vector...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0e378a4e2ab1db09a9f73e48812c75008d21369f
src/Meshes/meshBuilder.ts
public static CreatePolygon(name: string, options: { shape: Vector3[], holes?: Vector3[][], depth?: number, faceUV?: Vector4[], faceColors?: Color4[], updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, }, scene: Scene, earcutInjection = earcut): Mesh {
<mask> * @param options defines the options used to create the mesh <mask> * @param scene defines the hosting scene <mask> * @returns the polygon mesh <mask> */ <mask> public static CreatePolygon(name: string, options: { shape: Vector3[], holes?: Vector3[][], depth?: number, faceUV?: Vector...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0e378a4e2ab1db09a9f73e48812c75008d21369f
src/Meshes/meshBuilder.ts
var polygonTriangulation = new PolygonMeshBuilder(name, contours, scene, earcutInjection);
<mask> if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) { <mask> contours.pop(); <mask> } <mask> <mask> var polygonTriangulation = new PolygonMeshBuilder(name, contours, scene); <mask> for (var hNb = 0; hNb < holes.length; hNb++) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0e378a4e2ab1db09a9f73e48812c75008d21369f
src/Meshes/meshBuilder.ts
* @param earcutInjection can be used to inject your own earcut reference
<mask> * @param name defines the name of the mesh <mask> * @param options defines the options used to create the mesh <mask> * @param scene defines the hosting scene <mask> * @returns the polygon mesh <mask> */ <mask> public static ExtrudePolygon(name: string, options: { shape: Vector...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0e378a4e2ab1db09a9f73e48812c75008d21369f
src/Meshes/meshBuilder.ts
public static ExtrudePolygon(name: string, options: { shape: Vector3[], holes?: Vector3[][], depth?: number, faceUV?: Vector4[], faceColors?: Color4[], updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: Scene , earcutInjection = earcut): Mesh { return Me...
<mask> * @param options defines the options used to create the mesh <mask> * @param scene defines the hosting scene <mask> * @returns the polygon mesh <mask> */ <mask> public static ExtrudePolygon(name: string, options: { shape: Vector3[], holes?: Vector3[][], depth?: number, faceUV?: Vecto...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0e378a4e2ab1db09a9f73e48812c75008d21369f
src/Meshes/meshBuilder.ts
<svg x={this.props.control.x} y={this.props.control.y} style={{ overflow: "visible", display: "none" }} onClick={() => this.select()}> <circle type={this.props.type} data-id={this.props.index} className={`control-point ${this.props.active ? "active" : ""}`} cx="0" cy="0" r="0.7%" st...
<mask> <> <mask> <svg x={this.state.visiblePoint.x} y={this.state.visiblePoint.y} style={{ overflow: "visible" }} onClick={() => this.select()}> <mask> <circle type={this.props.type} data-id={this.props.index} className={`draggable control-point ${this.props.active ? "...
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https://github.com/BabylonJS/Babylon.js/commit/0f62c7788264f6c1798aee44588128ceec12f6d3
inspector/src/components/actionTabs/tabs/propertyGrids/animations/anchorSvgPoint.tsx
<line className={`control-point ${this.props.active ? "active" : ""}`} x1={this.props.anchor.x} y1={this.props.anchor.y} x2={this.state.visiblePoint.x} y2={this.state.visiblePoint.y} strokeWidth="0.8%" />
<mask> </svg> <mask> <svg x={this.props.control.x} y={this.props.control.y} style={{ overflow: "visible" }} onClick={() => this.select()}> <mask> <circle type={this.props.type} data-id={this.props.index} className={`draggable control-point ${this.props.active ? "ac...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0f62c7788264f6c1798aee44588128ceec12f6d3
inspector/src/components/actionTabs/tabs/propertyGrids/animations/anchorSvgPoint.tsx
<mask> updateLeftControlPoint(updatedSvgKeyFrame: IKeyframeSvgPoint, key: IAnimationKey, dataType: number, coordinate: number) { <mask> if (updatedSvgKeyFrame.isLeftActive) { <mask> if (updatedSvgKeyFrame.leftControlPoint !== null) { <mask> // Rotate <mask> l...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0f62c7788264f6c1798aee44588128ceec12f6d3
inspector/src/components/actionTabs/tabs/propertyGrids/animations/animationCurveEditorComponent.tsx
// Get the previous svgKeyframe and measure distance between these two points // Get a quarter of that value for amplitude
<mask> if (updatedSvgKeyFrame.leftControlPoint !== null) { <mask> // Rotate <mask> let newValue = ((this._heightScale - updatedSvgKeyFrame.leftControlPoint.y) / this._heightScale) * 2; <mask> <mask> let keyframeValue = ((this._heightScale - updatedSvgKey...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0f62c7788264f6c1798aee44588128ceec12f6d3
inspector/src/components/actionTabs/tabs/propertyGrids/animations/animationCurveEditorComponent.tsx
let distanceAmplitudeOfX = updatedSvgKeyFrame.keyframePoint.x - this.state.canvasWidthScale / 8; let slope = (updatedSvgKeyFrame.leftControlPoint.y - updatedSvgKeyFrame.keyframePoint.y) / (updatedSvgKeyFrame.leftControlPoint.x - updatedSvgKeyFrame.keyframePoint.x); ...
<mask> let newValue = ((this._heightScale - updatedSvgKeyFrame.leftControlPoint.y) / this._heightScale) * 2; <mask> <mask> let keyframeValue = ((this._heightScale - updatedSvgKeyFrame.keyframePoint.y) / this._heightScale) * 2; <mask> <mask> let updatedValue = keyfr...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0f62c7788264f6c1798aee44588128ceec12f6d3
inspector/src/components/actionTabs/tabs/propertyGrids/animations/animationCurveEditorComponent.tsx
<mask> updateRightControlPoint(updatedSvgKeyFrame: IKeyframeSvgPoint, key: IAnimationKey, dataType: number, coordinate: number) { <mask> if (updatedSvgKeyFrame.isRightActive) { <mask> if (updatedSvgKeyFrame.rightControlPoint !== null) { <mask> // Rotate <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0f62c7788264f6c1798aee44588128ceec12f6d3
inspector/src/components/actionTabs/tabs/propertyGrids/animations/animationCurveEditorComponent.tsx
// Get the next svgKeyframe and measure distance between these two points // Get a quarter of that value for amplitude let distanceAmplitudeOfX = updatedSvgKeyFrame.keyframePoint.x + this.state.canvasWidthScale / 8;
<mask> if (updatedSvgKeyFrame.rightControlPoint !== null) { <mask> // Rotate <mask> let newValue = ((this._heightScale - updatedSvgKeyFrame.rightControlPoint.y) / this._heightScale) * 2; <mask> <mask> let keyframeValue = ((this._heightScale - updatedSvgK...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0f62c7788264f6c1798aee44588128ceec12f6d3
inspector/src/components/actionTabs/tabs/propertyGrids/animations/animationCurveEditorComponent.tsx
let slope = (updatedSvgKeyFrame.rightControlPoint.y - updatedSvgKeyFrame.keyframePoint.y) / (updatedSvgKeyFrame.rightControlPoint.x - updatedSvgKeyFrame.keyframePoint.x); let newValueOfY = (distanceAmplitudeOfX - updatedSvgKeyFrame.rightControlPoint.x) * slope + updatedSvgKeyFrame.key...
<mask> let newValue = ((this._heightScale - updatedSvgKeyFrame.rightControlPoint.y) / this._heightScale) * 2; <mask> <mask> let keyframeValue = ((this._heightScale - updatedSvgKeyFrame.keyframePoint.y) / this._heightScale) * 2; <mask> <mask> let updatedValue = keyf...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0f62c7788264f6c1798aee44588128ceec12f6d3
inspector/src/components/actionTabs/tabs/propertyGrids/animations/animationCurveEditorComponent.tsx
this.setState({ lastKeyframeCreated: null });
<mask> this.deselectKeyframes(); <mask> this.selectKeyframe(this.state.lastKeyframeCreated, false); <mask> } <mask> <mask> this.setMainAnimatable(); <mask> }; <mask> </s> updates on control points Former-commit-id: e97af9eec65f6c0343db6b3dfed573cee490202c </s> rem...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0f62c7788264f6c1798aee44588128ceec12f6d3
inspector/src/components/actionTabs/tabs/propertyGrids/animations/animationCurveEditorComponent.tsx
<text x={f.value} y="1px" dx="2px" style={{ fontSize: `${0.2 * this.state.scale}em` }}> {f.label} </text>
<mask> <rect onClick={(e) => this.moveFrameTo(e)} x={-((this.state.frameAxisLength.length * 10) / 2)} y={91 + this.state.panningY + "%"} width={this.state.frameAxisLength.length * 10} height="9%" fill="#222" style={{ cursor: "pointer" }}></rect> <mask> <mask> ...
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https://github.com/BabylonJS/Babylon.js/commit/0f62c7788264f6c1798aee44588128ceec12f6d3
inspector/src/components/actionTabs/tabs/propertyGrids/animations/animationCurveEditorComponent.tsx
<rect x="0" y="0" width="38px" height="100%" fill="rgb(188 188 188 / 11%)"></rect>
<mask> zIndex: 1, <mask> pointerEvents: "none", <mask> }} <mask> > <mask> <rect x="0" y="0" width="38px" height="100%" fill="#ffffff1c"></rect> <mask> </svg> <mask> <svg <mask>...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0f62c7788264f6c1798aee44588128ceec12f6d3
inspector/src/components/actionTabs/tabs/propertyGrids/animations/svgDraggableArea.tsx
public metadata: any = null;
<mask> <mask> public hoverCursor = "pointer"; <mask> <mask> // Metadata <mask> public metadata:any = null; <mask> <mask> // Events <mask> <mask> /** <mask> * An event triggered when the scene is disposed. <mask> * @type {BABYLON.Observable} ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0f94c32591b39005c10b70987194758777caf174
src/babylon.scene.ts
if (this._pointerOverMesh.actionManager.hoverCursor) {
<mask> <mask> this.setPointerOverMesh(pickResult.pickedMesh); <mask> <mask> if (this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) { <mask> if(this._pointerOverMesh.actionManager.hoverCursor){ <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0f94c32591b39005c10b70987194758777caf174
src/babylon.scene.ts
if (pickResult.pickedMesh.actionManager) {
<mask> case 2: <mask> pickResult.pickedMesh.actionManager.processTrigger(ActionManager.OnRightPickTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt)); <mask> break; <mask> } <...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0f94c32591b39005c10b70987194758777caf174
src/babylon.scene.ts
if (pickResult.pickedSprite.actionManager) {
<mask> case 2: <mask> pickResult.pickedSprite.actionManager.processTrigger(ActionManager.OnRightPickTrigger, ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, this, evt)); <mask> break; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0f94c32591b39005c10b70987194758777caf174
src/babylon.scene.ts
if (pickResult.pickedMesh.actionManager) {
<mask> } <mask> } <mask> if (pickResult.pickedMesh.actionManager) { <mask> pickResult.pickedMesh.actionManager.processTrigger(ActionManager.OnPickUpTrigger, ActionEvent.CreateNew(pickResult.pickedMesh, evt)); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0f94c32591b39005c10b70987194758777caf174
src/babylon.scene.ts
if (pickResult.pickedSprite.actionManager) {
<mask> <mask> if (pickResult.hit && pickResult.pickedSprite) { <mask> if (pickResult.pickedSprite.actionManager) { <mask> pickResult.pickedSprite.actionManager.processTrigger(ActionManager.OnPickUpTrigger, ActionEvent.CreateNewFromSprite(pickR...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/0f94c32591b39005c10b70987194758777caf174
src/babylon.scene.ts
"Viewer/**/*.d.ts": true,
<mask> "postProcessesLibrary/**/*.d.ts": true, <mask> "proceduralTexturesLibrary/**/*.d.ts": true, <mask> "serielazers/**/*.d.ts": true, <mask> "viewer/**/*.d.ts": true, <mask> "**/*.js.map": true, <mask> "**/*.js.fx": true, <mask> "**/*.js": { <mask> ...
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https://github.com/BabylonJS/Babylon.js/commit/10a4ef9715028703c99b01a69a9f2fbccab8d6ff
.vscode/settings.json
"**/*.js": { "when": "$(basename).ts"
<mask> "serielazers/**/*.d.ts": true, <mask> "viewer/**/*.d.ts": true, <mask> "**/*.js.map": true, <mask> "**/*.js.fx": true, <mask> "**/*.js": { <mask> "when":"$(basename).ts" <mask> } <mask> }, <mask> "files.associations": { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/10a4ef9715028703c99b01a69a9f2fbccab8d6ff
.vscode/settings.json
"**/*.js": { "when": "$(basename).ts" },
<mask> "**/.tempChromeProfileForDebug": true, <mask> "**/.temp": true, <mask> "**/dist": true, <mask> "**/*.map": true, <mask> "**/*.js": { <mask> "when":"$(basename).ts" <mask> }, <mask> "**/*.d.ts": true, <mask> "assets":true <ma...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/10a4ef9715028703c99b01a69a9f2fbccab8d6ff
.vscode/settings.json
"assets": true
<mask> "**/*.js": { <mask> "when":"$(basename).ts" <mask> }, <mask> "**/*.d.ts": true, <mask> "assets":true <mask> }, <mask> "typescript.tsdk": "./Tools/Gulp/node_modules/typescript/lib" <mask> } </s> architecture changes for the index Former-commit-id: ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/10a4ef9715028703c99b01a69a9f2fbccab8d6ff
.vscode/settings.json
import { initListeners, InitTags } from './initializer';
<mask> // load needed modules. <mask> import 'babylonjs-loaders'; <mask> import 'pep'; <mask> <mask> <mask> import { InitTags } from './initializer'; <mask> <mask> // promise polyfill, if needed! <mask> BABYLON.PromisePolyfill.Apply(); <mask> <mask> export let disableInit: boolean = false; </s> architec...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/10a4ef9715028703c99b01a69a9f2fbccab8d6ff
Viewer/src/index.ts
initListeners();
<mask> // promise polyfill, if needed! <mask> BABYLON.PromisePolyfill.Apply(); <mask> <mask> //deprectaed, here for backwards compatibility <mask> let disableInit: boolean = viewerGlobals.disableInit; <mask> <mask> /** <mask> * Dispose all viewers currently registered </s> architecture changes for the index...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/10a4ef9715028703c99b01a69a9f2fbccab8d6ff
Viewer/src/index.ts
//deprectaed, here for backwards compatibility let disableInit: boolean = viewerGlobals.disableInit;
<mask> <mask> // promise polyfill, if needed! <mask> BABYLON.PromisePolyfill.Apply(); <mask> <mask> export let disableInit: boolean = false; <mask> document.addEventListener("DOMContentLoaded", init); <mask> function init(event) { <mask> document.removeEventListener("DOMContentLoaded", init); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/10a4ef9715028703c99b01a69a9f2fbccab8d6ff
Viewer/src/index.ts
const Version = BABYLON.Engine.Version;
<mask> mapperManager.dispose(); <mask> } <mask> <mask> // public API for initialization <mask> export { BABYLON, Version, InitTags, DefaultViewer, AbstractViewer, viewerGlobals, disableInit, viewerManager, mapperManager, disposeAll, ModelLoader, ViewerModel, AnimationPlayMode, AnimationState, ModelState }; <...
[ "keep", "keep", "add", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/10a4ef9715028703c99b01a69a9f2fbccab8d6ff
Viewer/src/index.ts
export { BABYLON, Version, InitTags, DefaultViewer, AbstractViewer, viewerGlobals, disableInit, viewerManager, mapperManager, disposeAll, ModelLoader, ViewerModel, AnimationPlayMode, AnimationState, ModelState };
<mask> mapperManager.dispose(); <mask> } <mask> <mask> // public API for initialization <mask> export { BABYLON, InitTags, DefaultViewer, AbstractViewer, viewerGlobals, viewerManager, mapperManager, disposeAll, ModelLoader, ViewerModel, AnimationPlayMode, AnimationState, ModelState }; </s> architecture chang...
[ "keep", "keep", "keep", "keep", "replace" ]
https://github.com/BabylonJS/Babylon.js/commit/10a4ef9715028703c99b01a69a9f2fbccab8d6ff
Viewer/src/index.ts
import { viewerGlobals, disableInit } from 'index'; /** * Will attach an init function the the DOMContentLoaded event. * The init function will be removed automatically after the event was triggered. */ export function initListeners() { document.addEventListener("DOMContentLoaded", init); function...
<mask> import { DefaultViewer } from './viewer/defaultViewer'; <mask> import { mapperManager } from './configuration/mappers'; <mask> <mask> /** <mask> * Select all HTML tags on the page that match the selector and initialize a viewer <mask> * <mask> * @param selector the selector to initialize the viewer o...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/10a4ef9715028703c99b01a69a9f2fbccab8d6ff
Viewer/src/initializer.ts
const ViewerResolve = require('../Tools/WebpackPlugins/viewerResolve');
<mask> const webpack = require('webpack'); <mask> <mask> const babylonExternals = require('../Tools/WebpackPlugins/babylonExternals'); <mask> <mask> module.exports = <mask> { <mask> entry: { </s> resolve es6 plugin for viewer Former-commit-id: b4c655a99f4643ab18532ffb1aff640fe994869b </s> remov...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/110340879ab58ae01baaf66ecf275e4536e55375
Viewer/webpack.config.js
}, plugins: [ new ViewerResolve(["babylonjs", "babylonjs-loaders"]) ]
<mask> "babylonjs": __dirname + '/../dist/preview release/babylon.max.js', <mask> "babylonjs-materials": __dirname + '/../dist/preview release/materialsLibrary/babylonjs.materials.js', <mask> "babylonjs-loaders": __dirname + '/../dist/preview release/loaders/babylonjs....
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/110340879ab58ae01baaf66ecf275e4536e55375
Viewer/webpack.config.js
externals: [],
<mask> "babylonjs-loaders": __dirname + '/../dist/preview release/loaders/babylonjs.loaders.js', <mask> "babylonjs-viewer-assets": __dirname + '/src/assets/index.ts' <mask> } <mask> }, <mask> externals: [babylonExternals()], <mask> mode: "develop...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/110340879ab58ae01baaf66ecf275e4536e55375
Viewer/webpack.config.js
this._disposeList(this.animationGroups);
<mask> } <mask> } <mask> <mask> // Release animation groups <mask> while (this.animationGroups.length) { <mask> this.animationGroups[0].dispose(); <mask> } <mask> <mask> // Release lights <mask> while (this.lights.length) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1113d7b8a9af2af536cea24983cf0b145eab5fc3
packages/dev/core/src/scene.ts
this._disposeList(this.lights);
<mask> this.animationGroups[0].dispose(); <mask> } <mask> <mask> // Release lights <mask> while (this.lights.length) { <mask> this.lights[0].dispose(); <mask> } <mask> <mask> // Release meshes <mask> while (this.meshes.length) { <mask>...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1113d7b8a9af2af536cea24983cf0b145eab5fc3
packages/dev/core/src/scene.ts
this._disposeList(this.meshes, (item) => item.dispose(true)); this._disposeList(this.transformNodes, (item) => item.dispose(true));
<mask> this.lights[0].dispose(); <mask> } <mask> <mask> // Release meshes <mask> while (this.meshes.length) { <mask> this.meshes[0].dispose(true); <mask> } <mask> while (this.transformNodes.length) { <mask> this.transformNodes[0].disp...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1113d7b8a9af2af536cea24983cf0b145eab5fc3
packages/dev/core/src/scene.ts
this._disposeList(this.cameras);
<mask> this.transformNodes[0].dispose(true); <mask> } <mask> <mask> // Release cameras <mask> while (this.cameras.length) { <mask> this.cameras[0].dispose(); <mask> } <mask> <mask> // Release materials <mask> if (this._defaultMaterial) ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1113d7b8a9af2af536cea24983cf0b145eab5fc3
packages/dev/core/src/scene.ts
this._disposeList(this.multiMaterials); this._disposeList(this.materials);
<mask> // Release materials <mask> if (this._defaultMaterial) { <mask> this._defaultMaterial.dispose(); <mask> } <mask> while (this.multiMaterials.length) { <mask> this.multiMaterials[0].dispose(); <mask> } <mask> while (this.materials.leng...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1113d7b8a9af2af536cea24983cf0b145eab5fc3
packages/dev/core/src/scene.ts
this._disposeList(this.particleSystems);
<mask> this.materials[0].dispose(); <mask> } <mask> <mask> // Release particles <mask> while (this.particleSystems.length) { <mask> this.particleSystems[0].dispose(); <mask> } <mask> <mask> // Release postProcesses <mask> while (this.po...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1113d7b8a9af2af536cea24983cf0b145eab5fc3
packages/dev/core/src/scene.ts
this._disposeList(this.postProcesses);
<mask> this.particleSystems[0].dispose(); <mask> } <mask> <mask> // Release postProcesses <mask> while (this.postProcesses.length) { <mask> this.postProcesses[0].dispose(); <mask> } <mask> <mask> // Release textures <mask> while (this.t...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1113d7b8a9af2af536cea24983cf0b145eab5fc3
packages/dev/core/src/scene.ts
this._disposeList(this.textures);
<mask> this.postProcesses[0].dispose(); <mask> } <mask> <mask> // Release textures <mask> while (this.textures.length) { <mask> this.textures[0].dispose(); <mask> } <mask> <mask> // Release morph targets <mask> while (this.morphTargetMa...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1113d7b8a9af2af536cea24983cf0b145eab5fc3
packages/dev/core/src/scene.ts
this._disposeList(this.morphTargetManagers);
<mask> this.textures[0].dispose(); <mask> } <mask> <mask> // Release morph targets <mask> while (this.morphTargetManagers.length) { <mask> this.morphTargetManagers[0].dispose(); <mask> } <mask> <mask> // Release UBO <mask> this._sceneUb...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1113d7b8a9af2af536cea24983cf0b145eab5fc3
packages/dev/core/src/scene.ts
this._disposeList(this._components);
<mask> // Post-processes <mask> this.postProcessManager.dispose(); <mask> <mask> // Components <mask> for (const component of this._components) { <mask> component.dispose(); <mask> } <mask> <mask> // Remove from engine <mask> let index = th...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1113d7b8a9af2af536cea24983cf0b145eab5fc3
packages/dev/core/src/scene.ts
private _disposeList<T extends IDisposable>(items: T[], callback?: (item: T) => void): void { const itemsCopy = items.slice(0); callback = callback ?? (item => item.dispose()); for (const item of itemsCopy) { callback(item); } items.length = 0; }
<mask> this._isDisposed = true; <mask> } <mask> <mask> /** <mask> * Gets if the scene is already disposed <mask> */ <mask> public get isDisposed(): boolean { <mask> return this._isDisposed; <mask> } </s> Fix recursive dispose Former-commit-id: 8895db5c98e034159b2ac...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1113d7b8a9af2af536cea24983cf0b145eab5fc3
packages/dev/core/src/scene.ts
// runSequence("typescript-all", "intellisense", "tests-browserStack", cb);
<mask> */ <mask> gulp.task("default", function (cb) { <mask> runSequence("typescript-all", "intellisense", cb); <mask> }); <mask> <mask> gulp.task("mainBuild", function (cb) { <mask> runSequence("buildWorker", "build", cb); <mask> }); </s> Browser stack readyness Former-commit-id: cb184bbfb8211f3ce...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/11c51e2452b9f4c1531d5223514dc115066aec7a
Tools/Gulp/gulpfile.js
gulp.task("tests-browserStack", function (done) {
<mask> var server = new karmaServer(kamaServerOptions, done); <mask> server.start(); <mask> }); <mask> <mask> gulp.task("tests-saucelabs", function (done) { <mask> if (!process.env.TRAVIS) { <mask> done(); <mask> return; <mask> } <mask> </s> Browser stack readyness Former-...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/11c51e2452b9f4c1531d5223514dc115066aec7a
Tools/Gulp/gulpfile.js
configFile: __dirname + "/../../tests/validation/karma.conf.browserstack.js",
<mask> return; <mask> } <mask> <mask> var kamaServerOptions = { <mask> configFile: __dirname + "/../../tests/validation/karma.conf.saucelabs.js", <mask> singleRun: true <mask> }; <mask> <mask> var server = new karmaServer(kamaServerOptions, done); <mask> server.st...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/11c51e2452b9f4c1531d5223514dc115066aec7a
Tools/Gulp/gulpfile.js
"karma-browserstack-launcher": "^1.3.0",
<mask> "typescript": "^2.6.2", <mask> "webpack-stream": "^4.0.0", <mask> "karma": "^2.0.0", <mask> "karma-chrome-launcher": "^2.2.0", <mask> "karma-sauce-launcher": "^1.2.0", <mask> "mocha": "^4.0.1", <mask> "chai": "^4.1.2", <mask> "sinon": "^4.1....
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/11c51e2452b9f4c1531d5223514dc115066aec7a
Tools/Gulp/package.json
var info = engine.getGlInfo(); console.log("Webgl Version: " + info.version); console.log("Webgl Vendor: " + info.vendor); console.log("Webgl Renderer: " + info.renderer);
<mask> .require('/tests/validation/validation.js') <mask> .useDist() <mask> .load(function () { <mask> done(); <mask> }); <mask> }); <mask> </s> Browser stack readyness Former-commit-id: cb184b...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/11c51e2452b9f4c1531d5223514dc115066aec7a
tests/validation/integration.js
runTest(index, function(result, screenshot) {
<mask> it(test.title, function (done) { <mask> this.timeout(240000); <mask> <mask> try { <mask> runTest(index, function (result) { <mask> try { <mask> expect(result).to.be....
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/11c51e2452b9f4c1531d5223514dc115066aec7a
tests/validation/integration.js
if (screenshot) { console.error(screenshot); }
<mask> } <mask> catch (e) { <mask> done(e); <mask> } <mask> }); <mask> } <mask> catch (e) { <mask> done(e); ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/11c51e2452b9f4c1531d5223514dc115066aec7a
tests/validation/integration.js
var renderB64 = saveRenderImage(renderData, canvas); renderImage.src = renderB64;
<mask> } <mask> } <mask> waitRing.classList.add("hidden"); <mask> <mask> renderImage.src = saveRenderImage(renderData, canvas); <mask> <mask> currentScene.dispose(); <mask> <mask> done(testRes); <mask> } </s> Browser stack readyness Former-commit-id: cb184bbfb8211f3ceba7dd0ba...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/11c51e2452b9f4c1531d5223514dc115066aec7a
tests/validation/validation.js
done(testRes, renderB64);
<mask> renderImage.src = saveRenderImage(renderData, canvas); <mask> <mask> currentScene.dispose(); <mask> <mask> done(testRes); <mask> } <mask> <mask> function processCurrentScene(test, resultCanvas, result, renderImage, index, waitRing, done) { <mask> currentScene.executeWhenReady(function...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/11c51e2452b9f4c1531d5223514dc115066aec7a
tests/validation/validation.js
var left = this._currentMeasure.left + effectiveThumbWidth / 2; var width = this._currentMeasure.width - effectiveThumbWidth; var thumbPosition = (this._value - this._minimum) / (this._maximum - this._minimum) * width;
<mask> effectiveBarOffset = this._currentMeasure.height * this._barOffset.getValue(this._host); <mask> } <mask> <mask> <mask> var left = this._currentMeasure.left; <mask> var width = this._currentMeasure.width; <mask> var thumb...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/12012182070234e8da09bf6826a18fb278b15eca
gui/src/controls/slider.ts
context.fillRect(left, this._currentMeasure.top + effectiveBarOffset, thumbPosition, this._currentMeasure.height - effectiveBarOffset * 2);
<mask> context.shadowOffsetY = 0; <mask> } <mask> <mask> context.fillStyle = this.color; <mask> context.fillRect(left, this._currentMeasure.top + effectiveBarOffset, width, this._currentMeasure.height - effectiveBarOffset * 2); <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/12012182070234e8da09bf6826a18fb278b15eca
gui/src/controls/slider.ts
context.arc(left + thumbPosition, this._currentMeasure.top + this._currentMeasure.height / 2, effectiveThumbWidth / 2, 0, 2 * Math.PI);
<mask> <mask> // Thumb <mask> if (this._isThumbCircle) { <mask> context.beginPath(); <mask> context.arc(left + thumbPosition + (effectiveThumbWidth / 2), this._currentMeasure.top + this._currentMeasure.height / 2, effectiveThumbWidth / 2, 0, ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/12012182070234e8da09bf6826a18fb278b15eca
gui/src/controls/slider.ts
context.fillRect(left + thumbPosition - effectiveThumbWidth / 2, this._currentMeasure.top, effectiveThumbWidth, this._currentMeasure.height);
<mask> context.strokeStyle = this._borderColor; <mask> context.stroke(); <mask> } <mask> else { <mask> <mask> context.fillRect(left + thumbPosition, this._currentMeasure.top, effectiveThumbWidth, this._currentMeasure.heig...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/12012182070234e8da09bf6826a18fb278b15eca
gui/src/controls/slider.ts
context.strokeRect(left + thumbPosition - effectiveThumbWidth / 2, this._currentMeasure.top, effectiveThumbWidth, this._currentMeasure.height);
<mask> context.shadowOffsetY = 0; <mask> } <mask> <mask> context.strokeStyle = this._borderColor; <mask> context.strokeRect(left + thumbPosition, this._currentMeasure.top, effectiveThumbWidth, this._currentMeasure.height); <mask>...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/12012182070234e8da09bf6826a18fb278b15eca
gui/src/controls/slider.ts
effect.setFloat("radius", this.radius); effect.setVector3("direction1", this.direction1); effect.setVector3("direction2", this.direction2);
<mask> * Called by the {BABYLON.GPUParticleSystem} to setup the update shader <mask> * @param effect defines the update shader <mask> */ <mask> public applyToShader(effect: Effect): void { <mask> <mask> } <mask> <mask> /** ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/13103cf4b7e24e947580f0d026ca9bf3db09974e
src/Particles/EmitterTypes/babylon.sphereParticleEmitter.ts
return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER"
<mask> /** <mask> * Returns a string to use to update the GPU particles update shader <mask> */ <mask> public getEffectDefines(): string { <mask> return "#define SPHEREEMITTER" <mask> } <mask> } <mask> } </s> BoxEmitter / Sphere emitte - associ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/13103cf4b7e24e947580f0d026ca9bf3db09974e
src/Particles/EmitterTypes/babylon.sphereParticleEmitter.ts
/** * Minimum power of emitting particles. */ public minEmitPower = 1; /** * Maximum power of emitting particles. */ public maxEmitPower = 1;
<mask> public gravity = Vector3.Zero(); <mask> <mask> /** <mask> * The particle emitter type defines the emitter used by the particle system. <mask> * It can be for example box, sphere, or cone... <mask> */ </s> BoxEmitter / Sphere emitte - associated with #2033 ...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/13103cf4b7e24e947580f0d026ca9bf3db09974e
src/Particles/babylon.gpuParticleSystem.ts
public particleEmitterType: Nullable<IParticleEmitterType>;
<mask> /** <mask> * The particle emitter type defines the emitter used by the particle system. <mask> * It can be for example box, sphere, or cone... <mask> */ <mask> public particleEmitterType: IParticleEmitterType; <mask> <mask> /** <mask> *...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/13103cf4b7e24e947580f0d026ca9bf3db09974e
src/Particles/babylon.gpuParticleSystem.ts
uniformsNames: ["currentCount", "timeDelta", "generalRandoms", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "gravity", "emitPower", "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "angle"],
<mask> this._scene.particleSystems.push(this); <mask> <mask> this._updateEffectOptions = { <mask> attributes: ["position", "age", "life", "seed", "size", "color", "direction"], <mask> uniformsNames: ["currentCount", "timeDelta", "generalRandoms", "emitterWM"...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/13103cf4b7e24e947580f0d026ca9bf3db09974e
src/Particles/babylon.gpuParticleSystem.ts
d.push(Math.random());
<mask> d.push(Math.random()); <mask> d.push(Math.random()); <mask> } <mask> this._randomTexture = new RawTexture(new Float32Array(d), maxTextureSize, 1, Engine.TEXTUREFORMAT_RGBA32F, this._scene, false, false, Texture.NEAREST_SAMPLINGMODE, Engine.TEXTURETYPE_F...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/13103cf4b7e24e947580f0d026ca9bf3db09974e
src/Particles/babylon.gpuParticleSystem.ts
this._randomTexture = new RawTexture(new Float32Array(d), maxTextureSize, 1, Engine.TEXTUREFORMAT_RGBA32F, this._scene, false, false, Texture.NEAREST_SAMPLINGMODE, Engine.TEXTURETYPE_FLOAT)
<mask> d.push(Math.random()); <mask> d.push(Math.random()); <mask> d.push(Math.random()); <mask> } <mask> this._randomTexture = new RawTexture(new Float32Array(d), maxTextureSize, 1, Engine.TEXTUREFORMAT_RGB32F, this._scene, false, false, Text...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/13103cf4b7e24e947580f0d026ca9bf3db09974e
src/Particles/babylon.gpuParticleSystem.ts
<mask> } <mask> this._randomTexture = new RawTexture(new Float32Array(d), maxTextureSize, 1, Engine.TEXTUREFORMAT_RGB32F, this._scene, false, false, Texture.NEAREST_SAMPLINGMODE, Engine.TEXTURETYPE_FLOAT) <mask> this._randomTexture.wrapU = Texture.WRAP_ADDRESSMODE; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/13103cf4b7e24e947580f0d026ca9bf3db09974e
src/Particles/babylon.gpuParticleSystem.ts
if (this.particleEmitterType) { this._recreateUpdateEffect(this.particleEmitterType.getEffectDefines()); }
<mask> * Renders the particle system in its current state. <mask> * @returns the current number of particles <mask> */ <mask> public render(): number { <mask> this._recreateUpdateEffect(this.particleEmitterType.getEffectDefines()); <mask> <mask> if (!th...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/13103cf4b7e24e947580f0d026ca9bf3db09974e
src/Particles/babylon.gpuParticleSystem.ts
this._updateEffect.setFloat3("generalRandoms", Math.random(), Math.random(), Math.random());
<mask> this._engine.setState(false); <mask> <mask> this._updateEffect.setFloat("currentCount", this._currentActiveCount); <mask> this._updateEffect.setFloat("timeDelta", this._timeDelta); <mask> this._updateEffect.setFloat2("generalRandoms", Math.ran...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/13103cf4b7e24e947580f0d026ca9bf3db09974e
src/Particles/babylon.gpuParticleSystem.ts
this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
<mask> this._updateEffect.setFloat("timeDelta", this._timeDelta); <mask> this._updateEffect.setFloat3("generalRandoms", Math.random(), Math.random(), Math.random()); <mask> this._updateEffect.setTexture("randomSampler", this._randomTexture); <mask> this._updateEffect....
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/13103cf4b7e24e947580f0d026ca9bf3db09974e
src/Particles/babylon.gpuParticleSystem.ts
if (this.particleEmitterType) { this.particleEmitterType.applyToShader(this._updateEffect); }
<mask> this._updateEffect.setDirectColor4("color2", this.color2); <mask> this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize); <mask> this._updateEffect.setVector3("gravity", this.gravity); <mask> <mask> this.particleEmitterType.applyToShader(this._...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/13103cf4b7e24e947580f0d026ca9bf3db09974e
src/Particles/babylon.gpuParticleSystem.ts
#define PI 3.14159
<mask> #version 300 es <mask> <mask> uniform float currentCount; <mask> uniform float timeDelta; <mask> uniform vec3 generalRandoms; <mask> uniform mat4 emitterWM; <mask> uniform vec2 lifeTime; </s> BoxEmitter / Sphere emitte - associated with #2033 Former-commit-id: fa5b4df1ba83815a4db1a4ded3c9ed8803871b07 ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/13103cf4b7e24e947580f0d026ca9bf3db09974e
src/Shaders/gpuUpdateParticles.vertex.fx
uniform vec3 generalRandoms;
<mask> #version 300 es <mask> <mask> uniform float currentCount; <mask> uniform float timeDelta; <mask> uniform vec2 generalRandoms; <mask> uniform mat4 emitterWM; <mask> uniform vec2 lifeTime; <mask> uniform vec2 sizeRange; <mask> uniform vec4 color1; <mask> uniform vec4 color2; </s> BoxEmitter / Sphere em...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/13103cf4b7e24e947580f0d026ca9bf3db09974e
src/Shaders/gpuUpdateParticles.vertex.fx
uniform vec2 emitPower;
<mask> uniform vec3 generalRandoms; <mask> uniform mat4 emitterWM; <mask> uniform vec2 lifeTime; <mask> uniform vec2 sizeRange; <mask> uniform vec4 color1; <mask> uniform vec4 color2; <mask> uniform vec3 gravity; <mask> uniform sampler2D randomSampler; <mask> </s> BoxEmitter / Sphere emitte - associated with...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/13103cf4b7e24e947580f0d026ca9bf3db09974e
src/Shaders/gpuUpdateParticles.vertex.fx
vec4 getRandomVec4(float offset) { return texture(randomSampler, vec2(float(gl_VertexID) * offset / currentCount, 0)); }
<mask> return texture(randomSampler, vec2(float(gl_VertexID) * offset / currentCount, 0)).rgb; <mask> } <mask> <mask> void main() { <mask> if (age >= life) { <mask> vec3 position; <mask> vec3 direction; </s> BoxEmitter / Sphere emitte - associated with #2033 Former-commit-id: fa5b4df1ba83815a4db1...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/13103cf4b7e24e947580f0d026ca9bf3db09974e
src/Shaders/gpuUpdateParticles.vertex.fx
vec3 position; vec3 direction;
<mask> } <mask> <mask> void main() { <mask> if (age >= life) { <mask> // Create the particle at origin <mask> outPosition = (emitterWM * vec4(0., 0., 0., 1.)).xyz; <mask> <mask> // Let's get some random values <mask> vec3 randoms = getRandomVec3(generalRandoms.x); <mask> vec3 randoms2 ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/13103cf4b7e24e947580f0d026ca9bf3db09974e
src/Shaders/gpuUpdateParticles.vertex.fx
vec4 randoms = getRandomVec4(generalRandoms.x);
<mask> // Create the particle at origin <mask> outPosition = (emitterWM * vec4(0., 0., 0., 1.)).xyz; <mask> <mask> // Let's get some random values <mask> vec3 randoms = getRandomVec3(generalRandoms.x); <mask> vec3 randoms2 = getRandomVec3(generalRandoms.y); <mask> <mask> // Age and lif...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/13103cf4b7e24e947580f0d026ca9bf3db09974e
src/Shaders/gpuUpdateParticles.vertex.fx
// Position / Direction (based on emitter type)
<mask> <mask> // Color <mask> outColor = color1 + (color2 - color1) * randoms.b; <mask> <mask> // Direction <mask> #ifdef BOXEMITTER <mask> outDirection = direction1 + (direction2 - direction1) * randoms2; <mask> #else <mask> outDirection = 2.0 * (getRandomVec3(seed) - vec3(0.5, 0.5, ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/13103cf4b7e24e947580f0d026ca9bf3db09974e
src/Shaders/gpuUpdateParticles.vertex.fx
vec3 randoms2 = getRandomVec3(generalRandoms.y); vec3 randoms3 = getRandomVec3(generalRandoms.z); position = minEmitBox + (maxEmitBox - minEmitBox) * randoms2; direction = direction1 + (direction2 - direction1) * randoms3; #elif defined(SPHEREEMITTER) vec3 randoms2 = getRandomVec3(generalRa...
<mask> outColor = color1 + (color2 - color1) * randoms.b; <mask> <mask> // Direction <mask> #ifdef BOXEMITTER <mask> outDirection = direction1 + (direction2 - direction1) * randoms2; <mask> #else <mask> outDirection = 2.0 * (getRandomVec3(seed) - vec3(0.5, 0.5, 0.5)); <mask> #endif <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/13103cf4b7e24e947580f0d026ca9bf3db09974e
src/Shaders/gpuUpdateParticles.vertex.fx
// Create the particle at origin position = vec3(0., 0., 0.); // Spread in all directions direction = 2.0 * (getRandomVec3(seed) - vec3(0.5, 0.5, 0.5));
<mask> // Direction <mask> #ifdef BOXEMITTER <mask> outDirection = direction1 + (direction2 - direction1) * randoms2; <mask> #else <mask> outDirection = 2.0 * (getRandomVec3(seed) - vec3(0.5, 0.5, 0.5)); <mask> #endif <mask> } else { <mask> outPosition = position + (direction + gravity)...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/13103cf4b7e24e947580f0d026ca9bf3db09974e
src/Shaders/gpuUpdateParticles.vertex.fx
float power = emitPower.x + (emitPower.y - emitPower.x) * randoms.a; outPosition = (emitterWM * vec4(position, 1.)).xyz; outDirection = (emitterWM * vec4(normalize(direction) * power, 0.)).xyz;
<mask> direction = 2.0 * (getRandomVec3(seed) - vec3(0.5, 0.5, 0.5)); <mask> #endif <mask> } else { <mask> outPosition = position + (direction + gravity) * timeDelta; <mask> outAge = age + timeDelta; <mask> outLife = life; <mask> outSeed = seed; <mask> outColor = color; </s> BoxEmi...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/13103cf4b7e24e947580f0d026ca9bf3db09974e
src/Shaders/gpuUpdateParticles.vertex.fx
var rot = new OIMO.Euler().setFromQuaternion({ x: mesh.rotationQuaternion.x, y: mesh.rotationQuaternion.y, z: mesh.rotationQuaternion.z, s: mesh.rotationQuaternion.w }); //get the correct bounding box var oldQuaternion = mesh.rotationQuaternion; mesh.rotationQuaternion = ...
<mask> var bbox = mesh.getBoundingInfo().boundingBox; <mask> // The delta between the mesh position and the mesh bounding box center <mask> var deltaPosition = mesh.position.subtract(bbox.center); <mask> //calculate rotation to fit Oimo's needs (Euler...) <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/13a207e43a39c5de892f877ae9a7b9be9df0212e
src/Physics/Plugins/babylon.oimoJSPlugin.js
rot: [rot.x / OIMO.TO_RAD, rot.y / OIMO.TO_RAD, rot.z / OIMO.TO_RAD],
<mask> //calculate rotation to fit Oimo's needs (Euler...) <mask> var rot = OIMO.MatrixToEuler({ elements: mesh.getWorldMatrix().asArray() }); <mask> var bodyConfig = { <mask> pos: [bbox.center.x, bbox.center.y, bbox.center.z], <mask> rot: rot, <...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/13a207e43a39c5de892f877ae9a7b9be9df0212e
src/Physics/Plugins/babylon.oimoJSPlugin.js
//for the sake of consistency. mesh.rotationQuaternion = oldQuaternion;
<mask> delta: deltaPosition <mask> }); <mask> return body; <mask> }; <mask> OimoJSPlugin.prototype.registerMeshesAsCompound = function (parts, options) { <mask> var types = [], sizes = [], positions = [], rotations = []; </s> Oimo Rotation bug f...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/13a207e43a39c5de892f877ae9a7b9be9df0212e
src/Physics/Plugins/babylon.oimoJSPlugin.js
<mask> }; <mask> OimoJSPlugin.prototype.registerMeshesAsCompound = function (parts, options) { <mask> var types = [], sizes = [], positions = [], rotations = []; <mask> var initialMesh = parts[0].mesh; <mask> if (!initialMesh.rotationQuaternion) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/13a207e43a39c5de892f877ae9a7b9be9df0212e
src/Physics/Plugins/babylon.oimoJSPlugin.js