docstring_tokens
stringlengths
0
76.5k
code_tokens
stringlengths
75
1.81M
label_window
listlengths
4
2.12k
html_url
stringlengths
74
116
file_name
stringlengths
3
311
/** * The initiating animatable. */ private _host: Animatable; /** * The original value of the runtime animation. */
<mask> private _target: any; <mask> <mask> private _originalValue: any; <mask> <mask> /** <mask> * The original blend value of the runtime animation. </s> Moved interpolation from runtimeAnimation to animation; Added documentation Former-commit-id: 4772df80541e44ae2d4...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1fd093ab347635b54e4b818d17bb40fe486ffee9
src/Animations/babylon.runtimeAnimation.ts
/** * The original blend value of the runtime animation. */
<mask> */ <mask> private _originalValue: any; <mask> private _originalBlendValue: any; <mask> <mask> /** <mask> * The offsets cache of the runtime animation. <mask> */ </s> Moved interpolation from runtimeAnimation to animation; Added documentation F...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1fd093ab347635b54e4b818d17bb40fe486ffee9
src/Animations/babylon.runtimeAnimation.ts
/** * The offsets cache of the runtime animation. */
<mask> * The original blend value of the runtime animation. <mask> */ <mask> private _originalBlendValue: any; <mask> private _offsetsCache: {[key: string]: any} = {}; <mask> <mask> /** <mask> * The high limits cache of the runtime animation. </s> Move...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1fd093ab347635b54e4b818d17bb40fe486ffee9
src/Animations/babylon.runtimeAnimation.ts
/** * The high limits cache of the runtime animation. */
<mask> /** <mask> * The offsets cache of the runtime animation. <mask> */ <mask> private _offsetsCache: {[key: string]: any} = {}; <mask> private _highLimitsCache: {[key: string]: any} = {}; <mask> <mask> /** <mask> * Specifies if the runtime a...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1fd093ab347635b54e4b818d17bb40fe486ffee9
src/Animations/babylon.runtimeAnimation.ts
/** * Specifies if the runtime animation has been stopped. */
<mask> * The high limits cache of the runtime animation. <mask> */ <mask> private _highLimitsCache: {[key: string]: any} = {}; <mask> private _stopped = false; <mask> <mask> /** <mask> * The blending factor of the runtime animation. </s> Moved interpol...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1fd093ab347635b54e4b818d17bb40fe486ffee9
src/Animations/babylon.runtimeAnimation.ts
/** * The blending factor of the runtime animation. */
<mask> /** <mask> * Specifies if the runtime animation has been stopped. <mask> */ <mask> private _stopped = false; <mask> private _blendingFactor = 0; <mask> <mask> /** <mask> * The BabylonJS scene. </s> Moved interpolation from runtimeAnimat...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1fd093ab347635b54e4b818d17bb40fe486ffee9
src/Animations/babylon.runtimeAnimation.ts
/** * The BabylonJS scene. */
<mask> */ <mask> private _blendingFactor = 0; <mask> private _scene: Scene; <mask> <mask> /** <mask> * The current value of the runtime animation. </s> Moved interpolation from runtimeAnimation to animation; Added documentation Former-commit-id: 4772df80541e44ae2d4059...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1fd093ab347635b54e4b818d17bb40fe486ffee9
src/Animations/babylon.runtimeAnimation.ts
/** * The current value of the runtime animation. */
<mask> private _scene: Scene; <mask> <mask> private _currentValue: any; <mask> <mask> /** @ignore */ <mask> public _workValue: any; <mask> <mask> /** </s> Moved interpolation from runtimeAnimation to animation; Added documentation Former-commit-id: 4...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1fd093ab347635b54e4b818d17bb40fe486ffee9
src/Animations/babylon.runtimeAnimation.ts
/** * The active target of the runtime animation. */
<mask> /** @ignore */ <mask> public _workValue: any; <mask> private _activeTarget: any; <mask> <mask> /** <mask> * The target path of the runtime animation. <mask> */ <mask> private _targetPath: string = ""; </s> Moved interpolation from runtim...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1fd093ab347635b54e4b818d17bb40fe486ffee9
src/Animations/babylon.runtimeAnimation.ts
/** * The target path of the runtime animation. */
<mask> */ <mask> private _activeTarget: any; <mask> private _targetPath: string = ""; <mask> <mask> /** <mask> * The weight of the runtime animation. <mask> */ </s> Moved interpolation from runtimeAnimation to animation; Added documentation Former-co...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1fd093ab347635b54e4b818d17bb40fe486ffee9
src/Animations/babylon.runtimeAnimation.ts
/** * The weight of the runtime animation. */
<mask> */ <mask> private _targetPath: string = ""; <mask> private _weight = 1.0; <mask> <mask> /** <mask> * The ratio offset of the runtime animation. </s> Moved interpolation from runtimeAnimation to animation; Added documentation Former-commit-id: 4772df80541e44ae2d...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1fd093ab347635b54e4b818d17bb40fe486ffee9
src/Animations/babylon.runtimeAnimation.ts
* The ratio offset of the runtime animation. */ private _ratioOffset = 0; /** * The previous delay of the runtime animation. */ private _previousDelay: number = 0; /** * The previous ratio of the runtime animation. ...
<mask> private _targetPath: string = ""; <mask> private _weight = 1.0; <mask> <mask> /** <mask> * Gets the current frame <mask> */ <mask> public get currentFrame(): number { <mask> return this._currentFrame; <mask> } <mask> </s> Moved in...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1fd093ab347635b54e4b818d17bb40fe486ffee9
src/Animations/babylon.runtimeAnimation.ts
* Gets the weight of the runtime animation.
<mask> return this._currentFrame; <mask> } <mask> <mask> /** <mask> * Gets the weight of the runtime animation <mask> */ <mask> public get weight(): number { <mask> return this._weight; <mask> } <mask> </s> Moved interpola...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1fd093ab347635b54e4b818d17bb40fe486ffee9
src/Animations/babylon.runtimeAnimation.ts
* Gets the original value of the runtime animation.
<mask> return this._weight; <mask> } <mask> <mask> /** <mask> * Gets the original value of the runtime animation <mask> */ <mask> public get originalValue(): any { <mask> return this._originalValue; <mask> } <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1fd093ab347635b54e4b818d17bb40fe486ffee9
src/Animations/babylon.runtimeAnimation.ts
* Gets the current value of the runtime animation.
<mask> return this._originalValue; <mask> } <mask> <mask> /** <mask> * Gets the current value of the runtime animation <mask> */ <mask> public get currentValue(): any { <mask> return this._currentValue; <mask> } <mask> </s> M...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1fd093ab347635b54e4b818d17bb40fe486ffee9
src/Animations/babylon.runtimeAnimation.ts
* Gets the target path of the runtime animation.
<mask> return this._currentValue; <mask> } <mask> <mask> /** <mask> * Gets the path where to store the animated value in the target <mask> */ <mask> public get targetPath(): string { <mask> return this._targetPath; <mask> } <mask> </...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1fd093ab347635b54e4b818d17bb40fe486ffee9
src/Animations/babylon.runtimeAnimation.ts
* Gets the actual target of the runtime animation.
<mask> return this._targetPath; <mask> } <mask> <mask> /** <mask> * Gets the actual target of the runtime animation <mask> */ <mask> public get target(): any { <mask> return this._activeTarget; <mask> } <mask> </s> Moved interpolatio...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1fd093ab347635b54e4b818d17bb40fe486ffee9
src/Animations/babylon.runtimeAnimation.ts
* @param {any} target defines the target of the animation * @param {Animation} animation defines the source {BABYLON.Animation} object * @param {Scene} scene defines the hosting scene * @param {Animatable} host defines the initiating Animatable
<mask> } <mask> <mask> /** <mask> * Create a new RuntimeAnimation object <mask> * @param target defines the target of the animation <mask> * @param animation defines the source {BABYLON.Animation} object <mask> * @param scene defines the hosting scene <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/1fd093ab347635b54e4b818d17bb40fe486ffee9
src/Animations/babylon.runtimeAnimation.ts
else if (connection.type & NodeMaterialBlockConnectionPointTypes.Float) { type = "Float" }
<mask> } else if (connection.type & NodeMaterialBlockConnectionPointTypes.Vector3OrColor3OrVector4OrColor4) { <mask> type = "Vector4" <mask> } <mask> <mask> // Create links <mask> var localNode = graphEditor.addValueNode(type, op...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/20f1e73510d352076764642260c289e6dd9fcae9
nodeEditor/src/components/diagram/defaultNodeModel.ts
import { FloatPropertyTabComponent } from '../../propertyTab/properties/floatPropertyTabComponent';
<mask> import { NodeMaterialWellKnownValues } from 'babylonjs/Materials/Node/nodeMaterialWellKnownValues'; <mask> import { Vector2, Vector3, Matrix } from 'babylonjs/Maths/math'; <mask> import { TextLineComponent } from '../../../sharedComponents/textLineComponent'; <mask> import { Color3PropertyTabComponent } from...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/20f1e73510d352076764642260c289e6dd9fcae9
nodeEditor/src/components/diagram/input/inputNodePropertyComponent.tsx
case NodeMaterialBlockConnectionPointTypes.Float: return ( <FloatPropertyTabComponent globalState={globalState} connection={connection} /> );
<mask> <mask> renderValue(globalState: GlobalState) { <mask> let connection = this.props.inputNode.connection!; <mask> switch (connection.type) { <mask> case NodeMaterialBlockConnectionPointTypes.Vector2: <mask> return ( <mask> <Vector2Property...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/20f1e73510d352076764642260c289e6dd9fcae9
nodeEditor/src/components/diagram/input/inputNodePropertyComponent.tsx
case NodeMaterialBlockConnectionPointTypes.Float: connection.value = 0; break;
<mask> <mask> setDefaultValue() { <mask> let connection = this.props.inputNode.connection!; <mask> switch (connection.type) { <mask> case NodeMaterialBlockConnectionPointTypes.Vector2: <mask> connection.value = Vector2.Zero(); <mask> break; <mask>...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/20f1e73510d352076764642260c289e6dd9fcae9
nodeEditor/src/components/diagram/input/inputNodePropertyComponent.tsx
import { ScaleBlock } from 'babylonjs/Materials/Node/Blocks/scaleBlock';
<mask> import { Vector2TransformBlock } from 'babylonjs/Materials/Node/Blocks/vector2TransformBlock'; <mask> import { Vector3TransformBlock } from 'babylonjs/Materials/Node/Blocks/vector3TransformBlock'; <mask> import { Vector4TransformBlock } from 'babylonjs/Materials/Node/Blocks/vector4TransformBlock'; <mask> imp...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/20f1e73510d352076764642260c289e6dd9fcae9
nodeEditor/src/components/nodeList/nodeListComponent.tsx
Math: [AddBlock, ClampBlock, MatrixMultiplicationBlock, MultiplyBlock, ScaleBlock, Vector2TransformBlock, Vector3TransformBlock, Vector4TransformBlock],
<mask> Vertex: [BonesBlock, InstancesBlock, MorphTargetsBlock], <mask> Fragment: [AlphaTestBlock, , ImageProcessingBlock, RGBAMergerBlock, RGBASplitterBlock, TextureBlock], <mask> Outputs: [VertexOutputBlock, FragmentOutputBlock], <mask> Dual: [FogBlock], <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/20f1e73510d352076764642260c289e6dd9fcae9
nodeEditor/src/components/nodeList/nodeListComponent.tsx
import { LineContainerComponent } from '../../sharedComponents/lineContainerComponent';
<mask> import { GlobalState } from '../../globalState'; <mask> import { Nullable } from 'babylonjs/types'; <mask> import { DefaultNodeModel } from '../../components/diagram/defaultNodeModel'; <mask> import { ButtonLineComponent } from '../../sharedComponents/buttonLineComponent'; <mask> require("./propertyTab.scss...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/20f1e73510d352076764642260c289e6dd9fcae9
nodeEditor/src/components/propertyTab/propertyTabComponent.tsx
<LineContainerComponent title="PROPERTIES"> </LineContainerComponent> <LineContainerComponent title="GENERAL"> <ButtonLineComponent label="Reset to default" onClick={() => { this.props.globalState.nodeMat...
<mask> NODE MATERIAL EDITOR <mask> </div> <mask> </div> <mask> <div> <mask> <ButtonLineComponent label="Reset to default" onClick={() => { <mask> this.props.globalState.nodeMaterial!.setToDefaul...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/20f1e73510d352076764642260c289e6dd9fcae9
nodeEditor/src/components/propertyTab/propertyTabComponent.tsx
}, 250);
<mask> } <mask> this._toAdd = null; <mask> this._engine.setDiagramModel(this._model); <mask> this.forceUpdate(); <mask> }, 15); <mask> } <mask> <mask> addNodeFromClass(ObjectClass: typeof NodeMaterialBlock) { <mask> var block = new Object...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/20f1e73510d352076764642260c289e6dd9fcae9
nodeEditor/src/graphEditor.tsx
this.scale.value = 1;
<mask> this.registerOutput("output", NodeMaterialBlockConnectionPointTypes.BasedOnInput); <mask> <mask> this._outputs[0]._typeConnectionSource = this._inputs[0]; <mask> } <mask> <mask> /** <mask> * Gets the current class name </s> Associated with #6012 Former-commit-id: c462581b...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/20f1e73510d352076764642260c289e6dd9fcae9
src/Materials/Node/Blocks/scaleBlock.ts
<mask> public get scale(): NodeMaterialConnectionPoint { <mask> return this._inputs[1]; <mask> } <mask> <mask> /** <mask> * Gets the right operand input component <mask> */ <mask> public get right(): NodeMaterialConnectionPoint { <mask> return this._inputs[1]; <mask>...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/20f1e73510d352076764642260c289e6dd9fcae9
src/Materials/Node/Blocks/scaleBlock.ts
<mask> * Defines the SubSurface parameters for the material. <mask> */ <mask> public readonly subSurface = new PBRSubSurfaceConfiguration(this._markAllSubMeshesAsTexturesDirty.bind(this)); <mask> <mask> /** <mask> * Custom callback helping to override the default shader used in the materia...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/213c6b3dc11b0f524c07c1c40b0d0e0a8e19767e
src/Materials/PBR/pbrBaseMaterial.ts
/** * Custom callback helping to override the default shader used in the material. */ public customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: MaterialDefines, attributes?: string[]) => string;
<mask> public static readonly MATERIAL_ALPHATESTANDBLEND = 3; <mask> <mask> /** <mask> * The ID of the material <mask> */ <mask> @serialize() <mask> public id: string; </s> Move customShaderNameResolve to Material base class Former-commit-id: d681069500703f3f3ba98b4092f5d58e931b325a...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/213c6b3dc11b0f524c07c1c40b0d0e0a8e19767e
src/Materials/material.ts
<mask> public set cameraColorCurves(value: Nullable<ColorCurves>) { <mask> this._imageProcessingConfiguration.colorCurves = value; <mask> } <mask> <mask> /** <mask> * Custom callback helping to override the default shader used in the material. <mask> */ <mask> public customSha...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/213c6b3dc11b0f524c07c1c40b0d0e0a8e19767e
src/Materials/standardMaterial.ts
public _rotationRightAsked = false; public _rotationLeftAsked = false;
<mask> public _teleportationRequestInitiated = false; <mask> public _teleportationBackRequestInitiated = false; <mask> public _dpadPressed = true; <mask> <mask> public _activePointer = false; <mask> <mask> constructor(public scene: Scene, gazeTrackerToClone:Nullable<Mesh...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/216cef139fff70c5b54e665d45332357416a2eb6
src/Cameras/VR/babylon.vrExperienceHelper.ts
if(this._gazeTracker){ this._gazeTracker.dispose() }
<mask> this._interactionsEnabled = false; <mask> this._teleportationEnabled = false; <mask> } <mask> } <mask> <mask> class VRExperienceHelperControllerGazer extends VRExperienceHelperGazer{ <mask> private _laserPointer: Mesh; </s> dispose of gaze target when cont...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/216cef139fff70c5b54e665d45332357416a2eb6
src/Cameras/VR/babylon.vrExperienceHelper.ts
<mask> private _floorMeshName: string; <mask> private _floorMeshesCollection: Mesh[] = []; <mask> private _rotationAllowed: boolean = true; <mask> private _teleportBackwardsVector = new Vector3(0, -1, -1); <mask> private _rotationRightAsked = false; <mask> private _...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/216cef139fff70c5b54e665d45332357416a2eb6
src/Cameras/VR/babylon.vrExperienceHelper.ts
if (this.leftController) {
<mask> else { <mask> if (this.rightController) { <mask> this.rightController._activatePointer(); <mask> } <mask> else if (this.leftController) { <mask> this.leftController._activatePointer(); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/216cef139fff70c5b54e665d45332357416a2eb6
src/Cameras/VR/babylon.vrExperienceHelper.ts
if (!gazer._rotationLeftAsked) {
<mask> if (gazer._teleportationRequestInitiated) { <mask> return; <mask> } <mask> <mask> if (!this._rotationLeftAsked) { <mask> if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) { <mask> this._rotationLeftAs...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/216cef139fff70c5b54e665d45332357416a2eb6
src/Cameras/VR/babylon.vrExperienceHelper.ts
gazer._rotationLeftAsked = true;
<mask> } <mask> <mask> if (!this._rotationLeftAsked) { <mask> if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) { <mask> this._rotationLeftAsked = true; <mask> if (this._rotationAllowed) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/216cef139fff70c5b54e665d45332357416a2eb6
src/Cameras/VR/babylon.vrExperienceHelper.ts
gazer._rotationLeftAsked = false;
<mask> } <mask> } <mask> } else { <mask> if (stateObject.x > -this._padSensibilityDown) { <mask> this._rotationLeftAsked = false; <mask> } <mask> } <mask> <mask> if (!this._rotationRight...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/216cef139fff70c5b54e665d45332357416a2eb6
src/Cameras/VR/babylon.vrExperienceHelper.ts
if (!gazer._rotationRightAsked) {
<mask> this._rotationLeftAsked = false; <mask> } <mask> } <mask> <mask> if (!this._rotationRightAsked) { <mask> if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) { <mask> this._rotationRightAsked = tr...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/216cef139fff70c5b54e665d45332357416a2eb6
src/Cameras/VR/babylon.vrExperienceHelper.ts
gazer._rotationRightAsked = true;
<mask> } <mask> <mask> if (!this._rotationRightAsked) { <mask> if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) { <mask> this._rotationRightAsked = true; <mask> if (this._rotationAllowed) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/216cef139fff70c5b54e665d45332357416a2eb6
src/Cameras/VR/babylon.vrExperienceHelper.ts
gazer._rotationRightAsked = false;
<mask> } <mask> } <mask> } else { <mask> if (stateObject.x < this._padSensibilityDown) { <mask> this._rotationRightAsked = false; <mask> } <mask> } <mask> } <mask> private _checkTelep...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/216cef139fff70c5b54e665d45332357416a2eb6
src/Cameras/VR/babylon.vrExperienceHelper.ts
controller._rotationLeftAsked = false; controller._rotationRightAsked = false;
<mask> controller._dpadPressed = false; <mask> controller.webVRController.onPadStateChangedObservable.add((stateObject) => { <mask> controller._dpadPressed = stateObject.pressed; <mask> if (!controller._dpadPressed) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/216cef139fff70c5b54e665d45332357416a2eb6
src/Cameras/VR/babylon.vrExperienceHelper.ts
import { Engine } from '../../Engines/engine';
<mask> import { PoseEnabledControllerType, ExtendedGamepadButton, PoseEnabledControllerHelper } from "./poseEnabledController"; <mask> import { GamepadButtonChanges } from "../../Gamepads/gamepad"; <mask> /** <mask> * Oculus Touch Controller <mask> */ <mask> export class OculusTouchController extends WebVRContr...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/219e82dba97c845388b01ec9d538e3937c18bbd5
src/Gamepads/Controllers/oculusTouchController.ts
/** * Base Url for the Quest controller model. */ public static QUEST_MODEL_BASE_URL: string = 'https://controllers.babylonjs.com/oculusQuest/'; /** * @hidden * If the controllers are running on a device that needs the updated Quest controller models */ public static _...
<mask> public static MODEL_RIGHT_FILENAME: string = 'right.babylon'; <mask> <mask> /** <mask> * Fired when the secondary trigger on this controller is modified <mask> */ <mask> public onSecondaryTriggerStateChangedObservable = new Observable<ExtendedGamepadButton>(); <mask> </s> support ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/219e82dba97c845388b01ec9d538e3937c18bbd5
src/Gamepads/Controllers/oculusTouchController.ts
SceneLoader.ImportMesh("", OculusTouchController._IsQuest ? OculusTouchController.QUEST_MODEL_BASE_URL : OculusTouchController.MODEL_BASE_URL, meshName, scene, (newMeshes) => {
<mask> else { // Right is the default if no hand is specified <mask> meshName = OculusTouchController.MODEL_RIGHT_FILENAME; <mask> } <mask> <mask> SceneLoader.ImportMesh("", OculusTouchController.MODEL_BASE_URL, meshName, scene, (newMeshes) => { <mask> /* <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/219e82dba97c845388b01ec9d538e3937c18bbd5
src/Gamepads/Controllers/oculusTouchController.ts
if (!OculusTouchController._IsQuest && this._defaultModel) {
<mask> case 0: <mask> this.onPadStateChangedObservable.notifyObservers(notifyObject); <mask> return; <mask> case 1: // index trigger <mask> if (this._defaultModel) { <mask> (<AbstractMesh>(this._defaultModel.getChildren()[...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/219e82dba97c845388b01ec9d538e3937c18bbd5
src/Gamepads/Controllers/oculusTouchController.ts
if (!OculusTouchController._IsQuest && this._defaultModel) {
<mask> } <mask> this.onTriggerStateChangedObservable.notifyObservers(notifyObject); <mask> return; <mask> case 2: // secondary trigger <mask> if (this._defaultModel) { <mask> (<AbstractMesh>(this._defaultModel.getChil...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/219e82dba97c845388b01ec9d538e3937c18bbd5
src/Gamepads/Controllers/oculusTouchController.ts
if (!OculusTouchController._IsQuest && this._defaultModel) {
<mask> } <mask> this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject); <mask> return; <mask> case 3: <mask> if (this._defaultModel) { <mask> if (notifyObject.pressed) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/219e82dba97c845388b01ec9d538e3937c18bbd5
src/Gamepads/Controllers/oculusTouchController.ts
if (!OculusTouchController._IsQuest && this._defaultModel) {
<mask> } <mask> this.onMainButtonStateChangedObservable.notifyObservers(notifyObject); <mask> return; <mask> case 4: <mask> if (this._defaultModel) { <mask> if (notifyObject.pressed) { <mask> (...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/219e82dba97c845388b01ec9d538e3937c18bbd5
src/Gamepads/Controllers/oculusTouchController.ts
// If the headset reports being an Oculus Quest, use the Quest controller models if (Engine.LastCreatedEngine && Engine.LastCreatedEngine._vrDisplay && Engine.LastCreatedEngine._vrDisplay.displayName === "Oculus Quest") { OculusTouchController._IsQuest = true; }
<mask> <mask> PoseEnabledControllerHelper._ControllerFactories.push({ <mask> canCreate: (gamepadInfo) => { <mask> return gamepadInfo.id.indexOf('Oculus Touch') !== -1; <mask> }, <mask> create: (gamepadInfo) => { <mask> return new OculusTouchController(gamepadInfo); <mask> } </s...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/219e82dba97c845388b01ec9d538e3937c18bbd5
src/Gamepads/Controllers/oculusTouchController.ts
#dropdownContent-env { position: absolute; bottom: 56px; right: 0px; border-bottom: 1px solid white; } #dropdownContent-env div {
<mask> outline: none !important; <mask> border: none; <mask> } <mask> <mask> #dropdownContent { <mask> background-color: #3B789A; <mask> } <mask> <mask> #dropdownLabel, <mask> #dropdownContent a { </s> environment control in the sandbox Former-commit-id: 9e41ffddfb709967488486251...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/21cc4308f27ddeddaef7d85814fe22fdc468626b
sandbox/index.css
background-color: #3B789A;
<mask> } <mask> <mask> #dropdownContent { <mask> display: none; <mask> position: absolute; <mask> bottom: 56px; <mask> border-bottom: 1px solid white; </s> environment control in the sandbox Former-commit-id: 9e41ffddfb70996748848625178b7e44afecc09b </s> remove #dropdownContent { </s> add #...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/21cc4308f27ddeddaef7d85814fe22fdc468626b
sandbox/index.css
// html tags
<mask> var kiosk; <mask> var currentGroup; // animation group <mask> var currentGroupIndex; <mask> var currentScene; <mask> // html balise <mask> var animationBar = document.getElementById("animationBar"); <mask> var dropdownBtn = document.getElementById("dropdownBtn"); <mask> var chevronUp = document.getElemen...
[ "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/21cc4308f27ddeddaef7d85814fe22fdc468626b
sandbox/index.js
// Check URL
<mask> var footer = document.getElementById("footer"); <mask> var canvas = document.getElementById("renderCanvas"); <mask> var canvasZone = document.getElementById("canvasZone"); <mask> <mask> var skyboxes = [ <mask> "https://assets.babylonjs.com/environments/environmentSpecular.env", <mask> "https://as...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/21cc4308f27ddeddaef7d85814fe22fdc468626b
sandbox/index.js
var skyboxPath = skyboxes[defaultSkyboxIndex];
<mask> var filesInput; <mask> var currentScene; <mask> var currentSkybox; <mask> var currentPluginName; <mask> var skyboxPath = skyboxes[0]; <mask> var debugLayerEnabled = false; <mask> <mask> engine.loadingUIBackgroundColor = "#a9b5bc"; <mask> <mask> btnInspector.classList.a...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/21cc4308f27ddeddaef7d85814fe22fdc468626b
sandbox/index.js
btnEnvironment.classList.add("hidden");
<mask> <mask> engine.loadingUIBackgroundColor = "#a9b5bc"; <mask> <mask> btnInspector.classList.add("hidden"); <mask> <mask> canvas.addEventListener("contextmenu", function(evt) { <mask> evt.preventDefault(); <mask> }, false); </s> environment control in the sandbox Former-commit-i...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/21cc4308f27ddeddaef7d85814fe22fdc468626b
sandbox/index.js
if (this._devices[deviceType]?.[deviceSlot]) { delete this._devices[deviceType][deviceSlot]; } // Even if we don't delete a device, we should still check for the first device as things may have gotten out of sync.
<mask> * @param deviceType Enum specifying device type <mask> * @param deviceSlot "Slot" or index that device is referenced in <mask> */ <mask> private _removeDevice(deviceType: DeviceType, deviceSlot: number) { <mask> delete this._devices[deviceType][deviceSlot]; <mask> this._u...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2232110492428df01b0c96e8b61896cb9fcdb0c4
src/DeviceInput/InputDevices/deviceSourceManager.ts
<mask> case DeviceType.DualShock: <mask> case DeviceType.Xbox: <mask> case DeviceType.Switch: <mask> case DeviceType.Generic: <mask> const devices = this._devices[type]; <mask> delete this._firstDevice[type]; <mask> f...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2232110492428df01b0c96e8b61896cb9fcdb0c4
src/DeviceInput/InputDevices/deviceSourceManager.ts
const devices = this._devices[type]; if (devices) { for (let i = 0; i < devices.length; i++) { if (devices[i]) { this._firstDevice[type] = i; break; }
<mask> case DeviceType.Switch: <mask> case DeviceType.Generic: <mask> const devices = this._devices[type]; <mask> delete this._firstDevice[type]; <mask> for (let i = 0; i < devices.length; i++) { <mask> if (devices[i]) { ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2232110492428df01b0c96e8b61896cb9fcdb0c4
src/DeviceInput/InputDevices/deviceSourceManager.ts
const pointer = this._inputs[deviceType]?.[deviceSlot];
<mask> this._pointerUpEvent = ((evt) => { <mask> const deviceType = (evt.pointerType === "mouse") ? DeviceType.Mouse : DeviceType.Touch; <mask> const deviceSlot = (evt.pointerType === "mouse") ? 0 : evt.pointerId; <mask> <mask> const pointer = this._inputs[deviceType][d...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2232110492428df01b0c96e8b61896cb9fcdb0c4
src/DeviceInput/deviceInputSystem.ts
<mask> this.onInputChanged(deviceType, deviceSlot, PointerInput.Vertical, previousVertical, pointer[PointerInput.Vertical], evt); <mask> } <mask> this.onInputChanged(deviceType, deviceSlot, evt.button + 2, previousButton, pointer[evt.button + 2], evt); ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2232110492428df01b0c96e8b61896cb9fcdb0c4
src/DeviceInput/deviceInputSystem.ts
// We don't want to unregister the mouse because we may miss input data when a mouse is moving after a click if (evt.pointerType !== "mouse") { this._unregisterDevice(deviceType, deviceSlot); } }
<mask> } <mask> <mask> }); <mask> <mask> // Set Wheel Event Name, code originally from scene.inputManager <mask> this._wheelEventName = "onwheel" in document.createElement("div") ? "wheel" : // Modern browsers support "wheel" </s> Prevent removal of undefined point...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2232110492428df01b0c96e8b61896cb9fcdb0c4
src/DeviceInput/deviceInputSystem.ts
import { MatrixDeterminantBlock } from "core/Materials/Node/Blocks/matrixDeterminantBlock"; import { MatrixTransposeBlock } from "core/Materials/Node/Blocks/matrixTransposeBlock";
<mask> import { ShadowMapBlock } from "core/Materials/Node/Blocks/Fragment/shadowMapBlock"; <mask> import { TriPlanarBlock } from "core/Materials/Node/Blocks/triPlanarBlock"; <mask> import { BiPlanarBlock } from "core/Materials/Node/Blocks/biPlanarBlock"; <mask> <mask> export class BlockTools { <mask> public...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2273c2c3978e044fbb3a0129c37906dada0664c9
packages/tools/nodeEditor/src/blockTools.ts
case "MatrixTransposeBlock": return new MatrixTransposeBlock("Transpose"); case "MatrixDeterminantBlock": return new MatrixDeterminantBlock("Determinant");
<mask> case "BiPlanarBlock": <mask> return new BiPlanarBlock("BiPlanarTexture"); <mask> } <mask> <mask> return null; <mask> } <mask> </s> Add Transpose and Determinant matrix blocks
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2273c2c3978e044fbb3a0129c37906dada0664c9
packages/tools/nodeEditor/src/blockTools.ts
MatrixDeterminantBlock: "Compute the determinant of a matrix", MatrixTransposeBlock: "Compute the transpose of a matrix",
<mask> FragDepthBlock: "A final node that sets the fragment depth", <mask> ShadowMapBlock: "Compute a depth value suitable for shadow map generation", <mask> TriPlanarBlock: "A node for reading a texture with triplanar mapping", <mask> BiPlanarBlock: "A node for reading a texture wit...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2273c2c3978e044fbb3a0129c37906dada0664c9
packages/tools/nodeEditor/src/components/nodeList/nodeListComponent.tsx
"MatrixDeterminantBlock", "MatrixTransposeBlock",
<mask> "ViewMatrixBlock", <mask> "ViewProjectionMatrixBlock", <mask> "ProjectionMatrixBlock", <mask> "MatrixBuilderBlock", <mask> ], <mask> Misc: ["ElbowBlock", "ShadowMapBlock"], <mask> Mesh: [ <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2273c2c3978e044fbb3a0129c37906dada0664c9
packages/tools/nodeEditor/src/components/nodeList/nodeListComponent.tsx
"version": "3.1.0-alpha1.1",
<mask> "name": "David CATUHE" <mask> }, <mask> "name": "babylonjs-gui", <mask> "description": "The Babylon.js GUI library is an extension you can use to generate interactive user interface. It is build on top of the DynamicTexture.", <mask> "version": "3.1.0-alpha1", <mask> "repository": { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/227de4bc6286051247c563060cce64c366126068
gui/package.json
"main": "../dist/preview release/gui/babylon.gui.js",
<mask> "repository": { <mask> "type": "git", <mask> "url": "https://github.com/BabylonJS/Babylon.js.git" <mask> }, <mask> "main": "dist/preview release/gui/babylon.gui.js", <mask> "files": [ <mask> "dist/preview release/gui/babylon.gui.js", <mask> "dist/preview release/gui/babylon.gui.mi...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/227de4bc6286051247c563060cce64c366126068
gui/package.json
"../dist/preview release/gui/babylon.gui.js", "../dist/preview release/gui/babylon.gui.min.js", "../dist/preview release/gui/babylon.gui.d.ts",
<mask> "url": "https://github.com/BabylonJS/Babylon.js.git" <mask> }, <mask> "main": "dist/preview release/gui/babylon.gui.js", <mask> "files": [ <mask> "dist/preview release/gui/babylon.gui.js", <mask> "dist/preview release/gui/babylon.gui.min.js", <mask> "dist/preview release/gui/babylon....
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/227de4bc6286051247c563060cce64c366126068
gui/package.json
"typings": "../dist/preview release/gui/babylon.gui.d.ts",
<mask> "dist/preview release/gui/babylon.gui.d.ts", <mask> <mask> "package.json" <mask> ], <mask> "typings": "dist/preview release/gui/babylon.gui.d.ts", <mask> "keywords": [ <mask> "3D", <mask> "javascript", <mask> "html5", <mask> "webgl", </s> fixed fui npm package Former-c...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/227de4bc6286051247c563060cce64c366126068
gui/package.json
/** * Quality switch for baking. Should be set to ` HDRFiltering.QUALITY_OFFLINE` unless * you care about baking speed. */
<mask> <mask> private _lodGenerationOffset: number = 0; <mask> private _lodGenerationScale: number = 0.8; <mask> <mask> <mask> public quality: number = HDRFiltering.QUALITY_OFFLINE; <mask> public hdrScale: number = 1; <mask> <mask> public static readonly QUALITY_OFFLINE = 4096; <mask> public static...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2281640d9834b277b409dddff15db2c9f2bb3e09
src/Materials/Textures/Filtering/hdrFiltering.ts
/** * Scales pixel intensity for the input HDR map. */
<mask> */ <mask> public quality: number = HDRFiltering.QUALITY_OFFLINE; <mask> public hdrScale: number = 1; <mask> <mask> /** <mask> * Offline (baking) quality <mask> */ </s> updated hdrFiltering.ts annotations Former-commit-id: 5d4527b062c6ed17808c66277ce0221d28f4ea54 </s> remove </s> add /** ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2281640d9834b277b409dddff15db2c9f2bb3e09
src/Materials/Textures/Filtering/hdrFiltering.ts
/** * Offline (baking) quality */
<mask> public hdrScale: number = 1; <mask> <mask> public static readonly QUALITY_OFFLINE = 4096; <mask> <mask> /** <mask> * High quality </s> updated hdrFiltering.ts annotations Former-commit-id: 5d4527b062c6ed17808c66277ce0221d28f4ea54 </s> remove </s> add /** * Quality switch for baking. Should...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2281640d9834b277b409dddff15db2c9f2bb3e09
src/Materials/Textures/Filtering/hdrFiltering.ts
/** * High quality */
<mask> /** <mask> * Offline (baking) quality <mask> */ <mask> public static readonly QUALITY_OFFLINE = 4096; <mask> public static readonly QUALITY_HIGH = 64; <mask> <mask> /** <mask> * Medium quality <mask> */ </s> updated hdrFiltering.ts annotations Former-commit-id: 5d4527b062c6ed17808c66277c...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2281640d9834b277b409dddff15db2c9f2bb3e09
src/Materials/Textures/Filtering/hdrFiltering.ts
/** * Medium quality */
<mask> * High quality <mask> */ <mask> public static readonly QUALITY_HIGH = 64; <mask> public static readonly QUALITY_MEDIUM = 16; <mask> <mask> /** <mask> * Low quality </s> updated hdrFiltering.ts annotations Former-commit-id: 5d4527b062c6ed17808c66277ce0221d28f4ea54 </s> remove </s> add /** ...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2281640d9834b277b409dddff15db2c9f2bb3e09
src/Materials/Textures/Filtering/hdrFiltering.ts
/** * Low quality */
<mask> * Medium quality <mask> */ <mask> public static readonly QUALITY_MEDIUM = 16; <mask> public static readonly QUALITY_LOW = 8; <mask> <mask> constructor(engine: ThinEngine, options: IHDRFilteringOptions = {}) { <mask> // pass </s> updated hdrFiltering.ts annotations Former-commit-id: 5d4527b062...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/2281640d9834b277b409dddff15db2c9f2bb3e09
src/Materials/Textures/Filtering/hdrFiltering.ts
vec3 viewDir = normalize(worldPos.xyz - vEyePosition.xyz);
<mask> return vec3(reflectionMatrix * vec4(coords, 1)); <mask> #endif <mask> <mask> #ifdef REFLECTIONMAP_CUBIC <mask> vec3 viewDir = worldPos.xyz - vEyePosition.xyz; <mask> vec3 coords = reflect(viewDir, worldNormal); <mask> #ifdef INVERTCUBICMAP <mask> coords.y = 1.0 - coords.y; <mask> #endif <mask> <...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/237bb39ad95f421b2cea7957480e943157b8d4b5
src/Shaders/ShadersInclude/reflectionFunction.fx
// worldNormal has already been normalized. vec3 coords = reflect(viewDir, worldNormal);
<mask> #ifdef INVERTCUBICMAP <mask> coords.y = 1.0 - coords.y; <mask> #endif <mask> <mask> #ifdef USE_LOCAL_REFLECTIONMAP_CUBIC <mask> coords = parallaxCorrectNormal(worldPos.xyz, coords, vReflectionSize, vReflectionPosition ); <mask> #endif <mask> <mask> <mask> return vec3(reflectionMatrix * vec4(coord...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/237bb39ad95f421b2cea7957480e943157b8d4b5
src/Shaders/ShadersInclude/reflectionFunction.fx
#ifdef USE_LOCAL_REFLECTIONMAP_CUBIC coords = parallaxCorrectNormal(worldPos.xyz, coords, vReflectionSize, vReflectionPosition); #endif
<mask> <mask> // worldNormal has already been normalized. <mask> vec3 coords = reflect(viewDir, worldNormal); <mask> <mask> <mask> coords = vec3(reflectionMatrix * vec4(coords, 0)); <mask> <mask> #ifdef INVERTCUBICMAP <mask> coords.y *= -1.0; <mask> #endif </s> Fix local c...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/237bb39ad95f421b2cea7957480e943157b8d4b5
src/Shaders/ShadersInclude/reflectionFunction.fx
coords = vec3(reflectionMatrix * vec4(coords, 0)); #ifdef INVERTCUBICMAP coords.y *= -1.0; #endif return coords;
<mask> coords = parallaxCorrectNormal(worldPos.xyz, coords, vReflectionSize, vReflectionPosition ); <mask> #endif <mask> <mask> <mask> return vec3(reflectionMatrix * vec4(coords, 0)); <mask> #endif <mask> <mask> #ifdef REFLECTIONMAP_PROJECTION <mask> return vec3(reflectionMatrix * (view * worldPos)); <m...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/237bb39ad95f421b2cea7957480e943157b8d4b5
src/Shaders/ShadersInclude/reflectionFunction.fx
private _mustUnrotateFixedNormals = false;
<mask> private _cosYaw: number = 0.0; <mask> private _w: number = 0.0; <mask> private _minimum: Vector3 = Tmp.Vector3[0]; <mask> private _maximum: Vector3 = Tmp.Vector3[1]; <mask> private _scale: Vector3 = Tmp.Vector3[2]; <mask> private _translation: Vector3 = Tmp.V...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23962b85d04188967ad2fd843b9af0381d8e8065
src/Particles/babylon.solidParticleSystem.ts
if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction this._unrotateFixedNormals(); }
<mask> this._normals32 = new Float32Array(this._normals); <mask> this._fixedNormal32 = new Float32Array(this._normals); <mask> var vertexData = new VertexData(); <mask> vertexData.set(this._positions32, VertexBuffer.PositionKind); <mask> vertexData.indice...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23962b85d04188967ad2fd843b9af0381d8e8065
src/Particles/babylon.solidParticleSystem.ts
var currentPos = this._positions.length;
<mask> <mask> // add the particle in the SPS <mask> this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null); <mask> this._addParticle(idx, currentPos, modelShape...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23962b85d04188967ad2fd843b9af0381d8e8065
src/Particles/babylon.solidParticleSystem.ts
this._addParticle(idx, currentPos, modelShape, this._shapeCounter, 0, bInfo);
<mask> var modelShape = new ModelShape(this._shapeCounter, shape, shapeUV, null, null); <mask> <mask> // add the particle in the SPS <mask> this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, mes...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23962b85d04188967ad2fd843b9af0381d8e8065
src/Particles/babylon.solidParticleSystem.ts
private _meshBuilder(p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options): SolidParticle {
<mask> this._copy.color = null; <mask> } <mask> <mask> // _meshBuilder : inserts the shape model in the global SPS mesh <mask> private _meshBuilder(p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options): void { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23962b85d04188967ad2fd843b9af0381d8e8065
src/Particles/babylon.solidParticleSystem.ts
this._mustUnrotateFixedNormals = true;
<mask> <mask> this._resetCopy(); <mask> if (options && options.positionFunction) { // call to custom positionFunction <mask> options.positionFunction(this._copy, idx, idxInShape); <mask> } <mask> <mask> if (this._copy.rotationQuaternion) { ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23962b85d04188967ad2fd843b9af0381d8e8065
src/Particles/babylon.solidParticleSystem.ts
Vector3.TransformNormalToRef(this._normal, this._rotMatrix, this._normal);
<mask> if (!this.recomputeNormals && meshNor) { <mask> this._normal.x = meshNor[n]; <mask> this._normal.y = meshNor[n + 1]; <mask> this._normal.z = meshNor[n + 2]; <mask> Vector3.TransformCoordinatesToRef(this._normal, ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23962b85d04188967ad2fd843b9af0381d8e8065
src/Particles/babylon.solidParticleSystem.ts
return this._copy;
<mask> for (i = 0; i < nbfaces; i++) { <mask> this.pickedParticles.push({ idx: idx, faceId: i }); <mask> } <mask> } <mask> } <mask> <mask> // returns a shape array from positions array <mask> private _posToShape(positions):...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23962b85d04188967ad2fd843b9af0381d8e8065
src/Particles/babylon.solidParticleSystem.ts
private _addParticle(idx: number, idxpos: number, model: ModelShape, shapeId: number, idxInShape: number, bInfo?: BoundingInfo): SolidParticle { var sp = new SolidParticle(idx, idxpos, model, shapeId, idxInShape, this, bInfo); this.particles.push(sp); return sp;
<mask> return shapeUV; <mask> } <mask> <mask> // adds a new particle object in the particles array <mask> private _addParticle(idx: number, idxpos: number, model: ModelShape, shapeId: number, idxInShape: number, bInfo?: BoundingInfo): void { <mask> this.particles.p...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23962b85d04188967ad2fd843b9af0381d8e8065
src/Particles/babylon.solidParticleSystem.ts
var sp; var currentCopy;
<mask> <mask> var modelShape = new ModelShape(this._shapeCounter, shape, shapeUV, posfunc, vtxfunc); <mask> <mask> // particles <mask> var idx = this.nbParticles; <mask> for (var i = 0; i < nb; i++) { <mask> var currentPos = this._positions.length...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23962b85d04188967ad2fd843b9af0381d8e8065
src/Particles/babylon.solidParticleSystem.ts
var currentPos = this._positions.length; currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
<mask> <mask> // particles <mask> var idx = this.nbParticles; <mask> for (var i = 0; i < nb; i++) { <mask> this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, op...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23962b85d04188967ad2fd843b9af0381d8e8065
src/Particles/babylon.solidParticleSystem.ts
sp = this._addParticle(idx, currentPos, modelShape, this._shapeCounter, i, bbInfo); sp.position.copyFrom(currentCopy.position); sp.rotation.copyFrom(currentCopy.rotation); if (currentCopy.rotationQuaternion) { sp...
<mask> var idx = this.nbParticles; <mask> for (var i = 0; i < nb; i++) { <mask> this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options); <mask> if (this._...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23962b85d04188967ad2fd843b9af0381d8e8065
src/Particles/babylon.solidParticleSystem.ts
* Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed. * Returns the SPS.
<mask> particle.scaling.z = 1.0; <mask> } <mask> <mask> /** <mask> * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed. <mask> */ <mask> public rebuildMesh(): void { <mask> for (var p = 0; p < thi...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23962b85d04188967ad2fd843b9af0381d8e8065
src/Particles/babylon.solidParticleSystem.ts
public rebuildMesh(): SolidParticleSystem {
<mask> <mask> /** <mask> * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed. <mask> */ <mask> public rebuildMesh(): void { <mask> for (var p = 0; p < this.particles.length; p++) { <mask> this._rebuild...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23962b85d04188967ad2fd843b9af0381d8e8065
src/Particles/babylon.solidParticleSystem.ts
return this;
<mask> for (var p = 0; p < this.particles.length; p++) { <mask> this._rebuildParticle(this.particles[p]); <mask> } <mask> this.mesh.updateVerticesData(VertexBuffer.PositionKind, this._positions32, false, false); <mask> } <mask> <mask> <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23962b85d04188967ad2fd843b9af0381d8e8065
src/Particles/babylon.solidParticleSystem.ts
* @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_ * Returns the SPS.
<mask> * This method calls `updateParticle()` for each particle of the SPS. <mask> * For an animated SPS, it is usually called within the render loop. <mask> * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_ <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23962b85d04188967ad2fd843b9af0381d8e8065
src/Particles/babylon.solidParticleSystem.ts
public setParticles(start: number = 0, end: number = this.nbParticles - 1, update: boolean = true): SolidParticleSystem {
<mask> * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_ <mask> * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_ <mask> * @param upd...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23962b85d04188967ad2fd843b9af0381d8e8065
src/Particles/babylon.solidParticleSystem.ts
end = (end >= this.nbParticles) ? this.nbParticles - 1 : end; index = this.particles[start]._pos;
<mask> Vector3.FromFloatsToRef(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE, this._maximum); <mask> } <mask> <mask> // particle loop <mask> end = (end > this.nbParticles - 1) ? this.nbParticles - 1 : end; <mask> for (var p = start; p <= e...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23962b85d04188967ad2fd843b9af0381d8e8065
src/Particles/babylon.solidParticleSystem.ts
return this;
<mask> } <mask> this.afterUpdateParticles(start, end, update); <mask> } <mask> <mask> private _quaternionRotationYPR(): void { <mask> this._halfroll = this._roll * 0.5; <mask> this._halfpitch = this._pitch * 0.5; </s> fix : updatable SPS + use of ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/23962b85d04188967ad2fd843b9af0381d8e8065
src/Particles/babylon.solidParticleSystem.ts