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 |
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/**
* 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
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"keep",
"add",
"keep",
"keep",
"keep",
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/**
* 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... | [
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"keep",
"add",
"keep",
"keep",
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"keep"
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/**
* 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",
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/**
* 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",
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/**
* 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... | [
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* 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... | [
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"keep",
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"keep",
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* 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>
... | [
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"keep",
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"keep",
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"keep",
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* 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... | [
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"keep",
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* 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>
</... | [
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* 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... | [
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"keep",
"keep",
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"replace",
"keep",
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"keep",
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* @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> ... | [
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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",
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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... | [
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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... | [
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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>... | [
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"keep",
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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... | [
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"keep",
"keep",
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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> ... | [
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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... | [
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<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... | [
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}, 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... | [
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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... | [
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<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>... | [
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<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... | [
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/**
* 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
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<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... | [
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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... | [
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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... | [
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<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 _... | [
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if (this.leftController) {
| <mask> else {
<mask> if (this.rightController) {
<mask> this.rightController._activatePointer();
<mask> }
<mask> else if (this.leftController) {
<mask> this.leftController._activatePointer();
<mask> ... | [
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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... | [
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"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 |
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