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pickIndexMeshTip, hoverIndexMeshTip, grabRay: new Ray(new Vector3(), new Vector3()),
<mask> selectionMesh, <mask> meshUnderPointer: null, <mask> pick: null, <mask> tmpRay: new Ray(new Vector3(), new Vector3()), <mask> pickIndexMesh, <mask> hoverIndexMesh, <mask> nearPick: false, <mask...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4e876e7ffb2459bf08125f5157c803e4b592970e
src/XR/features/WebXRControllerPointerSelection.ts
const indexTipOrientation = indexTipPose.transform.orientation;
<mask> let indexTipPose = _xrFrame.getJointPose!(xrIndexTip, this._xrSessionManager.referenceSpace); <mask> if (indexTipPose && indexTipPose.transform) { <mask> const indexTipPos = indexTipPose.transform.position; <mask> ...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4e876e7ffb2459bf08125f5157c803e4b592970e
src/XR/features/WebXRControllerPointerSelection.ts
controllerData.grabRay.origin.set(indexTipPos.x, indexTipPos.y, (indexTipPos.z * zAxisMultiplier)); controllerData.grabRay.direction.set(indexTipOrientation.x, indexTipOrientation.y, (indexTipOrientation.z) * -1);
<mask> } <mask> if(controllerData.hoverIndexMesh) { <mask> controllerData.hoverIndexMesh.position.set(indexTipPos.x, indexTipPos.y, indexTipPos.z); <mask> } <mask> } <mask...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4e876e7ffb2459bf08125f5157c803e4b592970e
src/XR/features/WebXRControllerPointerSelection.ts
if (controllerData.pickIndexMeshTip)
<mask> <mask> const squeezeStartListener = (event: XRInputSourceEvent) => { <mask> if (event.inputSource.hand) <mask> { <mask> if (controllerData.pickIndexMesh) <mask> { <mask> let pinchInfo = this._pickW...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4e876e7ffb2459bf08125f5157c803e4b592970e
src/XR/features/WebXRControllerPointerSelection.ts
controllerData.grabRay.length = pinchInfo.distance; pinchInfo.ray = controllerData.grabRay;
<mask> if(pinchInfo && pinchInfo.pickedPoint && pinchInfo.hit) <mask> { <mask> controllerData.pick = pinchInfo; <mask> controllerData.nearGrab = true; <mask> } <mask> ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4e876e7ffb2459bf08125f5157c803e4b592970e
src/XR/features/WebXRControllerPointerSelection.ts
controllerData.pickIndexMeshTip?.dispose(); controllerData.hoverIndexMeshTip?.dispose();
<mask> }); <mask> } <mask> controllerData.selectionMesh.dispose(); <mask> controllerData.laserPointer.dispose(); <mask> controllerData.pickIndexMesh?.dispose(); <mask> controllerData.hoverIndexMesh?.dispose(); <mask> <mask> // remove from the map <ma...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4e876e7ffb2459bf08125f5157c803e4b592970e
src/XR/features/WebXRControllerPointerSelection.ts
hoverIndexMeshTip, pickIndexMeshTip
<mask> pickIndexMesh.scaling.set(0.7, 0.7, 0.7); <mask> pickIndexMesh.isVisible = false; <mask> <mask> return { <mask> hoverIndexMesh, <mask> pickIndexMesh, <mask> }; <mask> } <mask> <mask> private _pickingMoved(oldPick: PickingInfo, newPick: ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4e876e7ffb2459bf08125f5157c803e4b592970e
src/XR/features/WebXRControllerPointerSelection.ts
if (indexTipMesh) {
<mask> } <mask> <mask> private _pickWithMesh(handMesh: AbstractMesh, precise: boolean, noGrab: boolean, predicate?: (mesh: AbstractMesh) => boolean): Nullable<PickingInfo> { <mask> var pickingInfo = new PickingInfo(); <mask> if (handMesh) { <mask> for (let meshIndex = 0; meshI...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4e876e7ffb2459bf08125f5157c803e4b592970e
src/XR/features/WebXRControllerPointerSelection.ts
pickingInfo.pickedPoint = indexTipMesh.position; pickingInfo.originMesh = indexTipMesh; pickingInfo.distance = Vector3.Distance(mesh.position, indexTipMesh.position);
<mask> let result = mesh.intersectsMesh(handMesh, precise); <mask> if (result) { <mask> pickingInfo.hit = result; <mask> pickingInfo.pickedMesh = mesh; <mask> pickingInfo.pickedPoint = handMesh.position; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4e876e7ffb2459bf08125f5157c803e4b592970e
src/XR/features/WebXRControllerPointerSelection.ts
maxForce: jointData.nativeParams.maxForce, collideConnected: !!jointData.collision
<mask> pivotA: jointData.mainPivot ? new CANNON.Vec3().copy(jointData.mainPivot) : null, <mask> pivotB: jointData.connectedPivot ? new CANNON.Vec3().copy(jointData.connectedPivot) : null, <mask> axisA: jointData.mainAxis ? new CANNON.Vec3().copy(jointData.mainAxis) : n...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4f29016623557aeb8bfc5155a45769b256af007f
src/Physics/Plugins/babylon.cannonJSPlugin.ts
//Not needed, Cannon has a collideConnected flag /*if (!jointData.collision) {
<mask> axisA: jointData.mainAxis ? new CANNON.Vec3().copy(jointData.mainAxis) : null, <mask> axisB: jointData.connectedAxis ? new CANNON.Vec3().copy(jointData.connectedAxis) : null, <mask> maxForce: jointData.nativeParams.maxForce <mask> }; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4f29016623557aeb8bfc5155a45769b256af007f
src/Physics/Plugins/babylon.cannonJSPlugin.ts
}*/
<mask> } <mask> //add their mask to the collisionFilterMask of each other: <mask> connectedBody.collisionFilterMask = connectedBody.collisionFilterMask | ~mainBody.collisionFilterGroup; <mask> mainBody.collisionFilterMask = mainBody.collisionFilterMask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4f29016623557aeb8bfc5155a45769b256af007f
src/Physics/Plugins/babylon.cannonJSPlugin.ts
//set the collideConnected flag after the creation, since DistanceJoint ignores it. constraint.collideConnected = !!jointData.collision
<mask> default: <mask> constraint = new CANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce); <mask> break; <mask> } <mask> impostorJoint.joint.physicsJoint = con...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4f29016623557aeb8bfc5155a45769b256af007f
src/Physics/Plugins/babylon.cannonJSPlugin.ts
private _deltaRotation: Quaternion; private _deltaRotationConjugated: Quaternion;
<mask> private _onAfterPhysicsStepCallbacks = new Array<(impostor: PhysicsImpostor) => void>(); <mask> private _onPhysicsCollideCallbacks: Array<{ callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void, otherImpostors: Array<PhysicsImpostor> }> = [] <mask> <mask> pr...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4f29016623557aeb8bfc5155a45769b256af007f
src/Physics/babylon.physicsImpostor.ts
var collidedAgainstList: Array<PhysicsImpostor> = collideAgainst instanceof Array ? <Array<PhysicsImpostor>>collideAgainst : [<PhysicsImpostor>collideAgainst]
<mask> /** <mask> * register a function that will be executed when this impostor collides against a different body. <mask> */ <mask> public registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsI...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4f29016623557aeb8bfc5155a45769b256af007f
src/Physics/babylon.physicsImpostor.ts
var collidedAgainstList: Array<PhysicsImpostor> = collideAgainst instanceof Array ? <Array<PhysicsImpostor>>collideAgainst : [<PhysicsImpostor>collideAgainst]
<mask> this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList }); <mask> } <mask> <mask> public unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | A...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4f29016623557aeb8bfc5155a45769b256af007f
src/Physics/babylon.physicsImpostor.ts
if (this._deltaRotationConjugated) { this.mesh.rotationQuaternion.multiplyToRef(this._deltaRotationConjugated, this._tmpRotationWithDelta); }
<mask> public beforeStep = () => { <mask> <mask> this.mesh.position.subtractToRef(this._deltaPosition, this._tmpPositionWithDelta); <mask> //conjugate deltaRotation <mask> this._tmpRotationWithDelta.copyFrom(this._deltaRotation); <mask> this._tmpRotationWit...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4f29016623557aeb8bfc5155a45769b256af007f
src/Physics/babylon.physicsImpostor.ts
if(this._deltaRotation) { this.mesh.rotationQuaternion.multiplyInPlace(this._deltaRotation); }
<mask> <mask> this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(this); <mask> <mask> this.mesh.position.addInPlace(this._deltaPosition) <mask> this.mesh.rotationQuaternion.multiplyInPlace(this._deltaRotation); <mask> } <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4f29016623557aeb8bfc5155a45769b256af007f
src/Physics/babylon.physicsImpostor.ts
this.mesh.getChildMeshes().forEach(function(mesh) {
<mask> this.physicsBody = null; <mask> if (this.parent) { <mask> this.parent.forceUpdate(); <mask> } else { <mask> this.mesh.getChildMeshes().forEach(function (mesh) { <mask> if (mesh.physicsImpostor) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4f29016623557aeb8bfc5155a45769b256af007f
src/Physics/babylon.physicsImpostor.ts
if(!this._deltaRotation) { this._deltaRotation = new Quaternion(); }
<mask> <mask> public setDeltaRotation(rotation: Quaternion) { <mask> this._deltaRotation.copyFrom(rotation); <mask> this._deltaRotationConjugated = this._deltaRotation.conjugate(); <mask> } <mask> <mask> //Impostor types <mask> public static NoIm...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4f29016623557aeb8bfc5155a45769b256af007f
src/Physics/babylon.physicsImpostor.ts
this._deltaRotationConjugated = this._deltaRotation.conjugate();
<mask> if(!this._deltaRotation) { <mask> this._deltaRotation = new Quaternion(); <mask> } <mask> this._deltaRotation.copyFrom(rotation); <mask> } <mask> <mask> //Impostor types <mask> public static NoImpostor = 0; </s> Physics...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4f29016623557aeb8bfc5155a45769b256af007f
src/Physics/babylon.physicsImpostor.ts
// Animations
<mask> // Parent <mask> if (this.parent) { <mask> serializationObject.parentId = this.parent.id; <mask> } <mask> <mask> // Animations <mask> Animation.AppendSerializedAnimations(this, serializationObject); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4fe015152a527bca2b8d965f40200a7042c4c8c3
src/Lights/babylon.light.ts
if (quaternion && this.rotation.length()) {
<mask> }, <mask> set: function (quaternion) { <mask> this._rotationQuaternion = quaternion; <mask> //reset the rotation vector. <mask> if (this.rotation.length()) { <mask> this.rotation.copyFromFloats(0, 0, 0); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4fe015152a527bca2b8d965f40200a7042c4c8c3
src/Mesh/babylon.abstractMesh.js
if (quaternion && this.rotation.length()) {
<mask> <mask> public set rotationQuaternion(quaternion: Quaternion) { <mask> this._rotationQuaternion = quaternion; <mask> //reset the rotation vector. <mask> if (this.rotation.length()) { <mask> this.rotation.copyFromFloats(0, 0, 0); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4fe015152a527bca2b8d965f40200a7042c4c8c3
src/Mesh/babylon.abstractMesh.ts
['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) {
<mask> <mask> //try to keep the body moving in the right direction by taking old properties. <mask> //Should be tested! <mask> if (oldBody) { <mask> ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function(param) { <ma...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4fe015152a527bca2b8d965f40200a7042c4c8c3
src/Physics/Plugins/babylon.cannonJSPlugin.ts
if (impostorJoint.joint.type !== PhysicsJoint.SpringJoint) {
<mask> //set the collideConnected flag after the creation, since DistanceJoint ignores it. <mask> constraint.collideConnected = !!jointData.collision <mask> impostorJoint.joint.physicsJoint = constraint; <mask> //don't add spring as constraint, as it is not one. <mas...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4fe015152a527bca2b8d965f40200a7042c4c8c3
src/Physics/Plugins/babylon.cannonJSPlugin.ts
impostorJoint.mainImpostor.registerAfterPhysicsStep(function () {
<mask> //don't add spring as constraint, as it is not one. <mask> if(impostorJoint.joint.type !== PhysicsJoint.SpringJoint) { <mask> this.world.addConstraint(constraint); <mask> } else { <mask> impostorJoint.mainImpostor.registerAfterPhysicsStep(f...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4fe015152a527bca2b8d965f40200a7042c4c8c3
src/Physics/Plugins/babylon.cannonJSPlugin.ts
impostors.forEach(function (impostor) {
<mask> private _tmpImpostorsArray: Array<PhysicsImpostor> = []; <mask> <mask> public executeStep(delta: number, impostors: Array<PhysicsImpostor>) { <mask> <mask> impostors.forEach(function(impostor) { <mask> impostor.beforeStep(); <mask> }); <mask> <m...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4fe015152a527bca2b8d965f40200a7042c4c8c3
src/Physics/Plugins/babylon.oimoJSPlugin.ts
parent.getChildMeshes().forEach(function (m) {
<mask> }; <mask> <mask> var impostors = [impostor]; <mask> function addToArray(parent: AbstractMesh) { <mask> parent.getChildMeshes().forEach(function(m) { <mask> if (m.physicsImpostor) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4fe015152a527bca2b8d965f40200a7042c4c8c3
src/Physics/Plugins/babylon.oimoJSPlugin.ts
public setTimeStep(newTimeStep: number = 1 / 60) {
<mask> * default is 1/60. <mask> * To slow it down, enter 1/600 for example. <mask> * To speed it up, 1/30 <mask> */ <mask> public setTimeStep(newTimeStep: number = 1/60) { <mask> this._physicsPlugin.setTimeStep(newTimeStep); <mask> } <mask> <ma...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4fe015152a527bca2b8d965f40200a7042c4c8c3
src/Physics/babylon.physicsEngine.ts
this._impostors.forEach(function (impostor) {
<mask> this._physicsPlugin.setTimeStep(newTimeStep); <mask> } <mask> <mask> public dispose(): void { <mask> this._impostors.forEach(function(impostor) { <mask> impostor.dispose(); <mask> }) <mask> this._physicsPlugin.dispose(); <m...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4fe015152a527bca2b8d965f40200a7042c4c8c3
src/Physics/babylon.physicsEngine.ts
var matchingJoints = this._joints.filter(function (impostorJoint) {
<mask> this._physicsPlugin.generateJoint(impostorJoint); <mask> } <mask> <mask> public removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint) { <mask> var matchingJoints = this._joints.filter(function(impostorJoint) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/4fe015152a527bca2b8d965f40200a7042c4c8c3
src/Physics/babylon.physicsEngine.ts
if (!defines.INSTANCES) { uniformBuffer.updateVector4("bakedVertexAnimationSettings", this.animationParameters); }
<mask> 1.0 / size.height <mask> ); <mask> uniformBuffer.updateFloat("bakedVertexAnimationTime", this.time); <mask> } <mask> } <mask> <mask> // Textures <mask> if (this._texture && MaterialFlags.BakedVertexAnimationTextureEn...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/509119361bc17617269ce169f9ebece103362629
src/Materials/material.bakedVertexAnimationConfiguration.ts
<mask> // Textures <mask> if (this._texture && MaterialFlags.BakedVertexAnimationTextureEnabled) { <mask> uniformBuffer.setTexture("bakedVertexAnimationTexture", this._texture); <mask> } <mask> <mask> if (!defines.INSTANCES) { <mask> uniformBuffer.updateVe...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/509119361bc17617269ce169f9ebece103362629
src/Materials/material.bakedVertexAnimationConfiguration.ts
<mask> <mask> vec4 vDetailInfos; <mask> mat4 detailMatrix; <mask> <mask> float bakedVertexAnimationTime; <mask> vec2 bakedVertexAnimationTextureSizeInverted; <mask> vec4 bakedVertexAnimationSettings; <mask> }; <mask> <mask> #include<sceneUboDeclaration> <mask> #include<meshUboDeclaration> <...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/509119361bc17617269ce169f9ebece103362629
src/Shaders/ShadersInclude/defaultUboDeclaration.fx
vec2 bakedVertexAnimationTextureSizeInverted; float bakedVertexAnimationTime;
<mask> mat4 detailMatrix; <mask> <mask> vec4 bakedVertexAnimationSettings; <mask> }; <mask> <mask> #include<sceneUboDeclaration> <mask> #include<meshUboDeclaration> </s> finally it works! Former-commit-id: 252b12efd85d434eea047a9e6015d997d658ab10 </s> remove float bakedVertexAnimationTime; vec2...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/509119361bc17617269ce169f9ebece103362629
src/Shaders/ShadersInclude/defaultUboDeclaration.fx
@serialize("orthoLeft")
<mask> <mask> // Cache <mask> private _orthoLeft = Number.MAX_VALUE; <mask> @serialize("orthoRight") <mask> private _orthoRight = Number.MIN_VALUE; <mask> @serialize("orthoTop") <mask> private _orthoTop = Number.MIN_VALUE; </s> Add getters and setters for the ortho properties Former-c...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/50e3736a74a6d97b9079486556e3d03b14231ca4
src/Lights/directionalLight.ts
@serialize("orthoRight")
<mask> @serialize("orthoLeft") <mask> private _orthoLeft = Number.MAX_VALUE; <mask> private _orthoRight = Number.MIN_VALUE; <mask> @serialize("orthoTop") <mask> private _orthoTop = Number.MIN_VALUE; <mask> @serialize("orthoBottom") <mask> private _orthoBottom = Number.MAX_VALUE; </s>...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/50e3736a74a6d97b9079486556e3d03b14231ca4
src/Lights/directionalLight.ts
@serialize("orthoTop")
<mask> @serialize("orthoLeft") <mask> private _orthoLeft = Number.MAX_VALUE; <mask> @serialize("orthoRight") <mask> private _orthoRight = Number.MIN_VALUE; <mask> private _orthoTop = Number.MIN_VALUE; <mask> @serialize("orthoBottom") <mask> private _orthoBottom = Number.MAX_VALUE; <m...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/50e3736a74a6d97b9079486556e3d03b14231ca4
src/Lights/directionalLight.ts
@serialize("orthoBottom")
<mask> @serialize("orthoRight") <mask> private _orthoRight = Number.MIN_VALUE; <mask> @serialize("orthoTop") <mask> private _orthoTop = Number.MIN_VALUE; <mask> private _orthoBottom = Number.MAX_VALUE; <mask> <mask> /** <mask> * Gets or sets the orthoLeft property used to build the...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/50e3736a74a6d97b9079486556e3d03b14231ca4
src/Lights/directionalLight.ts
<mask> import { EffectFallbacks } from "../effectFallbacks"; <mask> import { MaterialPluginBase } from "../materialPluginBase"; <mask> import { Constants } from "../../Engines/constants"; <mask> import { MaterialDefines } from "../materialDefines"; <mask> import { PBRBaseMaterial } from "./pbrBaseMaterial"; <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/510a0b2f22ee504b3a4e37e030a041e31198718d
src/Materials/PBR/pbrAnisotropicConfiguration.ts
declare type PBRBaseMaterial = import("./pbrBaseMaterial").PBRBaseMaterial;
<mask> <mask> declare type Engine = import("../../Engines/engine").Engine; <mask> declare type Scene = import("../../scene").Scene; <mask> declare type AbstractMesh = import("../../Meshes/abstractMesh").AbstractMesh; <mask> declare type Material = import("../material").Material; <mask> <mask> /** <mask> * Cr...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/510a0b2f22ee504b3a4e37e030a041e31198718d
src/Materials/PBR/pbrAnisotropicConfiguration.ts
<mask> import { Constants } from "../../Engines/constants"; <mask> import { serialize, expandToProperty } from "../../Misc/decorators"; <mask> import { Scene } from "../../scene"; <mask> import { Nullable } from "../../types"; <mask> import { MaterialDefines } from "../materialDefines"; <mask> import { MaterialPl...
[ "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/510a0b2f22ee504b3a4e37e030a041e31198718d
src/Materials/PBR/pbrBRDFConfiguration.ts
<mask> import { MaterialPluginBase } from "../materialPluginBase"; <mask> import { PBRBaseMaterial } from "./pbrBaseMaterial"; <mask> <mask> declare type AbstractMesh = import("../../Meshes/abstractMesh").AbstractMesh; <mask> declare type Material = import("../material").Material; <mask> <mask> /** <mask> * ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/510a0b2f22ee504b3a4e37e030a041e31198718d
src/Materials/PBR/pbrBRDFConfiguration.ts
<mask> import { IAnimatable } from '../../Animations/animatable.interface'; <mask> import { EffectFallbacks } from '../effectFallbacks'; <mask> import { SubMesh } from '../../Meshes/subMesh'; <mask> import { Constants } from "../../Engines/constants"; <mask> import { PBRBaseMaterial } from "./pbrBaseMaterial"; <m...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/510a0b2f22ee504b3a4e37e030a041e31198718d
src/Materials/PBR/pbrClearCoatConfiguration.ts
declare type PBRBaseMaterial = import("./pbrBaseMaterial").PBRBaseMaterial;
<mask> <mask> declare type Engine = import("../../Engines/engine").Engine; <mask> declare type Scene = import("../../scene").Scene; <mask> declare type AbstractMesh = import("../../Meshes/abstractMesh").AbstractMesh; <mask> declare type Material = import("../material").Material; <mask> <mask> /** <mask> * Cr...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/510a0b2f22ee504b3a4e37e030a041e31198718d
src/Materials/PBR/pbrClearCoatConfiguration.ts
<mask> import { SubMesh } from '../../Meshes/subMesh'; <mask> import { Constants } from "../../Engines/constants"; <mask> import { MaterialPluginBase } from "../materialPluginBase"; <mask> import { MaterialDefines } from "../materialDefines"; <mask> import { PBRBaseMaterial } from "./pbrBaseMaterial"; <mask> <m...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/510a0b2f22ee504b3a4e37e030a041e31198718d
src/Materials/PBR/pbrSheenConfiguration.ts
declare type PBRBaseMaterial = import("./pbrBaseMaterial").PBRBaseMaterial;
<mask> <mask> declare type Engine = import("../../Engines/engine").Engine; <mask> declare type Scene = import("../../scene").Scene; <mask> declare type AbstractMesh = import("../../Meshes/abstractMesh").AbstractMesh; <mask> declare type Material = import("../material").Material; <mask> <mask> /** <mask> * Cr...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/510a0b2f22ee504b3a4e37e030a041e31198718d
src/Materials/PBR/pbrSheenConfiguration.ts
<mask> import { TmpVectors } from "../../Maths/math.vector"; <mask> import { SubMesh } from "../../Meshes/subMesh"; <mask> import { MaterialPluginBase } from "../materialPluginBase"; <mask> import { Constants } from "../../Engines/constants"; <mask> import { PBRBaseMaterial } from "./pbrBaseMaterial"; <mask> impo...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/510a0b2f22ee504b3a4e37e030a041e31198718d
src/Materials/PBR/pbrSubSurfaceConfiguration.ts
declare type PBRBaseMaterial = import("./pbrBaseMaterial").PBRBaseMaterial;
<mask> <mask> declare type Engine = import("../../Engines/engine").Engine; <mask> declare type Scene = import("../../scene").Scene; <mask> declare type AbstractMesh = import("../../Meshes/abstractMesh").AbstractMesh; <mask> declare type Material = import("../material").Material; <mask> <mask> /** <mask> * Cr...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/510a0b2f22ee504b3a4e37e030a041e31198718d
src/Materials/PBR/pbrSubSurfaceConfiguration.ts
<mask> export * from "./shadowDepthWrapper"; <mask> export * from "./drawWrapper"; <mask> export * from "./materialPluginBase"; <mask> export * from "./materialPluginManager"; <mask> export * from "./material.detailMapConfiguration"; </s> Fix circular dependencies Former-commit-id: 64206a3fa78cb251770d7368546c25...
[ "keep", "keep", "keep", "keep", "replace" ]
https://github.com/BabylonJS/Babylon.js/commit/510a0b2f22ee504b3a4e37e030a041e31198718d
src/Materials/index.ts
<mask> import { IAnimatable } from "../Animations/animatable.interface"; <mask> import { MaterialDefines } from "./materialDefines"; <mask> import { MaterialPluginBase } from "./materialPluginBase"; <mask> import { Constants } from "../Engines/constants"; <mask> import { PBRBaseMaterial } from "./PBR/pbrBaseMateri...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/510a0b2f22ee504b3a4e37e030a041e31198718d
src/Materials/material.detailMapConfiguration.ts
declare type StandardMaterial = import("./standardMaterial").StandardMaterial; declare type PBRBaseMaterial = import("./PBR/pbrBaseMaterial").PBRBaseMaterial;
<mask> <mask> declare type Engine = import("../Engines/engine").Engine; <mask> declare type Scene = import("../scene").Scene; <mask> declare type AbstractMesh = import("../Meshes/abstractMesh").AbstractMesh; <mask> <mask> /** <mask> * Creates an instance of the detail map plugin <mask> * @param material par...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/510a0b2f22ee504b3a4e37e030a041e31198718d
src/Materials/material.detailMapConfiguration.ts
engine.setAlphaMode(Engine.ALPHA_COMBINE, true);
<mask> let partIndex = instanceInfo.partIndexFromId.get(Shape2D.SHAPE2D_FILLPARTID.toString()); <mask> let pid = context.groupInfoPartData[partIndex]; <mask> <mask> if (context.renderMode !== Render2DContext.RenderModeOpaque) { <mask> engine.setA...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Canvas2d/babylon.ellipse2d.ts
engine.setAlphaMode(Engine.ALPHA_COMBINE, true);
<mask> let partIndex = instanceInfo.partIndexFromId.get(Shape2D.SHAPE2D_BORDERPARTID.toString()); <mask> let pid = context.groupInfoPartData[partIndex]; <mask> <mask> if (context.renderMode !== Render2DContext.RenderModeOpaque) { <mask> engine.se...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Canvas2d/babylon.ellipse2d.ts
engine.setAlphaMode(curAlphaMode, true);
<mask> } <mask> } <mask> } <mask> <mask> engine.setAlphaMode(curAlphaMode); <mask> <mask> if (this.effectFill && this.effectBorder) { <mask> engine.setDepthFunction(depthFunction); <mask> } <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Canvas2d/babylon.ellipse2d.ts
* - scale: the initial scale of the primitive. default is 1. You can alternatively use scaleX &| scaleY to apply non uniform scale
<mask> * - children: an array of direct children <mask> * - id: a text identifier, for information purpose <mask> * - position: the X & Y positions relative to its parent. Alternatively the x and y properties can be set. Default is [0;0] <mask> * - rotation: the initial rotation...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Canvas2d/babylon.ellipse2d.ts
* Uniform scale applied on the primitive. If a non-uniform scale is applied through scaleX/scaleY property the getter of this property will return scaleX.
<mask> } <mask> <mask> @instanceLevelProperty(5, pi => Prim2DBase.scaleProperty = pi, false, true) <mask> /** <mask> * Uniform scale applied on the primitive <mask> */ <mask> public set scale(value: number) { <mask> this._scale = value; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Canvas2d/babylon.prim2dBase.ts
this._scale.x = this._scale.y = value;
<mask> /** <mask> * Uniform scale applied on the primitive <mask> */ <mask> public set scale(value: number) { <mask> this._scale = value; <mask> } <mask> <mask> public get scale(): number { <mask> return this._scale; <mask> } ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Canvas2d/babylon.prim2dBase.ts
return this._scale.x;
<mask> this._scale = value; <mask> } <mask> <mask> public get scale(): number { <mask> return this._scale; <mask> } <mask> <mask> /** <mask> * Return the size of the primitive as it's being rendered into the target. <mask> * This valu...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Canvas2d/babylon.prim2dBase.ts
let tflags = Prim2DBase.actualPositionProperty.flagId | Prim2DBase.rotationProperty.flagId | Prim2DBase.scaleProperty.flagId | Prim2DBase.scaleXProperty.flagId | Prim2DBase.scaleYProperty.flagId | Prim2DBase.originProperty.flagId;
<mask> private static _t2: Matrix = new Matrix(); <mask> private static _v0: Vector2 = Vector2.Zero(); // Must stay with the value 0,0 <mask> <mask> private _updateLocalTransform(): boolean { <mask> let tflags = Prim2DBase.actualPositionProperty.flagId | Prim2DBase.rotationPr...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Canvas2d/babylon.prim2dBase.ts
local = Matrix.Compose(new Vector3(this._scale.x, this._scale.y, 1), rot, new Vector3(pos.x, pos.y, 0));
<mask> var local: Matrix; <mask> let pos = this.position; <mask> <mask> if (this._origin.x === 0 && this._origin.y === 0) { <mask> local = Matrix.Compose(new Vector3(this._scale, this._scale, 1), rot, new Vector3(pos.x, pos.y, 0)); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Canvas2d/babylon.prim2dBase.ts
Matrix.ScalingToRef(this._scale.x, this._scale.y, 1, Prim2DBase._t0);
<mask> rot.toRotationMatrix(Prim2DBase._t1); <mask> Prim2DBase._t0.multiplyToRef(Prim2DBase._t1, Prim2DBase._t2); <mask> <mask> // -Origin * rotation * scale <mask> Matrix.ScalingToRef(this._scale, this._scale, 1, Prim2DBase._t0); <m...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Canvas2d/babylon.prim2dBase.ts
private _scale: Vector2;
<mask> private _layoutAreaPos: Vector2; <mask> private _layoutArea: Size; <mask> private _contentArea: Size; <mask> private _rotation: number; <mask> private _scale: number; <mask> private _origin: Vector2; <mask> protected _opacity: number; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Canvas2d/babylon.prim2dBase.ts
engine.setAlphaMode(Engine.ALPHA_COMBINE, true);
<mask> let partIndex = instanceInfo.partIndexFromId.get(Shape2D.SHAPE2D_FILLPARTID.toString()); <mask> let pid = context.groupInfoPartData[partIndex]; <mask> <mask> if (context.renderMode !== Render2DContext.RenderModeOpaque) { <mask> engine.setA...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Canvas2d/babylon.rectangle2d.ts
engine.setAlphaMode(Engine.ALPHA_COMBINE, true);
<mask> let partIndex = instanceInfo.partIndexFromId.get(Shape2D.SHAPE2D_BORDERPARTID.toString()); <mask> let pid = context.groupInfoPartData[partIndex]; <mask> <mask> if (context.renderMode !== Render2DContext.RenderModeOpaque) { <mask> engine.se...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Canvas2d/babylon.rectangle2d.ts
engine.setAlphaMode(curAlphaMode, true);
<mask> } <mask> } <mask> } <mask> <mask> engine.setAlphaMode(curAlphaMode); <mask> <mask> if (this.effectFill && this.effectBorder) { <mask> engine.setDepthFunction(depthFunction); <mask> } <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Canvas2d/babylon.rectangle2d.ts
* - scale: the initial scale of the primitive. default is 1. You can alternatively use scaleX &| scaleY to apply non uniform scale
<mask> * - children: an array of direct children <mask> * - id a text identifier, for information purpose <mask> * - position: the X & Y positions relative to its parent. Alternatively the x and y settings can be set. Default is [0;0] <mask> * - rotation: the initial rotation (in...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Canvas2d/babylon.rectangle2d.ts
scaleX ?: number, scaleY ?: number,
<mask> rotation ?: number, <mask> scale ?: number, <mask> opacity ?: number, <mask> origin ?: Vector2, <mask> size ?: Size, <mask> width ?: number, <mask> height ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Canvas2d/babylon.rectangle2d.ts
engine.setAlphaMode(Engine.ALPHA_COMBINE, true);
<mask> effect.setTexture("diffuseSampler", this.texture); <mask> engine.bindBuffersDirectly(this.vb, this.ib, [1], 4, effect); <mask> <mask> if (context.renderMode !== Render2DContext.RenderModeOpaque) { <mask> engine.setAlphaMode(Engine.ALPHA_COMBINE); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Canvas2d/babylon.sprite2d.ts
engine.setAlphaMode(cur, true);
<mask> engine.draw(true, 0, 6); <mask> } <mask> } <mask> <mask> engine.setAlphaMode(cur); <mask> <mask> return true; <mask> } <mask> <mask> public dispose(): boolean { </s> Non uniform scale (as well as dev from yester...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Canvas2d/babylon.sprite2d.ts
* - scale: the initial scale of the primitive. default is 1. You can alternatively use scaleX &| scaleY to apply non uniform scale
<mask> * - children: an array of direct children <mask> * - id a text identifier, for information purpose <mask> * - position: the X & Y positions relative to its parent. Alternatively the x and y properties can be set. Default is [0;0] <mask> * - rotation: the initial rotation (...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Canvas2d/babylon.sprite2d.ts
scaleX?: number, scaleY?: number,
<mask> rotation?: number, <mask> scale?: number, <mask> opacity?: number, <mask> origin?: Vector2, <mask> spriteSize?: Size, <mask> spriteLocation?: Vector2, </s> Non uniform scale (as well as dev from yesterday) (#1279) * Text2DModelRender...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Canvas2d/babylon.sprite2d.ts
engine.setAlphaMode(curAlphaMode, true);
<mask> engine.draw(true, 0, 6); <mask> } <mask> } <mask> <mask> engine.setAlphaMode(curAlphaMode); <mask> <mask> return true; <mask> } <mask> <mask> public dispose(): boolean { </s> Non uniform scale (as well as dev fr...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Canvas2d/babylon.text2d.ts
this.fontTexture.decCachedFontTextureCounter();
<mask> this.ib = null; <mask> } <mask> <mask> if (this.fontTexture) { <mask> this.fontTexture.dispose(); <mask> this.fontTexture = null; <mask> } <mask> <mask> if (this.effect) { <mask> this._engi...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Canvas2d/babylon.text2d.ts
* - scale: the initial scale of the primitive. default is 1. You can alternatively use scaleX &| scaleY to apply non uniform scale
<mask> * - children: an array of direct children <mask> * - id a text identifier, for information purpose <mask> * - position: the X & Y positions relative to its parent. Alternatively the x and y properties can be set. Default is [0;0] <mask> * - rotation: the initial rotation (...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Canvas2d/babylon.text2d.ts
scaleX ?: number, scaleY ?: number,
<mask> rotation ?: number, <mask> scale ?: number, <mask> opacity ?: number, <mask> origin ?: Vector2, <mask> fontName ?: string, <mask> fontSuperSample ?: boolean, <mask> defa...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Canvas2d/babylon.text2d.ts
renderCache.fontTexture.incCachedFontTextureCounter();
<mask> let renderCache = <Text2DRenderCache>modelRenderCache; <mask> let engine = this.owner.engine; <mask> <mask> renderCache.fontTexture = this.fontTexture; <mask> <mask> let vb = new Float32Array(4); <mask> for (let i = 0; i < 4; i++) { <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Canvas2d/babylon.text2d.ts
private _cachedFontId: string;
<mask> private _usedCounter = 1; <mask> private _superSample: boolean; <mask> <mask> public get isSuperSampled(): boolean { <mask> return this._superSample; <mask> } <mask> </s> Non uniform scale (as well as dev from yesterday) (#1279) * Text2DModelRenderCache now ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Materials/Textures/babylon.fontTexture.ts
ft._cachedFontId = lfn;
<mask> <mask> ft = new FontTexture(null, fontName, scene, supersample ? 100 : 200, Texture.BILINEAR_SAMPLINGMODE, supersample); <mask> dic.add(lfn, ft); <mask> <mask> return ft; <mask> } <mask> <mask> public static ReleaseCachedFontTexture(scene: Scene, fon...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Materials/Textures/babylon.fontTexture.ts
this._cachedFontId = null;
<mask> this._context.font = font; <mask> this._context.fillStyle = "white"; <mask> <mask> var res = this.getFontHeight(font); <mask> this._lineHeightSuper = res.height; <mask> this._lineHeight = this._superSample ? (this._lineHeightSuper / 2) : this._li...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Materials/Textures/babylon.fontTexture.ts
if (color.a < 0.05) {
<mask> uniform sampler2D diffuseSampler; <mask> <mask> void main(void) { <mask> vec4 color = texture2D(diffuseSampler, vUV); <mask> if (color.a == 0.05) { <mask> discard; <mask> } <mask> color.a *= vOpacity; <mask> gl_FragColor = color; <mask> } </s> Non uniform scale (as well as dev from yesterday) (...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/515021ba7830c18818965043d6c7cab63b3112eb
src/Shaders/sprite2d.fragment.fx
ext.framebufferTextureMultiviewOVR(gl.DRAW_FRAMEBUFFER, gl.COLOR_ATTACHMENT0, multiviewTexture._colorTextureArray, 0, 0, 2); ext.framebufferTextureMultiviewOVR(gl.DRAW_FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, multiviewTexture._depthStencilTextureArray, 0, 0, 2);
<mask> <mask> this.bindFramebuffer(multiviewTexture, undefined, undefined, undefined, true); <mask> gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, multiviewTexture._framebuffer); <mask> if (multiviewTexture._colorTextureArray && multiviewTexture._depthStencilTextureArray) { <mask> ext.framebufferText...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/51bd9c68dedb5e9eb150af423dfa3f4d7f63e0a0
src/Engines/Extensions/engine.multiview.ts
this._caps.multiview = this._gl.getExtension('OVR_multiview2');
<mask> this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer(); <mask> <mask> this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false; <mask> <mask> this._caps.multiview = this._g...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/51bd9c68dedb5e9eb150af423dfa3f4d7f63e0a0
src/Engines/engine.ts
var regex = /#extension.+(GL_OVR_multiview2|GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;
<mask> // #extension GL_OES_standard_derivatives : enable <mask> // #extension GL_EXT_shader_texture_lod : enable <mask> // #extension GL_EXT_frag_depth : enable <mask> // #extension GL_EXT_draw_buffers : require <mask> var regex = /#extension.+(GL_OVR_multiview|GL_OES_stand...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/51bd9c68dedb5e9eb150af423dfa3f4d7f63e0a0
src/Materials/effect.ts
result = "#extension GL_OVR_multiview2 : require\nlayout (num_views = 2) in;\n" + result;
<mask> <mask> // Add multiview setup to top of file when defined <mask> var hasMultiviewExtension = this.defines.indexOf("#define MULTIVIEW\n") !== -1; <mask> if (hasMultiviewExtension && !isFragment) { <mask> result = "#extension GL_OVR_multiview : require\nlayout (num_views =...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/51bd9c68dedb5e9eb150af423dfa3f4d7f63e0a0
src/Materials/effect.ts
var _this = this;
<mask> var BABYLON; <mask> (function (BABYLON) { <mask> var ArcRotateCameraGamepadInput = (function () { <mask> function ArcRotateCameraGamepadInput() { <mask> this.gamepadRotationSensibility = 80; <mask> this.gamepadMoveSensibility = 40; <mask> this._gamepads = ne...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/5244267ca7e36b1541044ce15522ac4914da0b78
src/Cameras/Inputs/babylon.arcrotatecamera.input.gamepad.js
<mask> var ArcRotateCameraGamepadInput = (function () { <mask> function ArcRotateCameraGamepadInput() { <mask> this.gamepadRotationSensibility = 80; <mask> this.gamepadMoveSensibility = 40; <mask> } <mask> ArcRotateCameraGamepadInput.prototype.attachControl = fu...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/5244267ca7e36b1541044ce15522ac4914da0b78
src/Cameras/Inputs/babylon.arcrotatecamera.input.gamepad.js
} ArcRotateCameraGamepadInput.prototype.attachCamera = function (camera) { this.camera = camera;
<mask> this.gamepadRotationSensibility = 80; <mask> this.gamepadMoveSensibility = 40; <mask> this._gamepads = new BABYLON.Gamepads(function (gamepad) { _this._onNewGameConnected(gamepad); }); <mask> }; <mask> ArcRotateCameraGamepadInput.prototype.detach = functio...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/5244267ca7e36b1541044ce15522ac4914da0b78
src/Cameras/Inputs/babylon.arcrotatecamera.input.gamepad.js
ArcRotateCameraGamepadInput.prototype.detach = function () {
<mask> ArcRotateCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) { <mask> var _this = this; <mask> this._gamepads = new BABYLON.Gamepads(function (gamepad) { _this._onNewGameConnected(gamepad); }); <mask> }; <mask> ArcRotateCameraGame...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/5244267ca7e36b1541044ce15522ac4914da0b78
src/Cameras/Inputs/babylon.arcrotatecamera.input.gamepad.js
<mask> this._rightjoystick.setJoystickColor("yellow"); <mask> }; <mask> FreeCameraVirtualJoystickInput.prototype.detachControl = function (element) { <mask> this._leftjoystick.releaseCanvas(); <mask> this._rightjoystick.releaseCanvas(); <mask> }; <mask>...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/5244267ca7e36b1541044ce15522ac4914da0b78
src/Cameras/Inputs/babylon.freecamera.input.virtualjoystick.js
// Link all Babylon bones for each glTF node with the corresponding Babylon transform node. // A glTF joint is a pointer to a glTF node in the glTF node hierarchy similar to Unity3D. if (this.gltf.nodes) { for (const node of this.gltf.nodes) { ...
<mask> } <mask> <mask> promises.push(this._loadAnimationsAsync()); <mask> <mask> this.logClose(); <mask> <mask> return Promise.all(promises).then(() => { }); <mask> } </s> Support override mesh for skeleton and link bones to transform nodes Former-co...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
loaders/src/glTF/2.0/babylon.glTFLoader.ts
<mask> for (const babylonMesh of node._primitiveBabylonMeshes) { <mask> callback(babylonMesh); <mask> } <mask> } <mask> else if (node._babylonTransformNode instanceof AbstractMesh) { <mask> callback(node._babylonTransformN...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
loaders/src/glTF/2.0/babylon.glTFLoader.ts
<mask> if (node.children) { <mask> for (const index of node.children) { <mask> const childNode = ArrayItem.Get(`${context}/children/${index}`, this.gltf.nodes, index); <mask> promises.push(this.loadNodeAsync(`/nodes/${childNode.inde...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
loaders/src/glTF/2.0/babylon.glTFLoader.ts
node._primitiveBabylonMeshes = [babylonMesh];
<mask> if (primitives.length === 1) { <mask> const primitive = mesh.primitives[0]; <mask> promises.push(this._loadMeshPrimitiveAsync(`${context}/primitives/${primitive.index}`, name, node, mesh, primitive, (babylonMesh) => { <mask> node._babylonTransfo...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
loaders/src/glTF/2.0/babylon.glTFLoader.ts
node._babylonTransformNode = new TransformNode(name, this.babylonScene); node._primitiveBabylonMeshes = [];
<mask> node._babylonTransformNode = babylonMesh; <mask> })); <mask> } <mask> else { <mask> const babylonTransformNode = new TransformNode(name, this.babylonScene); <mask> node._babylonTransformNode = babylonTransformNode; ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
loaders/src/glTF/2.0/babylon.glTFLoader.ts
babylonMesh.parent = node._babylonTransformNode!; node._primitiveBabylonMeshes!.push(babylonMesh);
<mask> const babylonTransformNode = new TransformNode(name, this.babylonScene); <mask> node._babylonTransformNode = babylonTransformNode; <mask> for (const primitive of primitives) { <mask> promises.push(this._loadMeshPrimitiveAsync(`${context}/pri...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
loaders/src/glTF/2.0/babylon.glTFLoader.ts
assignSkeleton(skin._data.babylonSkeleton); return skin._data.promise;
<mask> }); <mask> }; <mask> <mask> if (skin._data) { <mask> const data = skin._data; <mask> return data.promise.then(() => { <mask> assignSkeleton(data.babylonSkeleton); <mask> }); <mask> } ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
loaders/src/glTF/2.0/babylon.glTFLoader.ts
// See https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins (second implementation note) babylonSkeleton.overrideMesh = this._rootBabylonMesh;
<mask> const skeletonId = `skeleton${skin.index}`; <mask> const babylonSkeleton = new Skeleton(skin.name || skeletonId, skeletonId, this.babylonScene); <mask> this._loadBones(context, skin, babylonSkeleton); <mask> assignSkeleton(babylonSkeleton); <mask> <mask> ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
loaders/src/glTF/2.0/babylon.glTFLoader.ts
<mask> (channel.target.path !== AnimationChannelTargetPath.WEIGHTS && !targetNode._babylonTransformNode)) { <mask> return Promise.resolve(); <mask> } <mask> <mask> // Ignore animations targeting TRS of skinned nodes. <mask> // See https://github...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
loaders/src/glTF/2.0/babylon.glTFLoader.ts