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 |
|---|---|---|---|---|
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... | [
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@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... | [
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@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>... | [
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] | 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... | [
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@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... | [
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<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... | [
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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... | [
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<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... | [
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<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> * ... | [
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<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... | [
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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... | [
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<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... | [
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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... | [
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<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... | [
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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... | [
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<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... | [
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<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... | [
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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... | [
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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... | [
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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... | [
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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> ... | [
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* - 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... | [
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* 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> ... | [
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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> }
... | [
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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... | [
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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... | [
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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> ... | [
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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... | [
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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> ... | [
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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... | [
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] | 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",
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] | 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 ... | [
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] | 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",
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"keep",
"keep",
"keep",
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] | 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 |
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