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targetNode._babylonTransformNode!.animations.push(babylonAnimation); babylonAnimationGroup.addTargetedAnimation(babylonAnimation, targetNode._babylonTransformNode!);
<mask> const animationName = `${babylonAnimationGroup.name}_channel${babylonAnimationGroup.targetedAnimations.length}`; <mask> const babylonAnimation = new Animation(animationName, targetPath, 1, animationType); <mask> babylonAnimation.setKeys(keys); <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/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
loaders/src/glTF/2.0/babylon.glTFLoader.ts
/** @hidden */ public _linkedTransformNode: Nullable<TransformNode> = null;
<mask> private _needToCompose = false; <mask> <mask> /** @hidden */ <mask> get _matrix(): Matrix { <mask> this._compose(); <mask> return this._localMatrix; </s> Support override mesh for skeleton and link bones to transform nodes Former-commit-id: 0a28f9c6b4ffb6...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
src/Bones/babylon.bone.ts
* Defines the list of child bones
<mask> * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons <mask> */ <mask> export class Skeleton implements IAnimatable { <mask> /** <mask> * Gets the list of child bones <mask> */ <mask> public bones = new Array<Bone>(); <mask> /** <ma...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
src/Bones/babylon.skeleton.ts
* Defines an estimate of the dimension of the skeleton at rest
<mask> * Gets the list of child bones <mask> */ <mask> public bones = new Array<Bone>(); <mask> /** <mask> * Gets an estimate of the dimension of the skeleton at rest <mask> */ <mask> public dimensionsAtRest: Vector3; <mask> /** <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
src/Bones/babylon.skeleton.ts
* Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
<mask> * Gets an estimate of the dimension of the skeleton at rest <mask> */ <mask> public dimensionsAtRest: Vector3; <mask> /** <mask> * Gets a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value) <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
src/Bones/babylon.skeleton.ts
/** * Defines a mesh that override the matrix used to get the world matrix (null by default). */ public overrideMesh: Nullable<AbstractMesh> = null;
<mask> /** <mask> * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value) <mask> */ <mask> public needInitialSkinMatrix = false; <mask> <mask> /** <mask> * Gets the list of animations attach...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
src/Bones/babylon.skeleton.ts
/** @hidden */ public _numBonesWithLinkedTransformNode = 0;
<mask> private _lastAbsoluteTransformsUpdateId = -1; <mask> <mask> private _canUseTextureForBones = false; <mask> <mask> /** <mask> * Specifies if the skeleton should be serialized <mask> */ <mask> public doNotSerialize = false; <mask> <mask> /** <...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
src/Bones/babylon.skeleton.ts
// Update the local matrix of bones with linked transform nodes. if (this._numBonesWithLinkedTransformNode > 0) { for (const bone of this.bones) { if (bone._linkedTransformNode) { // Computing the world matrix also computes the loca...
<mask> /** <mask> * Build all resources required to render a skeleton <mask> */ <mask> public prepare(): void { <mask> if (!this._isDirty) { <mask> return; <mask> } <mask> <mask> if (this.needInitialSkinMatrix) { <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
src/Bones/babylon.skeleton.ts
const effectiveMesh = (this.skeleton && this.skeleton.overrideMesh) || this;
<mask> <mask> /** @hidden */ <mask> public _updateBoundingInfo(): AbstractMesh { <mask> if (this._boundingInfo) { <mask> this._boundingInfo.update(effectiveMesh.worldMatrixFromCache); <mask> } <mask> else { </s> Support override mesh for skele...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
src/Mesh/babylon.abstractMesh.ts
this._boundingInfo.update(effectiveMesh.worldMatrixFromCache);
<mask> <mask> /** @hidden */ <mask> public _updateBoundingInfo(): AbstractMesh { <mask> if (this._boundingInfo) { <mask> this._boundingInfo.update(this.worldMatrixFromCache); <mask> } <mask> else { <mask> this._boundingInfo = n...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
src/Mesh/babylon.abstractMesh.ts
this._boundingInfo = new BoundingInfo(this.absolutePosition, this.absolutePosition, effectiveMesh.worldMatrixFromCache);
<mask> if (this._boundingInfo) { <mask> this._boundingInfo.update(this.worldMatrixFromCache); <mask> } <mask> else { <mask> this._boundingInfo = new BoundingInfo(this.absolutePosition, this.absolutePosition, this.worldMatrixFromCache); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
src/Mesh/babylon.abstractMesh.ts
this._updateSubMeshesBoundingInfo(effectiveMesh.worldMatrixFromCache);
<mask> } <mask> else { <mask> this._boundingInfo = new BoundingInfo(this.absolutePosition, this.absolutePosition, this.worldMatrixFromCache); <mask> } <mask> this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache); <mask> return this...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
src/Mesh/babylon.abstractMesh.ts
public _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh {
<mask> return this; <mask> } <mask> <mask> /** @hidden */ <mask> public _updateSubMeshesBoundingInfo(matrix: Matrix): AbstractMesh { <mask> if (!this.subMeshes) { <mask> return this; <mask> } <mask> let count = this.subMes...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
src/Mesh/babylon.abstractMesh.ts
const effectiveMesh = (this.skeleton && this.skeleton.overrideMesh) || this;
<mask> } <mask> <mask> var sideOrientation = this.overrideMaterialSideOrientation; <mask> if (sideOrientation == null) { <mask> sideOrientation = this._effectiveMaterial.sideOrientation; <mask> if (effectiveMesh._getWorldMatrixDeterminant() < 0)...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
src/Mesh/babylon.mesh.ts
if (effectiveMesh._getWorldMatrixDeterminant() < 0) {
<mask> <mask> var sideOrientation = this.overrideMaterialSideOrientation; <mask> if (sideOrientation == null) { <mask> sideOrientation = this._effectiveMaterial.sideOrientation; <mask> if (this._getWorldMatrixDeterminant() < 0) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
src/Mesh/babylon.mesh.ts
var world = effectiveMesh.getWorldMatrix();
<mask> if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB <mask> this._bind(subMesh, effect, fillMode); <mask> } <mask> <mask> var world = this.getWorldMatrix(); <mask> <mask> if (this._effe...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
src/Mesh/babylon.mesh.ts
public updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh {
<mask> * Updates the submesh BoundingInfo <mask> * @param world defines the world matrix to use to update the bounding info <mask> * @returns the submesh <mask> */ <mask> public updateBoundingInfo(world: Matrix): SubMesh { <mask> let boundingInfo = this.getB...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
src/Mesh/babylon.subMesh.ts
/** @hidden */ public _localMatrix = Matrix.Zero();
<mask> <mask> // Cache <mask> /** @hidden */ <mask> public _poseMatrix: Matrix; <mask> private _localWorld = Matrix.Zero(); <mask> <mask> private _absolutePosition = Vector3.Zero(); <mask> private _pivotMatrix = Matrix.Identity(); <mask> private _pivotM...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
src/Mesh/babylon.transformNode.ts
this.position = Vector3.TransformNormal(vector3, this._localMatrix);
<mask> * @returns the TransformNode. <mask> */ <mask> public setPositionWithLocalVector(vector3: Vector3): TransformNode { <mask> this.computeWorldMatrix(); <mask> this.position = Vector3.TransformNormal(vector3, this._localWorld); <mask> return this; ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
src/Mesh/babylon.transformNode.ts
this._localMatrix.invertToRef(invLocalWorldMatrix);
<mask> */ <mask> public getPositionExpressedInLocalSpace(): Vector3 { <mask> this.computeWorldMatrix(); <mask> const invLocalWorldMatrix = Tmp.Matrix[0]; <mask> this._localWorld.invertToRef(invLocalWorldMatrix); <mask> return Vector3.TransformNormal...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
src/Mesh/babylon.transformNode.ts
this.position = Vector3.TransformCoordinates(vector3, this._localMatrix);
<mask> * @returns the TransformNode. <mask> */ <mask> public locallyTranslate(vector3: Vector3): TransformNode { <mask> this.computeWorldMatrix(true); <mask> this.position = Vector3.TransformCoordinates(vector3, this._localWorld); <mask> return this; ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
src/Mesh/babylon.transformNode.ts
Tmp.Matrix[5].multiplyToRef(Tmp.Matrix[2], this._localMatrix);
<mask> Tmp.Matrix[5].multiplyToRef(this._pivotMatrixInverse, Tmp.Matrix[5]); <mask> } <mask> <mask> // Local world <mask> Tmp.Matrix[5].multiplyToRef(Tmp.Matrix[2], this._localWorld); <mask> <mask> // Parent <mask> if (this.parent && ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
src/Mesh/babylon.transformNode.ts
this._localMatrix.getTranslationToRef(Tmp.Vector3[5]);
<mask> } else { <mask> Tmp.Matrix[5].copyFrom(this.parent.getWorldMatrix()); <mask> } <mask> <mask> this._localWorld.getTranslationToRef(Tmp.Vector3[5]); <mask> Vector3.TransformCoordinatesToRef(Tmp.Vector3[5]...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
src/Mesh/babylon.transformNode.ts
this._worldMatrix.copyFrom(this._localMatrix);
<mask> } <mask> <mask> this._localWorld.getTranslationToRef(Tmp.Vector3[5]); <mask> Vector3.TransformCoordinatesToRef(Tmp.Vector3[5], Tmp.Matrix[5], Tmp.Vector3[5]); <mask> this._worldMatrix.copyFrom(this._localWorld); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
src/Mesh/babylon.transformNode.ts
this._localMatrix.multiplyToRef(this.parent.getWorldMatrix(), Tmp.Matrix[6]);
<mask> this._worldMatrix.setTranslation(Tmp.Vector3[5]); <mask> <mask> } else { <mask> if (this._transformToBoneReferal) { <mask> this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), Tmp.Matrix[6]); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
src/Mesh/babylon.transformNode.ts
this._localMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
<mask> if (this._transformToBoneReferal) { <mask> this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), Tmp.Matrix[6]); <mask> Tmp.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
src/Mesh/babylon.transformNode.ts
this._worldMatrix.copyFrom(this._localMatrix);
<mask> } <mask> } <mask> this._markSyncedWithParent(); <mask> } else { <mask> this._worldMatrix.copyFrom(this._localWorld); <mask> } <mask> <mask> // Normal matrix <mask> if (!this.ignoreNonUnif...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/52649c07ef5618116b9f125c3a2e3bc6f1e335bb
src/Mesh/babylon.transformNode.ts
import { SmartArray, SmartArrayNoDuplicate } from "../Misc/smartArray";
<mask> import { SmartArray } from "../Misc/smartArray"; <mask> import { SubMesh } from "../Meshes/subMesh"; <mask> import { AbstractMesh } from "../Meshes/abstractMesh"; <mask> import { Nullable, DeepImmutable } from "../types"; <mask> import { Vector3 } from "../Maths/math.vector"; <mask> import { IParticleSyste...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/53496035a8fe80fa6a9f513dcab10322d7e99aec
src/Rendering/renderingGroup.ts
public _edgesRenderers = new SmartArrayNoDuplicate<IEdgesRenderer>(16);
<mask> private _renderAlphaTest: (subMeshes: SmartArray<SubMesh>) => void; <mask> private _renderTransparent: (subMeshes: SmartArray<SubMesh>) => void; <mask> <mask> /** @hidden */ <mask> public _edgesRenderers = new SmartArray<IEdgesRenderer>(16); <mask> <mask> public onBeforeTransparentRe...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/53496035a8fe80fa6a9f513dcab10322d7e99aec
src/Rendering/renderingGroup.ts
this._edgesRenderers.pushNoDuplicate(mesh._edgesRenderer);
<mask> <mask> mesh._renderingGroup = this; <mask> <mask> if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) { <mask> this._edgesRenderers.push(mesh._edgesRenderer); <mask> } <mask> } <mask> <mask> public dispatchSprites(spriteManager: ISpriteManager) { <ma...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/53496035a8fe80fa6a9f513dcab10322d7e99aec
src/Rendering/renderingGroup.ts
import { Quaternion, Vector3 } from "Maths/math"; import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "Physics/IPhysicsEngine"; import { Logger } from "Misc/logger"; import { PhysicsImpostor, IPhysicsEnabledObject } from "Physics/physicsImpostor"; import { PhysicsJoint, IMotorEnabledJoint } from "Physics/phy...
<mask> module BABYLON { <mask> declare var Ammo: any; <mask> <mask> /** <mask> * AmmoJS Physics plugin <mask> * @see https://doc.babylonjs.com/how_to/using_the_physics_engine </s> Fix Ammo Import Former-commit-id: 5beac4f2311d4ecc8f074b031364dff9f64dcb0e </s> remove v...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/5379f4e05b4eb0b84cf64d8b3fd5e2aa95c1f74b
src/Physics/Plugins/ammoJSPlugin.ts
private _tmpQuaternion = new Quaternion();
<mask> public name: string = "AmmoJSPlugin"; <mask> <mask> private _timeStep: number = 1 / 60; <mask> private _maxSteps = 5; <mask> private _tmpQuaternion = new BABYLON.Quaternion(); <mask> private _tmpAmmoTransform: any; <mask> private _tmpAmmoQuaternion: any; <...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/5379f4e05b4eb0b84cf64d8b3fd5e2aa95c1f74b
src/Physics/Plugins/ammoJSPlugin.ts
Logger.Error("AmmoJS is not available. Please make sure you included the js file.");
<mask> Ammo(); <mask> } <mask> this.bjsAMMO = Ammo; <mask> if (!this.isSupported()) { <mask> Tools.Error("AmmoJS is not available. Please make sure you included the js file."); <mask> return; <mask> } <mask> <mask>...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/5379f4e05b4eb0b84cf64d8b3fd5e2aa95c1f74b
src/Physics/Plugins/ammoJSPlugin.ts
Logger.Warn("JointType not currently supported by the Ammo plugin, falling back to PhysicsJoint.BallAndSocketJoint");
<mask> case PhysicsJoint.BallAndSocketJoint: <mask> joint = new Ammo.btPoint2PointConstraint(mainBody, connectedBody, new Ammo.btVector3(jointData.mainPivot.x, jointData.mainPivot.y, jointData.mainPivot.z), new Ammo.btVector3(jointData.connectedPivot.x, jointData.connectedPivot.y, ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/5379f4e05b4eb0b84cf64d8b3fd5e2aa95c1f74b
src/Physics/Plugins/ammoJSPlugin.ts
var vertexPositions = object.getVerticesData(VertexBuffer.PositionKind);
<mask> var indices = object.getIndices(); <mask> if (!indices) { <mask> indices = []; <mask> } <mask> var vertexPositions = object.getVerticesData(BABYLON.VertexBuffer.PositionKind); <mask> if (!vertexPositions) { ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/5379f4e05b4eb0b84cf64d8b3fd5e2aa95c1f74b
src/Physics/Plugins/ammoJSPlugin.ts
var v = new Vector3(vertexPositions[(indices[(i * 3) + point] * 3) + 0], vertexPositions[(indices[(i * 3) + point] * 3) + 1], vertexPositions[(indices[(i * 3) + point] * 3) + 2]);
<mask> var faceCount = indices.length / 3; <mask> for (var i = 0; i < faceCount; i++) { <mask> var triPoints = []; <mask> for (var point = 0; point < 3; point++) { <mask> var v = new BABYLON.Vector3(vertexPositions[(ind...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/5379f4e05b4eb0b84cf64d8b3fd5e2aa95c1f74b
src/Physics/Plugins/ammoJSPlugin.ts
Logger.Warn("sleepBody is not currently supported by the Ammo physics plugin");
<mask> * Sleeps the physics body and stops it from being active <mask> * @param impostor impostor to sleep <mask> */ <mask> public sleepBody(impostor: PhysicsImpostor) { <mask> Tools.Warn("sleepBody is not currently supported by the Ammo physics plugin"); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/5379f4e05b4eb0b84cf64d8b3fd5e2aa95c1f74b
src/Physics/Plugins/ammoJSPlugin.ts
Logger.Warn("updateDistanceJoint is not currently supported by the Ammo physics plugin");
<mask> * @param maxDistance maximum distance of the joint <mask> * @param minDistance minimum distance of the joint <mask> */ <mask> public updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number) { <mask> Tools.Warn("updateDistanceJoint is ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/5379f4e05b4eb0b84cf64d8b3fd5e2aa95c1f74b
src/Physics/Plugins/ammoJSPlugin.ts
Logger.Warn("setMotor is not currently supported by the Ammo physics plugin");
<mask> * @param maxForce maximum force of the motor <mask> * @param motorIndex index of the motor <mask> */ <mask> public setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number) { <mask> Tools.Warn("setMotor is not currently support...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/5379f4e05b4eb0b84cf64d8b3fd5e2aa95c1f74b
src/Physics/Plugins/ammoJSPlugin.ts
Logger.Warn("setLimit is not currently supported by the Ammo physics plugin");
<mask> * @param upperLimit upper limit <mask> * @param lowerLimit lower limit <mask> */ <mask> public setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number) { <mask> Tools.Warn("setLimit is not currently supported by the Ammo physics plugin"); <...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/5379f4e05b4eb0b84cf64d8b3fd5e2aa95c1f74b
src/Physics/Plugins/ammoJSPlugin.ts
<mask> <mask> this.world = null; <mask> } <mask> } <mask> } </s> Fix Ammo Import Former-commit-id: 5beac4f2311d4ecc8f074b031364dff9f64dcb0e </s> remove var vertexPositions = object.getVerticesData(BABYLON.VertexBuffer.PositionKind); </s> add var vertexPo...
[ "keep", "keep", "keep", "keep", "replace" ]
https://github.com/BabylonJS/Babylon.js/commit/5379f4e05b4eb0b84cf64d8b3fd5e2aa95c1f74b
src/Physics/Plugins/ammoJSPlugin.ts
if (defines.INSTANCESCOLOR) { attribs.push(VertexBuffer.ColorInstanceKind); }
<mask> if (defines["INSTANCES"] || defines["THIN_INSTANCES"]) { <mask> this.PushAttributesForInstances(attribs, !!defines["PREPASS_VELOCITY"]); <mask> } <mask> } <mask> <mask> /** <mask> * Add the list of attributes required for instances to the attribs array. <mask> ...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54c4f3ba0cd5d431e6f0256fb5b524d5f8d184ba
packages/dev/core/src/Materials/materialHelper.ts
<mask> if (defines.VERTEXCOLOR) { <mask> attribs.push(VertexBuffer.ColorKind); <mask> } <mask> <mask> if (defines.INSTANCESCOLOR) { <mask> attribs.push(VertexBuffer.ColorInstanceKind); <mask> } <mask> <mask> MaterialH...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54c4f3ba0cd5d431e6f0256fb5b524d5f8d184ba
packages/dev/core/src/Materials/standardMaterial.ts
#include<vertexColorMixing>
<mask> #endif <mask> <mask> #include<clipPlaneVertex> <mask> <mask> #ifdef VERTEXCOLOR <mask> vColor = color; <mask> #elif INSTANCESCOLOR <mask> vColor = instanceColor; <mask> #endif <mask> <mask> #define CUSTOM_VERTEX_MAIN_END <mask> } </s> Instance color mixing (#12472) * WIP * use include Co-...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54c4f3ba0cd5d431e6f0256fb5b524d5f8d184ba
packages/dev/core/src/Shaders/color.vertex.fx
#include<vertexColorMixing>
<mask> #include<clipPlaneVertex> <mask> #include<fogVertex> <mask> #include<shadowsVertex>[0..maxSimultaneousLights] <mask> <mask> #ifdef VERTEXCOLOR <mask> vColor = color; <mask> #elif INSTANCESCOLOR <mask> vColor = instanceColor; <mask> #endif <mask> <mask> #include<pointCloudVertex> <mask> #include<l...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54c4f3ba0cd5d431e6f0256fb5b524d5f8d184ba
packages/dev/core/src/Shaders/default.vertex.fx
#include<vertexColorMixing>
<mask> // Shadows <mask> #include<shadowsVertex>[0..maxSimultaneousLights] <mask> <mask> // Vertex color <mask> #ifdef VERTEXCOLOR <mask> vColor = color; <mask> #elif INSTANCESCOLOR <mask> vColor = instanceColor; <mask> #endif <mask> <mask> // Point size <mask> #if defined(POINTSIZE) && !def...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54c4f3ba0cd5d431e6f0256fb5b524d5f8d184ba
packages/dev/core/src/Shaders/pbr.vertex.fx
#include<vertexColorMixing>
<mask> #include<fogVertex> <mask> #include<shadowsVertex>[0..maxSimultaneousLights] <mask> <mask> // Vertex color <mask> #ifdef VERTEXCOLOR <mask> vColor = color; <mask> #elif INSTANCESCOLOR <mask> vColor = instanceColor; <mask> #endif <mask> <mask> // Point size <mask> #if defined(POINTSIZE) && !defi...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54c4f3ba0cd5d431e6f0256fb5b524d5f8d184ba
packages/dev/materials/src/cell/cell.vertex.fx
#include<vertexColorMixing>
<mask> // Fog <mask> #include<fogVertex> <mask> <mask> // Vertex color <mask> #ifdef VERTEXCOLOR <mask> vColor = color; <mask> #elif INSTANCESCOLOR <mask> vColor = instanceColor; <mask> #endif <mask> <mask> // Point size <mask> #if defined(POINTSIZE) && !defined(WEBGPU) <mask> gl_PointSize = pointS...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54c4f3ba0cd5d431e6f0256fb5b524d5f8d184ba
packages/dev/materials/src/fire/fire.vertex.fx
#include<vertexColorMixing>
<mask> // Shadows <mask> #include<shadowsVertex>[0..maxSimultaneousLights] <mask> <mask> // Vertex color <mask> #ifdef VERTEXCOLOR <mask> vColor = color; <mask> #elif INSTANCESCOLOR <mask> vColor = instanceColor; <mask> #endif <mask> <mask> // Point size <mask> #if defined(POINTSIZE) && !defined(WEB...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54c4f3ba0cd5d431e6f0256fb5b524d5f8d184ba
packages/dev/materials/src/fur/fur.vertex.fx
#include<vertexColorMixing>
<mask> #include<fogVertex> <mask> #include<shadowsVertex>[0..maxSimultaneousLights] <mask> <mask> // Vertex color <mask> #ifdef VERTEXCOLOR <mask> vColor = color; <mask> #elif INSTANCESCOLOR <mask> vColor = instanceColor; <mask> #endif <mask> <mask> // Point size <mask> #if defined(POINTSIZE) && !defi...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54c4f3ba0cd5d431e6f0256fb5b524d5f8d184ba
packages/dev/materials/src/gradient/gradient.vertex.fx
#include<vertexColorMixing>
<mask> #include<fogVertex> <mask> #include<shadowsVertex>[0..maxSimultaneousLights] <mask> <mask> // Vertex color <mask> #ifdef VERTEXCOLOR <mask> vColor = color; <mask> #elif INSTANCESCOLOR <mask> vColor = instanceColor; <mask> #endif <mask> <mask> // Point size <mask> #if defined(POINTSIZE) && !defi...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54c4f3ba0cd5d431e6f0256fb5b524d5f8d184ba
packages/dev/materials/src/lava/lava.vertex.fx
#include<vertexColorMixing>
<mask> // Shadows <mask> #include<shadowsVertex>[0..maxSimultaneousLights] <mask> <mask> // Vertex color <mask> #ifdef VERTEXCOLOR <mask> vColor = color; <mask> #elif INSTANCESCOLOR <mask> vColor = instanceColor; <mask> #endif <mask> <mask> // Point size <mask> #if defined(POINTSIZE) && !defined(...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54c4f3ba0cd5d431e6f0256fb5b524d5f8d184ba
packages/dev/materials/src/mix/mix.vertex.fx
#include<vertexColorMixing>
<mask> #include<fogVertex> <mask> #include<shadowsVertex>[0..maxSimultaneousLights] <mask> <mask> // Vertex color <mask> #ifdef VERTEXCOLOR <mask> vColor = color; <mask> #elif INSTANCESCOLOR <mask> vColor = instanceColor; <mask> #endif <mask> <mask> // Point size <mask> #if defined(POINTSIZE) && !defi...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54c4f3ba0cd5d431e6f0256fb5b524d5f8d184ba
packages/dev/materials/src/simple/simple.vertex.fx
#include<vertexColorMixing>
<mask> // Shadows <mask> #include<shadowsVertex>[0..maxSimultaneousLights] <mask> <mask> // Vertex color <mask> #ifdef VERTEXCOLOR <mask> vColor = color; <mask> #elif INSTANCESCOLOR <mask> vColor = instanceColor; <mask> #endif <mask> <mask> // Point size <mask> #if defined(POINTSIZE) && !defined(...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54c4f3ba0cd5d431e6f0256fb5b524d5f8d184ba
packages/dev/materials/src/terrain/terrain.vertex.fx
#include<vertexColorMixing>
<mask> // Shadows <mask> #include<shadowsVertex>[0..maxSimultaneousLights] <mask> <mask> // Vertex color <mask> #ifdef VERTEXCOLOR <mask> vColor = color; <mask> #elif INSTANCESCOLOR <mask> vColor = instanceColor; <mask> #endif <mask> <mask> // Point size <mask> #if defined(POINTSIZE) && !defined(WEB...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54c4f3ba0cd5d431e6f0256fb5b524d5f8d184ba
packages/dev/materials/src/triPlanar/triplanar.vertex.fx
#include<vertexColorMixing>
<mask> // Shadows <mask> #include<shadowsVertex>[0..maxSimultaneousLights] <mask> <mask> // Vertex color <mask> #ifdef VERTEXCOLOR <mask> vColor = color; <mask> #elif INSTANCESCOLOR <mask> vColor = instanceColor; <mask> #endif <mask> <mask> // Point size <mask> #if defined(POINTSIZE) && !defi...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54c4f3ba0cd5d431e6f0256fb5b524d5f8d184ba
packages/dev/materials/src/water/water.vertex.fx
registerColorPicker("water", "specularColor", "#703605", function(value) { water.specularColor.r = value.r/255; water.specularColor.g = value.g/255; water.specularColor.b = value.b/255;
<mask> return water.waveSpeed; <mask> }); <mask> <mask> // Specular color <mask> registerRangeUI("water", "specularColorR", 0, 1, function(value) { <mask> water.specularColor.r = value; <mask> }, function() { <mask> return water.specularColor.r; <mask> }); <mask> <mask> registerRangeUI("water...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54e3988750a1ab157d1576950b04366953b545b0
materialsLibrary/test/add/addwater.js
return water.specularColor;
<mask> // Specular color <mask> registerRangeUI("water", "specularColorR", 0, 1, function(value) { <mask> water.specularColor.r = value; <mask> }, function() { <mask> return water.specularColor.r; <mask> }); <mask> <mask> registerRangeUI("water", "specularColorG", 0, 1, function(value) { <mask> wa...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54e3988750a1ab157d1576950b04366953b545b0
materialsLibrary/test/add/addwater.js
registerRangeUI("water", "specularPower", 0, 512, function(value) { water.specularPower = value;
<mask> water.specularColor.r = value; <mask> }, function() { <mask> return water.specularColor.r; <mask> }); <mask> <mask> registerRangeUI("water", "specularColorG", 0, 1, function(value) { <mask> water.specularColor.g = value; <mask> }, function() { <mask> return water.specularColor.g; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54e3988750a1ab157d1576950b04366953b545b0
materialsLibrary/test/add/addwater.js
return water.specularPower;
<mask> <mask> registerRangeUI("water", "specularColorG", 0, 1, function(value) { <mask> water.specularColor.g = value; <mask> }, function() { <mask> return water.specularColor.g; <mask> }); <mask> <mask> registerRangeUI("water", "specularColorB", 0, 1, function(value) { <mask> water.specularColor...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54e3988750a1ab157d1576950b04366953b545b0
materialsLibrary/test/add/addwater.js
// Advanced registerRangeUI("water", "bumpSuperimpose", 0, 1, function(value) { water.bumpSuperimpose = value;
<mask> water.specularColor.g = value; <mask> }, function() { <mask> return water.specularColor.g; <mask> }); <mask> <mask> registerRangeUI("water", "specularColorB", 0, 1, function(value) { <mask> water.specularColor.b = value; <mask> }, function() { <mask> return water.specularColor.b; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54e3988750a1ab157d1576950b04366953b545b0
materialsLibrary/test/add/addwater.js
return water.bumpSuperimpose;
<mask> <mask> registerRangeUI("water", "specularColorB", 0, 1, function(value) { <mask> water.specularColor.b = value; <mask> }, function() { <mask> return water.specularColor.b; <mask> }); <mask> <mask> registerRangeUI("water", "specularPower", 0, 512, function(value) { <mask> water.specularPowe...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54e3988750a1ab157d1576950b04366953b545b0
materialsLibrary/test/add/addwater.js
registerRangeUI("water", "fresnelSeparate", 0, 1, function(value) { water.fresnelSeparate = value;
<mask> water.specularColor.b = value; <mask> }, function() { <mask> return water.specularColor.b; <mask> }); <mask> <mask> registerRangeUI("water", "specularPower", 0, 512, function(value) { <mask> water.specularPower = value; <mask> }, function() { <mask> return water.specularPower; <mask> });...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54e3988750a1ab157d1576950b04366953b545b0
materialsLibrary/test/add/addwater.js
return water.fresnelSeparate ;
<mask> <mask> registerRangeUI("water", "specularPower", 0, 512, function(value) { <mask> water.specularPower = value; <mask> }, function() { <mask> return water.specularPower; <mask> }); <mask> <mask> return water; <mask> } </s> Materials Library updating the dat of water material parameters For...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54e3988750a1ab157d1576950b04366953b545b0
materialsLibrary/test/add/addwater.js
/** * Binds the embedded attributes buffer to the effect. * @param effect Defines the effect to bind the attributes for */ public bindBuffers(effect: Effect): void { this.engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect); }
<mask> } <mask> <mask> /** <mask> * Sets the current effect wrapper to use during draw. <mask> * The effect needs to be ready before calling this api. <mask> * This also sets the default full screen position attribute. </s> Effect Wrapper Update Former-commit-id: ce8af9b5699d54b7ef19492...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54e8b194d9aad2d3623ab50b9eef9d1e70d98eb6
src/Materials/effectRenderer.ts
this.bindBuffers(effectWrapper.effect);
<mask> * @param effectWrapper Defines the effect to draw with <mask> */ <mask> public applyEffectWrapper(effectWrapper: EffectWrapper): void { <mask> this.engine.enableEffect(effectWrapper.effect); <mask> this.engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effectWrapper.ef...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54e8b194d9aad2d3623ab50b9eef9d1e70d98eb6
src/Materials/effectRenderer.ts
const uniformNames = creationOptions.uniformNames || [];
<mask> * @param creationOptions options to create the effect <mask> */ <mask> constructor(creationOptions: EffectWrapperCreationOptions) { <mask> let effectCreationOptions: any; <mask> if (creationOptions.vertexShader) { <mask> effectCreationOptions = { <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54e8b194d9aad2d3623ab50b9eef9d1e70d98eb6
src/Materials/effectRenderer.ts
// Default scale to use in post process vertex shader. uniformNames.push("scale");
<mask> } <mask> else { <mask> effectCreationOptions = { <mask> fragmentSource: creationOptions.fragmentShader, <mask> vertex: "postprocess", <mask> spectorName: creationOptions.name || "effectWrapper" <mask> }; <mask> </s>...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54e8b194d9aad2d3623ab50b9eef9d1e70d98eb6
src/Materials/effectRenderer.ts
// Sets the default scale to identity for the post process vertex shader. this.onApplyObservable.add(() => { this.effect.setFloat2("scale", 1, 1); });
<mask> spectorName: creationOptions.name || "effectWrapper" <mask> }; <mask> } <mask> <mask> this.effect = new Effect(effectCreationOptions, <mask> uniformNames, </s> Effect Wrapper Update Former-commit-id: ce8af9b5699d54b7ef194924004eb2dde016007f </s> r...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54e8b194d9aad2d3623ab50b9eef9d1e70d98eb6
src/Materials/effectRenderer.ts
uniformNames,
<mask> <mask> this.effect = new Effect(effectCreationOptions, <mask> creationOptions.attributeNames || ["position"], <mask> creationOptions.samplerNames, <mask> creationOptions.engine); <mask> } </s> Effect Wrapper Update Former-commit-id: ce8af9b5699d54b7ef1949...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54e8b194d9aad2d3623ab50b9eef9d1e70d98eb6
src/Materials/effectRenderer.ts
<mask> } <mask> <mask> this.effect = new Effect(effectCreationOptions, <mask> creationOptions.attributeNames || ["position"], <mask> creationOptions.uniformNames || ["scale"], <mask> creationOptions.samplerNames, <mask> creationOptions.engine); <m...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/54e8b194d9aad2d3623ab50b9eef9d1e70d98eb6
src/Materials/effectRenderer.ts
if (this._nextActiveAction._condition) { var condition = this._nextActiveAction._condition;
<mask> Action.prototype.getTriggerParameter = function () { <mask> return this._triggerParameter; <mask> }; <mask> Action.prototype._executeCurrent = function (evt) { <mask> if (this._condition) { <mask> var currentRenderId = this._actionManager.getS...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
Babylon/Actions/babylon.action.js
if (condition._evaluationId === currentRenderId) { if (!condition._currentResult) {
<mask> Action.prototype._executeCurrent = function (evt) { <mask> if (this._condition) { <mask> var currentRenderId = this._actionManager.getScene().getRenderId(); <mask> // We cache the current evaluation for the current frame <mask> if (this._co...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
Babylon/Actions/babylon.action.js
condition._evaluationId = currentRenderId; if (!condition.isValid()) { condition._currentResult = false;
<mask> return; <mask> } <mask> } <mask> else { <mask> this._condition._evaluationId = currentRenderId; <mask> if (!this._condition.isValid()) { <mask> this._condition._curre...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
Babylon/Actions/babylon.action.js
condition._currentResult = true;
<mask> if (!this._condition.isValid()) { <mask> this._condition._currentResult = false; <mask> return; <mask> } <mask> this._condition._currentResult = true; <mask> } <mask> } ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
Babylon/Actions/babylon.action.js
if (this._nextActiveAction._condition) { var condition = this._nextActiveAction._condition;
<mask> return this._triggerParameter; <mask> } <mask> <mask> public _executeCurrent(evt: ActionEvent): void { <mask> if (this._condition) { <mask> var currentRenderId = this._actionManager.getScene().getRenderId(); <mask> <mask> // We cac...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
Babylon/Actions/babylon.action.ts
if (condition._evaluationId === currentRenderId) { if (!condition._currentResult) {
<mask> if (this._condition) { <mask> var currentRenderId = this._actionManager.getScene().getRenderId(); <mask> <mask> // We cache the current evaluation for the current frame <mask> if (this._condition._evaluationId === currentRenderId) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
Babylon/Actions/babylon.action.ts
condition._evaluationId = currentRenderId;
<mask> if (!this._condition._currentResult) { <mask> return; <mask> } <mask> } else { <mask> this._condition._evaluationId = currentRenderId; <mask> <mask> if (!this._condition.isValid()) { <...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
Babylon/Actions/babylon.action.ts
if (!condition.isValid()) { condition._currentResult = false;
<mask> } <mask> } else { <mask> this._condition._evaluationId = currentRenderId; <mask> <mask> if (!this._condition.isValid()) { <mask> this._condition._currentResult = false; <mask> retur...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
Babylon/Actions/babylon.action.ts
condition._currentResult = true;
<mask> this._condition._currentResult = false; <mask> return; <mask> } <mask> <mask> this._condition._currentResult = true; <mask> } <mask> } <mask> <mask> this._nextActiveAction.ex...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
Babylon/Actions/babylon.action.ts
var animation = new Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, Animation.ANIMATIONLOOPMODE_CONSTANT);
<mask> Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")"); <mask> return; <mask> } <mask> <mask> var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, Animati...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
Babylon/Actions/babylon.interpolateValueAction.ts
this._generateCheckBox(this._optionsSubsetDiv, "Sprites", this._scene.spritesEnabled, function (element) { _this._scene.spritesEnabled = element.checked; });
<mask> _this._scene.skeletonsEnabled = element.checked; <mask> }); <mask> this._generateCheckBox(this._optionsSubsetDiv, "Textures", this._scene.texturesEnabled, function (element) { <mask> _this._scene.texturesEnabled = element.checked; <mask...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
Babylon/Debug/babylon.debugLayer.js
this._generateCheckBox(this._optionsSubsetDiv, "Sprites", this._scene.spritesEnabled, (element) => { this._scene.spritesEnabled = element.checked });
<mask> this._generateCheckBox(this._optionsSubsetDiv, "Render targets", this._scene.renderTargetsEnabled, (element) => { this._scene.renderTargetsEnabled = element.checked }); <mask> this._generateCheckBox(this._optionsSubsetDiv, "Shadows", this._scene.shadowsEnabled, (element) => { th...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
Babylon/Debug/babylon.debugLayer.ts
if (!this._scene.spritesEnabled || this._scene.spriteManagers.length === 0) {
<mask> } <mask> this._scene._particlesDuration += BABYLON.Tools.Now - beforeParticlesDate; <mask> }; <mask> RenderingManager.prototype._renderSprites = function (index) { <mask> if (this._scene.spriteManagers.length === 0) { <mask> return; <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
Babylon/Rendering/babylon.renderingManager.js
if (!this._scene.spritesEnabled || this._scene.spriteManagers.length === 0) {
<mask> this._scene._particlesDuration += Tools.Now - beforeParticlesDate; <mask> } <mask> <mask> private _renderSprites(index: number): void { <mask> if (this._scene.spriteManagers.length === 0) { <mask> return; <mask> } <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
Babylon/Rendering/babylon.renderingManager.ts
case "image/bmp": FilesInput.FilesTextures[filesToLoad[i].name] = filesToLoad[i];
<mask> for (var i = 0; i < filesToLoad.length; i++) { <mask> switch (filesToLoad[i].type) { <mask> case "image/jpeg": <mask> case "image/png": <mask> BABYLON.FilesInput.FilesTextures[filesToLoad[i].name]...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
Babylon/Tools/babylon.filesInput.js
FilesInput.FilesToLoad[filesToLoad[i].name] = filesToLoad[i];
<mask> case "audio/mpeg": <mask> case "audio/mpeg3": <mask> case "audio/x-mpeg-3": <mask> case "audio/ogg": <mask> BABYLON.FilesInput.FilesToLoad[filesToLoad[i].name] = filesToLoad[i]; <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
Babylon/Tools/babylon.filesInput.js
constructor(p_engine: Engine, p_scene: Scene, p_canvas: HTMLCanvasElement, p_sceneLoadedCallback,
<mask> public static FilesToLoad: any[] = new Array(); <mask> <mask> /// Register to core BabylonJS object: engine, scene, rendering canvas, callback function when the scene will be loaded, <mask> /// loading progress callback and optionnal addionnal logic to call in the rendering loop <ma...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
Babylon/Tools/babylon.filesInput.ts
case "image/bmp": FilesInput.FilesTextures[filesToLoad[i].name] = filesToLoad[i];
<mask> for (var i = 0; i < filesToLoad.length; i++) { <mask> switch (filesToLoad[i].type) { <mask> case "image/jpeg": <mask> case "image/png": <mask> BABYLON.FilesInput.FilesTextures[filesToLoad[i].name]...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
Babylon/Tools/babylon.filesInput.ts
FilesInput.FilesToLoad[filesToLoad[i].name] = filesToLoad[i];
<mask> case "audio/mpeg": <mask> case "audio/mpeg3": <mask> case "audio/x-mpeg-3": <mask> case "audio/ogg": <mask> BABYLON.FilesInput.FilesToLoad[filesToLoad[i].name] = filesToLoad[i]; <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
Babylon/Tools/babylon.filesInput.ts
SceneLoader.Load("file:", sceneFileToLoad, this.engine, (newScene) => {
<mask> this.engine.stopRenderLoop(); <mask> this.currentScene.dispose(); <mask> } <mask> <mask> BABYLON.SceneLoader.Load("file:", sceneFileToLoad, this.engine, (newScene) => { <mask> that.currentScene ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
Babylon/Tools/babylon.filesInput.ts
Tools.Error("Please provide a valid .babylon file.");
<mask> } <mask> }); <mask> } <mask> else { <mask> BABYLON.Tools.Error("Please provide a valid .babylon file."); <mask> } <mask> } <mask> } <mask> } <mask> } </s> Adding sprit...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
Babylon/Tools/babylon.filesInput.ts
this.spritesEnabled = true;
<mask> this.particleSystems = new Array(); <mask> // Sprites <mask> this.spriteManagers = new Array(); <mask> // Layers <mask> this.layers = new Array(); <mask> // Skeletons <mask> this.skeletonsEnabled = true; <mask> ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
Babylon/babylon.scene.js
public spritesEnabled = true;
<mask> public particleSystems = new Array<ParticleSystem>(); <mask> <mask> // Sprites <mask> public spriteManagers = new Array<SpriteManager>(); <mask> <mask> // Layers <mask> public layers = new Array<Layer>(); </s> Adding sprites to debugLayer Former-commit-id: a363...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
Babylon/babylon.scene.ts
this.spritesEnabled = true;
<mask> this.particlesEnabled = true; <mask> this.particleSystems = new Array(); <mask> // Sprites <mask> this.spriteManagers = new Array(); <mask> // Layers <mask> this.layers = new Array(); <mask> // Skeletons </s> Adding sprit...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
babylon.2.1-alpha.debug.js
if (!this._scene.spritesEnabled || this._scene.spriteManagers.length === 0) {
<mask> } <mask> this._scene._particlesDuration += BABYLON.Tools.Now - beforeParticlesDate; <mask> }; <mask> RenderingManager.prototype._renderSprites = function (index) { <mask> if (this._scene.spriteManagers.length === 0) { <mask> return; <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
babylon.2.1-alpha.debug.js
chromaticAberrationPixelShader:"/*\n BABYLON.JS Chromatic Aberration GLSL Shader\n Author: Olivier Guyot\n Separates very slightly R, G and B colors on the edges of the screen\n Inspired by Francois Tarlier & Martins Upitis \n*/\n\n#ifdef GL_ES\nprecision highp float;\n#endif\n\n// samplers\nuniform sampler2D textureSa...
<mask> Effect.ShadersStore={anaglyphPixelShader:"#ifdef GL_ES\nprecision highp float;\n#endif\n\n// Samplers\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D leftSampler;\n\nvoid main(void)\n{\n vec4 leftFrag = texture2D(leftSampler, vUV);\n leftFrag = vec4(1.0, leftFrag.g, leftFr...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
babylon.2.1-alpha.debug.js
case "image/bmp": FilesInput.FilesTextures[filesToLoad[i].name] = filesToLoad[i];
<mask> for (var i = 0; i < filesToLoad.length; i++) { <mask> switch (filesToLoad[i].type) { <mask> case "image/jpeg": <mask> case "image/png": <mask> BABYLON.FilesInput.FilesTextures[filesToLoad[i].name]...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
babylon.2.1-alpha.debug.js
FilesInput.FilesToLoad[filesToLoad[i].name] = filesToLoad[i];
<mask> case "audio/mpeg": <mask> case "audio/mpeg3": <mask> case "audio/x-mpeg-3": <mask> case "audio/ogg": <mask> BABYLON.FilesInput.FilesToLoad[filesToLoad[i].name] = filesToLoad[i]; <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
babylon.2.1-alpha.debug.js
if (this._nextActiveAction._condition) { var condition = this._nextActiveAction._condition;
<mask> Action.prototype.getTriggerParameter = function () { <mask> return this._triggerParameter; <mask> }; <mask> Action.prototype._executeCurrent = function (evt) { <mask> if (this._condition) { <mask> var currentRenderId = this._actionManager.getS...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/56d0f7df773d7bbecbeda7b726301e5255c61796
babylon.2.1-alpha.debug.js