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var updatePosition = (newPos: Vector3) => {
<mask> //TODO move this to the collision coordinator! <mask> if (this.getScene().workerCollisions) <mask> newPosition.multiplyInPlace(this._collider.radius); <mask> <mask> var updatePosition = (newPos) => { <mask> this._newPosition.copyFrom(newP...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Cameras/babylon.freeCamera.ts
constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene) {
<mask> } <mask> } <mask> <mask> export class AnaglyphArcRotateCamera extends ArcRotateCamera { <mask> constructor(name: string, alpha: number, beta: number, radius: number, target, interaxialDistance: number, scene: Scene) { <mask> super(name, alpha, beta, radius, target, scen...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Cameras/babylon.stereoscopicCameras.ts
constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene:Scene) {
<mask> } <mask> } <mask> <mask> export class StereoscopicArcRotateCamera extends ArcRotateCamera { <mask> constructor(name: string, alpha: number, beta: number, radius: number, target, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene:Scene) { <mask> super(n...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Cameras/babylon.stereoscopicCameras.ts
public lockedTarget: any = null;
<mask> <mask> public noRotationConstraint = false; <mask> <mask> @serializeAsMeshReference("lockedTargetId") <mask> public lockedTarget = null; <mask> <mask> public _currentTarget = Vector3.Zero(); <mask> public _viewMatrix = Matrix.Zero(); <mask> public _camM...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Cameras/babylon.targetCamera.ts
onMeshAdded(mesh: AbstractMesh): void; onMeshUpdated(mesh: AbstractMesh): void; onMeshRemoved(mesh: AbstractMesh): void; onGeometryAdded(geometry: Geometry): void; onGeometryUpdated(geometry: Geometry): void; onGeometryDeleted(geometry: Geometry): void;
<mask> init(scene: Scene): void; <mask> destroy(): void; <mask> <mask> //Update meshes and geometries <mask> onMeshAdded(mesh: AbstractMesh); <mask> onMeshUpdated(mesh: AbstractMesh); <mask> onMeshRemoved(mesh: AbstractMesh); <mask> onGeometryAdded(geomet...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Collisions/babylon.collisionCoordinator.ts
private _meshes: { [n: string]: SerializedMesh; } = {}; private _geometries: { [s: string]: SerializedGeometry; } = {};
<mask> //If this file is included in the main thread, this will be initialized. <mask> export var WorkerIncluded: boolean = true; <mask> <mask> export class CollisionCache { <mask> private _meshes: { [n: number]: SerializedMesh; } = {}; <mask> private _geometries: { [s: number]: Seria...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Collisions/babylon.collisionWorker.ts
var uniqueId: string;
<mask> // Check all meshes <mask> var meshes = this._collisionCache.getMeshes(); <mask> var keys = Object.keys(meshes); <mask> var len = keys.length; <mask> var uniqueId; <mask> <mask> for (var i = 0; i < len; ++i) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Collisions/babylon.collisionWorker.ts
var mesh: SerializedMesh = (<any>meshes)[uniqueId];
<mask> <mask> for (var i = 0; i < len; ++i) { <mask> uniqueId = keys[i]; <mask> if (parseInt(uniqueId) != excludedMeshUniqueId) { <mask> var mesh: SerializedMesh = meshes[uniqueId]; <mask> if (mesh.checkCollisions) <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Collisions/babylon.collisionWorker.ts
if (!(<any>meshGeometry)['positionsArray']) { (<any>meshGeometry)['positionsArray'] = [];
<mask> } <mask> } <mask> <mask> private collideForSubMesh(subMesh: SerializedSubMesh, transformMatrix: Matrix, meshGeometry: SerializedGeometry): void { <mask> if (!meshGeometry['positionsArray']) { <mask> meshGeometry['positionsArray'] = []; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Collisions/babylon.collisionWorker.ts
(<any>meshGeometry)['positionsArray'].push(p);
<mask> if (!meshGeometry['positionsArray']) { <mask> meshGeometry['positionsArray'] = []; <mask> for (var i = 0, len = meshGeometry.positions.length; i < len; i = i + 3) { <mask> var p = Vector3.FromArray([meshGeometry.positions[i], meshGeometry.positi...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Collisions/babylon.collisionWorker.ts
if (!(<any>subMesh)['_lastColliderWorldVertices'] || !(<any>subMesh)['_lastColliderTransformMatrix'].equals(transformMatrix)) { (<any>subMesh)['_lastColliderTransformMatrix'] = transformMatrix.clone(); (<any>subMesh)['_lastColliderWorldVertices'] = []; (<an...
<mask> meshGeometry['positionsArray'].push(p); <mask> } <mask> } <mask> <mask> if (!subMesh['_lastColliderWorldVertices'] || !subMesh['_lastColliderTransformMatrix'].equals(transformMatrix)) { <mask> subMesh['_lastColliderTransformMatrix...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Collisions/babylon.collisionWorker.ts
(<any>subMesh)['_lastColliderWorldVertices'].push(Vector3.TransformCoordinates((<any>meshGeometry)['positionsArray'][i], transformMatrix));
<mask> subMesh['_trianglePlanes'] = []; <mask> var start = subMesh.verticesStart; <mask> var end = (subMesh.verticesStart + subMesh.verticesCount); <mask> for (var i = start; i < end; i++) { <mask> subMesh['_lastColliderWorldVertic...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Collisions/babylon.collisionWorker.ts
this.collider._collide((<any>subMesh)['_trianglePlanes'], (<any>subMesh)['_lastColliderWorldVertices'], <any>meshGeometry.indices, subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, subMesh.hasMaterial);
<mask> } <mask> } <mask> <mask> // Collide <mask> this.collider._collide(subMesh['_trianglePlanes'], subMesh['_lastColliderWorldVertices'], <any>meshGeometry.indices, subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, sub...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Collisions/babylon.collisionWorker.ts
private _debugLines = new Array<Array<Vector3>>();
<mask> export class SkeletonViewer { <mask> public color: Color3 = Color3.White(); <mask> <mask> private _scene: Scene; <mask> private _debugLines = []; <mask> private _debugMesh: LinesMesh; <mask> private _isEnabled = false; <mask> private _renderFunction: ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Debug/babylon.skeletonViewer.ts
var partialLoad = (url: string, index: number, loadedImages: any, scene: Scene,
<mask> mag: magFilter <mask> } <mask> } <mask> <mask> var partialLoad = (url: string, index: number, loadedImages: any, scene, <mask> onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: (message?: string, exception?: any) => void = null) => { <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Engine/babylon.engine.ts
var cascadeLoad = (rootUrl: string, scene: Scene,
<mask> scene._addPendingData(img); <mask> } <mask> } <mask> <mask> var cascadeLoad = (rootUrl: string, scene, <mask> onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: (message?: string, exception?: any) => void = null) => { <mask> <mask> var ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Engine/babylon.engine.ts
private _activeRenderLoops = new Array<() => void>();
<mask> <mask> private _videoTextureSupported: boolean; <mask> <mask> private _renderingQueueLaunched = false; <mask> private _activeRenderLoops = []; <mask> <mask> // Deterministic lockstepMaxSteps <mask> private _deterministicLockstep: boolean = false; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Engine/babylon.engine.ts
private _compiledEffects: { [key: string]: Effect } = {}
<mask> private _activeTexture: number; <mask> private _activeTexturesCache: { [key: string]: WebGLTexture } = {}; <mask> protected _currentEffect: Effect; <mask> private _currentProgram: WebGLProgram; <mask> private _compiledEffects = {}; <mask> private _vertexAttri...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Engine/babylon.engine.ts
(<any>this._gl)["COLOR_ATTACHMENT" + i + "_WEBGL"] = drawBuffersExtension["COLOR_ATTACHMENT" + i + "_WEBGL"];
<mask> this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension); <mask> this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER; <mask> <mask> for (var i = 0; i < 16; i++) { <mask> this._gl["COLOR_ATTACHMEN...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Engine/babylon.engine.ts
private _getVRDisplays(callback: () => void) {
<mask> this.setSize(this._oldSize.width, this._oldSize.height); <mask> } <mask> } <mask> <mask> private _getVRDisplays(callback) { <mask> var getWebVRDevices = (devices: Array<any>) => { <mask> this._vrSupported = true; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Engine/babylon.engine.ts
navigator.getVRDisplays().then(getWebVRDevices).then(callback).catch((error: () => void) => {
<mask> } <mask> <mask> if (navigator.getVRDisplays) { <mask> // TODO: Backwards compatible for 1.0? <mask> navigator.getVRDisplays().then(getWebVRDevices).then(callback).catch((error) => { <mask> // TODO: System CANNOT support WebVR, des...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Engine/babylon.engine.ts
var onload = (img: HTMLImageElement) => {
<mask> callback(buffer); <mask> } <mask> // image format processing <mask> } else { <mask> var onload = (img) => { <mask> if (fromBlob && !this._doNotHandleContextLost) { <mask> // We need ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Engine/babylon.engine.ts
onload(<HTMLImageElement>buffer);
<mask> } <mask> else if (buffer instanceof Array || typeof buffer === "string") <mask> Tools.LoadImage(buffer, onload, onerror, scene ? scene.database : null); <mask> else <mask> onload(buffer); <mask> } <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Engine/babylon.engine.ts
this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, (<any>this.getCaps().s3tc)[compression], texture.width, texture.height, 0, data);
<mask> this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1); <mask> } <mask> <mask> if (compression) { <mask> this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, 0, data); <mask> }...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Engine/babylon.engine.ts
public createMultipleRenderTarget(size: any, options: any): InternalTexture[] {
<mask> <mask> return texture; <mask> } <mask> <mask> public createMultipleRenderTarget(size: any, options): InternalTexture[] { <mask> var generateMipMaps = false; <mask> var generateDepthBuffer = true; <mask> var generateStencilBuffer = false; ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Engine/babylon.engine.ts
var attachment = (<any>gl)[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
<mask> Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type"); <mask> } <mask> <mask> var texture = new InternalTexture(this, InternalTexture.DATASOURCE_MULTIRENDERTARGET); <mask> var attachment = g...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Engine/babylon.engine.ts
gl.activeTexture((<any>gl)["TEXTURE" + i]);
<mask> <mask> textures.push(texture); <mask> attachments.push(attachment); <mask> <mask> gl.activeTexture(gl["TEXTURE" + i]); <mask> gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture); <mask> <mask> gl.texParameteri(gl.TEXTURE_...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Engine/babylon.engine.ts
public createPrefilteredCubeTexture(rootUrl: string, scene: Scene, scale: number, offset: number, onLoad: (internalTexture: InternalTexture) => void, onError: (message?: string, exception?: any) => void = null, format?: number, forcedExtension: any = null): InternalTexture { var callback = (loadDat...
<mask> <mask> return texture; <mask> } <mask> <mask> public createPrefilteredCubeTexture(rootUrl: string, scene: Scene, scale: number, offset: number, onLoad: (internalTexture: InternalTexture) => void, onError: (message?: string, exception?: any) => void = null, format?: number, forc...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Engine/babylon.engine.ts
var onCompiled = function(effect: Effect) {
<mask> defines: defines, <mask> maxSimultaneousLights: this._maxSimultaneousLights <mask> }); <mask> <mask> var onCompiled = function(effect) { <mask> if (this.onCompiled) { <mask> this.onCompile...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Materials/PBR/babylon.pbrBaseMaterial.ts
const colors: Color3[] = source.colors3Arrays[name].reduce((arr: Array<Array<number>>, num: number, i: number) => {
<mask> } <mask> <mask> // Color3 arrays <mask> for (name in source.colors3Arrays) { <mask> const colors: Color3[] = source.colors3Arrays[name].reduce((arr, num, i) => { <mask> if (i % 3 === 0) { <mask> arr.push([num]...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Materials/babylon.shaderMaterial.ts
}, []).map((color: ArrayLike<number>) => Color3.FromArray(color));
<mask> } else { <mask> arr[arr.length - 1].push(num); <mask> } <mask> return arr; <mask> }, []).map(color => Color3.FromArray(color)); <mask> material.setColor3Array(name, colors); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Materials/babylon.shaderMaterial.ts
(<any>this)[mode] = (mode === modeToEnable);
<mask> "REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED" <mask> ]; <mask> <mask> for (var mode of modes) { <mask> this[mode] = (mode === modeToEnable); <mask> } <mask> } <mask> } <mask> <mask> export clas...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Materials/babylon.standardMaterial.ts
this._renderTargets.push(<RenderTargetTexture>this._reflectionTexture);
<mask> this.getRenderTargetTextures = (): SmartArray<RenderTargetTexture> => { <mask> this._renderTargets.reset(); <mask> <mask> if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Materials/babylon.standardMaterial.ts
this._renderTargets.push(<RenderTargetTexture>this._refractionTexture);
<mask> this._renderTargets.push(this._reflectionTexture); <mask> } <mask> <mask> if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) { <mask> this._renderTargets.push(this._refra...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Materials/babylon.standardMaterial.ts
var temp = new Array<number>();
<mask> * @param {string} name Name of the uniform, as used in the uniform block in the shader. <mask> * @param {Color3} color <mask> */ <mask> public addColor3(name: string, color: Color3) { <mask> var temp = []; <mask> color.toArray(temp); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Materials/babylon.uniformBuffer.ts
var temp = new Array<number>();
<mask> * @param {Color3} color <mask> * @param {number} alpha <mask> */ <mask> public addColor4(name: string, color: Color3, alpha: number) { <mask> var temp = []; <mask> color.toArray(temp); <mask> temp.push(alpha); <mask> this....
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Materials/babylon.uniformBuffer.ts
var temp = new Array<number>();
<mask> * @param {string} name Name of the uniform, as used in the uniform block in the shader. <mask> * @param {Vector3} vector <mask> */ <mask> public addVector3(name: string, vector: Vector3) { <mask> var temp = []; <mask> vector.toArray(temp); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Materials/babylon.uniformBuffer.ts
self.Math.fround = (array => (x: number) => {
<mask> } <mask> <mask> // check if polyfills needed <mask> if (!self.Math.fround) { <mask> self.Math.fround = (array => x => { <mask> return array[0] = x, array[0]; <mask> })(new Float32Array(1)); <mask> } <mas...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Math/babylon.math.SIMD.ts
var result = new Array<number>();
<mask> /** <mask> * Returns a new array populated with 3 numeric elements : red, green and blue values. <mask> */ <mask> public asArray(): number[] { <mask> var result = []; <mask> this.toArray(result, 0); <mask> return result; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Math/babylon.math.ts
public addInPlace(right: Color4): Color4 {
<mask> /** <mask> * Adds in place the passed Color4 values to the current Color4. <mask> * Returns the updated Color4. <mask> */ <mask> public addInPlace(right): Color4 { <mask> this.r += right.r; <mask> this.g += right.g; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Math/babylon.math.ts
var result = new Array<number>();
<mask> /** <mask> * Returns a new array populated with 4 numeric elements : red, green, blue, alpha values. <mask> */ <mask> public asArray(): number[] { <mask> var result = []; <mask> this.toArray(result, 0); <mask> return result; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Math/babylon.math.ts
var result = new Array<number>();
<mask> /** <mask> * Returns a new array with 2 elements : the Vector2 coordinates. <mask> */ <mask> public asArray(): number[] { <mask> var result = []; <mask> this.toArray(result, 0); <mask> return result; <mask> } <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Math/babylon.math.ts
public static GetClipFactor(vector0: Vector3, vector1: Vector3, axis: Vector3, size: number) {
<mask> // Statics <mask> /** <mask> * <mask> */ <mask> public static GetClipFactor(vector0: Vector3, vector1: Vector3, axis: Vector3, size) { <mask> var d0 = Vector3.Dot(vector0, axis) - size; <mask> var d1 = Vector3.Dot(vector1, axis) - size; <...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Math/babylon.math.ts
var result = new Array<number>();
<mask> /** <mask> * Returns a new array populated with 4 elements : the Vector4 coordinates. <mask> */ <mask> public asArray(): number[] { <mask> var result = []; <mask> <mask> this.toArray(result, 0); <mask> <mask> return result; <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Math/babylon.math.ts
public static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void {
<mask> } <mask> /** <mask> * Sets the passed matrix "result" as a right-handed orthographic projection matrix computed from the passed floats : left, right, top and bottom being the coordinates of the projection plane, z near and far limits. <mask> */ <mask> public stati...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Math/babylon.math.ts
public static PerspectiveFovWebVRToRef(fov: {upDegrees: number, downDegrees: number, leftDegrees: number, rightDegrees: number}, znear: number, zfar: number, result: Matrix, rightHanded = false): void {
<mask> } <mask> /** <mask> * Sets the passed matrix "result" as a left-handed perspective projection matrix for WebVR computed from the passed floats : vertical angle of view (fov), width/height ratio (aspect), z near and far limits. <mask> */ <mask> public static Persp...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Math/babylon.math.ts
public dotCoordinate(point: Vector3): number {
<mask> <mask> /** <mask> * Returns the dot product (float) of the point coordinates and the plane normal. <mask> */ <mask> public dotCoordinate(point): number { <mask> return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + t...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Math/babylon.math.ts
static FromPoints(point1: Vector3, point2: Vector3, point3: Vector3): Plane {
<mask> } <mask> /** <mask> * Returns a new Plane defined by the three passed points. <mask> */ <mask> static FromPoints(point1, point2, point3): Plane { <mask> var result = new Plane(0.0, 0.0, 0.0, 0.0); <mask> result.copyFromPoints(point1, poin...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Math/babylon.math.ts
private _compute(firstNormal: Vector3): void {
<mask> return this; <mask> } <mask> <mask> // private function compute() : computes tangents, normals and binormals <mask> private _compute(firstNormal) { <mask> var l = this._curve.length; <mask> <mask> // first and last tangents <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Math/babylon.math.ts
public interpolate(other: Vertex, t: number): Vertex {
<mask> <mask> // Create a new vertex between this vertex and `other` by linearly <mask> // interpolating all properties using a parameter of `t`. Subclasses should <mask> // override this to interpolate additional properties. <mask> public interpolate(other, t): Vertex { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.csg.ts
public shared: any;
<mask> // polygons that are clones of each other or were split from the same polygon. <mask> // This can be used to define per-polygon properties (such as surface color). <mask> class Polygon { <mask> public vertices: Vertex[]; <mask> public shared; <mask> public plane: Plane; ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.csg.ts
constructor(vertices: Vertex[], shared: any) {
<mask> public vertices: Vertex[]; <mask> public shared; <mask> public plane: Plane; <mask> <mask> constructor(vertices: Vertex[], shared) { <mask> this.vertices = vertices; <mask> this.shared = shared; <mask> this.plane = Plane.FromPoints(vert...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.csg.ts
private plane: Plane = null; private front: Node = null; private back: Node = null; private polygons = new Array<Polygon>();
<mask> // polygons) are added directly to that node and the other polygons are added to <mask> // the front and/or back subtrees. This is not a leafy BSP tree since there is <mask> // no distinction between internal and leaf nodes. <mask> class Node { <mask> private plane = null; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.csg.ts
constructor(polygons?: Array<Polygon>) {
<mask> private front = null; <mask> private back = null; <mask> private polygons = []; <mask> <mask> constructor(polygons?) { <mask> if (polygons) { <mask> this.build(polygons); <mask> } <mask> } <mask> </s> Monstro refactor: E...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.csg.ts
clipPolygons(polygons: Polygon[]): Polygon[] {
<mask> } <mask> <mask> // Recursively remove all polygons in `polygons` that are inside this BSP <mask> // tree. <mask> clipPolygons(polygons: Polygon[]) { <mask> if (!this.plane) return polygons.slice(); <mask> var front = [], back = []; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.csg.ts
var front = new Array<Polygon>(), back = new Array<Polygon>();
<mask> // Recursively remove all polygons in `polygons` that are inside this BSP <mask> // tree. <mask> clipPolygons(polygons: Polygon[]) { <mask> if (!this.plane) return polygons.slice(); <mask> var front = [], back = []; <mask> for (var i = 0; i < poly...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.csg.ts
build(polygons: Polygon[]): void {
<mask> // Build a BSP tree out of `polygons`. When called on an existing tree, the <mask> // new polygons are filtered down to the bottom of the tree and become new <mask> // nodes there. Each set of polygons is partitioned using the first polygon <mask> // (no heuristic is used to p...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.csg.ts
var front = new Array<Polygon>(), back = new Array<Polygon>();
<mask> // (no heuristic is used to pick a good split). <mask> build(polygons: Polygon[]) { <mask> if (!polygons.length) return; <mask> if (!this.plane) this.plane = polygons[0].plane.clone(); <mask> var front = [], back = []; <mask> for (var i = 0; i...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.csg.ts
if (!(<any>subMesh_dict)[polygon.shared.meshId]) { (<any>subMesh_dict)[polygon.shared.meshId] = {};
<mask> for (var i = 0, il = polygons.length; i < il; i++) { <mask> polygon = polygons[i]; <mask> <mask> // Building SubMeshes <mask> if (!subMesh_dict[polygon.shared.meshId]) { <mask> subMesh_dict[polygon.shared.meshId] = {}; <mask>...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.csg.ts
if (!(<any>subMesh_dict)[polygon.shared.meshId][polygon.shared.subMeshId]) { (<any>subMesh_dict)[polygon.shared.meshId][polygon.shared.subMeshId] = {
<mask> // Building SubMeshes <mask> if (!subMesh_dict[polygon.shared.meshId]) { <mask> subMesh_dict[polygon.shared.meshId] = {}; <mask> } <mask> if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.csg.ts
subMesh_obj = (<any>subMesh_dict)[polygon.shared.meshId][polygon.shared.subMeshId];
<mask> indexEnd: -Infinity, <mask> materialIndex: polygon.shared.materialIndex <mask> }; <mask> } <mask> subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]; <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.csg.ts
vertex_idx = (<any>vertice_dict)[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
<mask> uv.copyFrom(polygon.vertices[polygonIndices[k]].uv); <mask> var localVertex = Vector3.TransformCoordinates(vertex, matrix); <mask> var localNormal = Vector3.TransformNormal(normal, matrix); <mask> <mask> vertex_...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.csg.ts
vertex_idx = (<any>vertice_dict)[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
<mask> uvs[vertex_idx * 2 + 1] === uv.y)) { <mask> vertices.push(localVertex.x, localVertex.y, localVertex.z); <mask> uvs.push(uv.x, uv.y); <mask> normals.push(normal.x, normal.y, normal.z); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.csg.ts
for (var sm in (<any>subMesh_dict)[m]) { subMesh_obj = (<any>subMesh_dict)[m][sm];
<mask> mesh.subMeshes = new Array<SubMesh>(); <mask> <mask> for (var m in subMesh_dict) { <mask> materialMaxIndex = -1; <mask> for (var sm in subMesh_dict[m]) { <mask> subMesh_obj = subMesh_dict[m][sm]; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.csg.ts
public _delayInfo: Array<string>;
<mask> private _vertexBuffers: { [key: string]: VertexBuffer; }; <mask> private _isDisposed = false; <mask> private _extend: { minimum: Vector3, maximum: Vector3 }; <mask> private _boundingBias: Vector2; <mask> public _delayInfo; //ANY <mask> private _indexBuffer: W...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.geometry.ts
private updateExtend(data: number[] | Float32Array = null, stride? : number) {
<mask> mesh._boundingInfo = this._boundingInfo; <mask> } <mask> } <mask> <mask> private updateExtend(data = null, stride? : number) { <mask> if (!data) { <mask> data = this._vertexBuffers[VertexBuffer.PositionKind].getData(); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.geometry.ts
public _delayInfo: Array<string>;
<mask> } <mask> <mask> // Private <mask> public _geometry: Geometry; <mask> public _delayInfo; //ANY <mask> public _delayLoadingFunction: (any: any, mesh: Mesh) => void; <mask> <mask> public _visibleInstances: any = {}; <mask> private _renderIdForInstan...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.mesh.ts
public getVertexBuffer(kind: string): VertexBuffer {
<mask> * - BABYLON.VertexBuffer.MatricesIndicesExtraKind <mask> * - BABYLON.VertexBuffer.MatricesWeightsKind <mask> * - BABYLON.VertexBuffer.MatricesWeightsExtraKind <mask> */ <mask> public getVertexBuffer(kind): VertexBuffer { <mask> if (!this._geometry) {...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.mesh.ts
var result = new Array<string>();
<mask> * - BABYLON.VertexBuffer.MatricesWeightsExtraKind <mask> */ <mask> public getVerticesDataKinds(): string[] { <mask> if (!this._geometry) { <mask> var result = []; <mask> if (this._delayInfo) { <mask> this._delayInfo....
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.mesh.ts
public updateMeshPositions(positionFunction: (data: number[] | Float32Array) => void, computeNormals: boolean = true): Mesh {
<mask> * The parameter `positionFunction` is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything. <mask> * The parameter `computeNormals` is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update. ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.mesh.ts
var results = new Array<IAnimatable>();
<mask> /** <mask> * Returns as a new array populated with the mesh material and/or skeleton, if any. <mask> */ <mask> public getAnimatables(): IAnimatable[] { <mask> var results = []; <mask> <mask> if (this.material) { <mask> results.pus...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.mesh.ts
var temp = new Array<number>();
<mask> <mask> this._resetPointsArrayCache(); <mask> <mask> var data = this.getVerticesData(VertexBuffer.PositionKind); <mask> var temp = []; <mask> var index: number; <mask> for (index = 0; index < data.length; index += 3) { <mask> Ve...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.mesh.ts
var onload = (img: HTMLImageElement) => {
<mask> */ <mask> public applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2): Mesh { <mask> var scene = this.getScene(); <mask> <mask> var onload = img => { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.mesh.ts
var vbs:{ [key: string]: VertexBuffer } = {}; var data:{ [key: string]: number[] | Float32Array } = {}; var newdata: { [key: string]: Array<number> } = {};
<mask> /// <summary>Update normals and vertices to get a flat shading rendering.</summary> <mask> /// <summary>Warning: This may imply adding vertices to the mesh in order to get exactly 3 vertices per face</summary> <mask> <mask> var kinds = this.getVerticesDataKinds(); <mask>...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.mesh.ts
var vbs:{ [key: string]: VertexBuffer } = {}; var data:{ [key: string]: number[] | Float32Array } = {}; var newdata: { [key: string]: Array<number> } = {};
<mask> /// <summary>Remove indices by unfolding faces into buffers</summary> <mask> /// <summary>Warning: This implies adding vertices to the mesh in order to get exactly 3 vertices per face</summary> <mask> <mask> var kinds = this.getVerticesDataKinds(); <mask> var...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.mesh.ts
var vectorPositions = new Array<Vector3>();
<mask> */ <mask> public optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh { <mask> var indices = this.getIndices(); <mask> var positions = this.getVerticesData(VertexBuffer.PositionKind); <mask> var vectorPositions = []; <mask> for (var...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.mesh.ts
var dupes = new Array<number>();
<mask> var vectorPositions = []; <mask> for (var pos = 0; pos < positions.length; pos = pos + 3) { <mask> vectorPositions.push(Vector3.FromArray(positions, pos)); <mask> } <mask> var dupes = []; <mask> <mask> AsyncLoop.SyncAsyncForLoop(...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.mesh.ts
public static Center(meshesOrMinMaxVector: { min: Vector3; max: Vector3 } | AbstractMesh[]): Vector3 {
<mask> } <mask> /** <mask> * Returns a Vector3, the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array. <mask> */ <mask> public static Center(meshesOrMinMaxVector): Vector3 { <mask> var minMaxVector = (m...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.mesh.ts
var indices = new Array<number>(); var positions = new Array<number>(); var normals = new Array<number>(); var uvs = new Array<number>(); var colors = new Array<number>();
<mask> faceUV[f] = new Vector4(0, 0, 1, 1); <mask> } <mask> } <mask> <mask> var indices = []; <mask> var positions = []; <mask> var normals = []; <mask> var uvs = []; <mask> var colors = []; <mask> <...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.mesh.vertexData.ts
var createCylinderCap = (isTop: boolean) => {
<mask> i = (hasRings) ? (i + 2) : (i + 1); <mask> } <mask> <mask> // Caps <mask> var createCylinderCap = isTop => { <mask> var radius = isTop ? diameterTop / 2 : diameterBottom / 2; <mask> if (radius === 0) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.mesh.vertexData.ts
var indices = new Array<number>(); var positions = new Array<number>(); var normals = new Array<number>(); var uvs = new Array<number>();
<mask> var zmax = options.zmax || 1.0; <mask> var subdivisions = options.subdivisions || { w: 1, h: 1 }; <mask> var precision = options.precision || { w: 1, h: 1 }; <mask> <mask> var indices = []; <mask> var positions = []; <mask> var norma...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.mesh.vertexData.ts
var positions = new Array<number>(); var indices = new Array<number>(); var normals = new Array<number>(); var uvs = new Array<number>();
<mask> /** <mask> * Creates the VertexData of the Disc or regular Polygon. <mask> */ <mask> public static CreateDisc(options: { radius?: number, tessellation?: number, arc?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.mesh.vertexData.ts
public static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?:Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4) {
<mask> <mask> /** <mask> * Re-creates the VertexData of the Polygon for sideOrientation. <mask> */ <mask> public static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?, fColors?, frontUVs?: Vector4, backUVs?: Vector4) { <mask> var faceUV: Vector4[] = fUV || new A...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.mesh.vertexData.ts
var indices = new Array<number>(); var positions = new Array<number>(); var normals = new Array<number>(); var uvs = new Array<number>();
<mask> 0, 0, 1, 1, 0, // 10 - 14 <mask> 0, 1, 1, 1, 0 // 15 - 19 <mask> ]; <mask> <mask> var indices = []; <mask> var positions = []; <mask> var normals = []; <mask> var uvs = []; <mask> <mask> var curr...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.mesh.vertexData.ts
var positions = new Array<number>(); var indices = new Array<number>(); var normals = new Array<number>(); var uvs = new Array<number>(); var colors = new Array<number>();
<mask> var faceColors = options.faceColors; <mask> var flat = (options.flat === undefined) ? true : options.flat; <mask> var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || Mesh.DEFAULTSIDE; <mask> <mask> var positions = []; <mask...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.mesh.vertexData.ts
var indexes = new Array<number>();
<mask> var uvs = []; <mask> var colors = []; <mask> var index = 0; <mask> var faceIdx = 0; // face cursor in the array "indexes" <mask> var indexes = []; <mask> var i = 0; <mask> var f = 0; <mask> var u: number, v: ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.mesh.vertexData.ts
var indices = new Array<number>(); var positions = new Array<number>(); var normals = new Array<number>(); var uvs = new Array<number>();
<mask> /** <mask> * Creates the VertexData of the Torus Knot. <mask> */ <mask> public static CreateTorusKnot(options: { radius?: number, tube?: number, radialSegments?: number, tubularSegments?: number, p?: number, q?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.mesh.vertexData.ts
var getPos = (angle: number) => {
<mask> var q = options.q || 3; <mask> var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || Mesh.DEFAULTSIDE; <mask> <mask> // Helper <mask> var getPos = (angle) => { <mask> <mask> var cu = Math.cos(angle); <mask>...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.mesh.vertexData.ts
var positionFunction = (positions: number[] | Float32Array) => {
<mask> // positionFunction : ribbon case <mask> // only pathArray and sideOrientation parameters are taken into account for positions update <mask> Vector3.FromFloatsToRef(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Tmp.Vector3[0]); // minimum <mask>...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.meshBuilder.ts
var positionFunction = (positions: number[] | Float32Array) => {
<mask> var instance = options.instance; <mask> var lines = options.lines; <mask> <mask> if (instance) { // lines update <mask> var positionFunction = positions => { <mask> var i = 0; <mask> for (var l = 0; l < lines.leng...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.meshBuilder.ts
var onload = (img: HTMLImageElement) => {
<mask> ground._minZ = -ground._maxZ; <mask> <mask> ground._setReady(false); <mask> <mask> var onload = img => { <mask> // Getting height map data <mask> var canvas = document.createElement("canvas"); <mask> var context = canva...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.meshBuilder.ts
var tubePathArray = (path: Vector3[], path3D: Path3D, circlePaths: Vector3[][], radius: number, tessellation: number, radiusFunction: { (i: number, distance: number): number; }, cap: number, arc: number) => {
<mask> var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation, scene); <mask> options.arc = (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0; <mask> <mask> // tube geometry <mask> var tubePathArray = (path, path3D, circle...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.meshBuilder.ts
var capPath = (nbPoints: number, pathIndex: number): Array<Vector3> => {
<mask> circlePaths[index] = circlePath; <mask> index++; <mask> } <mask> // cap <mask> var capPath = (nbPoints, pathIndex) => { <mask> var pointCap = Array<Vector3>(); <mask> for (var i ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.meshBuilder.ts
var extrusionPathArray = (shape: Vector3[], curve: Vector3[], path3D: Path3D, shapePaths: Vector3[][], scale: number, rotation: number, scaleFunction:{ (i: number, distance: number): number; } , rotateFunction:{ (i: number, distance: number): number; } , cap: number...
<mask> <mask> // Privates <mask> private static _ExtrudeShapeGeneric(name: string, shape: Vector3[], curve: Vector3[], scale: number, rotation: number, scaleFunction: { (i: number, distance: number): number; }, rotateFunction: { (i: number, distance: number): number; }, rbCA: boolean, rbCP: boolean,...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.meshBuilder.ts
var capPath = (shapePath: Vector3[]) => {
<mask> angle += angleStep; <mask> index++; <mask> } <mask> // cap <mask> var capPath = shapePath => { <mask> var pointCap = Array<Vector3>(); <mask> var barycenter = Vector3.Zero(); <m...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.meshBuilder.ts
public running: boolean;
<mask> } <mask> <mask> export class SimplificationQueue { <mask> private _simplificationArray: Array<ISimplificationTask>; <mask> public running; <mask> <mask> constructor() { <mask> this.running = false; <mask> this._simplificationArray = []; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.meshSimplification.ts
constructor(public position: Vector3, public id: number) {
<mask> public triangleCount: number; <mask> <mask> public originalOffsets: Array<number>; <mask> <mask> constructor(public position: Vector3, public id) { <mask> this.isBorder = true; <mask> this.q = new QuadraticMatrix(); <mask> this.triangleCount =...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.meshSimplification.ts
public det(a11: number, a12: number, a13: number, a21: number, a22: number, a23: number, a31: number, a32: number, a33: number): number {
<mask> } <mask> } <mask> } <mask> <mask> public det(a11, a12, a13, a21, a22, a23, a31, a32, a33) { <mask> var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] + <mask> this.data[a12] ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.meshSimplification.ts
var iterationFunction = (iteration: number, callback: () => void) => {
<mask> var deletedTriangles = 0; <mask> <mask> var triangleCount = this.triangles.length; <mask> <mask> var iterationFunction = (iteration: number, callback) => { <mask> setTimeout(() => { <mask> if (iteration % 5 === 0) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.meshSimplification.ts
var trianglesIterator = (i: number) => {
<mask> } <mask> <mask> var threshold = 0.000000001 * Math.pow((iteration + 3), this.aggressiveness); <mask> <mask> var trianglesIterator = (i) => { <mask> var tIdx = ~~(((this.triangles.length / 2) + i) % this.triangles.length);...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/735fdc36143d807b733848117c8ea92ee02d6c7e
src/Mesh/babylon.meshSimplification.ts