docstring_tokens stringlengths 0 76.5k | code_tokens stringlengths 75 1.81M | label_window listlengths 4 2.12k | html_url stringlengths 74 116 | file_name stringlengths 3 311 |
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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",
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"keep",
"replace",
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"keep",
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"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... | [
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"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... | [
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] | 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... | [
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"keep",
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] | 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... | [
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] | 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... | [
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] | 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> ... | [
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"keep",
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"replace",
"keep",
"keep",
"keep",
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"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... | [
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] | 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... | [
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(<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... | [
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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... | [
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] | 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: ... | [
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] | 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 ... | [
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"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... | [
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] | 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... | [
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] | 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> ... | [
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] | 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... | [
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] | 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 ... | [
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] | 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... | [
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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> }... | [
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] | 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;
... | [
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] | 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... | [
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] | 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_... | [
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] | 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... | [
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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... | [
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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",
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}, []).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> ... | [
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"keep",
"keep",
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"keep",
"keep",
"keep",
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] | 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... | [
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"keep",
"keep",
"keep",
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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",
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] | 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> ... | [
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"keep",
"keep",
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"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",
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"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... | [
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"keep",
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"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... | [
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"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;
... | [
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"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
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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... | [
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"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
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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> ... | [
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"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... | [
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"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"
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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_... | [
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"keep",
"keep",
"keep",
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"keep",
"keep",
"keep",
"keep",
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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"
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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"
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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... | [
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"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
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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> ... | [
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"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
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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... | [
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"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
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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) {... | [
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"replace",
"keep",
"keep",
"keep",
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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.... | [
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"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
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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.
... | [
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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... | [
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"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
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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 |
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