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* Gets the y component (input)
<mask> return this._inputs[0]; <mask> } <mask> <mask> /** <mask> * Gets the y component input <mask> */ <mask> public get y(): NodeMaterialConnectionPoint { <mask> return this._inputs[1]; <mask> } <mask> </s> Nightly + #6012 Former-commit-id: 1d283ec59f5d85427115...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Node/Blocks/vectorMergerBlock.ts
* Gets the z component (input)
<mask> return this._inputs[1]; <mask> } <mask> <mask> /** <mask> * Gets the z component input <mask> */ <mask> public get z(): NodeMaterialConnectionPoint { <mask> return this._inputs[2]; <mask> } <mask> </s> Nightly + #6012 Former-commit-id: 1d283ec59f5d85427115...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Node/Blocks/vectorMergerBlock.ts
* Gets the w component (input)
<mask> return this._inputs[2]; <mask> } <mask> <mask> /** <mask> * Gets the w component input <mask> */ <mask> public get w(): NodeMaterialConnectionPoint { <mask> return this._inputs[3]; <mask> } <mask> </s> Nightly + #6012 Former-commit-id: 1d283ec59f5d85427115...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Node/Blocks/vectorMergerBlock.ts
this.registerInput("xyz ", NodeMaterialBlockConnectionPointTypes.Vector3, true);
<mask> public constructor(name: string) { <mask> super(name, NodeMaterialBlockTargets.Fragment); <mask> <mask> this.registerInput("xyzw", NodeMaterialBlockConnectionPointTypes.Vector4, true); <mask> this.registerInput("xyz", NodeMaterialBlockConnectionPointTypes.Vector3, true); <mask>...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Node/Blocks/vectorSplitterBlock.ts
this.registerOutput("xy", NodeMaterialBlockConnectionPointTypes.Vector2);
<mask> <mask> this.registerOutput("xyz", NodeMaterialBlockConnectionPointTypes.Vector3); <mask> this.registerOutput("x", NodeMaterialBlockConnectionPointTypes.Float); <mask> this.registerOutput("y", NodeMaterialBlockConnectionPointTypes.Float); <mask> this.registerOutput("z", NodeM...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Node/Blocks/vectorSplitterBlock.ts
* Gets the xyzw component (input)
<mask> return "VectorSplitterBlock"; <mask> } <mask> <mask> /** <mask> * Gets the rgba input component <mask> */ <mask> public get xyzw(): NodeMaterialConnectionPoint { <mask> return this._inputs[0]; <mask> } <mask> </s> Nightly + #6012 Former-commit-id: 1d283ec5...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Node/Blocks/vectorSplitterBlock.ts
* Gets the xyz component (input)
<mask> return this._inputs[0]; <mask> } <mask> <mask> /** <mask> * Gets the rgb input component <mask> */ <mask> public get xyz(): NodeMaterialConnectionPoint { <mask> return this._inputs[1]; <mask> } <mask> </s> Nightly + #6012 Former-commit-id: 1d283ec59f5d8542...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Node/Blocks/vectorSplitterBlock.ts
public get xyzIn(): NodeMaterialConnectionPoint {
<mask> <mask> /** <mask> * Gets the rgb input component <mask> */ <mask> public get xyz(): NodeMaterialConnectionPoint { <mask> return this._inputs[1]; <mask> } <mask> <mask> protected _buildBlock(state: NodeMaterialBuildState) { <mask> super._buildBlock(state); </...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Node/Blocks/vectorSplitterBlock.ts
let input = this.xyzw.isConnected ? this.xyzw : this.xyzIn;
<mask> <mask> protected _buildBlock(state: NodeMaterialBuildState) { <mask> super._buildBlock(state); <mask> <mask> let input = this.xyzw.isConnected ? this.xyzw : this.xyz; <mask> <mask> let xyzOutput = this._outputs[0]; <mask> let xOutput = this._outputs[1]; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Node/Blocks/vectorSplitterBlock.ts
let xyOutput = this._outputs[1]; let xOutput = this._outputs[2]; let yOutput = this._outputs[3]; let zOutput = this._outputs[4]; let wOutput = this._outputs[5];
<mask> <mask> let input = this.xyzw.isConnected ? this.xyzw : this.xyz; <mask> <mask> let xyzOutput = this._outputs[0]; <mask> let xOutput = this._outputs[1]; <mask> let yOutput = this._outputs[2]; <mask> let zOutput = this._outputs[3]; <mask> let wOutput = this...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Node/Blocks/vectorSplitterBlock.ts
if (xyOutput.connectedBlocks.length > 0) { state.compilationString += this._declareOutput(xyOutput, state) + ` = ${input.associatedVariableName}.xy;\r\n`; }
<mask> state.compilationString += this._declareOutput(xyzOutput, state) + ` = ${input.associatedVariableName}.xyz;\r\n`; <mask> } <mask> if (xOutput.connectedBlocks.length > 0) { <mask> state.compilationString += this._declareOutput(xOutput, state) + ` = ${input.associatedVar...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Node/Blocks/vectorSplitterBlock.ts
if (targetBlock) { let outputPoint = targetBlock.getOutputByName(input.targetConnectionName);
<mask> continue; <mask> } <mask> let inputPoint = block.getInputByName(input.inputName); <mask> let targetBlock = map[input.targetBlockId]; <mask> let outputPoint = targetBlock.getOutputByName(input.targetConnectionName); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Node/nodeMaterial.ts
if (inputPoint && outputPoint) { outputPoint.connectTo(inputPoint); }
<mask> let inputPoint = block.getInputByName(input.inputName); <mask> let targetBlock = map[input.targetBlockId]; <mask> let outputPoint = targetBlock.getOutputByName(input.targetConnectionName); <mask> <mask> if (inputPoint && outputPoint) { <mask>...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Node/nodeMaterial.ts
this.name = url;
<mask> this.getScene()!.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag); <mask> } <mask> <mask> this.url = url; <mask> this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED; <mask> this._prefiltered = false; <mask> </s> Nightly + #6012 Former-commi...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Textures/cubeTexture.ts
this.name = url;
<mask> this.getScene()!.markAllMaterialsAsDirty(Constants.MATERIAL_TextureDirtyFlag); <mask> } <mask> <mask> this.url = url; <mask> this._buffer = buffer; <mask> this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED; <mask> <mask> if (onLoad) { </s> Nigh...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7c2ba003b713b10c5e75a13138a462cfa1e3cb7c
src/Materials/Textures/texture.ts
public static readonly TangentLength = 50;
<mask> public onDataUpdatedObservable = new Observable<void>(); <mask> public property?: string; <mask> public tangentBuilder?: () => any; <mask> <mask> public constructor(color: string, animation: Animation, property?: string, tangentBuilder?: () => any) { <mask> this.color = color; <ma...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7d8dc9c677e0e9298683e215b3bcd069682df825
inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/graph/curve.ts
const controlPoint0Frame = outTangent ? prevFrame + (currentFrame - prevFrame) / 2 : prevFrame; const controlPoint1Frame = inTangent ? prevFrame + (currentFrame - prevFrame) / 2 : currentFrame;
<mask> const currentFrame = keys[keyIndex].frame; <mask> const prevValue = keys[keyIndex - 1].value; <mask> const currentValue = keys[keyIndex].value; <mask> <mask> const controlPoint0Frame = outTangent ? 2 * prevFrame / 3 + currentFrame / 3 : prevFrame; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7d8dc9c677e0e9298683e215b3bcd069682df825
inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/graph/curve.ts
<mask> const prevFrame = keys[keyIndex - 1].frame; <mask> const currentFrame = keys[keyIndex].frame; <mask> const currentValue = keys[keyIndex].value; <mask> <mask> const frame = inTangent ? prevFrame / 3 + 2 * currentFrame / 3 : currentFrame; <mask> co...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7d8dc9c677e0e9298683e215b3bcd069682df825
inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/graph/curve.ts
const frame = prevFrame + (currentFrame - prevFrame) / 2;
<mask> const currentValue = keys[keyIndex].value; <mask> <mask> const value = currentValue - inTangent / 3; <mask> <mask> return { <mask> frame: frame, <mask> value: value <mask> } </s> ace: tangent control done Former-commit-id...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7d8dc9c677e0e9298683e215b3bcd069682df825
inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/graph/curve.ts
const frame = prevFrame + (currentFrame - prevFrame) / 2;
<mask> const prevFrame = keys[keyIndex].frame; <mask> const prevValue = keys[keyIndex].value; <mask> const currentFrame = keys[keyIndex + 1].frame; <mask> <mask> const frame = outTangent ? 2 * prevFrame / 3 + currentFrame / 3 : prevFrame; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7d8dc9c677e0e9298683e215b3bcd069682df825
inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/graph/curve.ts
public updateInTangentFromControlPoint(keyId: number, value: number) { const slope = (this.keys[keyId].value - value); this.keys[keyId].inTangent = slope;
<mask> } <mask> } <mask> } <mask> <mask> public updateInTangentFromControlPoint(keyId: number, frame: number, value: number) { <mask> const slope = (this.keys[keyId].value - value) / (this.keys[keyId].frame - frame); <mask> this.keys[keyId].inTangent = slope * (this.k...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7d8dc9c677e0e9298683e215b3bcd069682df825
inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/graph/curve.ts
public updateOutTangentFromControlPoint(keyId: number, value: number) { const slope = (value - this.keys[keyId].value); this.keys[keyId].outTangent = slope;
<mask> <mask> this.onDataUpdatedObservable.notifyObservers(); <mask> } <mask> <mask> public updateOutTangentFromControlPoint(keyId: number, frame: number, value: number) { <mask> const slope = (value - this.keys[keyId].value) / (frame - this.keys[keyId].frame); <mask> this.keys[...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7d8dc9c677e0e9298683e215b3bcd069682df825
inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/graph/curve.ts
private _keyPointSVG: React.RefObject<SVGImageElement>;
<mask> private _offsetYToMain: number; <mask> <mask> private _svgHost: React.RefObject<SVGSVGElement>; <mask> <mask> private _controlMode = ControlMode.None; <mask> <mask> private _currentLeftControlPoint: Nullable<{frame: number, value: number}>; <mask> private _currentRightControlPo...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7d8dc9c677e0e9298683e215b3bcd069682df825
inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/graph/keyPoint.tsx
private _tangentReferenceX: number; private _tangentReferenceY: number;
<mask> private _currentLeftControlPoint: Nullable<{frame: number, value: number}>; <mask> private _currentRightControlPoint: Nullable<{frame: number, value: number}>; <mask> <mask> constructor(props: IKeyPointComponentProps) { <mask> super(props); <mask> <mask> this.state = { select...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7d8dc9c677e0e9298683e215b3bcd069682df825
inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/graph/keyPoint.tsx
this._keyPointSVG = React.createRef();
<mask> <mask> this.state = { selectedState: SelectionState.None, x: this.props.x, y: this.props.y }; <mask> <mask> this._svgHost = React.createRef(); <mask> <mask> this._onSelectionRectangleMovedObserver = this.props.context.onSelectionRectangleMoved.add(rect1 => { <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7d8dc9c677e0e9298683e215b3bcd069682df825
inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/graph/keyPoint.tsx
const bbox = (evt.nativeEvent.target as HTMLElement).getBoundingClientRect(); this._tangentReferenceX = bbox.left; this._tangentReferenceY = bbox.top;
<mask> this._sourcePointerX = evt.nativeEvent.offsetX; <mask> this._sourcePointerY = evt.nativeEvent.offsetY; <mask> <mask> const target = evt.nativeEvent.target as HTMLElement; <mask> if (target.tagName === "image") { <mask> this._controlMode = ControlMode.Key; <mask...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7d8dc9c677e0e9298683e215b3bcd069682df825
inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/graph/keyPoint.tsx
private _processTangentMove(evt: React.PointerEvent<SVGSVGElement>, cp: {frame: number, value: number}) { const key = this.props.curve.keys[this.props.keyId]; let expectedFrame = cp.frame; this._tangentReferenceX += evt.nativeEvent.offsetX - this._sourcePointerX; this._tangentR...
<mask> <mask> evt.stopPropagation(); <mask> } <mask> <mask> private _onPointerMove(evt: React.PointerEvent<SVGSVGElement>) { <mask> if (!this._pointerIsDown || this.state.selectedState !== SelectionState.Selected) { <mask> return; <mask> } <mask> </s> ace: tange...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7d8dc9c677e0e9298683e215b3bcd069682df825
inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/graph/keyPoint.tsx
this.props.curve.updateInTangentFromControlPoint(this.props.keyId, this._processTangentMove(evt, this._currentLeftControlPoint!));
<mask> return; <mask> } <mask> <mask> if (this._controlMode === ControlMode.TangentLeft) { <mask> let currentX = this.props.convertX(this._currentLeftControlPoint!.frame); <mask> let currentY = this.props.convertY(this._currentLeftControlPoint!.value); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7d8dc9c677e0e9298683e215b3bcd069682df825
inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/graph/keyPoint.tsx
this.props.curve.updateOutTangentFromControlPoint(this.props.keyId, this._processTangentMove(evt, this._currentRightControlPoint!));
<mask> this.props.curve.updateInTangentFromControlPoint(this.props.keyId, newFrame, newValue); <mask> this.forceUpdate(); <mask> <mask> } else if (this._controlMode === ControlMode.TangentRight) { <mask> let currentX = this.props.convertX(this._currentRightControlPoint!...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7d8dc9c677e0e9298683e215b3bcd069682df825
inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/graph/keyPoint.tsx
inVec.normalize(); inVec.scaleInPlace(100 * this.props.scale); outVec.normalize(); outVec.scaleInPlace(100 * this.props.scale);
<mask> <mask> let inVec = new Vector2(this._currentLeftControlPoint ? (this.props.convertX(this._currentLeftControlPoint.frame) - this.state.x) : 0, this._currentLeftControlPoint ? (this.props.convertY(this._currentLeftControlPoint.value) - this.state.y) : 0); <mask> let outVec = new Vector2...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7d8dc9c677e0e9298683e215b3bcd069682df825
inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/graph/keyPoint.tsx
ref={this._keyPointSVG}
<mask> y={`-${8 * this.props.scale}`} <mask> width={`${16 * this.props.scale}`} <mask> height={`${16 * this.props.scale}`} <mask> href={svgImageIcon} <mask> /> <mask> { <mask> this.state.select...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7d8dc9c677e0e9298683e215b3bcd069682df825
inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/graph/keyPoint.tsx
strokeWidth: `${1 * this.props.scale}`
<mask> x2={`${inVec.x}px`} <mask> y2={`${inVec.y}px`} <mask> style={{ <mask> stroke: "#F9BF00", <mask> strokeWidth: 1, <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7d8dc9c677e0e9298683e215b3bcd069682df825
inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/graph/keyPoint.tsx
r={`${4 * this.props.scale}`}
<mask> <circle <mask> className="left-tangent" <mask> cx={`${inVec.x}px`} <mask> cy={`${inVec.y}px`} <mask> r="4" <mask> style...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7d8dc9c677e0e9298683e215b3bcd069682df825
inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/graph/keyPoint.tsx
strokeWidth: `${1 * this.props.scale}`
<mask> x2={`${outVec.x}px`} <mask> y2={`${outVec.y}px`} <mask> style={{ <mask> stroke: "#F9BF00", <mask> strokeWidth: 1, <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7d8dc9c677e0e9298683e215b3bcd069682df825
inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/graph/keyPoint.tsx
r={`${4 * this.props.scale}`}
<mask> <circle <mask> className="right-tangent" <mask> cx={`${outVec.x}px`} <mask> cy={`${outVec.y}px`} <mask> r="4" <mask> st...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7d8dc9c677e0e9298683e215b3bcd069682df825
inspector/src/components/actionTabs/tabs/propertyGrids/animations/curveEditor/graph/keyPoint.tsx
public DITHERING = false;
<mask> public IMAGEPROCESSINGPOSTPROCESS = false; <mask> public EXPOSURE = false; <mask> <mask> constructor() { <mask> super(); <mask> this.rebuild(); <mask> } </s> add dithering to default pipeline Former-commit-id: 361bd5ad76c5c1dc711d4816bb35e4bfb744...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7da33a7b389b2c63d645c5ba0c36bd9a804325eb
materialsLibrary/src/custom/babylon.customMaterial.ts
public DITHERING = false;
<mask> public IMAGEPROCESSINGPOSTPROCESS = false; <mask> public EXPOSURE = false; <mask> <mask> // Reflection. <mask> public REFLECTION = false; <mask> public REFLECTIONMAP_3D = false; <mask> public REFLECTIONMAP_SPHERICAL = false; <mask> public REFLECTIO...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7da33a7b389b2c63d645c5ba0c36bd9a804325eb
src/Materials/Background/babylon.backgroundMaterial.ts
public DITHERING = false;
<mask> public IMAGEPROCESSINGPOSTPROCESS = false; <mask> public EXPOSURE = false; <mask> <mask> public USEPHYSICALLIGHTFALLOFF = false; <mask> public TWOSIDEDLIGHTING = false; <mask> public SHADOWFLOAT = false; <mask> public CLIPPLANE = false; <mask> publ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7da33a7b389b2c63d645c5ba0c36bd9a804325eb
src/Materials/PBR/babylon.pbrBaseMaterial.ts
/** * If the dithering should be performed in the image processing shader. */ DITHERING: boolean;
<mask> COLORGRADING3D: boolean; <mask> SAMPLER3DGREENDEPTH: boolean; <mask> SAMPLER3DBGRMAP: boolean; <mask> IMAGEPROCESSINGPOSTPROCESS: boolean; <mask> } <mask> <mask> /** <mask> * This groups together the common properties used for image processing either in direc...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7da33a7b389b2c63d645c5ba0c36bd9a804325eb
src/Materials/babylon.imageProcessingConfiguration.ts
if (defines.DITHERING){ uniforms.push("ditherVarianceAmount"); }
<mask> } <mask> if (defines.COLORCURVES) { <mask> ColorCurves.PrepareUniforms(uniforms); <mask> } <mask> } <mask> <mask> /** <mask> * Prepare the list of samplers associated with the Image Processing effects. <mask> * @param...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7da33a7b389b2c63d645c5ba0c36bd9a804325eb
src/Materials/babylon.imageProcessingConfiguration.ts
defines.DITHERING = (this.ditheringVarianceAmount != 0.0);
<mask> defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess; <mask> defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING; <mask> } <mask> <mask> /** <mask> ...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7da33a7b389b2c63d645c5ba0c36bd9a804325eb
src/Materials/babylon.imageProcessingConfiguration.ts
effect.setFloat("ditherVarianceAmount", this.ditheringVarianceAmount);
<mask> this.colorGradingTexture.level // weight <mask> ); <mask> } <mask> } <mask> <mask> /** <mask> * Clones the current image processing instance. <mask> * @return The cloned image processing <mask> */ </s> add dithe...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7da33a7b389b2c63d645c5ba0c36bd9a804325eb
src/Materials/babylon.imageProcessingConfiguration.ts
public DITHERING = false;
<mask> public IMAGEPROCESSINGPOSTPROCESS = false; <mask> public EXPOSURE = false; <mask> <mask> constructor() { <mask> super(); <mask> this.rebuild(); <mask> } </s> add dithering to default pipeline Former-commit-id: 361bd5ad76c5c1dc711d4816bb35e4bfb744...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7da33a7b389b2c63d645c5ba0c36bd9a804325eb
src/Materials/babylon.standardMaterial.ts
DITHERING: false,
<mask> IMAGEPROCESSINGPOSTPROCESS: false, <mask> EXPOSURE: false, <mask> } <mask> <mask> constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera> = null, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType: number = Engine...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7da33a7b389b2c63d645c5ba0c36bd9a804325eb
src/PostProcess/babylon.imageProcessingPostProcess.ts
vec3 dither(vec2 seed, vec3 color, float varianceAmount) {
<mask> float getRand(vec2 seed) { <mask> return fract(sin(dot(seed.xy ,vec2(12.9898,78.233))) * 43758.5453); <mask> } <mask> <mask> vec3 dither(vec2 seed, vec3 color) { <mask> float rand = getRand(seed); <mask> color += mix(-0.5/255.0, 0.5/255.0, rand); <mask> color = max(color, 0.0); <mask> return color...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7da33a7b389b2c63d645c5ba0c36bd9a804325eb
src/Shaders/ShadersInclude/helperFunctions.fx
color += mix(-varianceAmount/255.0, varianceAmount/255.0, rand);
<mask> } <mask> <mask> vec3 dither(vec2 seed, vec3 color) { <mask> float rand = getRand(seed); <mask> color += mix(-0.5/255.0, 0.5/255.0, rand); <mask> color = max(color, 0.0); <mask> return color; <mask> } </s> add dithering to default pipeline Former-commit-id: 361bd5ad76c5c1dc711d4816bb35e4bfb7441b92 ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7da33a7b389b2c63d645c5ba0c36bd9a804325eb
src/Shaders/ShadersInclude/helperFunctions.fx
#endif #ifdef DITHERING uniform float ditherVarianceAmount;
<mask> #else <mask> uniform sampler2D txColorTransform; <mask> #endif <mask> uniform vec4 colorTransformSettings; <mask> #endif </s> add dithering to default pipeline Former-commit-id: 361bd5ad76c5c1dc711d4816bb35e4bfb7441b92 </s> remove #ifdef NOISE color.rgb = dither(vPositionW.xy, color.rgb); </s> a...
[ "keep", "keep", "keep", "add", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7da33a7b389b2c63d645c5ba0c36bd9a804325eb
src/Shaders/ShadersInclude/imageProcessingDeclaration.fx
#ifdef DITHERING // Handled in image processing shader #elif NOISE color.rgb = dither(vPositionW.xy, color.rgb, 0.5);
<mask> // Convert to associative (premultiplied) format if needed. <mask> color.rgb *= color.a; <mask> #endif <mask> <mask> #ifdef NOISE <mask> color.rgb = dither(vPositionW.xy, color.rgb); <mask> #endif <mask> <mask> gl_FragColor = color; <mask> } </s> add dithering to default pipeline F...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7da33a7b389b2c63d645c5ba0c36bd9a804325eb
src/Shaders/background.fragment.fx
#ifdef DITHERING result.rgb = dither(vUV, result.rgb, ditherVarianceAmount); #endif
<mask> result = applyImageProcessing(result); <mask> #endif <mask> #endif <mask> <mask> gl_FragColor = result; <mask> } </s> add dithering to default pipeline Former-commit-id: 361bd5ad76c5c1dc711d4816bb35e4bfb7441b92 </s> remove #ifdef NOISE color.rgb = dither(vPositionW.xy, color.rgb); </s> add #ifd...
[ "keep", "keep", "keep", "add", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7da33a7b389b2c63d645c5ba0c36bd9a804325eb
src/Shaders/imageProcessing.fragment.fx
var matrix, meshPosition, meshRotation, meshRotationQuaternion, meshScaling;
<mask> } <mask> // Convert BABYLON.Mesh to BABYLON.CSG <mask> CSG.FromMesh = function (mesh) { <mask> var vertex, normal, uv, position, polygon, polygons = [], vertices; <mask> if (mesh instanceof BABYLON.Mesh) { <mask> mesh.computeWorldMatrix(true);...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7dbc454c9312929012b85bce87cdba5a319c922e
Babylon/Mesh/babylon.csg.js
matrix = mesh.getWorldMatrix(); meshPosition = mesh.position.clone(); meshRotation = mesh.rotation.clone(); if (mesh.rotationQuaternion) { meshRotationQuaternion = mesh.rotationQuaternion.clone(); } meshS...
<mask> CSG.FromMesh = function (mesh) { <mask> var vertex, normal, uv, position, polygon, polygons = [], vertices; <mask> if (mesh instanceof BABYLON.Mesh) { <mask> mesh.computeWorldMatrix(true); <mask> var matrix = mesh.getWorldMatrix(); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7dbc454c9312929012b85bce87cdba5a319c922e
Babylon/Mesh/babylon.csg.js
var matrix, meshPosition, meshRotation, meshRotationQuaternion, meshScaling;
<mask> var vertex, normal, uv, position, <mask> polygon, <mask> polygons = [], <mask> vertices; <mask> <mask> if (mesh instanceof BABYLON.Mesh) { <mask> mesh.computeWorldMatrix(true); <mask> var matrix = mes...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7dbc454c9312929012b85bce87cdba5a319c922e
Babylon/Mesh/babylon.csg.ts
matrix = mesh.getWorldMatrix(); meshPosition = mesh.position.clone(); meshRotation = mesh.rotation.clone(); if(mesh.rotationQuaternion) { meshRotationQuaternion = mesh.rotationQuaternion.clone(); } meshScaling = mesh.scaling.clone();
<mask> vertices; <mask> <mask> if (mesh instanceof BABYLON.Mesh) { <mask> mesh.computeWorldMatrix(true); <mask> var matrix = mesh.getWorldMatrix(); <mask> var meshPosition = mesh.position.clone(); <mask> var meshRotation...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7dbc454c9312929012b85bce87cdba5a319c922e
Babylon/Mesh/babylon.csg.ts
if (target.color) { target.color!.copyFrom(this.color!); } else { target.color = this.color.clone(); }
<mask> target.rotationQuaternion!.copyFrom(this.rotationQuaternion!); <mask> } <mask> target.scaling.copyFrom(this.scaling); <mask> if (this.color) { <mask> target.color!.copyFrom(this.color!); <mask> } <mask> target.uvs.copyFrom(this.uvs); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7e0a7f18b88f4dc9e3b2c7aa1797039a9ab776c1
src/Particles/solidParticle.ts
private _mustResetCopy: boolean = true;
<mask> private _expandable: boolean = false; <mask> private _shapeCounter: number = 0; <mask> private _copy: SolidParticle = new SolidParticle(0, 0, 0, 0, null, 0, 0, this); <mask> private _color: Color4 = new Color4(0, 0, 0, 0); <mask> private _computeParticleColor: boolean = true; <mask> ...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7e0a7f18b88f4dc9e3b2c7aa1797039a9ab776c1
src/Particles/solidParticleSystem.ts
if (this._mustResetCopy) { this._resetCopy(); }
<mask> var u = 0; <mask> var c = 0; <mask> var n = 0; <mask> <mask> this._resetCopy(); <mask> const copy = this._copy; <mask> const storeApart = (options && options.storage) ? true : false; <mask> // in case the particle geometry must NOT be inserted in t...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7e0a7f18b88f4dc9e3b2c7aa1797039a9ab776c1
src/Particles/solidParticleSystem.ts
<mask> <mask> this._resetCopy(); <mask> const copy = this._copy; <mask> const storeApart = (options && options.storage) ? true : false; <mask> // in case the particle geometry must NOT be inserted in the SPS mesh geometry <mask> if (storeApart) { <mask> return...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7e0a7f18b88f4dc9e3b2c7aa1797039a9ab776c1
src/Particles/solidParticleSystem.ts
// in case the particle geometry must NOT be inserted in the SPS mesh geometry if (storeApart) { return copy; }
<mask> this._mustUnrotateFixedNormals = true; <mask> } <mask> <mask> const rotMatrix = TmpVectors.Matrix[0]; <mask> const tmpVertex = TmpVectors.Vector3[0]; <mask> const tmpRotated = TmpVectors.Vector3[1]; <mask> const pivotBackTranslation = TmpVectors.Vector3...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7e0a7f18b88f4dc9e3b2c7aa1797039a9ab776c1
src/Particles/solidParticleSystem.ts
this._mustResetCopy = false;
<mask> public insertParticlesFromArray(solidParticleArray: SolidParticle[]): SolidParticleSystem { <mask> if (!this._expandable) { <mask> return this; <mask> } <mask> var idxInShape = 0; <mask> var currentShapeId = solidParticleArray[0].shapeId; <mask> con...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7e0a7f18b88f4dc9e3b2c7aa1797039a9ab776c1
src/Particles/solidParticleSystem.ts
sp.copyToRef(this._copy); this._insertNewParticle(this.nbParticles, idxInShape, sp._model, shape, meshInd, meshUV, meshCol, meshNor, bbInfo, null, null);
<mask> var meshUV = model._shapeUV; <mask> var meshCol = model._shapeColors; <mask> var meshNor = model._normals; <mask> var bbInfo = sp._boundingInfo; <mask> var particle = this._insertNewParticle(this.nbParticles, idxInShape, sp._model, shape, meshInd, ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7e0a7f18b88f4dc9e3b2c7aa1797039a9ab776c1
src/Particles/solidParticleSystem.ts
this._mustResetCopy = true;
<mask> idxInShape = 0; <mask> } <mask> } <mask> this._isNotBuilt = true; // buildMesh() call is now expected for setParticles() to work <mask> return this; <mask> } <mask> <mask> /** <mask> * Creates a new particle and modifies the SPS me...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7e0a7f18b88f4dc9e3b2c7aa1797039a9ab776c1
src/Particles/solidParticleSystem.ts
* @param {number} newTimeStep the new timestep to apply to this world.
<mask> * default is 1/60. <mask> * To slow it down, enter 1/600 for example. <mask> * To speed it up, 1/30 <mask> */ <mask> public setTimeStep(newTimeStep: number = 1 / 60) { <mask> this._physicsPlugin.setTimeStep(newTimeStep); <mask> } <mask> <...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7e6e9e4491a89923a14ddcd04c307afc0707124c
src/Physics/babylon.physicsEngine.ts
/** * Adding a new impostor for the impostor tracking. * This will be done by the impostor itself. * @param {PhysicsImpostor} impostor the impostor to add */
<mask> private _joints: Array<PhysicsImpostorJoint> = []; <mask> <mask> public addImpostor(impostor: PhysicsImpostor) { <mask> this._impostors.push(impostor); <mask> //if no parent, generate the body <mask> if (!impostor.parent) { </s> a bit of documentation. ...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7e6e9e4491a89923a14ddcd04c307afc0707124c
src/Physics/babylon.physicsEngine.ts
/** * Remove an impostor from the engine. * This impostor and its mesh will not longer be updated by the physics engine. * @param {PhysicsImpostor} impostor the impostor to remove */
<mask> } <mask> <mask> public removeImpostor(impostor: PhysicsImpostor) { <mask> var index = this._impostors.indexOf(impostor); <mask> if (index > -1) { <mask> var removed = this._impostors.splice(index, 1); <mask> //Is it needed? <mask> ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7e6e9e4491a89923a14ddcd04c307afc0707124c
src/Physics/babylon.physicsEngine.ts
/** * Add a joint to the physics engine * @param {PhysicsImpostor} mainImpostor the main impostor to which the joint is added. * @param {PhysicsImpostor} connectedImpostor the impostor that is connected to the main impostor using this joint * @param {PhysicsJoin...
<mask> removed[0].physicsBody = null; <mask> } <mask> } <mask> } <mask> <mask> public addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint) { <mask> var impostorJoint = { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7e6e9e4491a89923a14ddcd04c307afc0707124c
src/Physics/babylon.physicsEngine.ts
/** * This is a holder class for the physics joint created by the physics plugin. * It holds a set of functions to control the underlying joint. */
<mask> //Native Oimo/Cannon/Energy data <mask> nativeParams?: any; <mask> } <mask> <mask> export class PhysicsJoint { <mask> <mask> private _physicsJoint; <mask> protected _physicsPlugin: IPhysicsEnginePlugin; <mask> <mask> constructor(public type: number, pu...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7e6e9e4491a89923a14ddcd04c307afc0707124c
src/Physics/babylon.physicsJoint.ts
/** * Execute a function that is physics-plugin specific. * @param {Function} func the function that will be executed. * It accepts two parameters: the physics world and the physics joint. */ public executeNativeFunction(func : (world: any...
<mask> public set physicsPlugin(physicsPlugin: IPhysicsEnginePlugin) { <mask> this._physicsPlugin = physicsPlugin; <mask> } <mask> <mask> public executeNativeFunction(func : (physicsJoint:any) => void) { <mask> func(this._physicsJoint) <mask> } <m...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7e6e9e4491a89923a14ddcd04c307afc0707124c
src/Physics/babylon.physicsJoint.ts
/** * A class representing a physics distance joint. */
<mask> //Cannon only at the moment <mask> public static SpringJoint = 9; <mask> } <mask> <mask> export class DistanceJoint extends PhysicsJoint { <mask> constructor(jointData: DistanceJointData) { <mask> super(PhysicsJoint.DistanceJoint, jointData); <mask> } ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7e6e9e4491a89923a14ddcd04c307afc0707124c
src/Physics/babylon.physicsJoint.ts
/** * Update the predefined distance. */
<mask> constructor(jointData: DistanceJointData) { <mask> super(PhysicsJoint.DistanceJoint, jointData); <mask> } <mask> <mask> public updateDistance(maxDistance: number, minDistance?: number) { <mask> this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDi...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7e6e9e4491a89923a14ddcd04c307afc0707124c
src/Physics/babylon.physicsJoint.ts
/** * This class represents a single hinge physics joint */
<mask> } <mask> <mask> export class HingeJoint extends PhysicsJoint implements IMotorEnabledJoint { <mask> <mask> constructor(jointData:PhysicsJointData) { <mask> super(PhysicsJoint.HingeJoint, jointData); <mask> } </s> a bit of documentation. Former-commit-id: f9...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7e6e9e4491a89923a14ddcd04c307afc0707124c
src/Physics/babylon.physicsJoint.ts
/** * Set the motor values. * Attention, this function is plugin specific. Engines won't react 100% the same. * @param {number} force the force to apply * @param {number} maxForce max force for this motor. */
<mask> constructor(jointData:PhysicsJointData) { <mask> super(PhysicsJoint.HingeJoint, jointData); <mask> } <mask> <mask> public setMotor(force?: number, maxForce?: number) { <mask> this._physicsPlugin.setMotor(this, force, maxForce); <mask> } <ma...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7e6e9e4491a89923a14ddcd04c307afc0707124c
src/Physics/babylon.physicsJoint.ts
/** * Set the motor's limits. * Attention, this function is plugin specific. Engines won't react 100% the same. */
<mask> public setMotor(force?: number, maxForce?: number) { <mask> this._physicsPlugin.setMotor(this, force, maxForce); <mask> } <mask> <mask> public setLimit(upperLimit: number, lowerLimit?: number) { <mask> this._physicsPlugin.setLimit(this, upperLimit, l...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7e6e9e4491a89923a14ddcd04c307afc0707124c
src/Physics/babylon.physicsJoint.ts
/** * This class represents a dual hinge physics joint (same as wheel joint) */
<mask> } <mask> } <mask> <mask> export class Hinge2Joint extends PhysicsJoint implements IMotorEnabledJoint { <mask> <mask> constructor(jointData:PhysicsJointData) { <mask> super(PhysicsJoint.Hinge2Joint, jointData); </s> a bit of documentation. Former-commit-...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7e6e9e4491a89923a14ddcd04c307afc0707124c
src/Physics/babylon.physicsJoint.ts
/** * Set the motor values. * Attention, this function is plugin specific. Engines won't react 100% the same. * @param {number} force the force to apply * @param {number} maxForce max force for this motor. * @param {motorIndex} the motor's index, 0 or 1. ...
<mask> constructor(jointData:PhysicsJointData) { <mask> super(PhysicsJoint.Hinge2Joint, jointData); <mask> } <mask> <mask> public setMotor(force?: number, maxForce?: number, motorIndex: number = 0) { <mask> this._physicsPlugin.setMotor(this, force, maxForce...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7e6e9e4491a89923a14ddcd04c307afc0707124c
src/Physics/babylon.physicsJoint.ts
/** * Set the motor limits. * Attention, this function is plugin specific. Engines won't react 100% the same. * @param {number} upperLimit the upper limit * @param {number} lowerLimit lower limit * @param {motorIndex} the motor's index, 0 or 1. */
<mask> } <mask> <mask> public setLimit(upperLimit: number, lowerLimit?: number, motorIndex: number = 0) { <mask> this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex); <mask> } <mask> } <mask> </s> a bit of documentation. Former-commit-id: f9c...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7e6e9e4491a89923a14ddcd04c307afc0707124c
src/Physics/babylon.physicsJoint.ts
public static CreateRibbon(name: string, options: { pathArray: Vector3[][], closeArray?: boolean, closePath?: boolean, offset?: number, updatable?: boolean, sideOrientation?: number, instance?: Mesh }, scene?: Scene): Mesh; public static CreateRibbon(name: string, options: any, closeArrayOrScene?: any, ...
<mask> } <mask> <mask> // Statics <mask> public static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh; <mask> public static CreateRibbon(...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f7f334f3c8b5a1a2a6053027c0ab4bcab49c039
src/Mesh/babylon.mesh.ts
if (Array.isArray(options)) {
<mask> public static CreateRibbon(name: string, options: { pathArray?: Vector3[][], closeArray?: boolean, closePath?: boolean, offset?: number, updatable?: boolean, sideOrientation?: number, instance?: Mesh }, scene: Scene): Mesh; <mask> public static CreateRibbon(name: string, options: any, closeArra...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f7f334f3c8b5a1a2a6053027c0ab4bcab49c039
src/Mesh/babylon.mesh.ts
closeArray = closeArrayOrScene;
<mask> var closeArray; <mask> if (Array.isArray(options)) { <mask> pathArray = options; <mask> if (!instance) { <mask> options = { <mask> pathArray: pathArray, <mask> closeArray: closeArray...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f7f334f3c8b5a1a2a6053027c0ab4bcab49c039
src/Mesh/babylon.mesh.ts
closeArray: closeArray,
<mask> pathArray = options; <mask> if (!instance) { <mask> options = { <mask> pathArray: pathArray, <mask> closeArray: closeArrayOrScene, <mask> closePath: closePath, <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f7f334f3c8b5a1a2a6053027c0ab4bcab49c039
src/Mesh/babylon.mesh.ts
updatable: updatable,
<mask> pathArray: pathArray, <mask> closeArray: closeArray, <mask> closePath: closePath, <mask> offset: offset, <mask> sideOrientation: sideOrientation <mask> } <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f7f334f3c8b5a1a2a6053027c0ab4bcab49c039
src/Mesh/babylon.mesh.ts
} else { scene = closeArrayOrScene; pathArray = options.pathArray; closeArray = options.closeArray; closePath = options.closePath; offset = options.offset; sideOrientation = options.sideOrientation; ...
<mask> updatable: updatable, <mask> sideOrientation: sideOrientation <mask> } <mask> } <mask> } <mask> <mask> if (instance) { // existing ribbon instance update <mask> // positionFuncti...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f7f334f3c8b5a1a2a6053027c0ab4bcab49c039
src/Mesh/babylon.mesh.ts
public static CreateTube(name: string, options: any, radiusOrScene: any, tessellation?: number, radiusFunction?: { (i: number, distance: number): number; }, cap?: number, scene?: Scene, updatable?: boolean, sideOrientation: number = Mesh.DEFAULTSIDE, instance: Mesh = null): Mesh {
<mask> } <mask> <mask> public static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: { (i: number, distance: number): number; }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh; <mask> public st...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f7f334f3c8b5a1a2a6053027c0ab4bcab49c039
src/Mesh/babylon.mesh.ts
if (Array.isArray(options)) { path = options; radius = radiusOrScene; } else { scene = radiusOrScene; path = options.path; radius = options.radius; tessellation = options.t...
<mask> public static CreateTube(name: string, options: { path: Vector3[], radius?: number, tessellation?: number, radiusFunction?: { (i: number, distance: number): number; }, cap?: number, updatable?: boolean, sideOrientation?: number, instance?: Mesh }, scene: Scene): Mesh; <mask> public static Creat...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f7f334f3c8b5a1a2a6053027c0ab4bcab49c039
src/Mesh/babylon.mesh.ts
instance = Mesh.CreateRibbon(null, { pathArray: pathArray, instance: instance }); (<any>instance).path3D = path3D; (<any>instance).pathArray = pathArray;
<mask> var pathArray; <mask> if (instance) { // tube update <mask> path3D = ((<any>instance).path3D).update(path); <mask> pathArray = tubePathArray(path, path3D, (<any>instance).pathArray, radius, (<any>instance).tessellation, radiusFunction, (<any>instance).c...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f7f334f3c8b5a1a2a6053027c0ab4bcab49c039
src/Mesh/babylon.mesh.ts
private _isCompletelyReady: boolean = false; /** * Will notify when the mesh is completely ready, including materials. */ public onMeshReadyObservable: Observable<Mesh>;
<mask> private _internalMeshDataInfo = new _InternalMeshDataInfo(); <mask> <mask> public get computeBonesUsingShaders(): boolean { <mask> return this._internalAbstractMeshDataInfo._computeBonesUsingShaders; <mask> } <mask> public set computeBonesUsingShaders(value: boolean) { <mask> ...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
constructor( name: string, scene: Nullable<Scene> = null, parent: Nullable<Node> = null, source: Nullable<Mesh> = null, doNotCloneChildren?: boolean, clonePhysicsImpostor: boolean = true ) {
<mask> * When false, achieved by calling a clone(), also passing False. <mask> * This will make creation of children, recursive. <mask> * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True. <mask> */ <mask> constru...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
this.onMeshReadyObservable = new Observable(this._onMeshReadyObserverAdded);
<mask> <mask> this._instanceDataStorage.hardwareInstancedRendering = this.getEngine().getCaps().instancedArrays; <mask> } <mask> <mask> // Methods <mask> public instantiateHierarchy( <mask> newParent: Nullable<TransformNode> = null, <mask> options?: { doNotInstantiate: bool...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
public instantiateHierarchy( newParent: Nullable<TransformNode> = null, options?: { doNotInstantiate: boolean }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void ): Nullable<TransformNode> { let instance = this.getTotalVertices() > 0 && (...
<mask> this._instanceDataStorage.hardwareInstancedRendering = this.getEngine().getCaps().instancedArrays; <mask> } <mask> <mask> // Methods <mask> public instantiateHierarchy(newParent: Nullable<TransformNode> = null, options?: { doNotInstantiate: boolean }, onNewNodeCreated?: (source: Transfo...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
child.instantiateHierarchy(instance as TransformNode, options, onNewNodeCreated);
<mask> } <mask> } <mask> <mask> for (var child of this.getChildTransformNodes(true)) { <mask> child.instantiateHierarchy(instance, options, onNewNodeCreated); <mask> } <mask> <mask> return instance; <mask> } <mask> </s> mesh onready observable ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
return instance as TransformNode;
<mask> for (var child of this.getChildTransformNodes(true)) { <mask> child.instantiateHierarchy(instance, options, onNewNodeCreated); <mask> } <mask> <mask> return instance; <mask> } <mask> <mask> /** <mask> * Gets the class name <mask> * @returns the st...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
let data = this._userInstancedBuffersStorage?.vertexBuffers[kind]?.getFloatData( this._geometry.getTotalVertices(), forceCopy || (copyWhenShared && this._geometry.meshes.length !== 1) );
<mask> public getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray> { <mask> if (!this._geometry) { <mask> return null; <mask> } <mask> let data = this._userInstancedBuffersStorage?.vertexBuffers[kind]?.getFloatData(this._geometry...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
const onlyForInstances = isInIntermediateRendering ? this._internalAbstractMeshDataInfo._onlyForInstancesIntermediate : this._internalAbstractMeshDataInfo._onlyForInstances;
<mask> return this._instanceDataStorage.previousBatch; <mask> } <mask> var scene = this.getScene(); <mask> const isInIntermediateRendering = scene._isInIntermediateRendering(); <mask> const onlyForInstances = isInIntermediateRendering ? this._internalAbstractMeshDataInfo...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
batchCache.hardwareInstancedRendering[subMeshId] = !isReplacementMode && this._instanceDataStorage.hardwareInstancedRendering && batchCache.visibleInstances[subMeshId] !== null && batchCache.visibleInstances[subMeshId] !== undefined;
<mask> if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) { <mask> batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId]; <mask> } <mask> } <mask> batchCache.hardwareInstancedRendering[subMeshId] = !isReplacementMode && this....
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
const needUpdateBuffer = !instancesBuffer || currentInstancesBufferSize !== instanceStorage.instancesBufferSize || (this._scene.needsPreviousWorldMatrices && !instanceStorage.instancesPreviousBuffer);
<mask> var instancesCount = 0; <mask> <mask> let renderSelf = batch.renderSelf[subMesh._id]; <mask> <mask> const needUpdateBuffer = !instancesBuffer || currentInstancesBufferSize !== instanceStorage.instancesBufferSize || (this._scene.needsPreviousWorldMatrices && !instanceStorage.instanc...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
if ( this._scene.needsPreviousWorldMatrices && !needUpdateBuffer && this._instanceDataStorage.manualUpdate && !this._instanceDataStorage.isFrozen && !this._instanceDataStorage.previousManualUpdate ) {
<mask> <mask> // Write current matrices as previous matrices in case of manual update <mask> // Default behaviour when previous matrices are not specified explicitly <mask> // Will break if instances number/order changes <mask> if (this._scene.needsPreviousWorldMatrices && !needUpd...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
public _processRendering( renderingMesh: AbstractMesh, subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material, effe...
<mask> // Do nothing <mask> } <mask> <mask> /** @hidden */ <mask> public _processRendering(renderingMesh: AbstractMesh, subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveM...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
} else if ( (material._storeEffectOnSubMeshes && !subMesh.effect?._wasPreviouslyReady) || (!material._storeEffectOnSubMeshes && !material.getEffect()?._wasPreviouslyReady) ) {
<mask> return this; <mask> } <mask> <mask> this._effectiveMaterial = material; <mask> } else if ((material._storeEffectOnSubMeshes && !subMesh.effect?._wasPreviouslyReady) || (!material._storeEffectOnSubMeshes && !material.getEffect()?._wasPreviouslyReady)) { <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
if (this._checkReadinessObserver) { this._scene.onBeforeRenderObservable.remove(this._checkReadinessObserver); }
<mask> <mask> // Thin instances <mask> this._disposeThinInstanceSpecificData(); <mask> <mask> super.dispose(doNotRecurse, disposeMaterialAndTextures); <mask> } <mask> <mask> /** @hidden */ <mask> public _disposeInstanceSpecificData() { </s> mesh onready observable Form...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
public applyDisplacementMap( url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate = false ): Mesh {
<mask> * @param uvScale is an optional vector2 used to scale UV. <mask> * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance. <mask> * @returns the Mesh. <mask> */ <mask> public applyDisplacemen...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts
public applyDisplacementMapFromBuffer( buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate = false ): Mesh {
<mask> * @param uvScale is an optional vector2 used to scale UV. <mask> * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance. <mask> * @returns the Mesh. <mask> */ <mask> public applyDisplacemen...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/7f93725775e5d05d20ea5751b8e8ecd0df290352
src/Meshes/mesh.ts